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Key & Compass presents:
The Little Match Girl 5: The Hunter's Vow
by Ryan Veeder

The Little Match Girl 5: The Hunter's Vow is a Glulx interactive fiction game written with Inform 7 and is © 2024 by Ryan Veeder (writing as "Hans Christian Andersen" who copyrights it in 1851). Originally released as a Patreon-exclusive (see Ryan Veeder's Patreon), the game was later released for the general public to enjoy.

This fantasy game begins in Manchester, 1851. In part 1, you play as Prince Linus of Sardinia, who travels to other places and times by opening locked doors. He delivers invitations to the little match girl at five different points in her extraordinary lifetime. In part 2, the invited quintet rescues a sixth version of herself, the Hunter, from a castle of vampires. In part 3, the Hunter makes her vow.

This solution is by David Welbourn. This game does not declare its version number.

SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.


Maps

Map 1: Manchester, England - 14th June, 1851

Wreck Outsidethe Cabin Nursery Dining-Hall Kitchen Cabin Foyer Pantry KongensNytorv Widows'Dormitory Hallway Orphans'Dormitory Street Ware-house LockerRoom u d

Map 2: Jackson County, Indiana - 26 September, 1996

LoggingOperation Dam Outpost LogBridge Lookout Clearing Head-quarters Hill Palace Culvert Wreck ConstructionSite Nursery

Map 3: Dawson City, Yukon Territory - 17th December, 1902

Observ-atory BankLobby FerryLanding Inside theTheatre Hilltop Bank ofCommerce BackRoom PalaceGrandTheatre GovernmentHouse Middleof Town Woods Confluence FortHerchmer Cemetery Thicket Bridge Outsidethe Cabin Kitchen Edge ofTown Cabin Pantry out in out out out out in in in in

Map 4: Copenhagen, Denmark - 9th July, 1833

Foyer Sweet-shop KongensNytorv Bredgate Nyhavn Market NyhavnNo. 34 The King'sNew Square BroadStreet NewHarbor Water-line Hole u out d in

Map 5: The Undersea Kingdom of Altantis

🐟 🐡 🐡 🐡 Bedroom Eunoia'sChamber Eirene'sChamber SpiralStairs ThroneRoom Studio Office Gallery Confec-tioner's Overlook Plaza PalaceGates Street Ware-house Widows'Dormitory Hallway in in u d u d out out

Map 6: Emi Koussi - 5th October, 2851

Skull BareRock Cliff Top of theHourglass Top of theStoneStairs Gym Lounge Bottomof theHourglass LockerRoom Bottom ofthe StoneStairs Crater Hallway Orphans'Dormitory NatronField d u d out out u in in

Map 7: Schloss Tuxenstein, Austrian Alps - November 23, 1999

Top ofthe Dome Tower(NW) Roof Roof Tower(NE) Roof Dome Roof Roof RuinedTower(SW) Edge ofthe Roof Edge ofthe Roof Tower(SE) Stair MasterBedroom Library Stair Bed-chamber Rotunda StatueHall Bed-chamber Stair SmallRoof Balcony Stair BilliardRoom Gallery Foyer Kitchen SideEntrance Corner Gate-house DisplayHall GrandStairs GreatHall Lounge Gate Chapel Closet Court-yard Stair SnowyWoods Pit Chamber StagingArea Office Spring LongTable Diorama Lobby Temple Oubliette End of theHallway Bottomof theStairs u d u d u d u d u d u d u d u d u d d u d u d u d u d d u u in (via bucket) (via bucket)

Map 8: The Woods

Cave Trees Thicket Ruins out in

Walkthrough

(pre-game)

> recap. start.


part 1: "you're better than no one..."

Dining-HallLondon - 1851

This game begins with Linus as the protagonist. Ebenezer gives him some invitations.

> x me. i. x key. x pouch. x invitations.

> x Scrooge. talk to Scrooge. g.

> x crow. talk to crow.

> x papers.

> w.

Nursery

Hrieman joins you. He doesn't trust you.

> x house. x horse.

Spoiler: The cabinet is empty.

> x cabinet. lock it. open it. (A forest is now "inside" the cabinet.)

Linus has the ability to open locked doors, effectively creating a portal to somewhere and somewhen else. The affected door is cross-linked with another door in the other location.

