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Average Rating: based on 49 ratings
Number of Reviews Written by IFDB Members: 7
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- Phil Riley, May 19, 2025

- mageos, April 9, 2025

3 of 3 people found the following review helpful:
A Good Story Told Very, Very Poorly, March 30, 2025

While I do not have a long history with interactive fiction games, I have had a blast working through the Infocom canon and select other more modern offerings. Moonmist, unfortunately, is the first one I have played that I really didn't care for. This is a fairly long review, but I feel the context is important to my takeaway.

I can certainly appreciate some of the interesting or unique things Moonmist attempts: Packing four entirely different stories into a single setting is a clever concept, the castle is a interesting locale, and the large cast of characters all with real-time schedules pulls the player into feeling like they're in the very center of an Agatha Christie Who-Done-It!

That however is where my praise ends. I found the interactions with this game very clunky and the writing very poor compared to the other games I've played.

To start off, as mentioned there are four different mystery stories each considered a different difficulty level. Confoundingly, you select which one you want to play by answering the question "What is your favorite color?" posed to you at the beginning of the game. Not having any knowledge of this mechanic, I answered the question truthfully ("Green") which apparently put me on the shortest and "easiest" story.

In each story there are 3 mysteries you must solve:

1. Who is the ghost?
2. Where is the treasure?
3. Who committed the crime?

You have until 7:00am to solve all these mysteries or the police will show up and take over the investigation from you.

None of this, however, is made clear to the player. If you read the letters included in the game box, you'll learn your friend Tamara believes there is a ghost that is trying to kill her and has asked you to come investigate. (If you don't, you will have no context at all about why are you here as none is offered in the game itself.) You are not told anything about any treasure nor of any actual crime being committed. The game forces you along a fairly pre-scripted path until a dinner event where you learn about the treasure.

Much of my criticism of this game comes from my experience during my first (and only) playthrough and how poorly the game unfolded, so I will relay those experiences along with my thoughts on them. Perhaps the other variations would have played out better? I don't know.

Knowing nothing about the above objectives, I figure I'm only here to help Tamara identify the ghost so I pay no mind to the treasure side-quest. Once the first steps of that finish playing out (during which I receive two clues to the treasure's location) I am finally able to explore the castle. I wander from room to room just looking around to learn what I can. This turns out to be very little, as most rooms contain very short descriptions with little to no visual detail. Descriptions shouldn't be so overly detailed that the player feels like they're reading rather than playing, but there is such a thing as being too sparse.

A simple but effective example from Zork II is the description of the Circular Room:

This is a damp circular room, whose walls are made of brick and mortar. The roof of this room is not visible, but there appear to be some etchings on the walls. There is a passageway to the west.

This is a far more engaging and immersive description compared to Moonmist's typical offering. One such example is that of Hyde's Bedroom:

Hyde's bedroom has many tasteful antiques, such as an armchair in one corner.

The antiques cannot be examined, and the only detail offered about the armchair is "There's nothing on it." While there is the occasional room that describes enough to allow the player to build some kind of picture in their mind, the vast majority are barren and lifeless. A couple rooms even go so far as to have no in-game description at all, instead saying only that "It looks even lovelier than it sounds in the tourist brochure." Bafflingly, descriptions of these rooms are only available in a pamphlet included in the game box (there is a tourist brochure in the player's luggage, but it seems to have no use and is not readable). While these materials are thankfully preserved and available online, having to refer to an external resource just to know what objects might be in the room with me is immensely frustrating. I assume this was done due to technical limitations, but given how short the descriptions could have been and how little detail is provided elsewhere I have a hard time believing that was an impassable hurdle.

At this point, I happen to enter (Spoiler - click to show)the library. I discover (Spoiler - click to show)a notebook on the shelf and (Spoiler - click to show)upon reading it I am informed "Congratulations! You've found evidence of the crime!". Crime? What crime?! (Spoiler - click to show)The notebook mentions that Dr. Wendish had been experimenting on his patients and may have killed the "granddau" [sic] of someone named Poldark. Okay... No clue who that is, and I guess it *is* a crime, but it's not what I'm here to solve. Up to this point I have found nearly no evidence of a ghost at all. The only lead I have is (Spoiler - click to show)a sighting by the butler which led me to find a missing contact lens, but after asking everyone about it the trail ran cold with no new details whatsoever.

With no other direction to go in, (and after having played the delightful Toby's Nose) I decide to (Spoiler - click to show)"ACCUSE Dr. Wendish". Lord Jack appears and holds Wendish hostage, but nothing else happens. With no new leads as to the ghost's identity, I try my hand at finding the treasure. Deciphering the clues I have proves very simple and I am quickly led to (Spoiler - click to show)the Office to collect an inkwell. Examining the (Spoiler - click to show)inkwell reveals "Congratulations! You've found the hidden treasure!" and (Spoiler - click to show)"Inside the inkwell is Moonmist." Uh... okay? I don't know what (Spoiler - click to show)"Moonmist" is, but progress I guess? (There is a (Spoiler - click to show)journal on the desk in the office that explains what (Spoiler - click to show)Moonmist is, but at this point I have stopped interacting with most objects unless I am explicitly directed to. The vast majority of objects in the game say only "You shouldn't take that." or "That won't help solve this case." when you attempt to do anything with them which has discouraged me from even attempting to do so.)

