Lost Lighthouse calls itself a system-agnostic high-fantasy sandbox exploration adventure. It's more of a point-crawl. The PCs are survivors trying to get off the island where they've been shipwrecked. It's written like a disjointed short-story. You're not running this one on the fly. The intro tells you were the PCs start and where they need to end up to get off the island, but you'll have to read it cover to cover to figure out the details and what is needed to get through. One section will tell you if you get into a fight with a creature, you need either A or B to have a chance. Where do yo get A or B? RAFO. Reading it makes me think of playing Monkey's Island. It's a bit precious - there are a couple of ways through, but you need right tool from somewhere else to open the way in a lot of cases. The deities need some development - there are multiple idols on the island and PCs can dedicate themselves to one, cleric-style, but why? By reading the deities table, you also learn that taking over the island as its magical caretaker is an option, but it was mentioned nowhere else.
I'd run it, but first I'd create a point-crawl node network for it with annotations for each node - who and what can be found there, and what you need to continue on. Decent zine, but it's written to be read, not run.
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Thinking more on Lost Lighthouse, it really isn't a crawl, at all. It's a decently jaquaysed overland dungeon fetch-quest presented as an island. It's too light-hearted to run in PB. Knave? OSE?