> inornw.

WreckJackson County, Indiana - 26 September, 1996

While you can close the car door, unlock it, and enter the car normally, there's nothing interesting in there, so I'm skipping that.

> x car. x glass. x debris. x trees.

> n.

Hill

> x interstate.

> w.

Headquarters

A pack of squirrels, led by Ollie, stand to gain from the local political unrest.

> x Ollie. talk to Ollie. x squirrels.

> w.

Clearing

> x barrels. search barrels. (uh, no)

> x patch.

> n.

Log Bridge

> x squirrel. talk to squirrel. x log.

> e.

Lookout

> x beaver. x log. talk to beaver.

> nw.

Dam

> x dam. x creek. x reservoir.

> x beavers. x forebeaver.

> talk to forebeaver. (Ernst says the turtles destroyed their statue of Veronica, so the beavers kidnapped Wardlow the Turtle Prince until the statue is repaired or replaced.)

> w.

Logging Operation

> x beavers. x logs.

> x lone beaver. talk to him. (Lem offers digging services; you accept his offer and take him.)

> s.

Outpost

> x turtle. x rock. talk to turtle.

> s.

Palace

> x creek. x pond. x throne.

> x queen. x courtiers. x newt.

> x cage. x mouse. talk to mouse.

> talk to queen. (She won't release her prisoner until her son, Prince Wardlow, is returned.)

> talk to newt.

> se.

Construction Site

> x foundation. x fence. x weeds.

> x pack. open it. x Talkboy. take it.

> push play. (childish rudeness)

> ne.

Culvert

> x sign. x creek. x path.

> x culvert. look in it.

> e.

Wreck

> in. e.

Dining-HallManchester, England - 14th June, 1851

> show Talkboy to Sir. (He records a message for his daughter.)

> e.

Kitchen

> x stoves. x sinks. x benches.

> x pantry. lock it. open it. (cabin inside)

> inorse.

CabinDawson City, Yukon Territory - 17th December, 1902

> x beds. look under beds. x stove.

> take paper. open it. read it.

> close door. unlock door. open it. out.

Outside the Cabin

> close door. x railing.

> ne.

Cemetery

> x markers. x sign. x tracks.

> ne.

Woods

> x bushes. enter bushes.

Thicket

One can live an entire lifetime without ever needing or finding a beaver carving, but Linus has managed to do both. I can't prove it, but I strongly suspect someone deliberately left this carving here for Linus to find.

> x rock. x ivory beaver. take it.

> out. sw. sw. sw.

Edge of Town

> x sign. clean it.

> se. (no: not dressed for that)

> nw.

Bridge

Somewhere between here and the bank, you are likely to see a boy in a jacket. That's Lobo. Feel free to examine him and talk to him, but he's just going to run away from you.

> x bridge. x mill.

> nw.

Confluence

> x river. (which?)

> x Yukon. x Klondike. x cliffs.

> ne.

Government House

> x house. x lawn. x fence.

> ne.

Bank of Commerce

> x bank. x door. open door. in.

ObservatorySomewhere Warm

There's nothing you can achieve here. I think the author just wanted to provide a little extra locked-door fun.

> x man. talk to man. g. (It's 1474)

> x balcony. x sea. x sky.

> x mounting. x telescope. x floor.

> look in telescope. (no: astronomer blocks you)

> close door. lock door. open door. out.

HilltopAtlachnach - 9th Sheovis, 1474

It's too dark to do anything here.

> x observatory. x trees.

> in.

Observatory

> close door. unlock door. open door. out.

Bank of CommerceDawson City, Yukon Territory - 17 December, 1902

> close door. lock door. open door. in.

Bank Lobby

You'd think breaking into a bank would be more exciting. Oh well.

> x footprints. x windows.

> out.

Bank of Commerce

> close door.

> ne.

Ferry Landing

> x signs. se.

Palace Grand Theatre

By the way, if you try to lock this door, you discover it doesn't have a keyhole!

> x theatre. x door. (closed and unlocked)

> in.

Inside the Theatre

> x curtain. x custodian. x Benny. x broom.

> talk to Benny.

> show notepaper to Benny. (He gives you a crisp paper.)

