2018: Walkthrough by: Louis Koot

If you have found this walkthrough via google search or via another site then you have  probably not visited my site. 

A lot more very detailed game walkthroughs can be found on my site at:  www.pcgameswalkthroughs.nl

Chapter 5: Parallel World: The Abandoned Building:

Zoom out of the steering wheel, turn around and continue forward to the closed door of the pump room and go to the ladder via the Slanted right Up Arrow. 

Click with the Up arrow on the ladder and ..... you climb up and out of the submarine.

You are back on the hull of the submarine. The submarine has docked in a canal between 2 jetties and in front of a large gate that is closed with a fence. The channel goes through that gate. Turn right and go 1 time forward. Then turn right again. At the end of the jetty you'll see a  red fishing rod. Click on the fishing rod. The fishing rod appears in the close-up screen. In the close-up window click on the mill of the rod and ..... you catch a fish from the water and the fish will be placed in your inventory. 

Do not lose the fish, even if it starts stinking, because you'll need it and this is the only fish you can catch. Turn left and go forward one more time over the jetty 

You then stand in front of a wooden door. Click on the door to open it and then enter the Abandoned Building 1 time ahead. You are in the:

Saw  room:

In the middle of the saw room stands the large stove. Behind the stove you see a "red gate" through which you can go to the hallway. On the left, behind the stove, you see a pitch-black gate. Between the "red gate" and that dark gate are 2 windows in the wall.  On the "red gate" wall stands  the Circular Saw workbench and there are also workbenches and wood storage on the other walls.

Go forward to the Circle Saw workbench and then turn left via the left arrow. You are now right in front of the pitch-black gate. 

Go forward and you are in the gate. This is the gate where your submarine is docked

The canal goes through the gate to the inner harbor of this building. You have to cross over the canal here, but that is not possible because there is no "bridge". So you have to make a "Bridge" in the gate. Turn around and return to the stove in the sawing room. Back at the stove you get the Slanted Left Up arrow. Click here to go left, to the circle saw workbench and the "red gate". Now go to the windows via the Slanted Left Up Arrow. 

You should hear a smacking sound at the windows....Go forward to the windows, to look out  the windows. You see 2 Towers, high above you. 

There is a "running wall" between the two towers. Move your cursor up slightly until you get the down arrow. Then look down. You look down through the windows at the courtyard.

You see the Dark Being and he  is not alone. Dark Being has a MONSTER with him. The Monster is rather hungry and Dark Being hold  a delicious fish for the hungry mouth of the Monster. However, Dark Being does not give the fish to the Monster. Dark Being is winding the monster up to go and grab you because he finds you dangerous.

It can be that you don't see the Dark Being and the monster right now. If you do not see anything in the courtyard now then just go inside the saw room and step through the "red gate", but step right back into the saw room aging. Go look out the windows again and.....you'll see the Dark Being with the Monster. Every time you go through the "red gate" into the hallway and then look out of the windows in the saw room you'll see something different. It good be that you see nothing, or you'll see the Dark Being and the Monster, or you see the Monster alone, or you see that the monster is on the high wall between the two towers. For now you must see the Dark Being with the monster in the courtyard. You can tell what you'll see through the window by the sounds that you hear......a smacking sound means that you'll see the Dark Being with the monster. Threatening music means that you'll see only the monster and if you do not hear anything then there's nothing to see

 Zoom 2 times out of the window via the short zoom-out arrow, in the middle of the screen. You look again at the "red gate". Go to the right, to the Circular work table and if you stand straight for it you turn to the right again. You then stand in front of a wood storage table. There are 2 boxes in front of the table. The left box is empty but the right box is full of iron bars. Grab one such Iron Bar from the box. 

Then turn left 2 times and go through the "red gate". You are now in the:

Hallway

There are 2 machines here. Together they are the Wind Generator and with this the power for the saw room is generated. But the Wind generator is off. Go stand in front of the first machine via the slanted left up arrow. This is a kind of "lathe". A lever is located on the left of the machine. On the right an iron rod protrudes from the machine. The intention is that the iron bar will move further out of the machine so that the end of the iron bar  touches the cogwheel wheel. Click on the lever of the "lathe" and ...... the iron bar slides out and is now attached to the cogwheel.



