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.
Red and blue connections are active when two doors are cross-linked, which happens when Linus opens a locked door.
Map 2: Jackson County, Indiana - 26 September, 1996
Map 3: Dawson City, Yukon Territory - 17th December, 1902
The observatory and its hilltop are in Atlachnach on the 9th Sheovis, 1474.
The back room can't be found until Lobo tells you where it is.
Note that the theatre door doesn't have a keyhole and can't be locked!
Map 4: Copenhagen, Denmark - 9th July, 1833
Map 5: The Undersea Kingdom of Altantis
Map 6: Emi Koussi - 5th October, 2851
The locker room connects to the Manchester hallway via the locked green locker door.
Not shown: Hillside is a location reached by opening the locked black locker in the locker room then entering it. Likewise, Parapet and Stairway are reached via the locked purple locker door.
Map 7: Schloss Tuxenstein, Austrian Alps - November 23, 1999
Red connections can only be used by Sister Lantern.
Magenta connections can only be used by the mouse.
The green connection is only used by the little girl, accidentally.
The orange square is the main gate, opened by turning the winch in the gatehouse.
Black squares are locked doors that can be unlocked by the key ring.
Brown squares are also locked doors that can be unlocked by the key ring, but they also have gaps at the bottom that the mouse can use.
The blue square is an unlocked glass door. The mouse can't open it, but everyone else can.
The red square is a shutter, opened by deactivating the computers in the northwestern tower.
Not shown: the asteroid Donald Duck, which Madam Scrooge can visit by looking at the candle in the western bedchamber, and return from by waking.
Map 8: The Woods
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.
> in —or— nw.
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)
> in —or— se.
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")
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:
⚪: white battlesuit.
⚫: black battlesuit.
🔵: strange vines.
🟠: pair of tall leather boots and long leather jacket.
🟢: woven cape and pair of sandals.
🟣: empty.
🔴: pair of pirate boots and cream-colored somberero.
The locked lockers lead to:
⬜: high over a city (won't enter)
⬛: Hillside (You shouldn't be here. A very pale woman, Ce of the Flawless, is alarmed you've opened the Gates of Shame, but calms down when you show what you actually did. The sky and grass are strangely featureless. Ce says this is the Vast, beneath the Curtain, beneath the Opening. You won't wander off, and Ce stops you from opening the Gates for real.)
🟦: "bad news" (won't enter)
🟧: jungle (won't enter)
🟩: Hallway (back to Manchester)
🟪: Parapet (You shouldn't be here. You see battlements, fog, maybe giant bats, and a wooden door. Was that a colossal limb in the fog? Inside the door is a Stairway leading down into more mist. Hrieman stops you from exploring any further.)
🟥: Mall of America (won't enter)
> 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 her —or— give 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 Ernst —or— give 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?
Beginning of ice (5) = WATER
End of imprisonment (6) = PAROLE
Beginning of winter (8) = DECEMBER (not SOLSTICE)
End of sentence (6) = PERIOD
Beginning of steel (4) = IRON
End of problem (8) = SOLUTION
Beginning of wine (6) = GRAPES
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?
> rage —or— death 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.
Forgive me if I've forgotten anyone, but there's a lot of characters in this game! 🥴
Manchester characters
Prince Linus of Sardinia is the player-character in part one. He's in his twenties, reasonably rich, has a white swan's wing instead of a right arm, and can open locked doors as portals to other times and places.
Sir Ebenezer Scrooge is a famous philathropist and the man who adopted the little match girl as his daughter some years ago and named her Ebenezabeth. He loves her very much. He is getting ready to open a new Orphans' and Widows' Home in Manchester.
Hrieman is a talking crow that Ebenezabeth rescued in Wessex, 877; see The Little Match Girl 3: The Escalus Manifold. He doesn't trust Linus.
Mrs. Prunetree is the matron that Ebenezer hired to care for the orphans at his new orphanage. Leave her to her job.
Jackson County characters
The beavers are led by Beaverlord Ernst who is also the forebeaver overseeing the beavers working on the dam. More beavers are preparing logs at the logging site, but Lem the beaver, a digger, is bored. A beaver sentinel stands on a log at a lookout.
The turtles are ruled by Garradine III, the Turtle Queen. She is in her palace with her courtiers. Her son, Wardlow the Turtle Prince, was kidnapped by the beavers. And a turtle sentry watches the north pathway from on top of a large rock.
The squirrels are led by Ollie the squirrel. One squirrel is stationed at the log bridge.