> x crisp. (It's a note from Ebenezer to a Mr. Climacus, denying him ransom money.)

> out.

Palace Grand Theatre

> close door. sw.

Middle of Town

> x storefronts. x ad. ("ALBERTANS - Fine Cigarillos")

> sw.

Fort Herchmer

> x bed. x stables.

> se.

Outside the Cabin

> open door. in.

Cabin

> close door. lock it. open it.

> nw. w. s.

FoyerManchester, England - 14 June, 1851

> x statue. x charter. x stair.

> x door. lock it. open it. s.

Kongens NytorvCopenhagen, Denmark - 9th July, 1833

> x statue. (which?)

> x equestrian. x allegorical.

> x mansion. x pediment. x door.

> x people. x grass.

> e. e.

Nyhavn

> x man. (He makes an offer.)

>> yes (You acquire a case and he stalks off.)

> open case. x kaleidoscope.

> take it. look in it. (hypnotic)

Oddly, you cannot put the kaleidoscope back into its case.

> x boat. x captain. x bureaucrat. x canal.

> e.

Market

> x sweetshop. x supplier. x vendor.

> buy nuts.

>> yes.

> x nuts. eat nuts. give nuts to crow.

> n.

Sweetshop

> x barrels. x proprietor. x counter. x bottle.

> buy licorice. x licorice.

> buy bottle. (not for sale; rat poison)

Feel free to also buy some Turkish delight, a humbug, a sugar plum, and an anise comfit and eat them, but you only need the licorice (which is salty) for Lobo.

> s. e.

Nyhavn No. 34

> smell. x man. x crate. x ladder.

> talk to man. (He says his daughter cannot accept any paper until her chores are done.)

> d.

Waterline

> x walkway. x tunnel. in.

Hole

> x girl. x drainpipe. x muck. x lantern.

> talk to girl.

> give Lem to girl. (Lem takes over the digging, and the girl accepts an invitation.)

> out. u. w.

Market

Linus regrets not punching the smoking man.

> w. w. w. n.

FoyerManchester, England - 14th June, 1851

> close door. unlock it.

> u.

Hallway

> x sign. x placards.

> x west door. open it. w.

Widows' Dormitory

> x bedframes. e.

Hallway

> close west door. lock it. open it. w.

StreetThe Undersea Kingdom of Altantis

Although you're now underwater, neither Linus nor Hrieman have any trouble with this circumstance. As near as I can tell, they're not only breathing normally, they're not even getting wet. Assume Atlantis is magical and continue.

No, no, I don't know why the ocean isn't spilling through the portal into the orphanage. It just doesn't because it's not supposed to. Maybe Atlantis was house-trained not to leave puddles everywhere. Maybe only Linus (and whoever's touching him) can use his portals. Maybe there's another reason.

Believe in the story.

> x confectioner. x lamps. x warehouse.

> close door. unlock door. open door. e.

Warehouse

> x amphorae. w.

Street

> close door. lock it.

> in.

Confectioner's

> x jars. x counter. x man. talk to man.

Because you already bought a piece of licorice in Copenhagen, you don't need to buy another one here unless you ate it already. And you also don't need any of the other candies here, but feel free to buy and eat them anyway, if you like.

> out. w.

Palace Gates

> n.

Gallery

If you played the first The Little Match Girl game, you remember this room, but I'm sure there's more busts than ever now!

> x busts. (Repeat to see all the patrons.)

> n.

Throne Room

The merman, Dexagoras, is arguing with Ebenezabeth, the Queen Regent of Atlantis. He wants her to choose one of Poseidon's daughters to ascend to the throne, according to the terms of Poseidon's abdication. He leaves the room when you enter.

You also try to deliver an invitation to the Queen Regent, but she won't accept it until either Eunoia or Eirene agrees to be the queen.

> x queen. x throne. x trident. talk to queen.

> nw.

Eunoia's Chamber

> x drapery. x gems. x table. x journal. (private!)

> x Eunoia. x shell.

> talk to her. g.

> show kaleidoscope to her.

While she is distracted, read her journal.

> open journal. read it. g. g. g. g. close journal.

You can't take the kaleidoscope back, and Eunoia is no longer answering your questions.

> se. ne.

Eirene's Chamber

> x columns. x table. x journal. (Eirene blocks you.)

