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Key & Compass presents:
The Wise Woman's Dog
by Daniel M. Stelzer

The Wise Woman's Dog is a Z-machine interactive fiction game written with Dialog and is © 2025 by Daniel M. Stelzer. It was an entry in IF Comp 2025 where it took 2nd place; it also won 1st place for the Miss Congeniality award.

In this historical fantasy set in Anatolia, 1280 BCE, you play as the wise-woman's dog in Nahhanta Village. Your human is very sick, cursed and bedridden for days. But you are a very good dog. You know about cursework. You can smell curses and blessings, take them, and put them onto other things. Running water destroys curses, but this curse is so strong, it would kill you before you could reach running water with it. Still, a way must be found, and you're the only one who can do it.

This solution is by David Welbourn, and is based on Release 1.03 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: Nahhanta Village

Lamu'swheatfield Kasilti'swheatfield Zuwa'swheatfield Mahori'swheatfield Piseni'swheatfield Lamu'semmerfield Kasilti'semmerfield Zuwa'semmerfield Mahori'semmerfield Piseni'semmerfield Lamu'sbarleyfield Kasilti'sbarleyfield Zuwa'sbarleyfield Mahori'sbarleyfield Piseni'sbarleyfield Lamu'sflaxfield Kasilti'sflaxfield Zuwa'sflaxfield Mahori'sflaxfield Piseni'sflaxfield By thedam Riverpath Stelachannel Bargelaunch Citydocks Villagehall ByPiseni'shouse Livingroom Coldstore-room By yourhouse Frontroom Kitchen Canaljunction Threshinghouse By Zuwa'shouse Busyfields Cellar Bedroom ⛴︎ u d d u

Map 2: Tarhuntassa City

Bargelaunch Citydocks Aqueduct⌇ ⌇ > 1 Aqueduct⌇ ⌇ > 2 Aqueduct⌇ ⌇ > 3 Aqueduct⌇ ⌇ > 4 Aqueduct⌇ ⌇ > 5 Among thecanopies Exoticalley (to sanctum) Tarhunt-assa City Templegardens,in canopy Burningarchive Innerstreets Depthsof thebazaar Bazaar Citystreets Templegardens Temple ofPihassassi Backhalls Crudepit Narrowalley Halpaziti'swagon Coppermerchant'sstall Backstreets Secludedgardens Temple ofTarhunt Windinghalls Deepwater Dead end Under-groundshrine Deepcaves (to sanctum) Dustystore-room The WaysBelow d d u u d d u d u d u d u ⛴︎

Walkthrough

Chapter 1: Home

Bedroom

> credits. options. exits on.

> x human. x curse.

> note wise-woman. note sorcery.

Try taking the curse, but put it back on your human immediately. It's too strong for you. You cannot put it onto the bed; it can only go on living things.

> take curse. put curse on human.

You learn about the ITEMS, SPELLS, and FETCH commands.

> x me. x collar. x bed.

> n.

Front room

> x weight. x tether.

> x ladder. note houses. note cubits.

> take weight. (no: far too heavy for you)

> w. (The door opens, but the ladder is still up.)

> e.

Kitchen

> x chest. x security. (keeps things shut)

> note magic sponge. x clutter.

> take security. w.

Front room

> put security on door. (It seals shut.)

> e.

Kitchen

> open chest. x jack. x wind.

> take jack. w.

Front room

> drop jack. take security. e.

Kitchen

> put security on chest. w.

Front room

> take wind. put wind on weight. (The weight floats up and the ladder outside the door falls down!)

> w.


Chapter II: The Village

By your house

Let's take a leisurely clockwise tour about the village before solving any puzzles.

> d.

Cellar

> note taxes. x pithoi. note pithoi.

> x one of them. (heavy, and it needs to go to the capital)

> u. s.

Busy fields

Stay around long enough to hear the whole argument; it cycles. Zuwa lost Mahori's sickle, and Mahori just won't shut up about it.

> x Zuwa. x Mahori.

> note bride-price. note six whole goats.

> note slave. note captive.

> note shekels. note minas.

> x tools.

> z.