Kit, an orange newt, also attends to the Turtle Queen. She's doing a classic evil advisor thing.
A tiny mouse (Ebenezabeth Scrooge, age 21) is imprisoned in a cage at the turtles' palace. She's currently stuck in mouse form because the last geneshaman objected to what she and Linus were doing during the Repton evacuation.
Dawson City characters
Lobo is a boy in a bomber jacket. He's also Madam Scrooge's bodyguard and won't let anyone harm her.
Benny ia a custodian at the Palace Grand Theatre and a friend of Madam Scrooge.
Gertie is a businesswoman with a small diamond set between her front teeth.
Madam Scrooge (Ebenezabeth Scrooge in her 70s) has just bought an emerald from Gertie. She wears a coat with many pockets.
Copenhagen characters
People in Copenhagen are hurrying on the streets; standing still is discouraged.
A man with a pointy mustache sells a stolen kaleidoscope to Linus.
The captain of the Faon argues with an irate bureaucrat.
A nut vendor has bags of hot nuts for sale.
The propreitor of the sweetshop is shirtless, hirsute, and unhappy to see you.
A smoking man is the little girl's father. Linus thinks of punching him in the mouth.
A little girl (about 5 years old and who will someday be named Ebenezabeth Scrooge) is trying to dig out the muck from a drainpipe.
Atlantis characters
A teenaged mercandyman is working late at Philon's, a confectionary shop. He acts enthusiastic, but it's clearly an act.
Princess Eunoia is Poseidon's dark-haired mermaid daughter. She's currently interested in astrology and Pariphares. And she's so bored.
Princess Eirene is Poseidon's blonde mermaid daughter. She's been avoiding people and small talk. She misses Naïs. She's working on a model of the palace.
The Queen Regent (Ebenezabeth Scrooge in her 50s) slouches on Poseidon's coral throne. She needs to choose either Eunoia or Eirene to become the new queen, but neither wants to be queen, and won't confide in Ebenezabeth what they really want.
Dexagoras is the chamberlain. He's an officious, very busy, shirtless merman who wears glasses.
Mandrocles is a talented merman and sculptor who specializes in making unique aquatic figurines. He hasn't been sleeping well.
Emi Koussi characters
Michael McKeever, the Omniscient knows everything that's going to happen. Ebenezabeth found his journal in The Little Match Girl 4: Crown of Pearls. He's gathered several powerful women, collectively called the Seven Sisters, to battle the Xaos Maleficus. He wears a silver cowl and thick glasses.
Captain Lily Cassidy, also known as Sister Knife, relaxes in the lounge. Ebenezabeth found her journal in The Little Match Girl 2: Annus Evertens.
Sister Lantern (Ebenezabeth Scrooge in her 30s) needs help getting ready for her meditation test. She can't focus. Papa Scrooge recently died.
Delphic Math, also known as Sister Mirror, is an incredibly powerful branch of mathematics from 2635. She currently appears as a sexy void-glass-woman trying to get used to clothing and conversation.
A sparring droid in the gym is ready to take on anyone. It can adjust its difficulty level, but even its lowest setting is too much for someone like Linus.
An excavation droid is glum because no one's ordered it to do any work in weeks.
Part 2 characters
The little girl, the mouse, Sister Lantern, the Queen Regent, and Madam Scrooge are now the protagonists.
Atë, the Queen of the Vampires, has been Ebenezabeth's enemy ever since the events of How the Little Match Girl Met the Queen of Vampires, and they have clashed for centuries. She fancies herself as an ultimate force of evil. She is beautiful, has pink eyes, wears a long flowing pink dress, and can transform into pink smoke. And she owns this castle, Schloss Tuxenstein.
pale_jasm1ne and faded_aur0ra are two vampiresses who guard the servants' entrance until Madam Scrooge confronts them.
The Hunter (Ebenezabeth Scrooge, age 22) sleeps an enchanted sleep in a western bedchamber. Vampires captured her and melted her revolver (see The Little Match Girl 4: Crown of Pearls) but they don't dare harm her because of Possidon's vow of protection.
Cadac is an ancient vampire, at least 500 years older than Atë. He may be the oldest vampire in the world, and also their most powerful magician. He guards the sleeping Hunter.
Rask, the vampire ferret, has tangled with Ebenezabeth's mouse form before.
Sceptyre, also known as the Ultimate Vampire Warrior, attacks Sister Lantern with his sword in the northwest tower.
