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Key & Compass presents:
The Little Match Girl in the Court of Maal Dweb
by Ryan Veeder

The Little Match Girl in the Court of Maal Dweb is a Glulx interactive fiction game written with Inform 7 and is © 2024 by Ryan Veeder (writing as "Hans Christian Andersen"). This was an entry in the Le Grand Guignol (English) division of Ectocomp 2024, placement to be determined.

In this game, you once again play as Ebenezabeth Scrooge, the little match girl who can travel to other times and places by looking at fire. You and three others have gathered together in the Woods outside time to find and slay the werewolf Imrath who threatens everyone in all realms and times.

This solution is by David Welbourn, and is based on Release 1 of the game.

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: The Woods

Xiccarph Pit CrescentBeach,Oregon Kirchen-renbach,Bavaria RachlewGirls'School Log Thicket Gully UlyssesColles,Mars Clearing Camp Diablito,Texas Ruin KumamotoUniversityHospital x torch x torch wake x torch wake x torch x torch x fire wake wake wake wake wake x torch

Map 2: Kumamoto University Hospital

Camp Corridor Nurses'Station WaitingRoom Ward x torch wake

Map 3: Ulysses Colles, Mars

Clearing MedicalLab Lounge Office LavaTube Crater x torch wake

Map 4: Rachlew Girls' School, Neoantarctica

Log EquipmentRoom Gymnasium LockerRoom Hallway Hallway MusicLab (to Wood Shop) x torch wake

Map 5: Xiccarph

Balcony Wall Ledge Court-yard Pit Court ofMaal Dweb out u d x torch wake in in d u out

Map 6: Kirchenrenbach, Bavaria

Gully Inside thechapel Outsidea Chapel EastCliff SouthwestCliff Hillside out x torch wake in

Map 7: Cresent Beach, Oregon and Cocaigne

Bower FragrantTent Beach ShadowyTent Beach Hideaway Thicket wake in in x flame out out x torch wake

Map 8: Diablito, Texas

Sheriff'sOffice North Endof Town Saloon Ruin MainRoad Black-smith South Endof Town x torch wake

Map 9: Ebenezabeth's Mind-Castle

Clearing Perception Decision Memory Emotion Desire (???) play violin u (meet Imrath) d d

Walkthrough

Camp

P'teqwk and Mattin leave immediately. Qidnaret remains here, thinking.

Spoiler alert: Your fellow knights, powerful as they are, are essentially cannon-fodder in this story. You're the protagonist, so you have to do all the real work.

> x me. i. x gun. x tents.

> x Qidnaret. talk.

> x fire.

Waiting RoomKumamoto University Hospital

> x aquarium. x desk.

> x chairs. x card. take it.

> w.

Nurses' Station

> x clock. x scrubs. x counter.

> w. s.

Ward

You tell Shinji Haida about Imrath. He needs hard data about the affliction.

> x Haida. x patients. x beds.

> show card. (Wisteria means April; the card is worth 5 points.)

> wake.

Camp

> w.

Clearing

> x sky. x torch.

Lava TubeUlysses Colles

> x volcano. x barrels. x paper. ("KEEP OUT")

> u. (no: dangerous)

> sw.

Crater

> x paper. x crater. x building. ("Caldicott Outpost")

> nw.

Lounge

> x couches. x fridge. x furniture.

> x Uno card. take it.

> w.

Medical Lab

> x woman. talk.

> x sink. x shelves. x texts.

> x cupboards. open them. g. g. g.

> x report. (can't: too high up)

> e. e.

Office

> x table. x map. x notes. x chair. (on casters)

> take chair. (no, push it)

> push chair w.

Lounge

A man enters, removes his helmet, and stares at you with black eyes. You reach for your gun, but he collapses on a couch, spitting out black stuff.

> x man. talk.

> push chair w.

Medical Lab

> stand on chair. take report. d.

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

> wake.

ClearingThe Woods

> e.

Camp

> x fire.

WardKumamoto University Hospital

> give binder. (Shinji gives you a plastic thing in exchange.)

> x thing. (It's a kit.)

> x lens. x brush. x tweezers.

> wake.

Camp

> x Qidnaret. (His eyes are black.)

> talk to him. (not okay)

> move him. (can't)

> w. n.

Log

> x her. x axe. talk to her. g.

> x log. x torch.

Hallway (west end)Rachlew Girls' School

> x lockers. x gate. x glass.

> s. (no: locked)

> n.

Gymnasium

> x girl. talk. g. (She's Jemiraldina.)

> x mats.

> e.

Locker Room

Karen doesn't know the combo for the equipment locker to the north.

> x Karen. x steel door. x keypad.

> x lockers. open lockers. (card falls out)

> take card. x it. (a Set card)

> x showers.

> dust keypad. (mostly the 8 button used)

> push 8. g. g. g. (The door opens.)

> n.

Equipment Room

The four girls grab different items for weapons and leave.