It's possible that the iron bar may break off. In that case, place the metal bar, that you have taken from the box in the saw room, on the right side of the lathe and then click the handle again.

Turn to the right. You are now right in front of the rear machine. It looks like an oven. There is a thick black "cupboard" on this thing and it has two handles A and B.  

Handle A is a crank and handle B is a kind of brake. Click handle A and hold down your mouse button until the "lighthouse" appears. 

You  turn the handle around and you'll see the wind propellers come up from the roof. 

When you get control back click handle B to turn on the propellers.

You now have power for the 2 sawing machines in the cutting room. Turn left twice to the "red gate" but do not enter the Saw room now. On the right you see that a wooden staircase goes up, so go to the staircase. It looks like a ladder. There is a hatch above the staircase. Click on the hatch and this will open. Climb  up via the Up arrow. 

You go through the hatch and you are on the roof and standing in front of the dark green door of the Right Tower Room. Open the door and enter.

Right Tower Room:

In the middle of this round room stand  a statue. If you go stand on the left side of the statue and then look down, you'll see that there's a little hatch in the base of the statue

The little hatch is locked...in the hatch lies the next part of the reduction gun but you'll need the key to open up this little hatch

Right behind the statue you see a ladder on the wall. To the left of the statue is a light brown door. Go to this door and then open it and.... ......

Monster  grins and growls at you malicious and then he closes the door. 

As long as Monster is behind this door, you can not go to the Left Tower Room. However, you have to go there  because there you'll find the key to open up the little hatch in the base of the statue. So...you have to get rid of Monster somehow.. Turn around and go to the ladder and them climb the ladder via the up arrow. 

You are at the attic of the right tower room. Look up. A large iron hook hangs from the ceiling of the dome..............

Remember you saw the Dark Being holding a fish up for the Monster?.....

You must use this knowledge to lure the monster to this room, but do not put the fish on the hook just yet. You need to do some other preparations first.

 Look down again, turn around and go back down the ladder and then go to the dark door of the tower room. Open the door and look down via the down arrow. Then click with the down arrow in the hatch and you will automatically return to the bottom of the wooden stairs, in the hall. Turn left and turn around and now go back through the "red gate"  to the saw room

Saw Room:

Now you see the Flat-Saw workbench, behind the stove.......go there. Under the workbench are wooden planks stored and on the workbench is the lever with which you turn the saw on. 

Click on the stack of planks under the table. 1 plank is placed on the table. Click on the lever and....... the plank is sawed in 2 halves. Grab the 2 planks. Repeat this process 3 times with 3 new planks  that you get from under the table. You then have 8 planks in your inventory.  Turn around and return to the Circular Saw bench. On the Circular saw table lies a thick wooden beam, against the circular saw. 

The saw will saw the beam length wise. The lever, with which you turn on circular saw,  is located under the table. Click on the lever, right under the table. The circular saw starts. Click on the wooden beam and the saw will cut a thin beam. Click again on the beam  to saw a second thin beam. You now have 2 thin beams and 8 boards in your inventory. 

Turn left twice. You're standing in front of the pitch-black gate again. Go forward again in the gate.  

Save your game here,  to avoid having to do that whole sawing thing again, because you'll lose your shelves and your bars. This is only to show you what will happens when you now make the "bridge" in the gate, without having take care of the monster

Standing in the gate you take, one by one, the two wooden beams from your inventory and you then click in the channel to put them over it. 

Then you have to click your  8 planks on the beams and your bridge is ready ........

 BUT ..... as soon as you have put down a few planks the monster  appears and destroys your bridge under construction. ...

The only way to safely build your "bridge" and then go over it, is when the Monster is somewhere up in the right tower room and is being kept busy for a while. 

Load your last Save Game now so we can do it  the right way.