Unfortunately I still have no leads on the one mystery that I actually am here to solve - the identity of the ghost! I wander all over the castle. I check every room, every (Spoiler - click to show)secret passage, and ask everyone about everything I can possibly think of. No one knows anything. There are a couple new ghost sightings, but no details that generate a lead or even a hint of suspicion. I explore the garden maze, the castle basement, and repeatedly try to (Spoiler - click to show)follow the cliff-side path and (Spoiler - click to show)enter the servant's quarters, both of which the game basically just says "You can't do that."

I do discover two additional frustrations though. After wandering around and around and trying everything I can think of, the clock turns 7:00am and I learn that I have a time limit to solve the mysteries. This is when I turn to the invisiclues which suggest I ask people about the ghost, but it's after 1:00am and everyone is asleep so I can't ask anyone anything. Even if you wake them up, you just get told "They are too sleepy to answer."

At my wits end, I submit to the invisiclues further. It suggests I look (Spoiler - click to show)in Dr. Wendish's medical kit. I do so and discover (Spoiler - click to show)a contact lens case! Brushing off my frustration (I had previously tried to interact with (Spoiler - click to show)the medical kit only to be told "You shouldn't do that." - (Spoiler - click to show)I must have tried to take it rather than look inside it.) I asked (Spoiler - click to show)Wendish about the case, but he just claims it's not his. I restore to an earlier point (before everyone was asleep), retrieve the (Spoiler - click to show)lens case, and ask everyone else about it, but again no one knows anything!

One more time to the invisiclues. "Check the (Spoiler - click to show)medical kit again." Now I'm fuming. Looking again (Spoiler - click to show)in the medical kit reveals the (Spoiler - click to show)ghost's costume: a flowing white gown and blonde wig... Completely and totally hidden (Spoiler - click to show)beneath the contact lens case I suppose...

You see, because I had (Spoiler - click to show)accused Dr. Wendish earlier in the evening and in this variation of the story (Spoiler - click to show)he happened to also be the ghost, it meant that none of the encounters with the ghost were allowed to play out. On top of this, the game sometimes requires you to examine the same thing multiple times in order to fully search it. It gives a loose indication when this happens (It briefly mentions "You stopped searching.") but this happens so rarely and is so easy to miss that it feels like the game is just being spiteful. These combined led me to having absolutely no clue what to do or what I was missing, but through no obvious fault of my own.

There were additional frustrations I encountered throughout such as the clunky way dialogue must be conducted exclusively with phrases structured as commands, or how the majority of objects in the castle have the mysterious description of "You look over the <object> for a minute and find nothing suspicious -- for now." but which never become relevant, but I think I've hit the major turn-offs I experienced and this review is well long enough already.

Suffice it to say while there is an interesting idea or two here, I found Moonmist to be an extremely frustrating game and a severe low point compared to its siblings in the Infocom catalog. It's not so much that the puzzles or mysteries were difficult, rather that the writing, structure, and implementation of the game are not even remotely close to the quality I've come to expect from Infocom games. This may be a biased take as I've only really played some of their highest-rated games so far, but among those are their earliest games so it is disappointing that their twenty-second game feels like it throws away everything learned from all that came before it.

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- Robb Sherwin (Colorado), September 25, 2024

- Siggel (Germany), September 22, 2024

2 of 2 people found the following review helpful:
It looks even lovelier than it sounds in the tourist brochure., April 6, 2024
by Pete Davison (Southampton, UK)

Moonmist is a short introductory level adventure whose unique selling point is that it offers four mysteries in one, based on the "favourite colour" you state at the beginning of the game. (Actually only green, blue, red and yellow are routes -- anything else puts you on a random path).

Each of these mysteries involves the same cast of characters and tasks you with three goals: finding a hidden treasure (after finding several clues to lead you to it), discovering the true identity of a "ghost" that has been haunting the castle you're visiting, and determining the truth behind the death of the castle master's former fiancee.

Each route does unfold a bit differently, and there are even a couple that look like they might be going in the same direction before making it clear that no, something different happened this time around. But it's all over a bit quickly; even taking into account how this is an "introductory" adventure, a single playthrough is very short indeed, and there's not a lot of what one might call "puzzles"; the most complex things get is knowing which rooms or objects to search based on people or notes making vaguely obtuse references... and knowing that in most cases you'll need to search things multiple times.

