Wearing the Claw is a Z-machine interactive fiction game written with Inform 5 and is © 1996, 1997 by Paul O'Brian. It was an entry at IF Comp 1996 where it took 8th place.
In this fantasy game, you play as a peasant youth with a wolf's paw for a left hand. The wizard Marnian cursed everyone in your province with animal limbs, but Lord Midel believes you can break the curse by fetching the Pendant of Elinor from the mysterious isle of the Goergs and returning the pendant to him.
This solution is by David Welbourn, and is based on Release 3 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.
While wearing the pendant:
Your province was cursed by the wizard Marnian. You must find the Pendant of Elinor and return with it to Lord Midel.
Dirt Road
> x me. i.
> remove pack. x it. open it.
> x parchment. x handkerchief. x gold. x topaz.
> x town. x mountains.
> w.
Outskirts of Village
> x buildings.
> w.
Dusty Road (east end)
> x garments. x alehouse.
Although you need something from the clothing store, and you can buy it right away, this walkthrough will bypass the store for now and return to it after seeing the rest of the village. That way, you'll have more topics to talk about and have a better idea of what you need to buy.
> w.
Dusty Road (central)
> n. s. (nothing for you in the lanes)
> w.
Dusty Road (west end)
> x shop. s.
Boarding House
> x desk. x bell.
> ring bell. (You take it. No one answers.)
> n. w.
End of the Road
> x sand. x waves. n.
Shed
> x man. ask man about ships. (He fears your paw.)
> x paw.
> s. nw.
Beach (northwest)
> x island. x bushes. s.
Beach (west)
> e. sw.
Pier
> x ship. x sea.
> w. (A sea-captain blocks you. You need a contract from Old Bill.)
> ne. s.
Beach (south)
> x pebbles. e.
Beach (southeast)
Okay, time to return to Goodman's:
> nw. e. e. e. n.
Goodman's Used Clothing Emporium
> x clothes. x box. x table.
By this time, the clerk offers you a leather glove.
> x glove. buy glove. (with gold piece)
> wear glove. (It falls off immediately.)
> take handkerchief.
> tie glove to paw. (with handkerchief)
Talking to the clerk is optional, but it adds more depth to this part of the game.
> x clerk. ask clerk about glove.
> ask clerk about town.
> ask clerk about alehouse.
> ask clerk about shop.
> ask clerk about boarding house.
> ask clerk about Old Bill.
> ask clerk about ship. (or contract)
> ask clerk about Goergs. (magicians)
> s. w. w. w. n.
Shed
With your paw concealed by the glove, Old Bill is now willing to talk to you.
> ask man about ship. (He can sell a contract for a one-way passage.)
> buy contract. (using topaz.)
> x contract.
> s. sw.
Pier
> w. (The sea-captain takes you to the island, dropping you off at...)
Rocky Shore
> x sea. w.
Southeast Corner
> x wall. read plaque. take plaque. (can't touch it)
> x sand. w.
Southwest Corner
> take coat. x it. ("PhantomPiercer, BarrierBreaker")
> x crag. n.
Northwest Corner
> climb wall. (Your paw is unsuitable for climbing with.)
> e.
Clearing
> x silver wall. e.
Northeast Corner
Nothing here.
> w. n.
Chersonese
> x pebbles. x waves. s.
Clearing
> touch silver wall.
> wear coat. touch silver wall. (The wall vanishes.)
> s.
North of River
CAUTION: If you enter the river while wearing the coat, it will melt away as if made of cotton candy.
> read sign. (The River Styx)
> remove coat. put coat in pack. close pack.
> x river. x shapes.
> s.
In the River
> s.
South of River
CAUTION: If you hit this dog, you will die.
> x dog. pet dog. (You felt nothing.)
> open pack. wear coat.
> s. (The illusion of Cerberus vanishes, and the guard dog that was inside the illusion cowers and flees south.)
Before the Barrier
> x water. (It endangers your coat.)
> remove coat. put coat in pack. close pack.
> s. s. s. (With persistence, you reach...)
Hall of the Goergs
Clea apologizes for the "hell", but says they needed to be sure you were capable of rescuing Marnian.
> x Clea.
Clea says Marnian is a victim of Lord Midel then hands you a crystal to look into.
> look in crystal. again. again.
Two turns after looking into the crystal for the third time, Clea hangs her pendant around your neck. While you wear the pendant, you cannot deceive with false appearances, nor can you be decieved. The pendant destroys lies.
Once you have the pendant, you can leave the island immediately, but surely you first want to ask Clea some more questions, and see what the island looks like without its illusions?
> ask Clea about Midel.
> ask Clea about Marnian.
> ask Clea about crystal.
> ask Clea about curse.
> ask Clea about pendant.
> ask Clea about Goergs.
> ask Clea about magic.
> ask Clea about illusion.
> give crystal to Clea. (She tells you to keep it.)
> x pendant. look.
> x northwest door. ("Women's Chambers")
> x northeast door. ("Men's Chambers")
> x throne. x dog. x basins.
> n.
Bare Hallway
> x drain. n.
Foyer
> n. e. s.
Southeast Corner
> x plaque. (It's blank.)
Okay, we're done here.
> yeyos.
Town Square
Midel has cast an illusion of himself as Marnian and Marnian as himself.
> remove pendant.
> give pendant to Marnian.
Everyone can now see that Lord Midel is the true villian, and Marnian is in the cage. Midel can't remove the pendant!
> open pack. wear coat. (Midel brandishes a huge sword.)
Prevent Midel from cutting your head off:
> enter cage. (Thanks to the coat's magic.)
> remove coat.
> give coat to Marnian.