IMPORTANT: You may not put the security blessing on Mahori to shut him up; that would count as sorcery punishable by death.

> w.

By Zuwa's house

> x ladder. x mud.

> n.

Cold storeroom

CAUTION: You can't stay here even for a single turn! You'll freeze!

> s. w.

Threshing house

> x bundles. note threshing.

> x Iyali. x sledge.

> w.

Canal junction

> x Lamu. (looking for his puppy)

> x structure. (should be flowing the water east)

> kiss Lamu. (He's too distraught to react.)

Skip the harvested fields west of here for now.

> n.

By Piseni's house

> x carvings. note hieroglyphs.

> worin.

Village hall

> x Anzi. x mess. x pudding.

> e. n.

By the dam

> x Kasilti. (has captivity blessing)

> x captivity. (It blinds and hobbles its subject if they try to leave the village.)

> x river. note Holaya. note Tarhuntassa.

> x dam. x fragility curse.

> e.

River path

> x children.

> enter river. (The current carries you east...)

Stela channel, in the river

> out.

Stela channel

The stela is an important artifact that uses its connection to running water to work. You can store any number of spells on it, but a spell left indefinitely (for months at least) erodes until it's gone.

Soon after seeing the stela, the game tells you about the useful STASH command, where you quickly run to the stela and deposit a spell and run back to where you were. This command mirrors the FETCH command nicely.

> x stela. x fiery. (makes things uncomfortably warm)

> e.

Barge launch

Every so often, Piseni recites the names of the villagers who still haven't paid their taxes.

> x Piseni. x son. x barge. x docks.

> s.

By your house

Time to start solving this chapter's puzzles. Be extra careful with the fragility curse; it can kill you if you have it too long. Use the stela as a stopping point so you can recover from its effects.

> go to dam.

By the dam

> take fragility. e. e.

Stela channel

> put fragility on stela.

> take fragility. e. s. e.

Front room

> put fragility on rope.

> take wind. (The weight falls and the ladder rises.)

> put wind on jack.

> pull rope. (It snaps, and the counterweight crashes to the floor, and the ladder clatters down.)

> take wind. go to cellar.

Cellar

> put wind on pithos. take pithos.

> go to barge.

Barge

You manage to re-take the wind blessing off the pithos before Piseni and Hahua stow the pithos away.

> go to Zuwa's house.

By Zuwa's house

If you have the wind blessing:

> jump. (You manage to reach the ladder and crawl into...)

Living room

> x wool. take it. go to barge.

Barge launch

Now Iyali's taxes are paid.

> stash wind. fetch security. go to dam.

By the dam

Kasilti can't fix it with water running through the gap.

> put security on dam.

The gap closes and Kasilti fixes the dam properly. Water starts to flow, and he sits back to survey his work.

During the next few turns, Iyali makes her way to the barge, delivers Zuwa's tax, then goes to the river path to supervise the children and tell them stories.

> fetch pudding.

> give pudding to Kasilti. (He remembers his promise to Anzi and runs off to assist her. Now Anzi's taxes are paid.)

> e. e.

Stela channel

The barge is ready to leave for the city whenver you are.

> take fiery. go to cold.

Cold storeroom

With the fiery curse, you can endure the cold.

> x bins. x cheese.

> take cheese. go to barge.

Barge launch

You drop off Kasilti's tax.

> stash fiery. go to Lamu.

Canal junction

> w.

Fields (five-by-four grid of locations)

Time to look for Lamu's puppy, which is actually invisible. I suggest heading west and south a few times, then go whichever way the puppy's smell is strongest. The map in the status bar is quite useful for illustrating this sense.

> GO-TO-PUPPY.

At the puppy's location:

> x puppy. (You smell an invisibility curse.)

> take curse. (You become invisible and Lamu claims his puppy and files his taxes.)

Now you're invisible, and the puppy is visible. Lamu quickly takes the puppy and pays his taxes.

You still haven't found the scythe, but that will have to wait. It's time to get on the barge and visit the big city.

> go to barge.

Barge launch

> enter bargeore.


Chapter III: The City

City docks

The lady's tirades are in an endless loop until someone manages to moor her barge.