Walther Richter van Rauch's ghost stares at the moon from the top of the dome. He once owned the castle (beginning in 1786), and he's very sorry for what he did, but he doesn't give any details.
Part 3 characters
The player-character in part three, who I will call the officiant, is not named. Their gender, species, and official title aren't specified either. They have hands, a snout, and hooves. Their duties deal with symbols of significance.
The five protagonists from part two are now styled as an aged woman, an armored warrior, a mouse, a weary-eyed queen, and a little girl. Although they are invited guests, they prefer to watch the wedding from a nearby thicket.
Sir Ebenezer Scrooge is at the wedding, beaming with pride.
Princess Eunoia and Princess Eirene are at the wedding. Presumably they are younger than they are in part one. Logically, these two would be from the Hunter's time, and roughly the same age as the Hunter. Eirene is showing legs for this occasion.
Morgan le Fay is on the groom's side of the ceremony. She says nothing.
Hrieman the talking crow is also on the groom's side, but only because that side was looking rather empty.
Prince Linus of Sardinia is the groom. His suit is gray and he wears a silver ring.
Ebenezabeth Scrooge (also known as the Hunter) is the bride. Her dress is white and she wears a gold ring.
Other characters
Hans Christian Andersen is the author and narrator of the Little Match Girl stories. He talks to the player directly at the beginning of part two.
A spider astronomer in Atlachnach is quite polite when you invade his observatory and interrupt his work.
Ce, of the Flawless, in the Vast, beneath the Curtain, beneath the Opening, is alarmed that you've opened the Gates of Shame.
Some giant bats (you assume they are bats) flap in the deep fog surrounding a parapet.
Found dead
Not counting the vampires and the ghost.
A giant skeleton was summoned by Sister Mask for the Sisters to practice on. It's dead now.
Several dead animals are stuffed and displayed in the castle's display hall.
One skeleton of the three skeletons in the castle basement is a real one, donated by Georg Lenz. (The way the plaque is worded, you're meant to assume Lenz acquired someone else's skeleton via legal means, but it's possible the skeleton came from Lenz's own body.)
The creature that used to wear the pelt that the officiant now uses as a bed has no name.
Mentioned via Artwork
A surprising number of characters are mentioned via statuary or other artistic works:
The busts in Poseidon's gallery depict several generous and attractive patrons of the arts: Jenni Polodna, Rich Cheng, Carolyn VanEseltine, Carl Muckenhoupt, Derek Sotak, Matthew Zimmermann, Doug Orleans, Emily Short, Jacques Frechet, Maiko Ziegler, Janice M. Eisen, Sammy El-Bahrawy, Matt Schneider, Allen Tan, Sarah, Yerrik, Robin Johnson, Karl Ove Hufthammer, Q. Pheevr, Robert Paloutzian, Harrison Gerard, Michael Knowles, Mark, Jordan Eash, Nils Fagerburg, Catherine O'Sullivan, Sarah W., Rus Whang, Jeremy Wright, Benjamin Slade, Jason Farrell, Dominia, Magnus Buchanan, Jason Love, John Leen, Julia Ramsey, Stephen Norris, Jessica Seidl, Robert eggleston [sic], Tobias V. Langhoff, BrettW, and Josh Lawrence.
A statue of Athena in the orphanage foyer blesses the building with wisdom and chastity.
An equestrian statue of King Christian V depicts him as a knight on a horse trampling a naked man. Wikipedia tells me that the allegorical statues are Minerva (prudence), Herkules (strength), Alexander the Great (fortitude), and Artemisia (honour).
The Twelve are depicted as statues in Atlantis's plaza. They are the Poet, the Physician, the Farmer, the Scientist, the Magician, the Hunchback, the Seer, the Madman, the Infant, the Carver, the Warrior, and the Senator.
Several marble statues are in the studio including: orca, squid, bottlenose dolphin, hammerhead shark, seahorse, angelfish, and seal.
A centauress statue in the castle depicts her as being hunted.
A fly is in the painting that the mouse examines.
A placid Venus Anadyomene and two Nereids are in the painting that the Queen Regent examines.
A copy of Beaugard's After the Hunt is the painting that Madam Scrooge examines.
A fawn is in the painting that the little girl examines.
Diana and the Zodiac are on the dome, as seen from inside.
Mentioned in Written or Printed Text
Mr. Climacus is someone who kidnapped Ebenezabeth and demanded ransom money from Ebenezer.
Pariphares is a merman who Eunoia has been having intimate relations with.
