| Moonmist - Yellow Version | |
| This is the final, and perhaps saddest, of the four scenarios. After all, it's | |
| not going to be fun to arrest your friend Tamara. But we'll come to that in due | |
| time. | |
| This is the 'Edgar Allan Poe' version; all the clues are taken from his poems | |
| and stories. Fortunately, since you're reading this walkthru, you don't have to | |
| be familiar with any of them. | |
| Under the punchbowl (bet you peeked already before the tape played!) is the | |
| first clue, as always; a picture of Pearl Bailey. The treasure this time is | |
| a necklace of (hehe) black pearls. Jack again has the second clue; this is a | |
| quotation from Poe's poem, 'The Bells'. And that, in fact, is the answer to | |
| fill in the blank: bell. | |
| What else could this be but the bell on the fighting deck? Up the stairs you | |
| go, to check it out. Sure enough, there's the third clue. This time, it's a | |
| quote from 'Annabelle Lee', and the missing word is 'tomb'. Of course, there | |
| aren't any tombs around...or are there? | |
| Now you can go to the dungeon (stop off in the kitchen first for the brass | |
| lamp), and step into the iron maiden. Look at that! It's actually a sort of | |
| elevator, which brings you down to...a secret tomb! Complete with coffin! Gulp! | |
| Well, you'll just have to open that coffin. Whew! Nothing in there but the | |
| fourth clue, which is a reference to 'A Cask of Amontillado'. One of the | |
| characters in that story suffered, alas, the same fate as the White Lady, | |
| namely being walled up alive in a cellar. | |
| That's where you go to next, and examine the walls. Oho! The bricks are loose. | |
| Moving them reveals a spooky hole. In you go! Gosh, you found the remains of | |
| the poor White Lady! And around her bones is the pearl necklace! | |
| Sorry to say, there's not much you can do about the skeleton (would have been | |
| nice to lay those bones to rest in the secret tomb, but you can't do that. Ho | |
| hum). So, now it's off to deal with the ghost. | |
| Make for the secret passage, and walk around it until you're outside Iris's | |
| room (that's right, Iris's room). Here you find the ghost costume, and a | |
| blowgun. Examining the costume reveals a strand of Tamara's hair in it. Oh | |
| dear. | |
| Now go to her room, and snoop under her bed. First you find a journal, but | |
| that's not too important. Look again, and you'll find a receipt from the | |
| local pet shop for....an adder! No, things don't look too good for Tamara, | |
| at all. | |
| Round about now she'll come into the room. Even tho she's your friend, you do | |
| have a job to do <sniff>. Arrest Tamara. A little downbeat, but you've now | |
| solved all four cases in Moonmist. Nice going! | |
| Moonmist is copyrighted 1986 by Infocom, Inc. | |
| This walkthru is copyrighted 1986 by Scorpia, all rights reserved. | |
| Moonmist - Red Version | |
| Back for more, eh? This time around, tho, you may find a surprise or two! In | |
| fact, the first one comes right after dinner. It's not Jack who has the second | |
| clue, but Vivien! Hmm...just a little suspicious, don't you think? | |
| This clue is somewhat Biblical in nature, but actually not hard at all. Up to | |
| the chapel you go, to examine the apple in the stained glass window. Yup, | |
| there's the third clue, all right. So, do we know of any gardens around here? | |
| Sure, there's one in the middle of the (urp) hedge maze. Fortunately, this one | |
| is really not much of a maze at all (remember, this is an introductory-level | |
| game). Go to the hedge maze, and head east; you should be in the garden pretty | |
| quickly. | |
| Search the garden, and there's the fourth clue. Pretty bizarre, isn't it? Then | |
| again, maybe not. Sir Lionel obviously liked word games. Let's think this one | |
| out. What do you need in the rain? An umbrella, naturally. Where would you be | |
| likely to find one? In an umbrella stand. But you haven't seen one around | |
| anywhere, have you? | |
| This is tricky. Flip through the brochure, and you'll see that in the room | |
| description of the Foyer, an elephant's-foot stand is mentioned. Aha!! Now, | |
| that's sneaky, since it's not in the room description in the game itself! So | |
| it's off to the Foyer for a peek into the stand. | |
| Well, what have we here? A funny-looking cane (cain/cane). In fact, as you find | |
| when you take it out, this isn't a cane at all, but a club. Clean it off, and | |
| the club is studded with diamonds! Wow! Now, THAT'S a treasure! | |
| However, there is still the ghost to take care of. Only this time, it's not | |
| who you think. Oh, our boy Jack is guilty, all right, but of something far | |
| worse than playing ghost, as you're about to see. | |
| Head along to his room, and peep through the keyhole (you DID read the maid's | |
| note, right?). Hmmm. Wires. Wonder where they lead to? Take a look at the crest | |