> x lady. note clothes.

> x servants. (The ropes are too slippery to stay tied.)

> x her barge. note Ura. note slaves.

> x ropes. note Great King.

> x river. x piers. x gates. x channel.

> s.

Tarhuntassa City

> x stela. note golden spears. note Ways Below.

Now that you've found the city stela, this is as good a time as any to fetch and stash all of your spells in this stela. Well, all but the fragility, since that one's a bit dangerous to move easily.

> stash invisibility.

> fetch wind. stash it.

> fetch fiery. stash it.

> fetch security. stash it.

> e.

Temple gardens

> x tree. (on verge of collapse)

> x temple gate. x guard.

> x trees. x canopy. (something shiny up there)

> e. (You're chased off.)

> s.

Secluded gardens

> e. (no: something holds the door in place)

> n. w. s.

Back streets

> x cave. s. (no: too dark)

> n. w.

City streets

> x guards. note Mizri. note iron.

> x board. note game board.

> x metal bits. note Arzawa.

> bark. (The soldiers glare at you, then ignore you.)

> w.

Bazaar

> x creature. (seems smart like you; it goes west)

Spend some time watching the boy's performance with the cups and pebbles. It cycles. Note the odd hand motion when he splays his hand at one point.

> x boy. x cups. x pebble.

> z. (Repeat until you've seen enough.)

What's that wailing about?

> s.

Copper merchant's stall

The man wants you to hear his tale. This too, is told in an endless cycle.

> x man. note Alasiya. note Ugarit. note Nuzi.

> x knife. (shiny)

> x chimes. note Halpa.

> x mirror. (distorted)

> x wagon. note Lukka. x cargo.

> z. (Repeat until you've heard his full story.)

> z. (He asks if he should start his story again.)

> w. (no: he's in the way)

> n. w.

Depths of the bazaar

> x woman. x stall. x creature. (It goes north.)

> u. (no: You can't quite reach.)

> n.

Exotic alley

The man recognizes you as a familiar.

> x man. ("Rish-Nabium") note Empire.

> x stand. note Godsgate. x bottles. x smoke.

> x silver amulet. (The inverter alters spells to their opposites.)

> x gold amulet. (It's a portable stela.)

> take gold amulet. (His price is 10 shekels of silver. Agree?)

>> no

> take silver amulet. (His price is 2 shekels of silver. Agree?)

>> no

You've found the tools you need, but now you need to earn the shekels to buy them.

> s.

Depths of the bazaar.

You can ascend the canopies the same way you got into Zuwa's house.

> fetch wind. u.

Among the canopies

> x ropes. x sheepskin. take it. d.

Depths of the bazaar

Whenever you carry something valuable here, the woman asks if you're looking to sell it. She's the main way you turn treasures into shekels in this game.

> sell sheepskin to woman.

>> Y (+1 shekel)

Her name is Tesmu. She generously attaches a purse to your collar free of charge so you can carry your shekels.

> go to center.

Tarhuntassa City

> stash wind. take security. n.

City docks

> put security on boat. (The boat is secured to the pier. In gratitude, Lady Eritha drops a silver coil for you, then she and her servants leave.)

> x coil. take coil.

> go to Tesmu.

Depths of the bazaar

> sell coil to woman.

>> Y (+1 shekel)

> n.

Exotic alley

> buy inverter. (for 2 shekels)

>> yes

The tall man takes his money and attaches the silver amulet to your collar.

> go to security.

City docks

> take security. go to secluded.

Secluded gardens

> invert security. (It's now an insecurity curse.)

> put insecurity on door. (It opens.)

> e.

Temple of Tarhunt

CAUTION: You cannot take the purity blessing without destroying yourself.

> x threshold. x purity.

> x badly door. open it. (no: it's too noisy)

> x statue. take it.

> go to Tesmu.

Depths of the bazaar

> sell brass to Tesmu.

>> Y (+1 shekel)

> go to center.

Tarhuntassa City

> take invisibility. e. e.

Temple of Pihassassi

You can only enter here if you're invisible. Listen to all of the old priest's lecture. There's a lot of information you should know.