Naïs is a gorgeous and brilliant mermaid who was Eirene's friend. Eirene regrets pushing her away.
Lidia is another mermaid of Eirene's acquaintance.
The Prepotence of Avil IX was killed by Linus, which traumatized Ebezenabeth. It was one of those giant brain dictator things that controlled the population mentally. The aftermath of the death of the Prepotence was told in The Little Match and Her Friend, the Crow.
Tasha Ainsworth is a vampire profiled in the Yawning Crypt Clan's zine, The Juicer.
Belladonna Nyx, another vampire, provided some minimalist art for the zine.
Georg Lenz, a friend and mentor of van Rauch's, donated the real skeleton.
The sheyd is a shapeshifting creature that Ebenezabeth and Linus fought in the Tower of Sand.
Giorgia is Linus's hateful step-mother.
Elisa is Linus's sister, I think. He couldn't save her.
Fear spoke to Linus in the Tower of Sand. (Normally I'd dismiss this as artistic hyperbole, but this series has, so far, included both Death and Sorrow as people, so perhaps Fear is a literal person too.)
Adrammelech is an godlike-entity associated with human sacrifice, similar to Baal.
Mentioned in Conversation
Xaos Maleficus is an entity foretold by McKeever to cause trouble in July 2852. Ebenezabeth once met it in Tehom, the non-space before time. The Seven Sisters intend to defeat it. McKeever won't say plainly what the Xaos is, only that it has no nature of its own.
Poseidon is an immortal unaging god, the father of Eunoia and Eirene, and a lover of the arts. He was also the King of Atlantis until he abdicated. He was introduced in the first The Little Match Girl story, and we learned that he named Ebenezabeth Scrooge as his mortal champion in The Little Match Girl 2: Annus Evertens. His vow grants the little match girl protections against harm which most vampires dare not test.
Veronica was a legendary beaver engineer whose statue was destroyed.
Sister Mask is Nacctis, the most powerful witch McKeever could find. She's also a sociopath. She summoned the giant skeleton for the Sisters to practice on.
Cal Tjader, playing the marimba, is the centerpiece of a Latin jazz band playing on the lounge screen.
The Snow Queen was Ebenezabeth's main foe in The Little Match Girl 3: The Escalus Manifold. At the end of that story, the Snow Queen was abandoned in Tehom.
Nuci is a butterfly knight who aided Ebenezabeth in The Little Match Girl 3: The Escalus Manifold.
Majali, the Queen of Jardinver and a bee lady, was also in The Little Match Girl 3: The Escalus Manifold.
The last geneshaman is responsible for forcing Ebenezabeth into a mouse shape. Geneshamen are Reptons who can manipulate genes somehow, perhaps magically, perhaps psychically. Reptons are a species of intelligent dinosaurs seen in The Little Match Girl at the Battle of the Gray Peaks and The Little Match Girl 4: Crown of Pearls.
A Russian empress, who may also be a witch, had the Goroshinka as part of her collection. (SPECULATION: Is this a ref to Catherine the Great or Baba Yaga or someone else?)
Dangerous creatures live in the Woods. The mouse can smell them.
Other Mentions
Sister Book crafted Sister Lantern's khopesh.
Hephaestus forged Poseidon's trident long ago.
In the VR pad's storyworld, Lostfeather is the user-character's steed, and bandits are chasing you.
Based on the lockers, the remaining two Sisters are probably called Sister Skeleton and Sister Hammer.
The officiant has siblings with other duties.
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
the skeletonic key. You're carrying it.
Use it to lock (or unlock) almost every door you find. Whenever Linus opens a locked door, he creates a portal link between that door and another door elsewhere/elsewhen.
In Manchester, lock the nursery's cabinet, the kitchen's pantry, the front door, and the two doors in the upstairs hallway. These five doors take Linus to the times and places he needs to visit.
In the Dawson City cabin, Linus needs to close and unlock the cabin door in order to leave the cabin normally.
While there are other doors in the game that Linus can experiment with, they won't help him in complete his task.
Note: Ebenezabeth originally acquired this key in The Little Match Girl 4: Crown of Pearls.
a money pouch. You're carrying it.
The pouch contains all the coins that Linus might need for anywhere he goes. Keep the pouch and ignore it. Don't worry about invididual coins or prices.
five invitations. Ebenezer gives them to you when the game begins.
Linus automatically delivers an invitation to any version of Ebenezabeth who is at liberty to accept it.
