Lighthouse: The Dark Being
Last updated: January 9, 2026
Overview
Lighthouse: The Dark Being is a first-person adventure game developed and published by Sierra On-Line in 19961. The game was conceived when Sierra’s Ken Williams challenged designer Jon Bock to create something similar to Myst, famously pulling out a copy of the game and asking “Can you do this?“2. Set in a “supernatural mechanical world,” the game follows a struggling writer who becomes embroiled in a parallel dimension crisis involving a mysterious lighthouse and its eccentric inhabitants3.
Often dismissed as a “Myst clone” due to its first-person perspective and pre-rendered environments, Lighthouse manages to leave its own mark on the genre by carrying Sierra’s traditionally challenging puzzle design into the new style of graphic adventure games4. The game features pre-rendered 3D graphics created using Autodesk 3D Studio and Alias, with Jon Bock describing it as a “Science Fiction Folk Tale” inspired by the machine age, Leonardo Da Vinci drawings, and H.G. Wells stories2.
Game Info
Story Summary
The player takes control of a struggling writer who has recently moved into a cottage on the Oregon coast6. Near the cottage stands a lighthouse inhabited by the eccentric Dr. Jeremiah Krick and his daughter Amanda7. When Dr. Krick’s experiments with parallel dimensions go awry, a malevolent entity known as the “Dark Being” kidnaps baby Amanda and takes her to a bizarre parallel world8.
The protagonist must venture into this alternate dimension to rescue Amanda, traveling through six distinctly different regions while encountering a cast of intriguing characters9. The parallel world is described as featuring “exquisitely rendered landscapes” filled with exotic architecture and inventions10. Central to the rescue mission is the construction of an “Ionizing Cannon,” whose seven pieces are scattered throughout the various locations in the parallel world8. Krick’s notes reference the real physical concept of Godel’s universe, grounding the fantastical premise in actual scientific theory11.
Gameplay
Interface and Controls
Lighthouse employs a first-person perspective with locations represented as pre-rendered still screens7. Interaction with the environment is performed through a simple single-cursor, point-and-click interface, similar to Myst’s navigation system12. The game’s version 2.0 patch added a “Highlight Cursor” option, with Sierra recommending players enable this feature “unless the player wants the added challenge of the inactive cursor”13.
Structure and Progression
The game offers multiple paths and alternate puzzle solutions, providing various ways to experience the story and reach different endings14. Players explore six different regions in the parallel world, each with distinct visual themes and challenges9. Unlike traditional Sierra adventures, Lighthouse does not feature a point system15. The game’s non-linear structure allows for different approaches to puzzle-solving and story progression.
Puzzles and Mechanics
As with Myst, puzzles are notable for their difficulty and rely more on logic than inventory management, consisting of careful observation, clue gathering, and environmental manipulation12. The game includes a significant maze section that occupies approximately one-quarter of the total gameplay16. Sierra’s traditional “player-hostile house style” is evident in the challenging nature of the puzzles, which can leave players genuinely lost or stranded in the bizarre world4. The version 2.0 patch modified some of the more difficult puzzles and added indicator lights in various locations to improve playability13.
Reception
Contemporary Reviews
| Publication | Score | Notes |
|---|---|---|
| PC Gamer (US) | 82% | Called it “a fantasy-horror adventure that’s a cut above most post-Myst games”17 |
| GameSpot | 6.4/10 | Reviewed by Rebecca Anderson, noted graphics as “moving picture book”18 |
| Entertainment Weekly | C- | Dismissed as “a talentless rip-off of a Stephen King novel”2 |
| Quandary | 4/5 | Positive review from November 199619 |
| Computer Games Magazine | 3/5 | Review from January 199919 |
| Game Revolution | C- | Review from October 199619 |
Modern Assessment
Modern retrospective reviews have been more appreciative of the game’s ambitious design. Adventure Classic Gaming awarded it 4/5 stars in 2009, while Just Adventure gave it a B+ rating in 200319. Adventure Gamers rated it 3.5/5 stars, noting it as an “entertaining and beguiling game, however, if you hate mazes steer clear”16. GOG.com users have rated it 4.1/5 stars based on 35 reviews20, with MyAbandonware users giving it 4.11/521. MobyGames shows an aggregate score of 69%6.