But while it lasts, it's a fun, atmospheric romp with some entertaining characters (including, in one of the routes, an almost-openly gay character, which was probably revolutionary at the time), with its main drawback being that a good half of the room descriptions are in the feelies; you'll know this by the immortal phrase "it looks even lovelier than it sounds in the tourist brochure". Whether this was done as copy protection or simply to encourage you to engage with the well-crafted supplementary reading material in the feelies I can't say; just be aware that you will want a printout or electronic copy of them to hand while you play.

Moonmist isn't a classic like some of Infocom's other stuff. But approach it as a set of short story palate-cleansers and you'll have a good time with it.

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- LaFey (Porto, Portugal), November 9, 2023

- ENyman78 (Gold Beach, OR), October 29, 2023

- SandwhichMeat, September 9, 2023

- Kastel, August 27, 2023

- Amun100 (UK), July 29, 2022

3 of 3 people found the following review helpful:
Classic Infocom style and play. A bit dated now but enjoyable still., March 13, 2022

Moonmist is an interactive fiction computer game written by Stu Galley and Jim Lawrence and published by Infocom in 1986.

** Be sure to grab the "extras" package on the internet - originally paper brochures that came in the original packaging, they will enhance your experience if you can grab them as a pdf and read prior to starting the game.

The player's character is a young detective, asked by friend Tamara Lynd to investigate her new home of Tresyllian Castle in Cornwall, England. Tamara has recently become engaged to the castle's lord, Jack Tresyllian. She was very happy until she began seeing what appeared to be The White Lady, a ghost who has allegedly haunted the castle for centuries.

As if seeing a ghost wasn't nerve-racking enough, she's also begun to fear for her life. Is Tamara's imagination just overly excited from living in a large old castle, or is someone really trying to kill her? And if her life is in danger, is it from a ghost or someone using it as a disguise?

I enjoyed the atmosphere created, and exploring an old coastal castle and its secrets was fun. It could have used more depth and playability (perhaps instead of splitting it into 4 parts that doesn't really extend playability, just shorten it?)

Interesting twist when I realised the consequences to answering my favorite colour at the start, and not just that the guest room happened to be made in that colour!

Well worth a few hours of your time.

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- cgasquid (west of house), February 13, 2022

- Karlok (Netherlands), April 16, 2021

- The Defiant, June 16, 2020

- Arrowhead12 (Edmonton, Alberta), June 11, 2020 (last edited on June 12, 2020)

3 of 3 people found the following review helpful:
Classic but still a jolly jape, April 11, 2020
by eldis (UK)

Interesting playing a game that was set in Cornwall, UK by the sea but doesn't allow you to go explore outside much.
The castle is quite interesting and easy to explore. The mysteries are all pretty simple and straight forward and 1 or 2 clues allow you to solve the main one. The other ones can be solved by just exploring everywhere and examining everything.
I liked the layout of the castle but it did feel very simplified. There was also a classic Infocom maze, but thankfully easy to navigate.
I enjoyed the game and it's a good way into the IF genre.

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- Zape, March 16, 2019

- Aimski (Michigan), December 12, 2018

- Nomad, September 11, 2018

- TheAncientOne, March 25, 2017

- Spike, February 26, 2017

- CasualGamer33356, October 14, 2015

2 of 2 people found the following review helpful:
A weaker Infocom title; a mystery for kids with four modes (UPDATED), September 21, 2015*
Related reviews: Infocom

Edit:I found the reason the game felt weaker to me in another review:

The room descriptions are in the feelies!

This explains why the game felt so lame. Random objects seemed to appear out of nowhere, and major rooms seemed to have no description at all. But the feelies seemed rich and interesting. I didn't realize that you were supposed to constantly refer to the feelies as you go.

I wonder if this was a way to make the game fit on a smaller disk with four variants.

This makes the game SO much better. Thanks for the tip, Victor!

*****************************************************

For those who have access to the feelies (such as in the iPad Lost Treasures of Infocom app), the backstories in the manual for this game were very enjoyable, much more than the game itself. I thought I should throw that out there.

This game is similar to An Act of Murder, where there are numerous possible suspects, multiple clues, and a variety of possible variations determined at the beginning of the game.

Both games were weaker, I feel, because they had to be adapted to work with multiple endings. For instance, in Moonmist, you find 'clues' that are just called 'clues'. Not scraps of paper, shreds of fabric, cards, etc. Just 'clues'. I assume they are different in each of the variations when you examine them (I only felt like playing through the 'green' version).

Moonmist is a kids game. This makes the game a bit harder at time; for instance, the room descriptions and directions get annoying at times.

The game is on a tight schedule, so you may have to restart before some characters leave.

The game has a cute idea where it calls you by your first name, and also by your title and last name when appropriate.

You play in a large castle with seven guests, investigating a supposed ghost that haunts the castle. Several mysterious deaths have occurred recently, and your friend is marrying the new Lord of the castle.

I don't recommend this game. I do recommend the manual.

* This review was last edited on February 3, 2016
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- Thrax, March 22, 2015 (last edited on March 23, 2015)


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