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Lighthouse: The Dark Being

aka: Lighthouse: A Criatura das Trevas, Lighthouse: Das Dunkle Wesen, Lighthouse: Il Faro, Lighthouse: Las fuerzas de las tinieblas
Moby ID: 266
Windows Specs
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Description official descriptions

In this game, the player controls a writer who had just moved into a cottage located on the coastal area of the state Oregon. Near the cottage is a lighthouse, inhabited by the eccentric Dr. Jeremiah Krick and his daughter Amanda. One day, glancing out of the window, the hero(ine) notices that the lighthouse has been struck by lightning. Dr. Krick has also left an unclear message on the answering machine, imploring the protagonist to come as soon as possible. Upon arriving at the lighthouse, the protagonist finds out that its inhabitants have been kidnapped by a mysterious being, and transported into a parallel universe. A strange new world must be explored, and its mysteries solved, in order to bring back Dr. Krick and his daughter...

Lighthouse: The Dark Being is a first-person adventure game conceived in the vein of Myst. Locations are represented as pre-rendered still screens. Interaction with the environment is performed with a simple single-cursor, point-and-click interface. Similarly to Myst, the puzzles are notable for their difficulty, and are logic- rather than inventory-based, consisting of careful observation, clue-gathering, and manipulation of the environments.

Spellings

  • מגדלור - היצור האפל - Hebrew spelling

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Credits (DOS version)

82 People (77 developers, 5 thanks) · View all

Reviews

Critics

Average score: 69% (based on 24 ratings)

Players

Average score: 3.5 out of 5 (based on 67 ratings with 7 reviews)

A Strange and Wonderful Adventure

The Good
Why so many developers and published have been criticized for making "Myst-inspired" games I do not know. I for one am happy that there was so much diversity in the mid-1990's in this genre. And I am so pleased by the resurrection of this genre by companies like Dreamcatcher games. That being said, let's talk about a fantastic adventure from one of the best developers and publishers of the early CD-ROM days: Sierra. This title followed the success of their previous "Myst-inspired" adventure, Shivers. Lighthouse expanded the breadth and scope of Shivers; instead of navigating the interiors and courtyards of a haunted museum of the strange and unusual, you must trek through a mystical parallel world to save the infant daughter of your friend, the lighthouse keeper. She was abducted by a strange creature, gaunt and covered in tattoos.

Much like in Myst, you play yourself, that is, you walk through the world in the first person, solving puzzles, reading journal and log entries, and soaking in the beautiful visuals. Rarely is there the pressing need to complete puzzles within a certain amount of time, so the pace of the game is quite leisurely. There is pleasant music to accompany you on your journey that befits each scene well. The designers were careful in understanding how to break up this game into acts, much like a play or a movie. There are segues embedded within the game that transition the story seamlessly. And because there is a story, Lighthouse is a linear game where you follow each plot point to the next, to the end of the game. But that is beneficial, because the world you trek through feels like a real living and breathing world, where you are one person catching a glimpse of only a small part of it at any one time.

At the heart of a game like Lighthouse is the puzzles. Like Shivers, the puzzles are more or less impediments in your path. Once solved, you can move into a new area and tackle more puzzles. Many times there is more than one puzzle for the player to solve, and here is the only bit on non-linearity. And as in Myst, upon solving a puzzle, the player is rewarded sufficiently. There is a part in Lighthouse when you must refit a glider and launch it successfully. After doing so, the player is treated to a truly majestic flight. (The designers were aware of how awesome this scene was, so they permitted the player to travel back and forth from the point of origin of the glider to the destination).

Some of the puzzles were challenging; some of the puzzles were quite difficult that required outside help, (see the bit below on the safe-combination puzzle). But overall there was a healthy balance of difficulty. No algebra is required to solve these.

The Bad
There are some detractors worth mentioning, but they are minor. In these point-and-click adventures, moving from one screen to another must make sense. There were some instances, (particularly towards the beginning of the game), where the navigation from one point to another was reduced to a few single clicks. This complicated matters, because while I understood I had reached my intended destination, I didn't really understand how I got there; even though when I turned around 180*, I could see where I started from. It is important to remember this was not common throughout the game, it just manifested itself here and there, and primarily at the beginning.

While I was satisfied with the frequency and difficulty of the puzzles, there was one that has infuriated nearly ever gamer that has tackled it: the safe-combination puzzle. When the developer of a puzzle game provides the solution to one of their puzzles, you know something is wrong. There are no bugs that inhibited the accomplishment of this plight, it was just a major pain that lacked common sense to solve it. You may be wondering what it is that has caused so many curses to be screamed at so many computer screens. Well here is the puzzle: you must unlock a safe that comes with a combination dial. Yes, that is it.

The Bottom Line
The game begins in the real world but quickly transport the player to a strange and mysterious land. Curiosities abound: strange mechanical birds, submarines and shipwrecks, a volcanic island, a wonderful glider ride to a strange island guarded by a young girl, and of course, traveling through parallel dimensions to save an infant child from a malicious being. The music, while sparse was very suitable, the visuals and animations were beautiful, and the puzzles were reasonable. All of this combines to make a wholly enjoyable experience for the length of game play, from start to finish. This is a jewel of a game passed over by many.

Windows · by D P (129) · 2006

This was a real thrill of adventure

The Good
I thought that this was an excellent game at it's time. From the very first scene in your house, the atmosphere got scary and really draws you in.(considering i was only 10 when i first played it :)) The interface is quite good, while you can pick up some objects (or use, move) them with ease. The graphics are excellent with great animation and detail. The locations and puzzles are exquisite. The plot is great as well. Many endings are fun as well.

The Bad
Some of the puzzles are incredibly hard and challenging (hours and hours of thinking). Limited amounts of objects to use.

The Bottom Line
If you like freaky movies and a bit of logic, this game is for your taste. A well done game from Sierra. (although many will need a walkthrough for this)

Windows · by Zsolt Pardi (6) · 2000

Dreadfull attempt at a Myst-like interactive movie

The Good
God,i found this game horrible.Sierra,a developer house with such a proud heritage in adventure games tried to fit in the "mostlymystlike" games with releases such as this and the unquestionably better "Shivers".Almost everything is flawed,form the rediculous inventory interface and almost non-logical puzzles.Even for a die hard Myst fan,this game's puzzles really were a pain in the neck.

The Bad
Everything was awful,someone should really talk to developer houses about how THEY ARE NEVER GOING TO MAKE AS MUCH MONEY AS BROTHERBOUND DID WITH MYST NOT EVEN IF THEIR NEW GAME IS BETTER THAT THE LATTER!!!!!!!!Sorry about the caps and all but i just really had to get it off my chest.

The Bottom Line
Well,the multiple cd's make good Frisbee practise...

Windows · by helm lehm (13) · 2000

[ View all 7 player reviews ]

Trivia

Puzzles

There is a puzzle in Lighthouse that requires the player to open a safe by inputting the appropriate numbers via a combination dial. The deceivingly simple puzzle became such a plight to the players, that Sierra, the Developer, released the solution to the safe-combination puzzle on their web site. Honesty has never been so appreciated.

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Contributors to this Entry

Game added by RKL.

Windows 3.x added by MAT. Macintosh added by Belboz.

Additional contributors: Trixter, Rebound Boy, Jeanne, Ghost Pirate, D P, Albert Wesker, Duduzets, Patrick Bregger, Ingsoc.

Game added September 6, 1999. Last modified November 15, 2024.