Development
Origins
The game’s development began when Sierra’s Ken Williams called Jon Bock into his office, showed him a copy of Myst, and asked “Can you do this?” Bock responded affirmatively, and the game went into development as Sierra’s attempt to capitalize on Myst’s success2. This marked the first and only game designed by Sierra art director Jon Bock22.
Production
The game’s landscapes were created using Autodesk 3D Studio and Alias software, with animation work performed on SGI machines and motion capture handled by Biovision5. The voice cast included Phil Proctor as Dr. Jeremiah Krick, Kerrigan Mahan as the Dark Being, and Romy Cutler-Lengyel as Liryl23. The musical score was composed by Brian Min and Victor Crews1.
Technical Achievements
Lighthouse utilized Sierra’s SCI (Sierra Creative Interpreter) engine and featured pre-rendered 3D environments with full-motion video sequences5. The game was part of Sierra’s move toward more cinematic adventure games in the mid-1990s22. However, the game suffered from technical compatibility issues, particularly with Windows installations, leading many users to prefer the DOS version24.
Legacy
Despite being commonly dismissed as a Myst clone, Lighthouse has maintained a dedicated following among adventure game enthusiasts25. The game’s challenging puzzle design and atmospheric presentation have been both praised and criticized, with some noting that it “manages the awkward feat of carrying Sierra’s frustrating, player-hostile house style over to this new style of adventure game”4. The game received multiple patches to address difficulty issues and add visual clues to puzzles26. It remains available through digital distribution platforms like GOG.com and is supported by ScummVM for modern compatibility5.
Downloads
Purchase / Digital Stores
Download / Preservation
Series Continuity
- Previous: None (standalone title)
- Next: None (standalone title)
References
Footnotes
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MobyGames Database – - Basic game information and credits ↩ ↩2 ↩3 ↩4
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Wikipedia – - Development origin story with Ken Williams ↩ ↩2 ↩3 ↩4 ↩5
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Archive.org Game Description – - Game tagline “Outwit Evil in a Supernatural Mechanical World” ↩
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The Obscuritory Review – - Analysis of game’s position in the genre ↩ ↩2 ↩3
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PC Gaming Wiki – - Platform compatibility information ↩ ↩2 ↩3 ↩4
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MobyGames Review – - Plot description by Katakis ↩ ↩2
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Archive.org Manual – - Official game manual plot description ↩ ↩2
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Classic Reload – - Game plot summary ↩ ↩2
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Sierra Gamers – - Game overview with character count ↩ ↩2
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Old-Games.com – - Visual description of parallel world ↩
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VideoGameGeek – - Scientific reference in plot ↩
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Retrolorean – - Gameplay mechanics description ↩ ↩2
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Archive.org Patch Notes – - Cursor highlighting feature description ↩ ↩2
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MobyGames User Review – - Multiple paths and endings description ↩
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SierraChest Walkthrough – - No point system confirmation ↩
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Adventure Gamers Review – - Maze section proportion ↩ ↩2
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Web Archive PC Gamer Review – - PC Gamer score and assessment ↩
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GameSpot Review – - Rebecca Anderson’s review and graphics description ↩
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Web Archive GameRankings – - Historical review compilation ↩ ↩2 ↩3 ↩4
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MyAbandonware – - User rating ↩
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Collection Chamber Blog – - Jon Bock as first-time game designer ↩ ↩2
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Behind the Voice Actors – - Voice cast information ↩
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DOSBox Wiki – - Installation difficulty notes ↩
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MobyGames Patches – - Patch information ↩