> x Eirene. talk to her.

She just doesn't want to talk to you. You need to return with another distraction.

> sw. s. u. u.

Bedroom

> x window. x bed. x vanity. x archway.

> open drawer. x spiral notebook. take it.

> open it. read it. g. g. g. g. close it.

> d. d. w.

Office

> x Dexagoras. talk to him. (He's the chamberlain and busy.)

> x desk. x clock.

> e. s. w.

Plaza

Will these statues be seen again in a future game?

> x statues. (They all face outward.)

> x poet. x physician. x farmer. x scientist.

> x magician. x hunchback. x seer. x madman.

> x infant. x carver. x warrior. x senator.

> w.

Overlook

> x floor. x studio. ("Imaginations by Mandrocles")

> in.

Studio

> x figures. x sculptor. x block.

> talk to sculptor. (He does aquatic animals only, but this can include some birds like penquins and geese.)

> g. (It also has to be unique, not one he's done before.)

Since you already have the ivory beaver, you don't need another sculpture, but you have unlimited funds, so why not get one?

> ask him about beaver. (He sells you a beaver figurine.)

> x figurine.

By the way, if you ask for the wrong animal and want to change it, first give the figurine back. He won't let you own more than one piece of his art.

> enter back door. (denied)

> out. e. e. e.

Street

> open door. e.

HallwayManchester, England - 14 June, 1851

> open east door. e.

Orphans' Dormitory

> x beds. x slates. x Mrs. talk to Mrs.

> w.

Hallway

> close east door. lock it. open it. e.

Locker RoomEmi Koussi - 5th October, 2851

> x bench.

> x white locker. (knife engraving)

> x black locker. (mirror engraving)

> x blue locker. (open book engraving)

> x orange locker. (hammer engraving)

> x green locker. (mask engraving)

> x purple locker. (skeleton engraving)

> x red locker. (lantern engraving)

Now, I know you want to open all these lockers, both when locked and unlocked. But let me tell you in advance that none of these lockers are helpful, except of course, for the green locker door that brought you here.

So, I'm just going to summarize the lockers' contents and move on, okay?

The unlocked lockers contain:

The locked lockers lead to:

> n.

Gym

> x equipment. x tidy. x messy.

> x circle. x droid. talk to droid.

> e.

Lounge

If you played The Little Match Girl 2: Annus Evertens, you should remember Ebenezabeth finding Lily Cassidy's journal in that game.

And if you played The Little Match Girl 4: Crown of Pearls, you should remember Ebenezabeth finding Michael McKeever's journal in that game.

> look. x furnishings. x screen.

> x Lily. x leather journal.

> x VR pad. take it.

> wear it. (You immediately remove it.)

> talk to Lily. g. g. g.

This is the HQ of the Seven Sisters, a team of women that Michael McKeever assembled to save the universe from the Xaos Maleficus in July.

> out.

Bottom of the Hourglass

> x hourglass. x sun. x sand. x lava. x crater.

> s. se.

Natron Field

Michael tells you that you cannot deliver your invitation to Sister Lantern until after you assist her with her training.

> x white salt. x man. talk to man.

> nw. w. u.

Top of the Stone Steps

> x outcropping. x specter. talk to her.

> n.

Cliff

You tell Hrieman that was Delphic Math.

> x droid. (bored like Lem was)

> talk to droid. (You take it.)

> nw.

Bare Rock

> x shape. nw.

Skull

> x Sister. x battlesuit. x helmet.

> x skull. x teeth. x bones. x skeleton bones.

> talk to her. g. g. g. g. g.

> give crisp to herorgive Talkboy to her.

She comes down; we're going to see McKeever. On the way, she discusses meeting the Xaos in Tehom before she met you there.

> se. se. e. d. s. se.

Natron Field

Michael agrees that Lantern's words in Tehom was only one very small determinant. McKeever gives a paper to Lantern, and takes an invitation to pass along after she passes the test. Lantern leaves.

> talk to Michael. (Hrieman asks what the Xaos is, and Michael is deliberately vague.)

Return to Eirene in Atlantis:

> nw. w. in. w. w. w. n. n. ne.

Eirene's ChamberThe Undersea Kingdom of Atlantis

> give VR to her.

