Maiden of the Moonlight

by Brian P. Dean

Haunted House

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>INVENTORY - Paul O'Brian writes about interactive fiction

Maiden is both exciting and irritating it promises drama and intrigue, but many of the obstacles to be overcome along the way are simply brute force barriers, with none of the subtlety of the best interactive fiction.

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- Edo, July 22, 2021

- missjith, April 24, 2016

3 of 3 people found the following review helpful:
A tightly timed ghost story in a mansion, February 4, 2016

In this game from the second IFcomp, you play a sword wielding Britainer in the time of Cromwell, investigating a haunted house.

The house is haunted by the maiden of the moonlight, daughter of a witchcraft using Baron.

You have to discover their story and put her to rest. The focus on the puzzles is sources of moonlight, which you must deal with in increasingly complicated ways.

The game has a timer.

- DJ (Olalla, Washington), May 9, 2013

- Shadow Fox (Texas), April 17, 2013

- MKrone (Harsleben), May 1, 2011

8 of 9 people found the following review helpful:
Not Altogether There, May 2, 2009
by AmberShards (The Gothic South)

It is fairly detailed and interesting, so if you're an atmosphere junkie, this will draw you in. However, the broken puzzles and the ridiculously small amount of time allowed to explore the mansion will prove frustrating. There are typos, too, and a lot of the rooms are threadbare, as if the author lost interest in the game by the time the later rooms show up. It feels like the game needed a few more rounds of beta-testing.

- Audiart (Davis, CA), January 8, 2009

- Katt (Michigan), January 7, 2009

- Michel Nizette (Brussels, Belgium), January 18, 2008

Baf's Guide

A 17th-century Scottish ghost story involving a wicked baron, his beautiful daughter, and the poor lad who loved her - all of whose souls remain inside a decaying manor house. You play a soldier, just returned from fighting the Roundheads and determined to put the ghosts to rest. One of the better ghost games - good setting, solid story, quite a lot of exposition scattered about (some of it quite long), and a bevy of mechanical and magical puzzles, including one very good large-scale one. Requires a little learning-by-death - entering one particular room can end your game prematurely, and there's no way to know it except by experience. Has a few subtleties that few will notice without using the adaptive hints.

-- Carl Muckenhoupt

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