> x hook. take it.

> s.

Locker Room

> x Karen. x javelin. talk.

> s.

Hallway (east end)

> x girl. talk to her. g. (She's Privacy.)

> x bat. x blizzard.

> s.

Music Lab

> x girl. x club. talk. (She's Alma.)

> x chairs. x stands. x bags. x lantern.

> turn on lantern. (dead batteries)

> x case. x piccolo. x mbira. x violin. x melodica.

> wake.

LogThe Woods

> n.

Pit

> x ditch. x torch.

LedgeXiccarph

> x moons. x labyrinth. x fortress. x ledge.

> throw hook. u.

Balcony

> x labyrinth. x railing. x archway.

> in.

Wall

> x courtyard.

> d.

Courtyard

> x portico. x plants.

> x flower. (She's some sort of vampire.)

Maal Dweb, the ruler of Xiccarph, welcomes you. You follow him to...

Court of Maal Dweb

Maal Dweb already knows you and your mission. He tells you Imrath's origin, why he must be annihilated, and that you need a holy weapon. Bring him some translucent corundum; he will forge goggles that will protect you from Imrath's visage.

Yes, he could act directly, but won't because reasons. And he looks forward to your unlikely success.

> x Maal. talk. g.

> x table. x clay figure.

> x wastebasket.

> take card. x it.

> take figurine. x it.

> x throne. x tapestries. x braziers.

> wake.

PitThe Woods

> s. e.

Thicket

> x Mattin. talk. g. x bushes.

> e.

Gully

> x creek.

> x torch.

Outside a ChapelKirchenrenbach, Bavaria

I regret to tell you that I have no idea what's at the top of the pole, but I did find this picture of the actual chapel and its pole. It's not a flagpole or a lightpost. Maybe it's a lightning rod? Maybe it's a maypole? Maybe there's a weathervane or cross up there. Regardless, the pole isn't going to help you.

> x pole. x top. climb pole. (no: too narrow)

> x sky. x chapel.

> e.

East Cliff

> x rock. x forest.

> w. sw.

Southwest Cliff

> x pillars. x village.

> ne. s.

Hillside

Nothing here.

> n. in.

Darkness

> talk. g. (Rupert wants a light.)

> wake.

GullyThe Woods

> w.

Thicket

> x torch.

HideawayCrescent Beach, Oregon

> x sky. x sand. x waves.

> n.

Beach (by homemade tent)

> x tent. x hill. x splotches. x ocean.

> in.

Shadowy Tent

> x female. talk.

> x rug. take card. x it.

> out. n.

Beach (by striped tent)

> x tent. in.

Fragrant Tent

> x Archie. talk. (He wants to trade.)

> x statue. x owl. x candle. (has flame)

> x bowl. x scarf. x burner. x tie.

> x flame.

BowerCocaigne

Cocaigne is a folkloric utopia, by the way. However, this undeniably pleasant location seems to have no role in either the puzzles or the plot. It's just a nice place.

> x bench. x ferns. x vines. x ivy. x moss. x light.

> sit. stand. (You feel refreshed.)

> wake.

Fragrant TentCrescent Beach, Oregon

> show figurine. (He accepts. You may take one thing from his table.)

> take candle.

> take bolo. wear it. (You can have the bolo tie for free.)

> wake.

ThicketThe Woods

> e.

Gully

> x torch.

Inside the ChapelKirchehrenbach, Bavaria

> give candle to Rupert. (He gives you a crucifix in exchange.)

> x crucifix. pray.

> x Rupert. x altar. x saint.

> x basket. x Jass card. take it.

> wake. w.

ThicketThe Woods

> x Mattin. (He's been attacked. His mace is missing.)

> w.

Log

> talk. x her. (Her eyes are black.)

> s. sw.

Ruin

> x column. x torch.

Main RoadDiablito, Texas

> x windows.

> n.

North End of Town

> x church. x office. x saloon.

> w.

Sheriff's Office

> x sheriff. talk.

> x cell. x desk. search desk.

> e. e.

Saloon

> x corpse. x poker card. take it.

> x barman. talk. x bar.

> w. s. s. w.

Blacksmith

> x blacksmith. talk. g. g.

> x forge. open forge. (can't)

> give crucifix. (He turns them into silver balls which you load into your revolver.)

> wake.

RuinsThe Woods

> ne.

Clearing

Imrath is here! You see him and now you're afflicted.

PerceptionEbenezabeth's Mind-Castle

> x me. i. (nothing)

> x pool. x columns. x woods. x sky. e.

Decision

> x gears. x faces. s.

Emotion

> x violin. take it. (why?)

> x bottles. x plinth.

> w.

Memory

> x snow. x bundles. take bundles. (no)

> e. d.

Desire

> x furnace. x doors.

> d. (won't)

> light furnace. (can't)

> u.

Emotion

> touch violin. n. w.

Perception

Maal Dweb is here.

