521:, she claims there are four "presences" in the lighthouse, but the fourth presence "doesn't exist in our time." She claims Drake "lost his soul" after accidentally "releasing the darkness" in the basement. However, Parker encounters the spirit of Woolfe, who tells him he tricked Polly into coming because he thought she could help him and Shaw escape their entrapment. He now realises he was wrong to do so, and advises Parker to save himself and Polly.
509:, although it has recently closed because of several "incidents". Inside, Parker finds a book which explains that when the three keepers disappeared, Parker was blamed for their murder, as it was believed he killed them and then committed suicide. The chief witness in the case was Demarion, who claimed to have seen Parker heading to the lighthouse the night of the disappearance. Parker also finds correspondence from Polly White, a
494:, as he has seen him turn into a blinding light and whisper the name "Malakai". Shaw and Woolfe planned to leave the next day (April 29), but the letter ends with Woolfe seeing a light underneath their door. Parker also finds a letter from Demarion to Drake written several weeks previously. In the letter, Demarion tells Drake he has hired Parker and plans on sending him to the lighthouse.
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1164:, then you've virtually played its follow-up. Both games share almost identical weaknesses and strengths." He was critical of the "static slideshow presentation" and the "dull and cryptic storytelling", but praised "Boakes' obvious love for British landscapes and lore and his penchant for meticulously detailed game environments". He concluded "
879:, effects, and sound. Several puzzles have been altered, with some simplified and some made more challenging, whilst the story has been expanded by the addition of some new characters, dialogue, ghosts, documents, and a new location. Unique to the Director's Cut is that players can now speak directly to some of the ghosts by means of a
501:
plunges into the sea. The water boils with rage and hate. He is furious. He is alone, confused and afraid. Like a lost child, he is scared of the loss of guidance, and fears for his young mind." Of Shaw and Woolfe, he writes "they must be taken, and broken, and washed away. Take them from this place,
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Parker travels back to the time of
Malakai's arrival, and using clues he has picked up over the course of the game, reprograms Malakai, allowing him to return to his own time. Malakai thanks Parker, telling him "I can now return, leave this place and never come back. My time is calling to me, soon I
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in the game were interwoven into the writing of the story in such a way that many of them became "invisible"; "some of the puzzles are integrated in such a way as to not appear as classic puzzles. I wished to create a more organic experience, which involved solving important key moments naturally,
561:
will be with my kind. All that will pass is set back on course and will never suffer corruption. My past deeds forgiven, my past crimes reversed." The game then cuts to 1912, on the same night the ship reported the lighthouse in darkness. As the fog rolls across the sky, the lighthouse reignites.
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which allowed him to control himself. Parker discovers the
Project Manager's notes, which detail that shortly after beginning his mission, Malakai encountered an "unknown event" which damaged his on-board systems. In a panic, he tried to jump back to D.E.O.S. headquarters, but instead disappeared
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relies on copious note taking because there's no in-game mechanism for keeping track of what you've found This means there's lots of backtracking and wandering as you do things like travel 4000 years into the past to unlock a door in 1912. "Counter-intuitive" doesn't even begin to describe the
439:
does not keep note of any information or clues acquired by the player (for example, notes found by the player are not entered into the inventory, and journal entries read by the player are not recorded in any way). This forces the player to keep track of every clue and detail themselves. If the
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Parker returns to 1912, and encounters Shaw's spirit, who tells him "Malakai is all around us." Parker is transported to 2090 B.C. where he encounters the voice of
Malakai, who tells him many have tried to understand him, including "the Drake creature" and "the Magnus creature", but none have
423:
around the screen it can change into different styles depending on the situation; neutral cursor (no interaction is possible), an arrow (the player can move in the direction indicated), a finger (indicating an item with which the player can directly interact), a wrench (the player must use an
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and wondered why so much detail was removed during production. Then I remembered the publisher, and it all came flooding back. Not a good time. So, I grabbed the Spring
Cleaning Bag, my old notes and scripts, and got to work re-vamping the game, and pushing it up onto a new level, that of a
861:
on the horizon, it seemed an appropriate time to re-evaluate the original games. After some thought, it was decided the time was right to update the games to run on newer systems, and also fix a few nagging issues which were present in the original versions. After tweaking a few things in
1179:'s Tom Chick scored it 2 out of 5. Although he praised Boakes' attention to detail, and obvious passion for the genre, he was critical of the gameplay; "you'll rarely have a sense for how important a clue is or whether something is even a clue.