| on the door. It seems to be a bit loose. Move the crest, and you reveal a | |
| hidden tape recorder! | |
| Play the tape, and you hear Jack murdering his uncle! Gosh! Poor Tamara. That's | |
| the end of her engagement to Jack. But, Jack isn't the ghost! How puzzling. | |
| There's only one thing to do: wait for the ghost to show up. | |
| It's going to be a long wait, too. You might want to wander around the house | |
| for awhile, or change into your exercise suit, or whatever. The ghost won't be | |
| appearing until after midnight. Around that time, go to the secret passage | |
| outside Tamara's room, and wait for the ghost. | |
| Pretty scary, standing in this dark place, with only your trusty brass lamp for | |
| light. Oooh! Look! There's the ghost! But there's no need to be frightened. Ask | |
| the ghost about Jack. Ah! It's really Deirdre, alive and well. Jack tried to | |
| kill her, but she managed to survive. Now you have the whole story, so you can | |
| go to Jack's room and arrest him. Once again, the American Sherlock saves the | |
| day! | |
| Moonmist is copyrighted 1986 by Infocom Inc. | |
| This walkthru is copyrighted 1986 by Scorpia, all rights reserved. | |
| Moonmist - Blue Version | |
| Ok, time for a new treasure and a new ghost. Everything is the same here as | |
| in the Green version, up to the time the tape plays. As before, the first | |
| clue is under the punchbowl. This time, however, the treasure is a rare fossil | |
| skull (try not to drop it when you find it!). | |
| Jack again has the second clue, and this one is complex..it has three parts to | |
| it. The missing words are pretty simple to figure out: song, maidens, and wine. | |
| Now, let's see where they lead us. | |
| Song. Hmm. Well, checking our handy brochure, we find that there is one room in | |
| the house that qualifies: the sitting room, which has a piano in it (this is | |
| also handy, since you can read the maid's note at the same time). Head over | |
| there and examine the piano. There's some sheet music sitting on it. | |
| Look at the sheet music, and you'll see that someone has drawn a star over the | |
| letters SUIT. Ah, the first part of the real clue! Now let's think about | |
| 'maidens'. Whoa! Hold on there, it's NOT the iron maiden in the dungeon (fooled | |
| ya, huh?). | |
| Referring again to that invaluable brochure, you see that in the Drawing Room | |
| is a tapestry depicting a maiden and a unicorn. Aha! Zip over there and examine | |
| that tapestry. There's a star on the girl's arm! All right, you have two parts | |
| of the clue, let's get the third one. | |
| Wine is pretty easy; there's a wine cellar in the basement. Get a bottle and | |
| examine it. This time, there's a star over the word 'our'. Putting all three | |
| words together, we get 'Suit Armour'. Where can you find a suit of armor? | |
| According to the brochure (a veritable encyclopedia of information!), there's | |
| one in the New Great Hall. Off to the New Great Hall! | |
| Yep, there it is, all right. A careful search brings forth the third and last | |
| clue (this is the only variation with three clues; all the others have four). | |
| This one is a puzzler. But there aren't too many words that can fill in those | |
| blanks. Bet the first one is 'alarm'. And the last one can only be 'clamour'. | |
| The middle one could just be 'base'. | |
| So, does that (ahem) ring any bells? Why not check out that huge bell up on | |
| the fighting deck? Ta-da! There's the fossil skull! Good show! And it's off | |
| to expose the ghost. | |
| Of course, you probably have an idea by now who that is. So, hike on to | |
| Vivien's room, and have a look-see in her paint box. My my! Seems like you just | |
| found the ghost costume. And here comes Vivien herself. Too bad for Vivien! | |
| With your trusty aerosol device, you out her out of action, and bring another | |
| case to a successful conclusion! | |
| Moonmist is copyrightes 1986 by Infocom, Inc. | |
| This walkthru is copyrighted 1986 by Scorpia, all rights reserved. | |
| Moonmist - Green Version | |
| Moonmist, while it has four separate versions, is pretty much the same up to | |
| the time the tape plays after dinner. Of course, you may hear different things | |
| in each scenario when you talk to the guests, and most especially Bolitho, a | |
| very informative fellow. In all of them, the guilty person is always easy to | |
| spot; it's whoever you find wandering around the house with you after dinner. | |
| You can, however, make this person go away by showing him or her the treasure | |
| after you've found it. | |
| You begin at the gate to the castle. Get out of the car and push the wyvern, | |
| which activates an intercom. Here is where you give your name and state your | |
| color preference (note also that your 'little British sports car' will later | |
| take on that same color). The gate opens, you walk through, and Tamara comes | |
| running to meet you. | |