> note Pihassassi.

> x man. x priests.

> x threshold.

> note sanctifiers.

> z. (Repeat waiting until you've heard the whole lecture.)

> note clowns. note Gateway Festival. note Illuyanka.

> e.

Back halls

> x tapestries. (They cover the walls completely.)

> move tapestries. (There's too many to see behind them.)

> put invisibility on tapestries. (A north door is revealed.)

> open door. (You're sucked into...)

Burning archive

CAUTION: The heat is too much! Leave immediately!

> s.

Back halls

Because this is a mostly-polite game, the fire waits patiently for you to deal with it at your leisure. It will not spread to any other room.

Also, leave the invisibility curse on the tapestries for now. You'll grab it on the way back.

> x figurines.

> s.

Winding halls

> x door. (other side of the noisy door)

> d.

Dusty storeroom

"Loud" is a synonym for the amplification blessing, so I'm using it.

> x gong. (has amplification blessing)

> x loud. take it. invert it. (now silencing curse)

> x cube. note jade. x stairs.

> x pithos. (sweet smelling)

> u.

Winding halls

> put silencing on door. open door.

> n.

Back halls

> take invisibility. take clay.

> go to Tesmu.

Depths of the bazaar

Tesmu can't see you when you're invisible.

> invert invisibility. (You're now glowing with a visibility blessing!)

> sell clay to Tesmu.

>> Y (+1 shekel)

> invert glow. (You're invisible again.)

> e.

Bazaar

Examining the boy when you're invisible seems to be a necessary action.

> x boy. (Repeat, if necessary, until he makes a swooping hand signal, and a scruffy girl slips out of the shadows.)

> x girl. (She steals something from a priest's bag, vanishes into the crowd, kicking something behind a cart.)

> x something. (a pouch with a strong smell)

> take pouch. open it. (no way)

> w.

Depths of the bazaar

> invert invisibility.

> sell pouch to Tesmu.

>> Y (+1 shekel)

> go to back streets.

Back streets

> s.

Underground shrine

> x carving. note Fates.

> note spindleornote distaff.

> e.

Deep caves

> x pool. x lamp. x cloth. x pithos.

> d.

The Ways Below

This underwater void can't be explored without any light or sound to orient yourself with.

> u.

Deep caves

> take cloth.

Because this is a temple item stolen by someone else, it's to your divine benefit to give it to the soldiers playing a board game instead of selling it to Tesmu. If you don't care about the gods, feel free to sell to Tesmu as usual.

The term "soldiers" is unfortunately ambiguous, so...

> go to bowl.

City streets

> give cloth to Kassu. (+1 shekel)

> go to center.

Tarhuntassa City

> stash glow. take wind.

> go to sweet.

Dusty storeroom

> put wind on sweet. take sweet.

> go to Tesmu.

Depths of the bazaar

> sell sweet to Tesmu.

>> Y (+2 shekels)

> go to center.

Tarhuntassa City

> stash wind. take fiery.

> invert fiery. (It's now an icy blessing.)

> go to archive.

Burning archive

While you have the icy blessing, you can ignore the heat, but you still can't go further while the room is burning.

IMPORTANT: Don't skip examining the ceiling. You need to see what's there.

> x oil. x fire. x shelves.

> x ceiling. ("squiggle squiggle angle two" or "squiggle squiggle angle three" — it can vary)

> x implement. (It's a cup.)

> take cup.

> go to Tesmu.

Depths of the bazaar

> sell cup to Tesmu.

>> Y (+2 shekels)

> go to city stela.

Tarhuntassa City

> stash icy.

> go to fragility.

Front room

> take fragility. invert it. (It's now an adamant blessing.)

> go to temple gardens.

Temple gardens

> put adamant on tree.

> w.

Tarhuntassa City

> take wind. n. e.

Aqueduct Squiggle-Sguiggle-Angle-One

> s. (are you sure?)

> s.

Temple gardens, in the canopy

You see a crow's nest in the next tree over.

> x nest. (A jewelled ring is in there.)

> take ring. x it. d.

Temple gardens

> go to Tesmu.