42:
1198:
mysteries Their stories play out more like an illustrated book. Screen after screen of lifeless scenes must be clicked on to find the little spot here or there that advances the plot." Of the graphics, he wrote "many users will have
424:
inventory item to initiate interaction), a magnifying glass (an area which can be examined in more detail), backwards arrow (the player can move backwards whilst facing the same direction; i.e. they do not have to turn around).
1138:' Dan Ravipinto scored the game 3.5 out of 5. He praised Boakes for trying new things, but felt some of them didn't work; "ultimately the game does not play out as well as the original with regards to both the story and the
765:
to mould the face to the shape he wanted, before applying skin texturing. However, rather than using "a flat 'skin' colour", he used photographs of actual skin as his texture, so as to achieve a more life like quality.
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I knew what the ending would be, and then proceeded to fill in the back-story. A timeline was drawn up, and fleshed out using elements from known history. This timeline includes the first inhabitants of the
354:' individual work on the game and his obvious passion for the adventure genre. Some also praised the atmosphere and storyline. Common criticisms focused on the game's technical limitations, specifically its
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is ultimately unambitious and relies on very dated and dry presentation methods. Overall, it feels strikingly like its predecessor, though with a bit more visual polish and a tad more diversity. All told,
502:
and down to sea, wash them away." Drake says that when Parker arrives on the island, it will be "time for the final Dark Fall", and claims his "master" owns the island but desperately wants to leave.
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elements introduced towards the end, although he praised the game's improved graphics. He concluded "ultimately, the new directions the game goes in dilute the qualities that made the first
404:. A bar at the bottom of the screen serves as the inventory, storing items which the player has acquired during the game. A bar at the top of the screen displays options for the player to
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490:, and although he and Woolfe tried to hide, Drake was able to find them. Parker also discovers an unsent letter written by Woolfe to his fiancé, in which he tells her he thinks Drake is
1255:
475:'s heartbeat", and saw light patterns appear on the walls. Later that night, Demarion tells Parker the island is called Fetch Rock, and the lighthouse has a reputation for being
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505:
Parker finds the cave mentioned by
Demarion, but when he enters, he sees a strange light and his surroundings change. He emerges on Fetch Rock in 2004. The lighthouse is now a
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630:, which was inspired by the incident, and which features several times in the game itself. Another major influence on both the story and the look of the game was the 1977
479:. He also explains that several hours previously, a ship passed by the lighthouse and found it in darkness. Demarion is afraid something has happened to the three
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that enables Minty to time travel. Boakes also partially based the music in the game on the music in the TV show. As with the first game, Boakes also cites the
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succeeded. In the cave on the island, Parker finds the metal object both himself and Drake dreamt about, the words "#4 D.E.O.S. Malakai" written on it, and a
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more resembles a student project for a gaming college than a finished retail product Even fans of style will want to spend their time elsewhere. As the new
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where the game is set." Polperro also influenced the aural aspects of the game, with Boakes referring to the sound effects as "a huge cast of tonal
720:. During the early stages of production, Boakes visited the village, and modeled many aspects of the game's village on real elements in Polperro; "
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on the island of Fang Rock is not lit, finding one lighthouse keeper dead, and the others reporting a light fell from the sky near the island.
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In Drake's journal, Parker learns Drake had also been dreaming of the metal object flying through space; "The fire burns across the sky as the
2224:
1435:
2269:
2249:
1282:
https://web.archive.org/web/20040909105044/http://dreamcatcherinteractive.com/tac/press/releases/pdf/adventureCompany_darkfall2_ships.pdf
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The next morning, in
Demarion's house, he learns Demarion discovered a cave beneath the lighthouse, in which he heard "a pulse, like the
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2229:
1817:
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669:. Telling the story of Minty, a young girl staying with her aunt after her mother is injured in a car accident, the story features a
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1938:
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can be created artificially, but the best results are achieved through using real surfaces. The rocks, woods and metals featured in
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1160:'s Scott Osborne scored the game 6.3 out of 10, criticizing it for being too similar to the original; "If you played last year's
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1878:
757:
He employed a similar "reality based" design philosophy when creating the faces of the characters in the game. Firstly, he used
281:. In 2009, Darkling Room released a director's cut of the game in a limited "Pins & Needles" edition. Later that same year,
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Parker jumps to 2090 A.D. at which time Fetch Rock has become the home of D.E.O.S., a scientific research group involved in
1985:
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so great, and it ends up being much less immediate, real and frightening than its predecessor. Still, this slightly lesser
464:
on a nearby island not marked on any map. On his first night in the village, he dreams of a metal container flying through
536:. The facility is deserted, but Parker learns a worker named Magnus found the ruins of the lighthouse at the bottom of an
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nature of the puzzles here. This is the sort of gameplay aimed almost solely at obsessive, hardcore adventure gamers."