> x Maal. talk. (He curses you with ennui before fading away.)

> s. e.

Emotion

> take violin. play it.

The music lights the oil on fire. Soon, it's all gone.

ClearingThe Woods

You wake and shoot Imrath.

*** The End ***

> postgame

> n.

Log

> x torch.

Music LabRachlew Girls' School

NOTE: You won't be willing to take the violin until the postgame.

> open case. take violin.

> play violin. (Alma revives.)

> talk. n.

Hallway

> play violin. (Privacy revives.)

> talk. n.

Locker Room

> play violin. (Karen revives.)

> talk. w.

Gymnasium

> play violin. (Jem revives.)

> talk. wake.

LogThe Woods

> play violin. (P'teqwk revives.)

> talk. e.

Thicket

> play violin. (Mattin revives.)

> x torch.

Fragrant TentCrescent Beach, Oregon

> play violin. (Archie revives.)

> talk. out. s. in.

Shadowy Tent

> play violin. (Lilith-Eve revives.)

> talk. wake. e.

GullyThe Woods

> x torch.

Inside the ChapelKirchehrenbach, Bavaria

Rupert is still okay.

> talk.

> wake. w. s.

CampThe Woods

> play violin. (Qidnaret revives.)

> talk. x fire.

WardKumamoto University Hospital

> play violin. (The patients and Shinji revive.)

> talk. wake. w.

ClearingThe Woods

> x torch.

Medical LabUlysses Colles

> play violin. (Nesbit revives. You release her.)

> talk. push chair e.

Lounge

> play violin. (Albus revives and goes to his office.)

> push chair e.

Office

> talk. wake. sw.

RuinsThe Woods

> x torch.

Blacksmith Diablito, Texas

Melchor is still fine.

> talk. e. n. n. w.

Sheriff's Office

> play violin. (Sheriff Paul Chanler revives.)

> talk. e. e.

Saloon

> play violin. (Bob the barman revives.)

> talk. wake. ne. n. n.

PitThe Woods

> x torch.

Court of Maal DwebXiccarph

Maal Dweb is on his throne.

> play violin. (He doesn't want to hear it.)

> talk. (His ennui is returning.)

> wake.

PitThe Woods

> s. e.

Thicket

> talk.

You hand over your seven cards. But Mattin won't tell you your future.

*** The End ***

Now guess what Mattin saw in the cards:

> ORDEALS (correct!)

And here's how you solve that puzzle:

  1. O is for Oval/Orange on the single (1) oval Set card.
  2. R is for Red on the Red 2 Uno card.
  3. D is for Diamonds on the 3 of Diamonds poker card.
  4. E is for Eyes on the 4 of Eyes Tedhicc card.
  5. A is for April (wisteria's month) on the (5 point plain tanzaku) hanafuda card. Thanks, Wikipedia and Shinji!
  6. L is for Leaves on the 6 of Leaves Jass card.
  7. S is for Swords on the 7 of Swords Tarot card.

Extras

Characters

Found dead:

Mentioned:


Credits

This is the response to CREDITS:

(Thank you for playing The Little Match Girl In the Court of Maal Dweb, a very spooky entry in the Little Match Girl saga and in ECTOCOMP 2024.

Development of this game was supported by my generous Patreon supporters: Evan Hahn, Josh Lawrence, BrettW, Tobias V. Langhoff, Robert Eggleston, Jessica Seidl, Stephen Norris, Julia Ramsey, Jason Love, Magnus Buchanan, Dominia, Jason Farrell, Benjamin Slade, Jeremy P. Wright, Rus Whang, Sarah W, Nils Fagerburg, Jordan Eash, Mark, Grant Veeder, Robert Paloutzian, Greg Frost, Q. Pheevr, Karl Ove Hufthammer, Robin Johnson, Yerrik, Sarah, Ivan R, Allen Tan, Matt Schneider, Jenelle Marie, Sammy El-Bahrawy, Janice M. Eisen, Maiko Ziegler, Jacques Frechet, Zachary Hodgens, Emily Short, Doug Orleans, Matthew Zimmermann, Derek Sotak, Carl Muckenhoupt, Carolyn VanEseltine, Rich Cheng, and Jenni Polodna. SO MANY NAMES GOSH.

You can support my work and get early access to my games at patreon.com/rcveeder.

This game was tested by Sarah Willson, Robert Eggleston, and Jason Love.)

Note also that the byline for this game is:

A weird fairy-tale by Hans Christian Andersen, with apologies to Clark Ashton Smith

and that C.A.S. is quoted when the game begins. To learn more about the character of Maal Dweb, you are encouraged to read the following short stories about him, in this order:

Both stories are in the public domain.


Inventory

Playing cards

In the postgame, after you've healed everyone (see violin), talk to Mattin. He takes all your cards and tries to tell your fortune with them.

Everything else
Conspicuously absent

Thank You to my Patreon supporters

This walkthrough was funded via Patreon with


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