Depths of the bazaar

> sell ring to Tesmu.

>> Y (+2 shekels)

> n.

Exotic alley

As soon as you have ten shekels, you should buy the stela amulet.

> buy stela.

>> Y (It's yours.)


Chapter IV: Homecoming

Exotic alley

Note that the stela amulet holds only one spell at a time, but that's good enough. Time to save your human.

> go to city stela.

Tarhuntassa City

> put wind on city stela.

> go to wise-woman.

Bedroom

> put curse on stela. go to village stela.

Stela channel

> put curse on village stela.

*** You have won ***

>> continue

All the remaining puzzles are optional at this point, and some of them can only be solved with the stela amulet. Find Mahori's scythe next.

> go to insecurity.

Secluded gardens

> put insecurity on stela.

> n. w.

Tarhuntassa City

> take icy. invert it. (It's now fiery.)

> go to cold storeroom.

Cold storeroom

> x bins. put insecurity on bins. (The ice on the bins explode.)

> x bins. take sickle. x it. x produce.

> go to Mahori.

Busy fields

When you enter here with the sickle, Mahori takes it and forgives Zuwa. And he pays his taxes too.

> look. (They're both working again.)

Deal with the burning archive next.

> go to city stela.

Tarhuntassa City

> put fiery on city stela. take wind.

> go to counterweight.

Front room

> put wind on weight. take weight.

IMPORTANT: You must go to the part of the aqueduct indicated by what you saw on the archive ceiling.

> go to aqueduct.

Aqueduct Squiggle-Squiggle-Angle-One

> e. (repeat as necessary until you're at the correct spot.)

Aqueduct Squiggle-Squiggle-Angle-NUMBER

> x engravings. (have blessing of the tides)

> x tides. (enables the water to flow uphill)

CAUTION: This next part only works if you've seen the archive ceiling and know for a fact that this location is directly above the archive. You also need to use an object, like the counterweight, that is naturally heavy.

> invert wind. put earth on weight.

The wooden aqueduct breaks, dumping you, your stuff, and lots of water into the archive. Since this douses the fire, the gods are pleased about this.

Burnt archive

> take earth. invert it.

> d.

Crude pit

> x pithos. (It's a sour-smelling one.)

> put wind on sour. take sour.

> x pool.

> go to Kassu.

City streets

> give sour to Kassu. (+1 shekel)

> go to pit.

Crude pit

> d.

Deep water

This underwater void is very similar to the Ways Below you saw earlier.

> x metal. take metal. (can't: not close enough)

> invert wind. (Now you're heavy and sink further.)

> take metal. i. (It's a copper implement.)

> x implement. (another cup or rhyton)

> u. (no, not while heavy)

> invert earth. u.

Crude pit

> go to Kassu.

City streets

> give cup to Kassu. (+1 shekel)

> w. s.

Copper merchant's stall

> buy chimes.

>> Y (It's yours.)

> n. w.

Depths of the bazaar

> show chimes to Tesmu. (She tells you that falsifying weight of metal is a crime.)

> put wind on chimes.

> show chimes to Tesmu. (She confirms this is now legally dangerous.)

> e. e.

City streets

The soldiers grab the noisy chimes, but when they notice that the copper has the wrong weight, they arrest the copper merchant for falsified metal.

The chimes are safe enough here to pick up later.

> w. s. w.

Halpaziti's wagon

You automatically reclaim any shekels you gave to the copper merchant on entry.

> x things. x ingot. take it.

> go to Tesmu.

Depths of the bazaar

> sell ingot to Tesmu.

>> Y (+1 shekel)

You've seen that the soldiers react to noise. Time to use that against them.

> go to silencing.

Winding halls

> take silencing. put it on stela.

> go to chimes.

City streets

> take wind.

> put silencing on chimes.

> take chimes.

> go to secluded.

Secluded gardens

> drop chimes. n. w.

Tarhuntassa City

> put wind on city stela.

> take glow. invert glow.

> e. s.

Secluded gardens

What you're trying to do is to put loud chimes three steps away from the soldiers, then quickly turn invisible and steal their bowl of metal bits while they're both distracted.