In the hole in Copenhagen, Linus gives an invitation to the little girl after her digging task is taken care of. See Lem the beaver and the excavation droid.
In the throne room of Atlantis, you give an invitation to the Queen Regent after you've read both mermaids' journals and talked to the queen. See kaleidoscope and VR pad.
On the natron field in Emi Koussi, Michael takes the invitation for Sister Lantern when she's ready for her testing. See crisp paper and Talkboy.
In Gertie's back room in Dawson City, you give an invitation to Madam Scrooge when you talk to her there. See licorice (from Copenhagen) or licorice (from Atlantis).
Jackson County items
Lem the beaver. This bored beaver at the logging operation joins you when you first talk to him.
In the hole in Copenhagen, give Lem (or the excavation droid) to the little girl. Lem (or the droid) immediately takes over her digging chore, and you automatically give an invitation to the little girl.
a Talkboy. It's inside the mildewy backpack at the construction site.
In the Manchester dining-hall, show the Talkboy to Scrooge. He records a message for his daughter.
At the giant skull in Emi Koussi, show the Talkboy to Sister Lantern. With this proof of Ebenezer's love for her, she is now ready for Michael's test. (See crisp paper for another solution.)
Dawson City items
a folded notepaper. It's on the stove inside the cabin.
Open the notepaper and read it. It tells you that Lobo likes salty candy, and that if you show this note to Benny, he will give you something that may be useful.
In the theatre, show the notepaper to Benny the custodian. He gives you a crisp paper.
a carved ivory beaver. It's on a rock in the thicket.
At the dam in Jackson County, give the ivory beaver (or the beaver figurine) to Ernst. The beavers release the Turtle Prince who immediately heads off to the palace, but he takes many turns to get there. However, once he arrives, you can can now open the mouse's cage.
a crisp paper. In the theatre, Benny the custodian gives this to you when you show him the notepaper.
Read the crisp paper to learn that Ebenezer refuses to pay Mr. Climacus any ransom money.
At the giant skull in Emi Koussi, show the crisp paper to Sister Lantern. With this proof of Ebenezer's faith in her, she is now ready for Michael's test. (See Talkboy for another solution.)
Incidentally, if you gave the Talkboy to Sister Lantern instead of the crisp paper, then talk to Madam Scrooge, she suggests the crisp paper may still be helpful in 1855.
a lockbox. It's hidden under the cabin's stove, but you won't find it until Madam Scrooge tells you to look there.
Unlock it with the key, then open it. The lockbox contains a manuscript.
Read it. It's a partial account of the time when you and Ebenezabeth encountered a shape-shifting sheyd in the Tower of Sand. (This is probably just mouthwatering foreshadowing for a future tale, but do try to show it to other characters. Ebenezer says it's in his daughter's hand, and McKeever says that it's meant to convey something to Hrieman.)
Copenhagen items
a wooden case containing a kaleidoscope. You acquire the case at the nyhavn when you say YES to the pointy-mustached man's offer.
In Eunoia's chamber in Atlantis, give the kaleidoscope to her. She is so distracted, you can read her entire journal without her noticing.
a bag of nuts. You acquire nuts when you buy them from the nut vendor in the market.
Feel free to eat them. They're hot at first but cool down quickly.
a piece of black licorice, a cube of Turkish delight, a humbug, a sugar plum, and an anise comfit. You can buy all these in the sweetshop.
You only need the licorice. In Dawson City, give the licorice to Lobo. He tells you where to meet him next. Go there and talk to him again. He points out Gertie's back door, and tells you Madam Scrooge is inside.
Feel free to eat all the other candies if you like, but none of them are very enjoyable.
Atlantis items
a spiral notebook. It's in the vanity's drawer in the palace's upper bedroom.
Read it to learn more about Linus and the Prepotence, the telepathic big-brain dictator of Avil IX, first mentioned in The Little Match Girl and Her Friend, the Crow.
After giving an invitation to the Queen Regent, feel free to show the notebook to her to get her viewpoint on the matter.
a piece of black licorice, a piece of candied kelp, a red-hot slug, and a gummy fish. You can buy all these in the confectioner's shop.
You only need the licorice. In Dawson City, give the licorice to Lobo. He tells you where to meet him next. Go there and talk to him again. He points out Gertie's back door, and tells you Madam Scrooge is inside.
Feel free to eat all the other candies if you like, but only the sour gummy fish is to your tastes.
