Review: Lighthouse: The Dark Being

Lighthouse: The Dark Being

Developer:
Sierra
Publisher: Sierra
Release Date: 1995
Platform:  

Walkthrough

By Stuart Yoder

   

Is it a fantasy adventure? Is it a sci-fi adventure? Is it a puzzle
adventure? Ever get into one of those debates? What category does Lighthouse
fit in? Fantasy? Sci-Fi? Puzzle? I would say all three. But, more importantly,
it’s a great adventure. Read on and find out why.

The Plot: The story
begins on a rainy night along the seacoast. As you orient yourself, you check
your messages on the answering machine. One disturbing message is a plea for help
from your neighbor, Dr. Kriek, who lives next door in a lighthouse. When you look
out the window, you see a bolt of lightning hit the neighboring lighthouse. That
doesn’t look good. So, you hop in your car and drive over. When you arrive, Dr.
Kriek is not home, and his daughter Amanda is left unattended in her crib. As
you explore the house, Amanda starts to cry, so you go to comfort her. Upon entering
her room, you watch as a grotesque being abducts her, taking her with him through
a time portal. Your adventure begins. Your mission is to rescue Amanda and Dr.
Kriek from the Dark Being. Dr. Kriek discovered a parallel universe, and you have
to enter the portal to that universe and travel through five distinctly different
regions on your quest: Martin’s Roost, a tall tower at the edge of the sea, built
by an eccentric inventor named Martin; the Temple of the Ancient Machines; the
wreck of the Ironclad; the Island Fortress; and the Dark Domain, the stronghold
of the Dark Being. The plot receives a B.

The Graphics: The
graphics are excellent. One of the reasons I like Sierra games is because I can
always count on the game to have clear, colorful, well-done graphics. Lighthouse
is no exception. This game is a visual masterpiece that pulls you into the
story. The first region in the parallel universe is Martin’s Roost. When I first
landed on the beach in this region, I fell in love with the graphics. The sand,
the rocks, the driftwood, and the tower in the distance were all beautifully rendered.
I felt as if I had actually arrived in a different time and place. The other four
regions are just as effective at establishing a distinctive place with its own
mood. The graphics in Lighthouse receive an A.

Sound, Music, and
Voice Acting:
There are no true conversations in Lighthouse. You get
to talk to Liryl, a girl who is the guardian and sacred ward of the Temple, but
it is a one-way conversation; you just listen to her talk (and she can get really
boring to listen to, but don’t tell her I said so!). However, the voice acting
for Liryl, as well as the acting for Dr. Kriek, is good. The music is also good
in setting the mood, depending on what the situation is and what region you’re
in. For example, when you’re in the region of the Island Fortress, you must get
rid of a monster that roams the Fortress and constantly impedes your progress.
The music definitely adds to the suspense of wondering when and where the monster
will appear next. In the final confrontation with the monster, the music makes
your heart race as you try to hurry to deliver the final punch–and, when you
play the game, “the final punch” will make sense. The sound, music,
and voice acting all receive an A.

The Puzzles: If you have read
my previous reviews, you know that I like puzzles. I play for the puzzles. Lighthouse
has some very good puzzles. I like the real-world puzzles in this game. For
instance, when you land in the first parallel region of Martin’s Roost, you will
have to climb to the top of the tower and enter Martin’s study. One little problem:
there are mechanical birds blocking your way. So you ask yourself, “How would
I get rid of birds? I would throw rocks at them!” So, you go back down to
the beach and pick up some rocks and head back to do battle with the birds. Sure
enough, three well-thrown rocks each get rid of the birds. I love when things
work out so well. Later, you must enter the Birdman’s workshop, but he prevents
you from entering by closing an iron-grating door. So you ask yourself, “How
do I get rid of a Birdman? Well, the rocks worked with birds and he’s a Birdman,
so I’ll try throwing rock again.” Sure enough, two well-thrown rocks, one
at him and one at the lever that controls the iron grating door, do the trick.
I love this type of challenge, and there are quite a few of these wonderful puzzles
in Lighthouse.

I would give Lighthouse an A, but I do have
a few complaints. First, you will encounter inventory-based puzzles, but you will
have items in your inventory that never get used. I don’t like that. If you find
something that can be picked up, you should get to use it somewhere. Second, at
Martin’s Roost, you have to repair a radio control unit, but the wire you need
to repair the radio control unit is almost impossible to find. That particular
puzzle is way too hard. Also, the Birdman will steal the throttle to the submarine,
and you must figure out how to get it back, but logic doesn’t work in this case.
You just have to wait for it to turn up: not a good puzzle.

Sierra must
have gotten a lot of response about the difficulty of some of the puzzles because
they produced an enhanced version of the game: Version 2.0, which enhances the
gameplay. If you buy the game, make sure you get Version 2.0. There will be an
emblem on the front of the box indicating that it is Version 2.0. This is very
important! Trust me on this one. I played the original version and the enhanced
version, and it is a world of difference. Kudos to Sierra for producing version
2.0. The puzzles in Version 1.0 get a C and the puzzles in Version 2.0 get
a B.

Final Grade: When you see a lighthouse, what does it symbolize
to you? Hope? Security? Adventure? Whenever I see a picture of a lighthouse, I
am reminded of the game Lighthouse by Sierra. That’s how good my memories are
of playing this game. Remember: get Version 2.0!

Final Grade: B+

System
Requirements:

PC
486
(Pentium recommended)
12 MB RAM
640×480 display
Double-speed CD-ROM
drive
Win 95 compatible sound card and mouse.

MAC

Power MAC required
16 MB RAM
640×480 display
Quad speed CD-ROM drive

Sound 3.1+

Stuart Yoder

Stuart Yoder