2279:
2254:
693:
344:, facing a powerful entity known as Malaki, whose involvement with the disappearances Parker must attempt to unravel.
456:
who has been commissioned by a local doctor, Robert
Demarion, to map the shifting sands beneath the water along the
1930:
1142:, but in the end, it's an admirable attempt." He was critical of both the time travel aspect of the story, and the
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263:
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serial "The
Railway Station" as a continuing influence, mainly in terms of the tone. Further influences include
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In March 2009, Darkling Room published a special
Limited "Pins & Needles" Edition, containing the original
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249:
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interface to move the player around and manipulate the game world, which is presented entirely through static
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736:, everyday sounds, and ghostly whispers." He captured many real sounds in Polperro, and enhanced them with
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featured a larger number of influences. The main inspirations for the game were the still-unexplained
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705:, which supposedly protect the country from invasion, and who is subsequently stalked by the crown's
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552:. Malakai was the fourth such probe, but unlike the others, was equipped with a highly sophisticated
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52:
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CD. Limited to 300 copies, each is individually numbered, and signed by Boakes. In
December 2009,
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In the lighthouse, Parker encounters the voice of Shaw, who tells him Drake has turned into a
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303:, telling an unrelated story, although it does feature a recurring minor character. A third
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642:, which itself was partly inspired by the Flannan Isles disappearances, and which sees the
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483:(Oliver Drake, Robert Shaw and James Woolfe), and asks Parker to go there to investigate.
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still contains a deeply realized world that's definitely worth the effort of exploring."
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Whereas the original game was primarily inspired by a real life experience Boakes had,
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235:
2019:
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786:. Once the timeline looked solid, I plucked out eras which appealed to me as a writer.
754:, which he felt used very little incidental music, instead relying on ambient sounds.
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received "mixed or average reviews". It holds an aggregate score of 66 out of 100 on
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player wishes to recheck a journal entry, they must find the journal and re-read it.
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In terms of writing the complex time travel elements of the story, Boakes explains
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shows, even the point and click adventure has grown some over the past decade.
1934:
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830:, released the Director's Cut in both a stand-alone edition, and as part of
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382:, with items acquired by the player shown along the bottom of the screen.
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released the Director's Cut in both a stand-alone edition and as part of
1989:
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from their scanners, materialising on Fetch Rock in 2090 B.C. instead.
340:. Accused of murdering the three men, Parker must jump back and forth
1636:"Dark Fall: Lights Out - An Interview with Developer Jonathan Boakes"
733:
167:
362:. Most critics also felt the game failed to improve on the original
2124:
332:. Whilst there, he becomes embroiled in the disappearance of three
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The fictional village of Trewarthan was loosely based on the real
517:
of Woolfe, and wants to come to the island to investigate. During
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487:
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457:
448:
The game begins on April 28, 1912 with the arrival in Trewarthan,
373:
329:
1559:
Dark Fall: Lights Out - Director's Cut Edition Instruction Manual
1490:
Dark Fall: Lights Out - Director's Cut Edition Instruction Manual
378:
Parker encounters Malakai in 2090 BC. The image shows the simple
1233:
as their 2004 "Adventure Game of the Year", although it lost to
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2119:
851:
In regard to why he created a Director's Cut, Boakes explains
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their game, quit their game, or load a previously saved game.
273:
developed by British studio XXv Productions and published by
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shaft. He also discovers the metal object in the cave is a
289:. The original version of the game was made available on
782:, the construction of first brick lighthouses and the
1458:"Now Available on Steam - Dark Fall series, 25% off!"
778:
through to the not too distant future, taking in The
1370:"Dark Fall: Lights Out - The Director's Cut Edition"
815:for each game, a collection of ghost stories and a
657:aspect of the game was partly inspired by the 1987
245:
229:
150:
138:
126:
114:
102:
61:
51:
34:
1662:"Dark Fall: The Journal: Inspiration and Creation"
826:, who had purchased the rights to the series from
1400:"Adventures In Terror: British Horror Collection"
1337:"Dark Fall: Limited 'Pins & Needles' Edition"
795:rather than being conscious of problem solving."
728:are, more often than not, real surfaces from the
1364:
1362:
1190:'s Garnett Lee rated the game a D−, calling the
1173:is a decent but unremarkable little adventure."