> put invisibility on stela amulet.

> invert silencing.

> put loud on chimes. (The soldiers are alerted.)

> take invisibility.

> n. w. w.

City streets

> take bowl. w. w.

Depths of the bazaar

> invert invisibility.

> sell bowl to Tesmu.

>> Y (+1 shekel)

> go to chimes.

City streets

> invert loud. put silencing on chimes.

> take chimes. go to pit.

Crude pit

> drop chimes.

> invert silencing. put loud on chimes.

> go to wind.

Tarhuntassa City

> take wind. take glow.

> go to lantern.

Deep caves

> put glow on lantern.

> put wind on spicy. take spicy.

> d.

The Ways Below

Only with the light above and the loud chimes in the pit, you can travel between the two parts of the watery void.

> e. u.

Crude pit

> go to Tesmu.

Depths of the bazaar

> sell spicy to Tesmu.

>> Y (+3 shekels)

You should now have seven shekels and balanced as far as the gods are concerned.

> fetch adamant.

> take wind. u.

Among the canopies

> x ropes.

> invert adamant.

> put fragility on ropes. (They start breaking and your exit is gone. You'll fall soon!)

> take fragility. invert it.

With the adamant blessing, you fall heavily, but safely.

Depths of the bazaar

A new passage west is now open.

> w.

Inner streets

> x man. (He offers a chance to appease the gods.)

>> N

> note incantations. note sponsoring.

> s.

Narrow alley

> x man.

> x pointed hat. (for nobles)

> x horned hat. (for gods)

> s.

Dead end

> x merchants. x tablets. x pens. x goats.

> kiss goats.

Do you want livestock?

>> Y

The price is one goat for one shekel, but three goats for two shekels. How many goats do you want?

>> 6

The total cost is four shekels. OK?

>> Y (She drops a token of the sale.)

> take token.

> n.

Narrow alley

You might as well treat yourself with your remaining shekels. The horned hat costs 3 shekels, but the pointed hat only costs 1.

> buy hornedorbuy pointed

>> Y (The wiry man puts the hat on you.)

Give the token to either Kasilti or Mahori. I'm choosing Kasilti because I think that's the guy that Anzi actually likes.

> go to Kasilti.

Village hall

> give token to Kasilti.

Hope they invite you to the wedding.

> go to children.

River path

Iyali is telling the kids a story about the gods.

> z. (Repeat until you've heard the whole story.)

> finish.

*** You have finished ***


Extras

Characters

In Nahhanta Village:

In Tarhuntassa City:

Mentioned:


Credits

This is the response to CREDITS:

This game was written and programmed by Daniel M. Stelzer. Mahori’s dialogue was written by Ada Stelzer, including the argument with Zuwa.

The background of the cover art (photo of dog in field) is by Anastasiia Andrianova on Unsplash. The hieroglyphic text is entirely my own work, and I’m to blame for the inaccuracies; I claim artistic license for all of them.

The drawings of the two dog hats were done by Becky Mead and Daniel Stelzer.

Round 1 testers: Tabitha, Lance Cirone
Round 2 testers: Max Fog, Adam Biltcliffe, Mike Russo, rh
Round 3 testers: Adam Biltcliffe, Mike Russo, Max Fog, Lance Cirone
Round 4 testers: Tabitha
Round 5 testers: Adam Biltcliffe
Round 6 testers: Ada and Sarah Stelzer, Becky Mead, Tabitha, Adam Biltcliffe
Round 7 testers: Ada and Sarah Stelzer, Becky Mead
Round 8 testers: Adam Biltcliffe
Round 9 testers: Adam Biltcliffe, improvmonster
Round 10 testers: aschultz

Plus so, so much valuable feedback from everyone who played and reviewed it during IFComp—special thanks to Emery Joyce and Lucian Smith for their bug reports!

Music (in the web version) by Michael Levy: Bandcamp https://michaellevy.bandcamp.com/, Spotify https://open.spotify.com/artist/7Dx2vFEg8DmOJ5YCRm4A5v.


Endings

Interestingly, falling to your death from the collapsing canopies isn't an option. Time stands still long enough for you to find a way to save yourself.