> open green journal. read it. g. g. g. g. close it.

> sw.

Throne Room

> talk to queen.

You explain. Everyone is summoned. She picks Eunoia, then takes an invitation.

> g. ("Don't worry")

> give notebook to queen. (She explains what happened with the Prepotence.)

Now return to the beaver dam:

> s. s. e. e. d. n. w. nw. n. n. nw.

Dam

> give ivory beaver to Ernstorgive figurine to Ernst.

They release the Turtle Prince, who goes southwest. Unfortunately, you can't follow that way.

> w. s. s.

Palace

Uhhhh, Prince Wardlow doesn't show up here right away. Turtles are slow! Wait THIRTY times for him to show up.

> z. (Repeat until Prince is here.)

> x Prince. (Everyone reacts to his arrival. The mouse is now free to go.)

> open cage.

After some chat about a geneshaman (see The Little Match Girl 4: Crown of Pearls if you don't know what that is), the mouse takes an invitation, then leaves.

Now return to Dawson City:

> se. ne. e. se. e. e. se.

CabinDawson City, Yukon Territory - 17th December, 1902

> close door. unlock it. open it. nw. sw. nw.

Bridge

You should find Lobo somewhere between here and the bank, but I can't predict exactly where he'll be. Use map 3 if you need it.

> GO-TO-LOBO

(Lobo's location)

Don't try to talk to Lobo. Just give the licorice immediately.

> give licorice to Lobo. (He takes it and tells you to meet him at Third and Queen. That's "Middle of Town" to you.)

> GO-TO-MIDDLE-OF-TOWN

Middle of Town

> talk to Lobo. (He says that Madam Scrooge is in Gertie's; use the back door.)

> x Gertie's. enter it.

Back Room

> x Ebenezabeth. talk to her. (You deliver an invitation.)

Since that was the last one, Hrieman says you should update the boss.

> g. g.

> x desk. x Gertie. talk to Gertie. x lamp.

> out. (Madam Scrooge comes with you.)

Middle of Town

Madam thanks Lobo. He lights a Zippo. Madam tells you to look under the stove in the cabin. Then she looks at the flame and they're gone.

> sw. se. se.

Cabin

> look under stove. (You find a rusty lockbox.)

> take lockbox. x it. open it. (no: not a door)

> unlock it. open it.

> x manuscript. (It's about Linus and Ebenezabeth encountering a shapeshifting sheyd in the Tower of Sand. Linus remembers this event, but it's new info for us players.)

> close door. lock it. open it. out. w.

Dining-HallManchester, England - 14th June, 1851

> save. (Part 2 is almost over.)

> show manuscript to Sir.

> talk to Sir.


part 2: "...and no one is better than you."

Hans does another recap! All five little match girls are as real as the others. Choose: BE LITTLE GIRL or BE TINY MOUSE or BE SISTER LANTERN or BE QUEEN REGENT or BE MADAM SCROOGE.

Dining-Hall

> be little girl.

Snowy WoodsNovember 23, 1999 A.D. - The Austrian Alps

The 22-year old Ebenezabeth, called the Hunter, was captured by vampires and had a sleeping spell cast on her. She's in the nearby castle owned by Atë, the Queen of Vampires.

> x me. x mouse. x queen.

> x lantern. x madam. x trees.

> n.

Gate

The others discuss how they all feel about killing vampires, but Sister Lantern covers the little girl's ears so she doesn't hear it. Queen and Lantern are okay with the idea. Madam would rather not kill if she has the option. The mouse can't say, but no one expects a mouse to be able to kill a vampire anyway.

> x portcullis. x gatehouse. x wall.

> be Lantern.

> i. x suit. x khopesh. x display.

> u.

Gatehouse

> turn winch. d. nw.

Corner

Lantern's sword detects vampires up ahead. Queen confirms there's two of them. Madam thinks she remembers this part and suggests she talk to them.

> be Madam. i. x coat. x Goroshinka.

> w.

Side Entrance

Madam asks the two vampiresses to take her to Atë. They comply.

Corner

You're now playing as the Queen Regent. The coast is clear.

> i. x chiton. x trident.

> w.

Side Entrance

> x towers. w.

Kitchen

The little girl suggests that the mouse scout out the place.

> x dishes. x puddings.