46:North American cover art of the original edition
1902:"Dark Fall: Lights Out (Director's Cut) Review"
853:
832:Adventures in Terror: British Horror Collection
771:
435:. However, unlike most modern adventure games,
320:The game tells the story of Benjamin Parker, a
287:Adventures in Terror: British Horror Collection
953:
350:received mixed reviews, with critics praising
313:, was released in 2009. A fourth entry titled
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8:
2013:
2011:
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2265:Video games developed in the United Kingdom
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40:
31:
2091:(March 2005). "2004 Games of the Year".
2066:Martin, Tiffany (March 2005). "Reviews;
1960:Cook, Denice (December 2004). "Reviews;
1589:
1587:
1585:
1520:
1518:
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297:is an indirect sequel to the 2002 game
1979:
1977:
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1329:
1327:
1313:
1302:
1925:
1923:
1740:"Sapphire & Steel: Adventure Two"
1688:"Dr. Who and The Horror of Fang Rock"
1570:from the original on January 14, 2017
1501:from the original on January 14, 2017
1468:from the original on January 14, 2017
1432:"Dark Fall: Lights Out Official Site"
1347:from the original on December 4, 2015
875:The Director's Cut included enhanced
744:in general, he cites as an influence
7:
1881:from the original on January 1, 2016
924:
899:
2049:"Dark Fall II: Lights Out Review".
1525:Osborne, Scott (October 20, 2004).
955:
890:
701:accidentally finds one of the lost
2120:Fetch Rock Island & Lighthouse
2030:from the original on July 12, 2012
2018:Ravipinto, Dan (October 1, 2004).
1984:Lee, Garnett (November 11, 2004).
1941:from the original on July 14, 2011
1642:from the original on March 4, 2016
1606:from the original on March 4, 2016
1537:from the original on March 1, 2021
1438:from the original on March 9, 2012
460:. Upon arriving, Parker notices a
25:
1908:from the original on July 9, 2012
1596:"Dark Fall II: Lights Out Review"
1594:Chick, Tom (September 26, 2004).
1094:
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993:
217:
199:
183:
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548:so as to jump vast distances in
419:images. As the player moves the
2235:Point-and-click adventure games
2097:. No. 249. pp. 56–67.
1846:. Darkling Room. Archived from
1820:. Darkling Room. Archived from
1794:. Darkling Room. Archived from
1768:. Darkling Room. Archived from
1742:. Darkling Room. Archived from
1716:. Darkling Room. Archived from
1690:. Darkling Room. Archived from
1664:. Darkling Room. Archived from
2020:"Dark Fall: Lights Out Review"
1986:"Dark Fall: Lights Out Review"
1900:Waxman, Becky (October 2009).
1527:"Dark Fall: Lights Out Review"
513:, who is convinced she is the
400:, which employs a very simple
358:presentation, and predictable
82:("Pins & Needles" Edition)
1:
2260:Video games about time travel
1869:Smith, Katie (July 3, 2009).
1634:Waxman, Becky (August 2004).
544:which worked by manipulating
336:from the offshore Fetch Rock
2225:First-person adventure games
2055:. December 2004. p. 89.
1194:games "woefully out of date
599:the music and designing the
177:"Pins & Needles" Edition
2270:Video games set in Cornwall
2250:The Adventure Company games
1970:. No. 246. p. 92.
1871:"Jonathan Boakes Interview"
1132:, based on twenty reviews.
694:A Ghost Story for Christmas
519:regression hypnosis therapy
2301:
2240:Psychological horror games
1766:"A Warning to the Curious"
691:adaptation for the series
624:The Ballad of Flannan Isle
579:worked primarily alone on
2245:Single-player video games
2230:Iceberg Interactive games
2163:
1256:"Dark Fall 2: Lights Out"
928:
925:
903:
900:
866:, I found myself playing
39:
2285:Works set in lighthouses
2176:Dark Fall II: Lights Out
1962:Dark Fall II: Lights Out
807:and a director's cut of
685:A Warning to the Curious
620:Flannan Isles Lighthouse
529:accessible on its side.
452:, of Benjamin Parker, a
431:is based around solving
259:Dark Fall II: Lights Out
35:Dark Fall II: Lights Out
2073:Computer Games Magazine
1931:"Dark Fall: Lights Out"
1556:"Cursor Explanations".
