Moondrop Isle Explorer's Guide

Moondrop Isle is a big puzzly game (that’s also kinda sparse and a lot about wandering around soaking up the vibes) by nine authors – it’s actually nine games (mostly in Inform, but one minigame collection in HTML/JS and one in a custom engine) which are linked together pretty seamlessly to form different regions of a connected world.

It has a lot of cool stuff in it, but it can also be kind of infuriating since a lot of the puzzle is “can I solve this puzzle now, or do I need to find more items first?” and given the size of the world, that’s often very unclear. And it’s also wildly unbalanced: in a couple places you can solve an hours-long series of puzzles …or you can just whack off a lock with bolt-cutters without thinking twice). And there are lots of places where solving an extended puzzle or getting a new tool merely removes a barrier that you’ve already been on both sides of. Which can be frustrating and anti-climactic.

I think it was also pretty rushed, and while they made a bunch of post-release fixes, it’s still definitely rough around the edges in places. But at least some of the authors are pretty open about appreciating and enjoying wacky jankiness in both gameplay and worldbuilding: some of this is probably intentional.

So this is a high level walkthrough, spoiling not the puzzles themselves, but spoiling the order (an order) in which to do them (which, tbf, is part of the puzzle). For the full experience, try it yourself. But if you find yourself frustrated by wandering around dozens and dozens of locations wondering which thing you might actually be able to solve next, this is a general sequence that’ll point you at the puzzles in a solvable order.


The island is a mostly-open octagon, a ring with connections to other locations in the middle. From the wharf where you land on the island, we’re going to start by going around clockwise to grab tools.

Go southwest a bit to the Mall entrance. Pop inside, go to the one store with the light on, grab the metal detector, come back out.

Go southwest some more, then go north to the Water Park. Grab the putter from the cabana, then loop up to the north water park entrance and figure out how to open the fire escape. Climb through the broken Hotel window and find the flashlight. Make sure you turn it on. Come back out to the Shore.

Go clockwise around the shore to the northern part of the west beach where you see a hotdog stand. Go in, grab the notebook that has a clue to the location of the bolt cutters (which we can’t get yet, but good to know).

Go southeast a bit and enter the Gardens - showing off Nils Fagerburg’s custom engine which does both parser and choice (currently you are “lightheaded and very mentally constrained” from the “otherworldly smell in the air” but it’ll open up to full parser mode eventually when you deal with the drug effects).

Wander around to the Orchard and go in the shed and down to get the wading pants. Go down again to the tunnels which consist of a small loop at the top and a larger loop below. You are where the loops join. Go clockwise around the bottom loop, take the west branch and turn the water on to get the turbine running and restore electricity to the island.

Loop back around and up into the Gardens again. Go north from the orchard to the Arcade. The Lunarcade is a confusing space with lots of blocked (and sometimes unmentioned) exits that you can unblock to open up the space. You may well want to map things here, even if you usually don’t.

You’re stuck in a two-room space: find out how to get another exit.

Note the drainpipe for later. Go east and find the exit that leads from the Magenta Hallway to the Crescent Main Floor. Enter the Fortune Teller’s Tent and hunt around until you find the shovel.

Exit the tent, go back to the Pergola and south to the Gardens, and from there east-ish back to the shore. Follow the fence around south until you find the location where the notebook described losing the bolt cutters.

This syntax is pretty fiddly, so it’s wave detector or wave detector at X (often they’re different) and then if something is there you dig repeatedly (just the bare verb) until you find the thing. Remember to actually pick up the bolt cutters; IIRC you do sometimes auto-take the thing that you dug up but not in this case so you have to do it manually.

Go back to the water park (either walk around the shore to the south entrance, or go through the golf course, whichever). Now you can cut the chains to get inside. There’s a bunch of stuff you could do here, but for now just hunt around the water park until you find the elite keycard.

Go back to the gardens and the orchard shed: the keycard will open the safe and let you eat the pill that makes you immune to the drugging pollen.

Back north from the Orchard to the Pergola in the Lunarcade. Wander around until you find Renzo (if you haven’t already) and he’ll tell you about the big meta-puzzle of the Lunarcade.

Find your way back to the Hall of Light Roof and climb the drainpipe. Explore and find your way to the Monorail System (the ninth region) and get the monorail running again.

There’s plenty of time to get back up to the train. You can go anywhere from here, but… the next biggest step toward the ending is probably the meta-puzzle in the Lunarcade. So ride the train past the gardens, the amusement park, the shopping center, the wharf, and the lagoon (only reachable by monorail, but there’s nothing here for us yet) back to the arcade.

Go down, fend off the seagulls until they give up, open the shutters blocking passage to the east/west of the lounge, and do the other obvious thing here.