> be mouse. w.

Foyer

> x carpet. x doors. w.

Gallery

By the way, every version of Ebenezabeth is drawn to a different painting.

> x windows. x curtains. x paintings.

> w.

Billiard Room

> x table. x hi-fi. x shelf.

> x bar. x sink. open cupboard. (can't as a mouse)

> s.

Display Hall

> x animals. s.

Chapel

> x faded. x hammer. x altar.

> x pews. x papers. x hole. look through hole.

> e.

Closet

> x rope. x gap.

> w. n. e.

Grand Stair

> x dome. e.

Great Hall

> x pale. x stage. x podium. x glass door.

> x tables. x chairs. x litter.

> e.

Lounge

> x hearth. (hole down and chimney up)

> x panels. x carpet. x couches. x moon.

> s.

Stair (southeastern, ground floor)

> x shutter. n. d.

Lobby

> x desk. x board.

> x carpet. x office. x brick.

> x box. (open; padlock unlocked)

> s.

Bottom of the Stairs

> x bars. x placard. x shutter.

> w.

End of the Hallway

If you played The Little Match Girl 4: Crown of Pearls, you know there's a secret exit through the south wall, but the piled furniture currently makes it inaccessible.

> x furniture. x south wall.

> e. n. w.

Diorama

> x model. x placard. (Walther moved in in 1786.)

> n.

Staging Area

> x iron door. x benches. x empty wall.

> se. u. u.

Bedchamber (eastern)

> x painting. x window. x bedframe. x fireplace.

> w.

Statue Hall

> x statue. n.

Library

> x rosebush. x enclosure. x shelves.

> w.

Master Bedroom

> x coffin. x bed.

> w. u.

Tower (northwestern)

> x computers. x cables.

> d. e. e. e. u.

Tower (northeastern)

> x junk. s. w. w. u.

Top of the Dome

> x ghost. x view. x moon.

> x northwest tower. (most secure)

> x southwest tower. (big wall chunk fallen on north side)

> x northeast tower. (sturdy)

> x southeast tower. (sturdy and gloomy)

> d. w.

Roof (west edge)

> s. (no: not across that gap)

> ne. e. se. n. d. w. s. w.

Rotunda

> x mosaic. x dome.

> w.

Bedchamber

As you enter, the game viewpoint briefly switches to Madam Scrooge, and her discussion with Atë, before switching back to the mouse.

> x Cadac. (most ancient and powerful vampire)

> x girl. x bed.

> s. u.

Ruined Tower

> x reliquary. x wall.

Soon after seeing three vampires, the game starts suggesting that you return to the others.

> d. n. e. d. e. n.

Foyer

The vampire ferret, Rask, confronts you, but he flees when you tell him that more of you are nearby, and a quick sniff confirms what you say.

> e.

Kitchen

You quickly update Lantern and Queen — even though they only hear you squeaking, they still understand — then you suggest leading them to the Hunter and Cadac.

> w. w. w.

Billiard Room

Sister Lantern's khopesh warns her that they're surrounded. "Hide the girl."

> be girl. open cupboard. enter it.

The bottom of the cupboard opens and you fall into a pit. Then the viewpoint switches to Sister Lantern. faded_aur0ra and pale_jasm1ne enter the room.

faded is attacking you as Lantern.

> kill faded. g.

> be queen. kill faded. g.

> be lantern. kill faded.

faded is gone. pale is now attacking you.

> kill pale.

> be queen. kill pale. g.

> be lantern. kill pale. g.

> be queen. kill pale.

pale is gone. You suggest that the girl must be downstairs somewhere.

> look in cupboard.

> s. s.

Chapel

> take iBook. x it.

You find a schmatic of the castle, and learn that there's stairs down in the southeast, and the controls for Atë's "fun modications" are at the top of the northwest tower.

> be girl.

Pit

> x water. x chain. pull chain. exits.

> s.

Spring

> x basin. x plaque. x gash.

> s.

Temple

> x statue. x door. open it. look in it. (5 or 6 feet deep!)

> x benches. x stand.

> e.

Oubliette

> x wheel. x platform. x plaque. x bucket.

> turn wheel. (The bucket rises.)

> be mouse.

Chapel

> e.

Closet

> enter bucket.