Note that you cannot buy a yellowish sphere; that's cuttlefish venom, which is poisonous for landwalkers.
a figurine of a ADJECTIVE beaver. In the studio, ask scuptor about beaver, and he sells this to you.
The adjective is randomized, and can be something like striking, stunning, or comely.
At the dam in Jackson County, give the figurine (or the ivory beaver) to Ernst. The beavers release the Turtle Prince who immediately heads off to the palace, but he takes many turns to get there. However, once he arrives, you can can now open the mouse's cage.
By the way, instead of a beaver figurine, you can ask for some other aquatic creature instead (like a whale or manta ray), and he may make that for you, as long as you don't have any of his figurines. If you don't like your current figurine, you can always give it back to the sculptor and he'll eagerly refund your money.
Emi Koussi items
a VR pad. It's on a couch in the lounge.
In Eirene's chamber in Atlantis, give the VR pad to her. She is so distracted, you can read her entire journal without her noticing.
an excavation droid. It's at the cliff, north of the top of the stone steps. Talk to it; it wants a job, so you take it.
In the hole in Copenhagen, give the droid (or the Lem the beaver) to the little girl. The droid (or Lem) immediately takes over her digging chore, and you automatically give an invitation to the little girl.
👧🏼 🐁 👸🏼 👩🏼 👵🏼
Part 2 items
a battlesuit. Sister Lantern is wearing it.
As Sister Lantern, your suit lets you jump further than normal. You can go up from the gate, courtyard, balcony, and small roof; and vice-versa. You can go south (over the gap) from the roof's western edge; and vice-versa.
I assume that the suit is also armor, but don't worry about that. Keep it on and ignore it.
a khopesh. Sister Lantern is carrying this deadly blade.
You may examine the khopesh's display to see if any vampires are nearby, but the game does this action automatically when necessary.
As Sister Lantern, you automatically use your khopesh whenever you attack a vampire. Keep it and ignore it.
a chiton. Queen Regent is wearing it.
Keep it on and ignore it. You look great.
Poseidon's mighty trident. Queen Regent is carrying it.
As Queen Regent, you automatically use Poseidon's trident whenever you attack a vampire. Keep it and ignore it.
a wrinkled gray coat. Madam Scrooge is wearing it.
Keep it on and ignore it.
the Goroshinka. Madam Scrooge is carrying this tiny emerald.
When Madam Scrooge and the little girl are both in the rotunda for the first time, Madam Scrooge automatically gives the emerald to the girl and instructs her to enter the bedchamber to the west and put the emerald under the mattress.
As the little girl: When you're in the western bedchamber, and there are no vampires there, put the emerald under the mattress to break the sleeping spell on the Hunter. The first time you try, Atë stops you, but after Madam Scrooge gets rid of her, try again to succeed.
Note: "goroshinka" means "sweetpea" in Russian. This is the pea from The Princess and the Pea by Hans Christian Andersen!
an iBook. faded_aur0ra leaves her iBook on the chapel's altar.
Take it and examine it to learn that the way into the basement is via the southeastern tower stairs, and that the primary security systems are at the top of the northwestern tower.
the tiny mouse. The mouse is one of the protagonists in Part 2, so she's wherever you last saw her.
Any of the other little match girls can pick up the mouse, but the only reason to do so is to save time when you want the mouse to travel up or down via the bucket between the closet and the oubliette. But as the mouse, you can easily enter or leave the bucket on your own.
You may not carry the mouse from one room to the next. The mouse will always jump out of your inventory if you try.
a piece of paper. It's on the small roof; only Sister Lantern can get there.
Take the paper and examine it; it's a one-page zine. Feel free to examine its profile, its art, and its puzzle. Solving the puzzle is optional.
a key ring. It's in the office's rusty filing cabinet's third drawer. Madam Scrooge can take the key ring when Atë leaves the office.
The keys unlock all the doors in the castle, but not the shutters, since they have no keyhole. To get the keys to Queen Regent, use the bucket that travels between the oubliette and the closet.
The German text on the key fob translates to "Be true to yourself", "unit", "employ", and "recreation".
Rask. This vampire ferret is eventually in the lobby.
When Rask and the mouse both fall down the chimney from the second floor's western bedchamber into the lobby in the basement, Rask grabs the mouse there and won't let go.
As Madam Scrooge, pick up Rask and put him into the plastic box. The mouse is now free, and Rask is no longer a problem.
Part 3 items
your book. It's by your bed in the cave.
Take it to the ruins. When you're ready to begin the wedding ceremony, open the book then answer YES. This action ends the game successfully.