Otherworld: Omens of Summer: Chapter Four: Lighthouse View

Let our Otherworld: Omens of Summer Walkthrough be your companion as you fight to save the world from an eternal winter. Saving the young magic user Fiona was only the first leg of your journey; now you must reunite with her teacher in order to find a way to stop the evil Shade who kidnapped Fiona in the first place. Our insider tips, step-by-step instructions, and custom screenshots will guide you as you dodge the minions of shadows and race to save the world from winter.


  • Examine the quay.
  • Collect the 1/ 4 anchor piece.
  • Examine the boat.
  • Collect the 2/ 4 anchor piece.
  • Examine the rocks and click the pieces of wreckage.
  • Collect the 2 anchor pieces.
  • Examine the lighthouse door.
  • Insert the 4 anchor pieces.
  • Go into the lighthouse.


  • Examine the typewriter; click the sleeping gremlin.
  • Examine the desk; click and drag both drawers open.
  • Place both photos onto the document on the desk top.
  • Play the mini-game.
  • Switch the pictures to assemble them correctly and ensure they are in the correct positions.
  • Click the photo and collect the guide to chime.
  • Move upstairs.


  • Examine the pulley.
  • Collect the star.
  • Move down 2 times.


  • Examine the shed and click and drag the cloud covers.
  • Place the star into the slot.
  • Play the hidden objects scene.


  • Select the knife.
  • Use it on the canvas three times and collect the canvas.
  • Collect the key and insert it into the lock; collect the goggles.
  • Insert the control onto the oxygen tank; collect the oxygen tank.
  • Select the 2 weights and place them onto the 2 diving suits.
  • Collect the children’s and the adult diving suit.
  • Collect the fin and place it next to the other; collect the fins.
  • Collect the seat cushion.
  • Go into the lighthouse.


  • Examine the typewriter.
  • Hand the seat cushion to the gremlin.
  • Collect the moon emblem.
  • Move down one time.


  • Examine the boat.
  • Insert the moon emblem.
  • Collect the crank handle.
  • Go into the lighthouse and move upstairs.


  • Examine the pulley; insert the crank handle.
  • Examine the basket; collect the poster and the gear.
  • Move down one time.


  • Examine the chest; insert the gear.
  • Play the mini-game.
  • Click the switches until every symbol is in its color matched area.
  • Click the objects in the chest and collect the 6 chimes.
  • Move upstairs.


  • Examine the window.
  • Insert the guide to chime and the 6 chimes.
  • Play the mini-game.
  • To solve the game place the chimes into the correct positions: 9 – 3 – 18 – 6 -12 - 15.
  • Rotate the chime guide to reveal the number matched symbol.
  • Click the chime once every one is correctly placed.
  • Collect the bricks.
  • Place the bricks into the slots.
  • Move upstairs.


  • Collect the ladder.
  • Examine the gramophone; click the gremlin.
  • Examine the cabinet and play the hidden objects scene.


  • Find the 12 listed items.
  • Collect the screwdriver and the face plates.
  • Move down two times.


  • Place the ladder down.
  • Collect the paintbrush and the powder.
  • Move upstairs two times.


  • Examine the gramophone.
  • Use the screwdriver to remove the 2 screws.
  • Collect the screws.
  • Move down one time.

Window 2

  • Examine the window.
  • Insert the screws and secure them using the screwdriver.
  • Collect the motorboat key.
  • Go forward.


  • Use the lantern to illuminate the area under the stairs.
  • Smear the powder and paintbrush onto the panel.
  • Turn the screws into the correct position using the screwdriver.
  • Play the mini-game.
  • Click the switches to match the distribution guide.


  • Examine the lens; click the lever.
  • Examine the gramophone and click the gremlin.
  • Collect the seal of the gremlins and the scroll of passage.
  • Move down 3 times.

Face Plates

  • Examine the shed.
  • Insert the face plates onto the diving suits; collect the diving suits.
  • Examine the boat.
  • Place the diving suits into the boat and insert the motorboat key into the ignition.