Making the "Bridge" in the Gate:

Go through the "red gate" to the hall, turn around and go to the wooden staircase. Click again on the hatch, at the top of the wooden staircase and climb up. Enter the Right Tower Room again and go to the ladder. Climb up the ladder to the roof dome and look up at the Hook on the ceiling. Grab the fish, which is now deliciously stinking, from your inventory and click the fish on the hook

Be fast now........Make sure you come back downstairs in the Saw room and go look through the windows again. 

What has to happen now is that you see that the Monster, on top of the wall, walks from the Left Tower to the Right Tower and then enters the Right Tower. Monster has smelled the fish and it is very hungry

As soon as you see that the Monster enters into the Right Tower Room, zoom out of the window twice and turn left and head back into the Dark Gate. 

Put the 2 wooden beams over the channel again and then place your 8 planks on the beams and .....

NOT GOOD:

It could be that you do not see the monster entering the Right Tower, but that it goes into the Left Tower......That's not good....

When you see the monster goes from the right Tower to the Left Tower, then zoom out the window and go back through the "red gate" into the hallway. Immediately go back into the saw room and look out the window again and....if all is right you'll see that the monster goes from the left tower to the right tower. 

GOOD

If you see Monster walking from the left tower to the right tower, then wait until you see that Monster actually goes into the right tower room. 

Then be quick......Zoom out the window and make sure you get into the "dark gate" and then quickly make your Bridge and quickly go 2 times ahead to the Smithy.

 If you need too much time to make the bridge, Monster will have eaten the fish and he will destroy your bridge again and you will have to do this part all over again.

.... go 2 times ahead over your own made bridge. You end up in the: 

The forge/Smithy:

OPTIONAL: Making a new part for the Bat plane

What we are going to do here in the forge now is to cast a part for the Bat plane.  This is Optional, so you do not have to do this. You can choose to skip this whole piece. It is not necessary to make the Bat plane part in this walkthrough, because you wound have to fly with the Bat plane anymore.

But if for some reason you have not been to the Temple yet, you can fly to the Temple with the Bat plane, which is in the Left Tower Room, and then you'll need the Bat plane part. And it's just nice to make the part, even though you will not use it. But if you want to skip this, go straight to the Canon

The furnace and the foundry are in the middle of the smithy. Go, via the Slanted Left Up Arrow, to the tables to the left of the oven. 

There is a metal object on the back table. It looks like a small suitcase. This is the casting mold. Grab the casting mold. 

Turn around. You'll see 2 stacks of metal bars against the wall. Go, through the Slanted Left Up Arrow, to the front of the foundry. On the right are those 2 stacks of metal bars.

Grab the back stack of metal rods from the pallet. 

Now head for the woodpile and the cart with coal, which you will see further up against the wall. Then turn right  through the slanted Right Up Arrow, to stand right in front of the coal cart and the woodpile. Grab coal from the cart and grab fire wood from the wood pile. 

Turn around to stand before the foundry. A Kettle hangs from the  bar and on the left a grapper hangs above the water basin. There is a lever underneath the kettle and in the middle of the screen you can see a lever and a button. Now place the casting mold on the table,  between the kettle and the basin. Then place the metal bars in the kettle.

Turn to the right. You look into the oven. The kettle hangs in front of the oven. Place the fire wood in the oven. Place the coals in the oven.

Take the lighter out of your hand bag and place the lighter in one of your inventory screens. Then click on the lighter. The lighter comes in the close-up screen. In the close-up window, click on the top of the lighter. The lighter opens. Click on the litlle wheel of the lighter. The lighter is now on. Click the burning lighter now in the oven.

A delicious fire flares up in the oven. Click on the lever, under the kettle. The kettle now disappears into the burning oven. You have to wait a few moments now. The kettle must be red hot when you take it out of the oven through the lever. So leave the kettle in the burning oven on for about 20 seconds Then remove the kettle from the oven by clicking the lever again.

 Then turn left. You are back in front of the foundry. Click on button A at the bottom of the screen. 

The Kettle now pours the red-hot molted iron liquid into the Mal. Click on lever B,  left of button A.

The grapper grabs the mold and cools the mold in the water basin. Click Lever B back to the left.

De Grapper puts the Mal back before the kettle. Click on the Mal. The Mal opens. Take  the newly molded object from the mold.