Footnotes

The NOTES command lists all the footnotes you've come across and which you've read. Use the command NOTES ALL to reveal all possible footnotes.

This is the response to NOTES after reading all the footnotes:

You have read footnotes on the following topics:
Terminology: pithos, stela, emmer, bappir, cubit, shekel, mina, iku, touchstone, distaff and spindle, rhyton, threshing
Hittite culture: wise-woman, magician, magic sponge, sorcery, houses and ladders, Great King, taxation, captives, slavery, bride-price, hieroglyphs, clothing, Empire, Ways Below, human sacrifice, board game, silver coil, barter, aqueduct, golden spear, iron, ritual oil, priests and sanctifiers, baked tablets, Gateway Festival, incantations for depression, sponsorship, horned and pointy hats, clowns
Places: Holaya River, Tarhuntassa City, Hattusa, Alasiya, Ura, Ugarit, Nuzi, Lukka, Halpa, Godsgate, Mizri, Arzawa, Ahhiyawa, Wilusa, green cube
Gods and myths: Tarhunt, Pihassassi, Tessop, Savoska, the Kumarbi Cycle, Illuyanka, the Fates
People and events: crown prince Urhi-Tessop, Hattusili, Piyama-Aradu, Ptoli-Porthos
The game itself: footnotes, six goats, squiggle squiggle angle, strange creature, bibliography, music, pronunciation

[if applicable, add:]
You have seen, but not read, footnotes on the following topics:
[list of topics by topic-group]

[if applicable, add:]
You have not come across the footnotes for the following topics:
[list of topics by topic-group]

Use the NOTE command to read them, like NOTE FOOTNOTES.

[if using NOTES the first time, add:]
There are also special notes for the bibliography, pronunciation, and music in the game.


Inventory

Village items
City treasures

Sell most of your treasures to Tesmu, the woman in the depths of the bazaar. She buys anything of value at a fair price, giving you one or more silver shekels.

Note that if you steal something from the temples and sell it to Tesmu, the gods are displeased.

When you find something stolen from the temples by someone else, you may opt to give the treasure to the soldiers in the city streets, who give you one or more shekels as a reward. The reward may be less than what Tesmu might pay, but regardless, the return of stolen temple goods pleases the gods.

The gods' pleasure or displeasure in your transactions is tallied in your score, but otherwise has no other effect in the game.

Other city items

Not including any wearables.

Spells and enchantments

You can only carry one spell at a time, including whatever you're carrying because spell effects bleed into you too.

Note that all portable spells can be put onto the village stela, the city stela, or the stela amulet for safekeeping.

Spells that you are unable or unwilling to take include: the captivity blessing on Kasilti, the preservation blessing in the cold storeroom, the purity blessings on temple sanctum thresholds, and the blessing of the tides on the aqueducts that makes water flow uphill.

Wearables

Score

This is the response to SCORE:

You’ve found [zero to six] out of six useful spells and enchantments.
[ASCII progress bar]

[if have inverter, add:]
You’ve modified [zero to six] out of those spells and enchantments.
[ASCII progress bar]

You’ve helped [zero to seven] out of seven villagers pay their taxes.
[ASCII progress bar]

[if have purse, add:]
You've collected [number] shekels of silver.
[ASCII progress bar]

[if have purse, add:]
You've spent [number] of those [number].
[ASCII progress bar]

[if collected more than 12 shekels, add:]
That's [number] more than you actually need!
[ASCII progress bar]

[if have purse, add:]
You've spent [number] of those [number] (or had it taken back by the soldiers!).
[ASCII progress bar]

[if have ever offended or pleased the gods, add:]
You have offended the gods [number times], and pleased them [number times]. [if more offended] Hopefully this won't become a problem! [else if equal] Balance in all things. [else if more pleased] That should be good for your human!
[ASCII progress bar]

[if you've given any goats to anyone, add:]
You've distributed [number] goats: [all] [number] [to] [Mahori][, and number to] [Kasilti].
[ASCII progress bar]

[Either] You have not yet saved your human from her curse. [or] You've saved your human from her curse.
[ASCII progress bar]


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