> be queen. turn winch. (The bucket lowers.)

> be mouse.

Oubliette

> out. x plaque. (The bucket is a dumbwaiter.)

> w.

Temple

> x plaque. (The "Adrammelech worship" was a drinking game.)

> n.

Spring

> x plaque. (The water isn't safe to drink, but was once considered sacred.)

> e.

Long Table

I don't know what that dangling object is, but I'm guessing it's a pendulum axe inside a misshapen dust cover.

> x table. x object. x plaque. ("performance art")

> n.

Chamber

> x skeletons. x plaque. (Only one skeleton is real.)

> be girl. s. sw. e.

Oubliette

> put mouse in bucket. turn wheel. be lantern.

Closet

> take mouse. w. n. e. u.

Rotunda

> x display. (vampire to west)

> w.

Bedchamber

As you enter, Cadac casts a spell using your name, and you are forced to retreat.

Rotunda

> d. e.

Great Hall

> open glass door. s.

Courtyard

> x fountain. x fence. x valley. x church.

As Lantern, you have no trouble leaping up onto the balcony or across large gaps.

> u. w.

Small Roof

> take paper. x it. (It's a one-page zine.)

> x profile. x art. ("Hypocrites")

> x puzzle. ("Ends and Beginnings")

Let's solve that puzzle, shall we?

The beginnings and ends of those answers spell WEDDING.

> wedding. (correct!)

> u. n. u.

Top of the Dome

> talk to ghost. (He says he's sorry.)

> g. (Nothing more to say.)

Go to the northwestern tower via the balcony.

> d. se. d. n. n. w. w. u.

Tower (northwestern)

> x computers.

> deactivate computers.

But before you can, Sceptyre, the Ultimate Vampire Warrior appears and lunges at you with his sword. Then the game switches focus to Madam Scrooge.

Office

Atë sees in her monitors that Sister Lantern is fighting Sceptyre, and the Queen Regent is elsewhere. Furious, Atë pushes a button, smashes the console, transforms into pink mist, and leaves.

> look. x console.

> x cabinet.

The four drawers are labelled Zuschüsse, Korrespondenz, Süßigkeiten, and Gemisch, which I translate to Grants, Correspondence, Sweets, and Miscellany.

> open top drawer. (empty)

> open second drawer. (empty)

> open third drawer. x key ring. take it. x fob.

> open fourth drawer. (empty)

The keys unlock the castle's doors, but not any shutters.

> unlock door. s. nw.

Staging Area

> unlock door. w. s. sw. e.

Oubliette

Madam finds the girl.

> turn wheel. (to lower the bucket)

> put key in bucket.

> be queen.

Courtyard

> n. w. w. s. e.

Closet

> turn winch. take key.

> w. n. e. u.

Rotunda

> unlock east door. e. n.

Library

The rosebush is free of its enclosure.

> x bush. w.

Unfortunately, vines grab you and hold you aloft.

> be mouse. bite bush.

Unfortunately, Rask attacks and pins you.

> x Rask.

Do you remember that bit in The Little Match Girl against the Universal Sisterhood of Naughty Little Girls, where some gators taught you a useful trick?

> rageordeath roll. (You run to...)

Statue Hall

> e.

Bedchamber

> d. (You both fall all the way to...)

Lobby

...and Rask pins you again, and this time you can't rage free.

> be madam.

Oubliette

> w. ne. n. e. se.

Lobby

> take Rask. put Rask in box. be mouse.

> u. u. w. n.

Library

> bite bush. (The Queen Regent is freed.)

> be queen.

> w. w. u.

Tower (northwestern)

> kill him.

> be lantern. kill him.

> be queen. kill him.

> be lantern. kill him.

The Queen Regent delivers the final blow and he's gone.

> deactivate computers. (All the shutters open, and the rosebush is back in its enclosure.)

> be madam.

Lobby

> s. u. n. w. w. u.

Rotunda

You automatically give the emerald to the little girl and ask her to go west into the next room and put it under the Hunter's mattress. And the girl must do it alone.

> be girl.

> w.

Bedchamber (western)

Cadac attempts to repel the little girl, but when his spell fails, he flees. (Um, did he forget he's a powerful vampire and she's just a little girl?)

> x mattress. put emerald under it.