*** You have won ***
> amusing
The response to AMUSING after you've won the game is a Postscript menu with two items on it:
Author's Note
The initial impetus for writing Wearing the Claw was my desire to make a step towards reducing the artificiality of scoring in interactive fiction. What the discussions on rec.arts.int-fiction have indicated to me is that having a score (and/or rank) points up the "game" aspect of an interactive text and, in its rupture of the fourth wall, devalues the fictional aspect. On the other hand, the lack of a score causes some players the anxiety of feeling at sea in the plot, unsure of how they are progressing. My notion in this game was to introduce a device (albeit a highly artificial one... as I said, it's only a start) which would alert players to their progress (or lack thereof) *and* remain an organic part of the story. Thus, the transformed hand. Hopefully this device allowed players to maintain a rough idea of their progress while not breaking the fictional context.
My other goal in this text was to try to hide the seams between plot and puzzles to as great a degree as possible. Of course, fantasy is a genre which allows a few giant strides toward this end, in that much is possible with magic which would otherwise remain senseless. Players may be bewildered by the large number of beach locations; I'll confide that they were originally written as a part of the glove puzzle, when I intended to force the player to fill the glove with sand so as to fool Old Bill more convincingly. Even after I'd scrapped that part of the puzzle, I still kept the locations, because they felt necessary to making the game world a less arbitrary and more natural one. The same is true for the closed alehouse, boarded-up building, and bell. These are not intended simply as harsh red herrings but rather as ways of filling out the outlines of the town. After all, even the poorest town has more than two buildings!
I'd be remiss if I didn't mention here that I drew significant inspiration for the player's 'magic hand' from the novella "Dankden" by Marc Laidlaw (published in the October/November 1995 issue of the Magazine of Fantasy and Science Fiction.) I also owe acknowledgement to Emily Dickinson, whose words provided not only the title page quote but also the poem on the plaque hung outside the fortress. Additional thanks are due to Stevie Nicks, who provided the model for the Goerg queen, and to Piers Anthony, whose recurrent theme of the hero's three tests strongly influenced the "Hell" sequence inside the Goergs' fortress. Finally (saving the best for last), a thousand thanks are not adequate for my excellent playtesters Matthew Daly and Michael Kinyon, both of whom provided important feedback that significantly affected this game's eventual state.
I hope you enjoyed this story, and I encourage all players, whether they liked it or hated it, to email me their responses (constructive criticism, please) at
email redacted. This was my first work of interactive fiction and while I hope it was a quality piece of work, I'm sure there is room for improvement, so please send me your thoughts! Thanks for experiencing Wearing the Claw!Have you tried...
- Walking east four times from your initial position?
- Breaking the shop window?
- Killing, kissing, or throwing things at the clerk?
- Showing the glove, bell, or handkerchief to the clerk?
- Asking the clerk about various things?
- Putting things in the clerk's box?
- Taking or searching the clerk's box?
- Buying the glove twice?
- Smelling the glove? (*obscure reference alert*)
- Ringing the bell more than 10 times?
- Drinking the ocean or the river?
- Throwing things into the ocean?
- Saying hello to Old Bill more than once?
- Killing, kissing, or throwing things at Old Bill?
- Climbing the fortress wall?
- Going east, west, or down in the golden river?
- Putting things in the river?
- Looking for those things after you're wearing the * pendant?
- Letting the coat disintegrate in the dripping water?
- Exploring the Goerg fortress with and without the pendant?
- Reading the parchment while wearing the pendant?
- Asking the queen about various things (she's programmed with a reply about most things in the game)?
- Taking the pendant on and off in the fortress?
- Showing various items to the queen?
- Killing or kissing the queen?
- Putting the coat in the water in the Hall of the Goergs?
- Walking back out of the cage before winning the game?
- Killing, kissing, or throwing things at Midel or Marnian?
- Asking them about various things?
- Saying "yeyos" before acquiring the pendant?
Mentioned:
From the Acknowledgements menu-item accessed via HELP:
Acknowledgements
My first and foremost debt is of course to Graham Nelson, who wrote Inform (the development system for this program), and to the original implementors of Infocom, who created the z-machine for which Inform compiles code as well as the traditional style in which this work is written. Mr. Nelson has made it possible for me to realize a long-held, dormant fantasy of writing an Infocom-style game. In addition, his own works of interactive fiction have elegantly shown that the medium is still alive and thriving.
I also appreciatively acknowledge the minds and talents of the denizens of rec.arts.int-fiction, originators of the annual IF competition and the many excellent development systems and games resident on ftp.gmd.de (thanks by the way to Volker Blasius and David Kinder for maintaining that superb archive). The people on that newsgroup provide consistently interesting discussion of IF issues, not to mention rescue from dreaded coding jams. I'm especially appreciative of Gareth Rees, Andrew Plotkin, and Graham Nelson, all of whom created or suggested code without which this game would not be what it is.
In addition, a great deal of helpful feedback was provided to me after the 1996 IF competition. Among those whose feedback has helped me improve later releases are: Allison, Anthony Baechler, Richard Barnett, Giles Boutel, Neil DeMause, C.E. Forman, Roger Giner-Sorolla, Stephen Granade, Graham Nelson, Magnus Olsson, Andrew Plotkin, Andrew Pontious, Suzanne Skinner, Lucian Smith, Michael Straight, and Brent Vanfossen. Their input has been valuable and much appreciated.
Wearing the Claw is dedicated to the authors of Infocom and to the people who continue to blaze the trail that those authors began.
Note that the IF Archive is no longer at ftp.gmd.de; instead, see ifarchive.org.
You can also make the game unwinnable if the coat is ever destroyed by water.
Honorable mention:
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