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Lightning Master – Walkthrough (Creative Loops/2010)

By Leon | February 8, 2011

Lightning Master Walkthrough Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



You have a mission!

Pick up your CAR KEYS from the table and use the door to go outside. Walk south to the road and notice that your car is gone. Use the mailbox to take the NOTE out and when you read it you can see it’s in your handwriting. But you didn’t write it. You need to find some orbs.

Walk to the left and pick up the BASKETBALL. That’s an orb. Walk further to the left and see an empty street. Something isn’t right.  Walk to the right and south into the park. Keep walking south until you’ve reached the other side. Go south again to find a ballpark. Walk to the right and find a BASEBALL in the grass.

Walk to the right and enter the barn. Take the METAL ROD from the wall and leave the barn again. Go to the south to return to the ballpark and walk north on the right side of the park to see the lighthouse in the distance. Walk north to the lighthouse and north again to climb the hill. Use the door of the lighthouse to have a closer look and use the panel next to the door to find the symbol of a capacitor.

Leave the panel and the door and walk south three times back to the ball park.  Keep walking to the left until you reach the gazebo and see a hot air balloon. You’ll follow it and end up at the grass next to the creek. The man will drop a NOTEBOOK so pick it up. When you look inside the notebook you’ll find a LETTER and when you read it you’ll see you’re the chosen one. Oh great.

The notebook is empty so leave it for now. Walk north towards castle rock and still on the grass go to the right. There’s a BEACHBALL so pick it up. Walk south and over the beach to the right. At the pier walk to the right and south at the buoy into the back yard of Mr. Harrison. Walk south to the front of the house and to the right in front of the gate to return to the street. Walk to the right past the library and north to the left of the Bluewater Grill. In the little park there’s a bench with a LETTER on it. Pick it up and see that it’s from yourself but in the past.

A device will appear. Use the device and press button ‘B’ to set it to 1968 and press ‘Activate’. You’ll travel to the same location but back in time.

1968:

Walk south and put your letter in the mailbox. It’s your letter so you might as well post it. Return north and use the device again. Press button ‘A’ and activate it. You’ll return to the present.

Present:

Your notebook is being updated so have a look at it.  You’ll read about Aldove Island and need to find a way to get over there. On the last page you can find an explanation of several symbols and their meaning. Walk south to the street and to the right. At the entrance of the park walk further to the right and to the left behind the Masonic Lodge.

Pick up the SOCCER BALL and use the window on the right to enter the office. In the corner is a golf bag. Search the bag to find a GOLF BALL. Leave the room again through the window and walk south back to the street. Walk left and south into the park. Enter the sculpture garden on the right.  In front of the two sculptures walk to the left and look closer at the blue sculpture with the funnel-like top.

Drop the beach ball in the Great Abyss and follow with the other balls from large to small: basketball, soccer ball, baseball and golf ball. A compartment will open and you can take a KEY out. Return to the garden and walk south. Go south again to leave the sculptures and walk north . Go to the right and to the left behind the Masonic Lodge. Use the window again to enter the office.

Use the small key on the file cabinet and take the FOLDER out. While reading through it you can learn all about Tesla and on the back page of the folder is another KEY. Use the window again to leave. Walk south to the road and to the left. Then to the left and south into the park. Walk all the way south to the ball park and then left twice. There’s a boat next to the house so that might take you to the island.

Try to take the boat to realize you can’t carry it. Walk back to the right and walk behind the fence to take the kids wagon parked there. You’ll bring it to the boat and use the boat to drag in onto the wagon and to the water. Use the boat again to take it from the wagon and use the wagon to return it to the house. Back at the boat, use it to discover another problem: no fuel.

Walk south and to the right on the parking lot and to the right past the gazebo. Walk further to the right past the house with the bike and then north to the shed in the back garden. Use the door to go inside and take the GAS CAN and the BOOSTER CABLES. Take the SHOVEL from the left. Leave the shed again and walk south to the road. Go all the way to the left until you reach the parking lot and then north to the beach.

Use the gas can on the boat to fill her up and use the boat to get to the island. Walk north to the silo and use the panel next to the door to have a closer look. The power indicator is off and there’s a symbol of a resistor. Walk left and towards the turbine.  Look close and see that the brake is on and there’s a lock underneath. You need to find the code. Return to the island and walk south back to the boat. Use the boat to return to the main land.