1087:Computer Games Magazine
834:, which also contained
622:in December 1900, and "
1203:that look better than
1162:Dark Fall: The Journal
873:
836:Dark Fall: The Journal
788:
534:deep space exploration
411:The game uses a basic
383:
317:was released in 2020.
315:Dark Fall: Ghost Vigil
236:First-person adventure
2183:Dark Fall: Lost Souls
2094:Computer Gaming World
2068:Dark Fall: Lights Out
1967:Computer Gaming World
1227:Computer Gaming World
1166:Dark Fall: Lights Out
986:Computer Gaming World
858:Dark Fall: Lost Souls
828:The Adventure Company
790:He also explains the
628:Wilfrid Wilson Gibson
591:the game, as well as
569:As with the original
377:
310:Dark Fall: Lost Souls
275:The Adventure Company
72:The Adventure Company
1464:. December 3, 2013.
1291:on September 9, 2004
1280:. September 9, 2004
676:Sapphire & Steel
595:several characters,
394:psychological horror
324:sent to Trewarthan,
267:psychological horror
240:psychological horror
210:Adventures in Terror
92:Adventures in Terror
2220:Darkling Room games
1850:on February 3, 2008
1844:"Creating the cast"
1566:. 2009. p. 7.
1564:Iceberg Interactive
1497:. 2009. p. 6.
1495:Iceberg Interactive
922:
897:
824:Iceberg Interactive
798:
639:Horror of Fang Rock
328:in 1912 to map the
283:Iceberg Interactive
87:Iceberg Interactive
2280:Windows-only games
2255:Video game sequels
895:
840:Shadow Tor Studios
683:1925 ghost story "
646:investigate why a
616:lighthouse keepers
481:lighthouse keepers
384:
334:lighthouse keepers
293:in December 2013.
172:September 24, 2004
2192:
2191:
1824:on April 18, 2008
1798:on April 18, 2008
1792:"Building Worlds"
1434:. Darkling Room.
1312:Missing or empty
1207:." He concluded "
1122:
1121:
918:
917:
881:conversation tree
527:computer terminal
279:Microsoft Windows
255:
254:
222:December 11, 2009
204:December 11, 2009
145:Microsoft Windows
16:(Redirected from
2292:
2205:2004 video games
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2116:
2115:
2113:Official website
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2024:Adventure Gamers
2015:
2006:
2005:
2003:
2001:
1996:on March 5, 2016
1992:. Archived from
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1897:
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1875:Adventure Gamers
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1772:on April 9, 2005
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1746:on April 9, 2005
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871:Director's Cut.
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776:Cornish Islands
687:" and its 1972
665:, and the 1988
663:Helen Cresswell
577:Jonathan Boakes
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413:point-and-click
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163:August 26, 2004
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133:Jonathan Boakes
121:Jonathan Boakes
109:Jonathan Boakes
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2105:External links
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780:Spanish Armada
746:John Carpenter
697:, in which an
661:"Moondial" by
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507:visitor center
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2032:. Retrieved
2000:December 31,
1998:. Retrieved
1994:the original
1965:
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1943:. Retrieved
1910:. Retrieved
1895:
1883:. Retrieved
1864:
1852:. Retrieved
1848:the original
1838:
1826:. Retrieved
1822:the original
1812:
1800:. Retrieved
1796:the original
1786:
1774:. Retrieved
1770:the original
1760:
1748:. Retrieved
1744:the original
1734:
1722:. Retrieved
1718:the original
1708:
1696:. Retrieved
1692:the original
1682:
1670:. Retrieved
1666:the original
1656:
1646:December 31,
1644:. Retrieved
1610:December 31,
1608:. Retrieved
1574:February 23,
1572:. Retrieved
1558:
1551:
1539:. Retrieved
1505:February 23,
1503:. Retrieved
1489:
1482:
1472:February 11,
1470:. Retrieved
1452:
1442:December 31,
1440:. Retrieved
1409:December 31,
1407:. Retrieved
1379:December 31,
1377:. Retrieved
1374:Amazon.co.uk
1351:December 31,
1349:. Retrieved
1314:|title=
1293:. Retrieved
1286:the original
1275:
1265:December 31,
1263:. Retrieved
1260:Amazon.co.uk
1250:
1234:
1231:Dark Fall II
1230:
1226:
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1219:
1213:
1208:
1204:
1201:screensavers
1191:
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813:walkthroughs
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759:Curious Labs
756:
749:
742:sound design
725:
711:
707:supernatural
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626:" (1912) by
607:
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550:milliseconds
531:
523:
511:ghost hunter
504:
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454:cartographer
447:
436:
427:Much of the
426:
417:pre-rendered
410:
391:first-person
386:
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363:
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342:through time
322:cartographer
319:
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264:first-person
258:
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208:
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63:Publisher(s)
53:Developer(s)
26:
2087:Editors of
1714:"Moon Dial"
1541:October 19,
1404:Amzon.co.uk
1236:In Memoriam
926:Publication
845:Barrow Hill
738:Sound Forge
716:village of
681:M. R. James
659:ghost story
655:time travel
589:programming
583:, writing,
565:Development
546:dark matter
542:space probe
140:Platform(s)
128:Composer(s)
104:Designer(s)
18:Dark Fall 2
2199:Categories
1935:Metacritic
1885:January 9,
1854:January 1,
1828:January 1,
1802:January 1,
1776:January 1,
1750:January 1,
1724:January 1,
1698:January 1,
1672:January 3,
1243:References
1229:nominated
1222:has not."