| Chat with her awhile, then she'll take you into the house to meet everyone | |
| else. The best phrases to use are either "Ask <someone> about ghost", as in | |
| "Ask Tamara about ghost" and "Ask <someone> about Deirdre". You can also ask | |
| about secret passages, or anything else, although you won't get too much | |
| information. | |
| Eventually Tamara will take you up to your room, tastefully decorated in the | |
| color of your choice. Wait until she leaves, then wait a little more, and | |
| Bolitho will speak to you. In each variation, he has something to tell you | |
| about the ghost, and it's always slightly different, so do pay attention to | |
| what he says. | |
| After he's gone, freshen up in the bathroom, and change from your tweed outfit | |
| into your dinner outfit (make sure you drop the tweed, or you'll be lugging it | |
| around with for the rest of the game). Go downstairs, and wait (talking to | |
| anyone you may have missed before), until everyone goes to the dining room. | |
| In the dining room, you'll see Bolitho put a note on the table by Jack's | |
| place. Now, while it's not really cricket to read other people's mail, you | |
| ARE a detective. So, since no one seems to be watching you (maybe they're all | |
| admiring that pretty punchbowl), get the note and read it. Hmmm. This is | |
| something to investigate later, all right. Drop the note (it will go back to | |
| where you found it). | |
| After a little more waiting, dinner is more or less served, and when it's over, | |
| the voice of the late Sir Lionel suddenly fills the room! Lifting the bust of | |
| the dear departed reveals a tape machine hooked up to a timer. You're listening | |
| to a recording Lionel made before his death. | |
| Now you're getting into the heart of the game. Lionel tells of a treasure he's | |
| hidden somewhere in the castle. There are four clues to what it is and where it | |
| is. Peeking under the punchbowl, you find the first one. Now, what could this | |
| mean? Well, there's mist, and a moon....could it be Moonmist? That's it, all | |
| right! A secret drug from Africa (you DID read the brochure thoroughly, didn't | |
| you?). | |
| But that doesn't help much in finding it. However, the thoughtful Lionel gave | |
| the second clue to his son Jack. Take the clue from him. This is interesting. | |
| An eye that doesn't see. Well, well. But first, let's nip over to the Sitting | |
| Room and take a look at the maid's note. | |
| It seems the maid knows more than she's telling, eh? We'll come back to this | |
| later. Right now, we're hunting clues. Go to the Game Room. Neat place, isn't | |
| it? And there on the wall are two stuffed animal heads. Take a good look at | |
| the rhino. Something seems funny about one of its eyes. Move the eye, and now | |
| you have the third clue! | |
| This one sure sounds strange. And where you're going, you'll need some light, | |
| so hop along to the kitchen, and pick up the brass lantern. Now go back to | |
| your own room. Remember what Bolitho said about the mirrors? If you touch the | |
| wall mirror, you'll find a hidden switch. Press that, and a secret passage | |
| opens! | |
| Turn the brass lamp on, then step into the passage. Spooky stuff! Walk north, | |
| then west, until you come to the passage branching south. Go south, and at | |
| the dead end (aha!), you'll find the fourth clue. This one isn't too hard. | |
| Now you have to get out of the passage. You can go back to your room, or slip | |
| into someone else's and leave by the door (just don't linger if you're not | |
| in your own room). | |
| It's off to the office you go, and there you find the inkwell. Look inside, | |
| and there's Moonmist, the hidden treasure! All right! Now, all you have to do | |
| is take care of the ghost business. | |
| Maybe we can find a clue to the ghost. Head for the library, and examine the | |
| bookcase. What's this? It looks like a lab notebook. Oho! It seems that the | |
| good Dr. Wendish is, perhaps, not quite so good after all! Move on to his | |
| room for some snooping around. | |
| Try the medical kit. What's this? A plastic box? Why, I'll bet that this is | |
| just the sort of box that you keep contact lenses in. Is there anything else | |
| to find? Check the kit again, and out comes the ghost costume! | |
| Suddenly the door opens and Wendish walks in! Ask him about the costume, and | |
| he'll try to tell you he's being framed. But that lab notebook will cook his | |
| goose for sure. Spray him with the aerosol, then arrest him (sometimes, Wendish | |
| will arrive before you've finished searching; in that case, spray him and keep | |
| looking till you find the costume, you'll have enough time for that). Congrats, | |
| Sherlock! You've found the missing treasure, and put the ghost to rest! | |
| Moonmist is copyrighted 1986 by Infocom, Inc. | |
| This walkthru is copyrighted 1986 by Scorpia, all rights reserved. | |
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