Walk to the right on the beach and south opposite the buoy. Again south in the back yard of Mr. Harrison and to the right into the street. Again to the right at the library and north left of the Bluewater Grill. On the bench is another LETTER, this time it’s from 1974.

Use the device and press the ‘C’ button, followed by the activate.

1974:

Walk south and put the letter in the mailbox. Walk north again, use the device and push the ‘A’ button. Push the activate to return to 2008.

Present:

Your notebook will be updated again so have a good look at it.  The last page contains the symbols you saw on the lock of the turbine and there’s a resistor value written after lighthouse. Put the notebook away and walk south to the street. Go to the left twice and enter the garden towards the bench in the back. Turn left when standing in front of the bench and see the door to the basement. Use the key you found earlier in the folder on the padlock to unlock the door and enter the basement.

There’s a lot of stuff in the basement. There’s a package but it’s taped. Use the knife from your inventory on the packet to open it and take the RECEIVER and the USB CABLE out. On the shelf on the right is a piece of WIRE. Pick it up. Look at the desk and find the bin with all electrical components. We need a resistor for our lock so open the drawer with resistors. Now you need to know the right value. In the notebook it said: Silo – 1,000 Ohm.  On the back wall you can find a chart that translates this number to colors and so you can find the right RESISTOR 1 = brown, 0 = black, 00 = red (two zero’s).

We also need a capacitor for the lighthouse so open the bin with capacitors.  The notebook said 470 Micro Farad behind lighthouse so take the one with the right value. It’s the blue/black CAPACITOR on the lower left.  Leave the counter top and return to the cellar. Take the blue WIRE SPOOL from it. Open the drawer under the desk and take the MANHOLE LIFTER, the SCREWDRIVER, the WIRE STRIPPERS and the strange looking KEY out.  Open the cabinet on the left and take the can of WD-40 and the ATTRACTOR out. Leave the cabinet and walk south to leave the basement.

Walk north twice to reach the beach. Go left and use the boat to go to the island. Walk north to the silo and use the turbine left of the silo to have a closer look at the lock. In your notebook is the sequence that you need to enter: hexagon, circle, triangle, square, star. The lock will open and use the handle to take the break from the turbine. You now have power!

Leave the turbine and use the door of the silo. Look closer at the panel next to the door and insert the resistor from your inventory. The door will unlock. Return to the door and use the door to enter the silo. Go down the stairs on the right and find a huge generator. You can try to turn it on but it won’t work. Walk to the right behind the generator to find the diesel tank. There’s a valve keeping the pipeline shut. Turn the valve and walk to the south to return to the generator.

Push the switch again and this time it will run. Use the keypad on the door on the left to see you need to enter a very strange code. But again reading your notebook, you’ll find two codes: C9 and 7D. Using the AGS manual in the office, you can translate these to binary: 11001001 and 0111101. Enter these and the door is unlocked.

Use the door to enter and find a large amount of batteries. On the back wall is a switch that’s turned off so use it to switch it on. Leave the room and use the green mysterious device on the left. Put the attractor in the cabinet and push the ‘down’ button. Then push ‘charge’ and wait for the attractor to be fully charged.  Push the ‘up’ button and take the ATTRACTOR again.

Return to the room and leave on the left. Use the door on the left to find a strange lock. You need to enter a password. Enter ‘tesla’ as letters and the door will unlock. Walk to the left up the stairs. On the desk is a TESLA COIL. Pick it up and look at the symbol on the desk. It wants a receiver. Put the receiver from your inventory on the symbol and attach the USB cable to the socket in the wall.

Go up the stairs on the left and turn the switch left of the capacitors. Go up the stairs on the left again and repeat the action on the switch behind the coil. The dome is now retracting. Return to the dome and walk to the left. Go south three times to leave the silo. Walk to the left, them south  and use the boat to go to the main land. Walk to the right and south to the backyard and to the right to the basement. Go downstairs and take the BATTERY from the worktop.

Walk to the left and see symbols on the worktop. One is of a battery so put the battery on the left. The other is of a coil so put that on the right. In your inventory use the wire cutter on the spool to cut TWO WIRES and use these on the coil or battery. Turn the switch under the coil. The coil will blink showing a code on the wall: 325189.

Turn off the coil and return to the room. Walk to the south to leave the basement. Walk north twice to the beach and to the left to the boat. Use the boat and sail to the other side. Walk north to the silo and use the door to go inside. Walk up the stairs on the left and use the control panel against the back wall.  Everything is connected but the coil isn’t on standby. Enter the code you’ve read on the wall and enter and all lights are green.