1220:Lights Out
1209:Lights Out
1205:Lights Out
1181:Lights Out
1171:Lights Out
1130:Metacritic
1126:Lights Out
910:Metacritic
901:Aggregator
868:Lights Out
820:soundtrack
809:Lights Out
726:Lights Out
709:guardian.
648:lighthouse
633:Doctor Who
608:Lights Out
581:Lights Out
462:lighthouse
437:Lights Out
387:Lights Out
348:Lights Out
338:Lighthouse
295:Lights Out
262:is a 2004
2215:Dark Fall
2169:Dark Fall
2156:Dark Fall
2034:August 6,
1945:August 6,
1912:August 6,
1341:MobyGames
1192:Dark Fall
1152:Dark Fall
1148:Dark Fall
892:Reception
887:Reception
864:Dark Fall
817:Dark Fall
805:Dark Fall
740:. Of the
730:coastline
618:from the
614:of three
597:composing
585:designing
572:Dark Fall
492:possessed
364:Dark Fall
356:graphical
330:coastline
305:Dark Fall
300:Dark Fall
116:Writer(s)
2052:PC Gamer
2028:Archived
1939:Archived
1906:Archived
1879:Archived
1640:Archived
1604:Archived
1568:Archived
1535:Archived
1531:GameSpot
1499:Archived
1466:Archived
1436:Archived
1345:Archived
1305:cite web
1158:GameSpot
1140:gameplay
1074:PC Gamer
1024:GameSpot
877:graphics
722:textures
718:Polperro
671:moondial
538:elevator
450:Cornwall
429:gameplay
370:Gameplay
360:gameplay
326:Cornwall
231:Genre(s)
1990:1UP.com
1600:GameSpy
1295:May 12,
1188:1UP.com
1177:GameSpy
1036:GameSpy
936:1Up.com
792:puzzles
763:Poser 5
751:The Fog
734:rhythms
714:Cornish
636:serial
593:voicing
477:haunted
433:puzzles
246:Mode(s)
151:Release
2158:series
1216:sequel
1029:6.3/10
914:66/100
838:, and
575:game,
421:cursor
307:game,
1462:Valve
1289:(PDF)
929:Score
904:Score
855:With
499:comet
488:demon
473:devil
466:space
458:coast
389:is a
291:Steam
2036:2013
2002:2015
1947:2013
1914:2013
1887:2016
1856:2016
1830:2016
1804:2016
1778:2016
1752:2016
1726:2016
1700:2016
1674:2016
1648:2015
1612:2015
1576:2016
1543:2013
1507:2016
1474:2016
1444:2015
1411:2015
1381:2015
1353:2015
1318:help
1297:2023
1267:2015
1214:Myst
1076:(US)
653:The
587:and
444:Plot
406:save
277:for
75:(WW)
2089:CGW
2070:".
1964:".
1080:58%
689:BBC
402:HUD
380:HUD
2201::
2026:.
2022:.
2010:^
1988:.
1976:^
1937:.
1933:.
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1877:.
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1602:.
1598:.
1584:^
1562:.
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1493:.
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1419:^
1402:.
1389:^
1372:.
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1343:.
1339:.
1326:^
1309::
1307:}}
1303:{{
1258:.
1239:.
941:D−
883:.
848:.
842:'
811:,
761:'
603:.
554:AI
468:.
366:.
238:,
218:WW
200:WW
184:WW
168:EU
159:NA
2148:e
2141:t
2134:v
2038:.
2004:.
1949:.
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1320:)
1316:(
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396:/
269:/
220::
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186::
170::
161::
94:)
90:(
20:)
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