Before you can do so, Atë grabs your neck.

As Atë, you intend to kill the girl, but before you can do so, someone taps your shoulder. You whirl and grab Madam Scrooge's wrist.

As Madam Scrooge, you tell the little girl about looking at fire, like that candle on the table.

> x candle. (You and Ate are now at...)

Surface12410 Donald Duck

> x sky. x horizon. x Ate.

> talk to Ate. (She's catching on.)

> wake.

BedchamberSchloss Tuxenstein, 1999

You're now playing as the little girl. Madam Scrooge reappears and tells you to go ahead.

> x candle. (nothing happens)

> put emerald under mattress.

The Hunter wakes and asks about Linus.


part 3: the hunter's vow

CaveThe Woods

You're now playing as someone new, but who? Is this protagonist a centaur, possibly foreshadowed by the statue in the castle? And is this character also an abstract entity, perhaps a sibling to Sorrow, who was seen in The Little Match Girl 4: Crown of Pearls?

> x me. x bed. x book. take it.

> open it. (not yet)

> out.

Trees

> x stone. x trees.

> s.

Thicket

> x aged woman. talk to her.

> x warrior. talk to her.

> x mouse. talk to mouse.

> x queen. talk to her.

> x sleeping girl.

> s.

Ruins

Ebenezabeth is marrying Linus, and you're the officiant. The invitations that Linus delivered in part 1 were wedding invitations.

> x Sir. talk to him.

> x Eirene. talk to her.

> x Eunoia. talk to her.

> x Morgan. talk to her.

> x crow. talk to him.

> x Hunter. talk to her.

> x Linus. talk to him. g.

> open book.

>> yes

You conduct the marriage ceremony.

thank you for playing THE LITTLE MATCH GIRL 5 © h.c. andersen mdcccli all rights reserved

EBENEZABETH SCROOGE WILL RETURN


Extras

Characters

Forgive me if I've forgotten anyone, but there's a lot of characters in this game! 🥴

Manchester characters
Jackson County characters
Dawson City characters
Copenhagen characters
Atlantis characters
Emi Koussi characters
Part 2 characters
Part 3 characters
Other characters
Found dead

Not counting the vampires and the ghost.

Mentioned via Artwork

A surprising number of characters are mentioned via statuary or other artistic works:

Mentioned in Written or Printed Text
Mentioned in Conversation
Other Mentions

Credits

This is the response to CREDITS:

(Thank you for your interest in Hans Christian Andersen's THE LITTLE MATCH GIRL 5: THE HUNTER'S VOW. I really hope you have fun with this game. It was tested by Sarah Willson, Jason Love, Robert Eggleston, Leya Luo, and Srihari Narayanan.

Development of THE LITTLE MATCH GIRL 5: THE HUNTER'S VOW was made possible through the generous Patreon support of, deep breath: Jenni Polodna, Rich Chenge, Carolyn VanEseltine, Carl Muckenhoupt, Derek Sotak, Matthew Zimmermann, Doug Orleans, Emily Short, Zachary Hodgens, Jacques Frechet, Maiko Ziegler, Janice M. Eisen, Sammy El-Bahrawy, Jenelle Marie, Matt Schneider, Allen Tan, Sarah, Yerrik, Robin Johnson, Karl Ove Hufthammer, Q. Pheevr, Greg Frost, Robert Paloutzian, Grant Veeder, Mark, Jordan Eash, Nils Fagerburg, Sarah W, Rus Whang, Jeremy Wright, Benjamin Slade, Jason Farrell, Dominia, Magnus Buchanan, Jason Love, Julia Ramsey, Stephen Norris, Jessica Seidl, Robert Eggleston, Tobias V. Langhoff, BrettW, and Josh Lawrence.

If you'd like to support my work like those fine people (or if you'd like to play the next Little Match Girl game before everyone else) please check out patreon.com/rcveeder.

Also, please let me know what you thought about this game via email: email redacted.)


Inventory

Manchester items
Jackson County items
Dawson City items
Copenhagen items
Atlantis items
Emi Koussi items

👧🏼 🐁 👸🏼 👩🏼 👵🏼

Part 2 items
Part 3 items

Thank You to my Patreon supporters

This walkthrough was funded via Patreon with


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