Now you can go through the long process of finding the letters enabling you to climb the sign so you can get to the special games up in the VIP lounge. There’s another prize redemption machine up there which sells a scope that will allow you to decipher unreadable glyphs (and Magic Eye posters, oddly enough) around the island.


Once you finally have the scope, now you can go around the island and find the seven domes and look at their glyphs with the scope to gain the mysterious knowledge which will allow you to gain a new perspective at the end of the game. The Fortune Teller doesn’t have one (it does have auxiliary clues to accessing the dome in the rec center, but you’re probably just going to get the answer to that puzzle rather than solving it yourself, so eh), and the Hotel is the final location so its dome is where you end the game rather than clues.

In no particular order, except maybe easiest first, and you’re already at the Arcade:

  1. Arcade - Just take the elevator all the way up: you’ve probably found this one already.
  2. Tunnels - if you’ve mapped the tunnels, you know where this is. A little spur off the north-east side of the big loop.
  3. Monorail - Tedious, because you have to wait for the train, but ride it to the Skyview Lagoon and work your way across to the dome.
  4. Gardens - In the top of the greenhouse.
  5. Mall - There’s a puzzle in the bookstore that gives you access to the dome. You’re probably supposed to go around finding all the Magic Eye posters and looking at them with the scope, but a bunch of them are obviously guessable and it tells you when you’ve gotten each step right so you can take a guess or two at the rest.
  6. Shore - once you get the power on, there will be two series of mysterious kiosks to solve. The first set starts back by the wharf, at the eastern mall entrance. These go north and west around the edge of the island, and teach you a mysterious language. The second set starts just past them, on the other side of the inlet at the north of the island, and goes west and south. It starts with some really fun English word-manipulation puzzles (the final one of these is the best puzzle in the whole game, IMO) and ends with a fiendish puzzle rearranging a phrase in the Moondrop puzzle language that the first set taught you. If you follow the instructions you gain from the final kiosk, you’ll get an item that will let you access the dome at the north-west corner of the island, up on the cliff. It may look broken, but you don’t have to fix it, the glyphs are still there.
  7. Moonlight Meadow - This is one of those places where there is a reeeally long puzzle chain, or you can just bypass the whole thing and go straight there. If you beat the golf course (which is a random-chance minigame; figure out which club to use on which stroke of which hole to give you the best chance, and then try it repeatedly until you get lucky; also the visibility is terrible and you have to type a bunch of extra commands to find out where your ball landed) then you get the combination to the padlock of the scratched locker on the east side of the water park. THIS gives you the headset for the audio tour, and then you can go into the river under the water park and figure out how to turn the water on and power up half the water features at a time and listen to them to figure out a frankly fiendish puzzle which I’m not sure most people even CAN solve (although note that the Fortune Teller has four additional clues) …or you can find the final statue of Ursa Minor and listen to that recording which just tells you the solution. You do have to figure out how to get to the roof of the clubhouse where the dome is, though.

Once you’ve done all this, you’re ready to go solve the hotel. There’s a great deduction puzzle in the lower section to get the elevator going so you can get past the tree blocking the fourth floor (my second-favorite puzzle in the game, after the final English kiosk puzzle). No part of the main progression requires guessing, but there is lots of optional stuff to guess at. Then you take the elevator up, figure out how to explore all the other floors (including the fourth floor which is full of tree) and then figure out the dreamlike memory tree sequence.

That’ll give you the password to the dome at the top of the hotel and you can go through a sequence of untangling and assembling the strange statements from all the domes to answer some questions and ascend and gain a new perspective (no really, you have a new item in your inventory called “a new perspective.” It’s hard to explain). You probably want to save before attempting this sequence, as it enforces a delay before you can try again, which is annoying.


There’s way more to explore around the island, of course. The shore has a whole bunch of random wildlife to look at. The tunnels has a very eerie puzzle that’s completely cosmetic AFAICT but is pretty fun, you can name all the guinea pigs, there’s one thing people found which depends on the real-world phase of the moon, which is echoed in the in-game moon, there are at least three movie reels that you can find and play in the theater, you can guess-and-force everyone’s lockers in the hotel and some of them have random bits of junk, etc. etc. etc.

4 Likes

This is great, thanks for putting it together! I’ve only read the first part so far. But to be honest I’m fairly close to grinding to a halt in the game so I expect I will be referring to this, then the existing hint thread, fairly shortly…

1 Like

Okay, I started dipping into this for light tips, and including with the nudges, I have made the following progress: (this is all spoilers):

  • I persevered with the seagulls. I had thought I needed to find an object to shield myself better, or to beat them away. But commands like ‘shield’ or ‘defend’ or ‘cover face’ weren’t accepted, and hitting the seagulls didn’t seem to do anything other than infuriate them. Then I had the epiphany that this was supposed to mimic the Ion Defender arcade game and I could use the same commands! Quite a nice puzzle really, and adequately clued, on reflection. But why accept ‘DR’ or ‘DL’ and not ‘deflect’ or ‘defend’ or ‘shield’?