  It is a kind of key and this is the Bat plane part, which you do not really need if you follow this walkthrough.

We no go on to the:

Canon: Get rid of the Monster

Turn right twice. In the corner, next to the oven,  is the stone staircase that leads up to the roof. Go forward and you are on the roof. 

On the roof go right via the slanted Right Up Arrow and ......... at the edge of the roof stands a Cannon. 

The gun is aimed at the roof dome of the Right Tower Room. You can still see the fish spinning on the hook.

Go forward to the cannon. Click on the back of the cannon and.......Monster now appears on the domed roof and tries to grab the fish. However the fish hangs too high. Monster will keep trying. Look down at the cannon. You now have to load, aim and shoot with the cannon at the Monster.

Grab a cannonball and a piece of wick from the pulley. Grab a powder bag/cartridge.

Click on the bracket that is on top of the barrel of the cannon. The tailgate opens and you see the it in the close-up screen. 

Place the powder bag in the barrel and then the cannonball and then place the fuse into the little  hole.

Close the close-up screen. The gun is in a rail but it is fixed with a locking pin. Click on the locking pin and the cannon slides to the right. 

To the right of the cannon stands a Binoculars on the stone ledge. Click on the binoculars. Through the binoculars you look at Monster and you see that the cannon is well aligned at the Monster.

Zoom out of the binoculars. You look over the barrel of the cannon to the Monster. Make sure you get your lighter back into the close-up screen. 

Then open the lighter and click on the little lighter wheel again to switch on the lighter. Click with the lighter, just above the fuse, on the cannon and ....

.................. BYE BYE Monster. The Cannonball hits Monster in the chest and wipes Monster off the tower.......

 Now we can go to the Left Tower Room through the Right Tower Room. Look down and then zoom out and go through the Slanted Left Down Arrow and then the normal Down Arrow back to the Smithy. 

Leave the smithy through the dark gate to the saw room and leave the saw room through the red gate into the hall. In the hall you turn around and go to the wooden staircase. Open the hatch above the wooden stairs and climb up to the door of the Right Tower Room. 

Enter the Right Tower Room and left, towards the Light Brown Door. Open the door and go forward. You are standing at the door of the Left Tower. Open the door and enter. You are in the:

Left Tower Room:

Here you find the 2nd Bat plane with which you can fly to the Temple. However, this Bat plane is also a bit broken and that is why you cast that part in the smithy. It is not necessary in this walkthrough to fly back to the Temple from here, so we will not do this.  I'm not going to explain to you here how to fix this Bat plane and bring it to "steam" so you can fly to the temple. I will explain this in my second Lighthouse walkthrough in witch I'll explain how to play this game in an alternate way with alternate endings

Go through the slanted right up arrow, to the right wall. There is a work table against the wall. Go there. On the table there is a nice big key. Grab this Key and zoom out. 

Turn to the right via the right-hand arrow and open the door of the tower. Go forward and open the door of the Right Tower Room and go back inside:

Right Tower Room:

You stand in front of the side of the statue in the middle of the right tower room. The light brown door is in your back. Look down to see the little hatch in the base of the statue. 

You see a small keyhole, at the top of the hatch. Take the newly found key from your inventory and click it into the key hole and the hatch opens.

Grab the Object out of the box. This is again one of the parts of the Reduction Gun. 

You are all done with the Abandoned Building. On to the Volcano now. Look up again and turn right and go back out through the dark door and go back to the Saw Room. Leave the Saw room through the outside door and go to the Submarine. Standing on top of the submarine you click with the Down arrow and you are back in the:

Submarine:

Go to the wheelhouse and click again on the ignition key. Go back to the pump in the pump room and click on the lever again to turn on the pomp

Return to the steering wheel and click on Lever B again to activate the coordinate screen again.

Go to the coordinate screen and click on the red star of the Volcano. In the Digit entry Display you can read the coordinates: 22.01 - 119.11.

 Click on the ENTER button and return to the steering wheel. Click again on the T-Handle and ....... you now sail to the Volcano

Chapter 6: Parallel World: The Volcano: Part 1:

2018: Walkthrough by: Louis Koot