Leave the control panel and go south twice to leave the silo. Walk to the left and south and use the boat to cross the water. Walk to the left and north to Castle Rock. Go to the left again and follow the path up the mountain. On the ground is again a strange carving.

Put the attractor on the symbol and put the metal rod on the receptacle on the ground. Attach the booster cables to the rod and you’re done. Walk to the right twice,  to the south twice, to the right and south to go to the back yard. Walk south to return to the street and to the right twice past the library. Go north left of the Bluewater Grill and see a NOTE on the bench. Take it and see you have to make one more travel. Use the device, press the ‘D’ and activate to travel to 1985.

1985:

No letter to post. Walk south and to the left twice to see the Harrison’s Mansion wall in a dilapidated state. Use the hole in the wall to enter the garden and walk north to the archway. Go north to the water and enjoy the view. Look closer at the table and the polaroid photo on it. Note how a brick has a circle around it. Leave the photo and the table and return to the patio.

Walk south twice to return to the street and to the right twice to reach the mailbox. Then north and use the device. Push the ‘A’ button and activate to return to the present.

Present:

Again your notebook is updated so have a look again. There’s a passage about a lighthouse acquired and another attractor set up. Walk south and to the right. Look at the sign of the Westside Bakery to see the drain cover under it. Your notebook shows a clue about this as well with numbers and the logo to reset.

Take the strange key from your inventory and use it twice on the keyhole at the top. Use it three times on the hole at the lower left and four times on the hole on the right. A click will unlock the cover. Use the manhole lifter on the hole at the bottom to gain access to the sewer. Pick up another ATTRACTOR and return to the street.

Walk south two times and to the right to follow the sign of the bird. Walk to the right again and use the shovel on the ground in front of the rock to reveal another ATTRACTOR. Walk to the left and north two times.  Walk all the way to the left to Harrison’s Mansion and north twice to the beach. Go left and use the boat to cross the water. Walk north to the silo and use the door to go inside. Go down the stairs on the right and use the green device. Put the attractor in the cabinet and push the ‘down’ button. Then push ‘charge’ and wait for the attractor to be fully charged.  Push the ‘up’ button and take the ATTRACTOR again. Repeat the same procedure with the second attractor.

Walk to the left and south to leave the silo and use the boat to sail across. Walk to the right, south and right again. Go south twice and to the right four times, past the entrance of the park. Next to the Masonic Lodge walk north to the church. Walk to the right and to the side lawn of the church. In the grass you can see a grounding rod. Take a closer look to see a familiar symbol again.

Put the attractor in the dirt and use the screwdriver from your inventory on the grounding rod to attach it to the attractor. Take the thick wire from tour inventory and attach it to the attractor, grounding it to the rod.Leave the yard and walk to the left back to the sculpture in the water. Walk to the left back to the street.

Walk to the left and south into the park. Keep walking south until you reach the ballpark and to the right to see the right side of the park. Walk north on the right side of the park to see the lighthouse in the distance. Walk north to the lighthouse and north again to climb the hill. Use the turbine on the left to have a closer look. This break is also locked and the symbols are familiar. The right order is in your notebook on the page before last: circle, triangle, star, hexagon & square. Pull the lever to remove the break and the turbine will be operational.

Return to the path and use the door of the lighthouse to have a closer look. Use the panel next to it and insert the capacitor. Return to the door and use the door to enter the lighthouse. Look around inside. Look at the painting on the right and use the painting to find a compartment behind it. Again the familiar symbol, you need to place another attractor. Put the attractor inside the picture. Take the wires to attach them to the attractor.

Leave the compartment and look in the drawer under the table to take the KEY out. Use the key on the glass door to unlock it and walk through. Upstairs you’ll find wires leading down so you need to turn the lever. But it’s rusted in place. Use the WD-40 from your inventory on the lever and pull it again. Leave the room and walk south to leave the lighthouse.

Walk south three times to reach the ball park. Walk to the left and then north three times to reach the other side. Walk all the way to the left to Harrison’s Mansion and to the archway in the back. Go through the archway to the patio. Remember the photo in 1985? Pull the same brick on the left side to reveal a control panel. If done right, all lights should be green. Push the lightning button underneath to set things right again.

Future:

Read the plaque to see what has happened. Take the NOTE from it and read it as well.  Walk to the left or right to return home.

Game source: A copy of the game was found here on the internet.

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