  • Trying to collect the tickets in the arcade was driving me nuts, and then suddenly I got an epic high score in Ion Defender and won 104 tickets, enabling me to purchase the crescent ‘c.’ Perhaps the game took pity on me here!
  • I found a fifth golf club and my golf is improving (I even got a hole in 1!). But I now realise (from your hint) that (as I had suspected) winning at the golf would give me nothing I haven’t already got. I would have snipped the combination lock off the scratched locker sooner, but the game wouldn’t accept ‘padlock’ (even though it uses the word), so I initially thought it impossible to get in without the combination. I am interested in knowing what commands to use to find out where your golf ball lies, I haven’t been able to discover anything useful while playing. It’s all been guesswork!
  • This is entirely on me, but I hadn’t even noticed the eastern group of mysterious kiosks outside the mall entrance :sweat_smile: I’ve spent some time happily solving the kiosks, and the fifth western one that I figured was in no language I was familiar with!
  • I’ve now found four film reels: Andromeda I and II, Moondrop welcome, and Moondrop secrets
  • I’ve no idea where to look for the final two letters, U and E, although I think there was a clue about turning an ‘n’ into a ‘u’
  • I can’t get past the vending machine in the clubhouse / find the exterior ladder
  • I’m not sure where else I’m stuck really. I think I need a pipe for the water slide, or something.
  • I’ve read I’ll start referring to the earlier hint thread to see what I can pick up.
  • EDIT: I just realised I need to use the brass badge to get into the dome on the cliff (from your hint). Yes, I would not have guessed that, I thought I needed to use the starfish (which was quite silly of me, I must admit)
    Thanks for all your help
1 Like
  • Winning tickets in the arcade: yeah, there are big bonuses for getting a high score: Ion Defender (sometimes when the puck is moving fast you want to block up or hold tight in front of your goal instead of blocking in the direction) and Eternal Flame (sit down and start playing the kazoo before you put a token in the machine, keep playing the kazoo the whole time - is the command just hum? I forget) are probably the easiest two to get many tickets from.
  • Golf - yeah, the parser and descriptions here are just player-hostile. You can x first green or x second rough etc. and you’ll be able to see if your ball is on the one you expect. And actually doing so is often the only way to find out how many of each element are on a hole? I kind of love the idea of having a golf game where you have to choose the right club for each stroke to improve your chances, and then play from where the ball lies, and I did get better at guessing toward the end but ugh, the interface is so painful here.
  • The Lunarcade sign: you’re misunderstanding what part of the puzzle is here; it’s sort of like other things about the game in general. How many letters do you need? Renzo does (I think?) tell you at some point that you can move letters up once you’ve climbed past them and (full spoiler) you have enough letters already, I’m pretty sure: ACDLN.
  • I think the leaking water slide is just to justify the pressure problems: you can only turn on half the water park at once. I don’t think you can slide.
  • I don’t believe anyone has gotten past the vending machine in the clubhouse. To find the hidden ladder you need to look at the right thing from the right perspective and IIRC it’s the clubhouse platform from the top of the water slide? This is the thing that you need the water park mural puzzle for, although the full solution is in the audio recording that’s separate from all the others in the Ursa Minor statue on the monorail platform and I don’t think anyone has solved it on their own.
1 Like

Aaaah, yes I was misunderstanding the sign board puzzle. I thought you needed all the letters and that Renzo would just use his hook thing to set it all up for me! Wow, I had to lug them all around… (Tbh I hadn’t tried to pick them up again.)
Anyway, I’m into the VIP lounge and I now have the scope. And I’m into the dome on the shore. But there doesn’t seem to be anything there apart from more crypticness.
I’ll get into the other domes and solve the magic eye puzzle next…

  • The Eternal Flame thing is funny, I had tried using the kazoo but I don’t really see how I was meant to try blowing the kazoo THEN inserting the token. I had tried it the logical way and simply figured I was barking up the wrong tree.
  • Ion Defender: thanks for the tips. I’m struggling to find the command for keeping the deflector still and defending. Using wait or z seems to result in a goal. I had been moving across the centre for fast pucks (i.e. from DL, go DR to deflect a centrally-shot puck) but more often than not it results in a deflected own goal. Just curious about this really, I have loads of tickets now!
  • Golf: painful. If you could have used x ball to get the lie of your ball that would have been quite good. But admittedly a lot of work. Perhaps the authors were too ambitious here and ran out of time.
  • Water park mural: I had already listened to the ursa minor recording and I’ve pressed the buttons. Hopefully the door will be open when I get there… if I can find the darn ladder!
1 Like