In this horror game, you are tired. In the last few months, fifteen corpses have been found, and more people have disappeared. There are rumors of a wild animal or a killer on the loose. But Elmville is a town unlike any other. We sleep under the Wolfsmoon.
This solution is by David Welbourn.
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.
> x suit.(of copper; its helm, torso, and legs point in different directions)
> e.
Dining Room
> x door.(unusable; a key is broken inside its lock)
> x table. x cupboard.(found a plate)
> x plate. take it.(too high to reach)
> stand on table. take plate.(still a yard short)
> d. push table.(It's now closer to the cupboard.)
> stand on table. take plate.(You fumble it. The dish shatters, leaving a shard.)
> d. take dish. x it.
> s.
Kitchen
> x pots.(You find a stuffed turkey.)
> x turkey.(You find a sewing needle.)
> take needle.(no: You need a tool.)
> take turkey.(no: yuck)
> x table. x sinks.(You find an oven mitt.)
> take mitt. x it. wear it. take needle.(success)
> remove mitt.
> w. n. u.
Stairs - Upstairs
> x suit.(of dark lead; also has three sections)
> x door.(which?)
> x balcony door.(crown carved above the lock)
> x bedroom door.(no keyhole)
> e.
Study
> x desk. x typewriter.
> open drawer. take all. x scraps. x list.
> x shelving. x net. x arabesque.
> take net.(no, it's tied to the shelving)
> cut net.(using the broken dish; obtaining long twine)
> x twine.
> w. d. s. w.
Gallery
> sew embroidery to tapestry.(using needle and twine)
> x tapestry.
This tapestry clue could have been better worded.
The figure in red armor is facing west, except for his legs which are pointing southwest. So his helm and torso both face west.
The figure in black armor is facing southeast, except for his torso which is facing south. So his helm and feet both face southeast.
> e. n.
Stairs - Downstairs
This copper suit of armor corresponds to the red figure in the tapestry.
> turn legs to sw.
> turn torso to w.
> turn helm to w.
> u.
Stairs - Upstairs
This dark lead suit of armor corresponds to the black figure in the tapestry.
> turn legs to se.
> turn torso to s.
> turn helm to se.(The master bedroom door unlocks.)
> w.
Master Bedroom
> x carpeting. x bed. take almanac. x it.
> x table. x cutters. x accounts. take all.
> e.
Stairs - Upstairs
> unlock balcony door with crown key. s.
Balcony
> x entrance. x fields.
> x table.(found a silver key)
> take silver key. x it.("CAVES")
> n. n.
Terrace
> x railing. x plant. x park. x hill.
> climb plant.(can't: the branches are open too far up here.)
> cut plant.(with cutters; that's better)
> d.
Park (east end)
> w.
Park (middle)
> take rake. w.
Park (west end)
> x cableway. x mechanism.
> put rake in hole.(perfect fit)
> save
> turn rake.(You travel uphill and enter the lone shack...)
Summit
> x window. x figure.
> talk to him. g.(It's Bane.)
> g. g. g.("One does what one must")
It's now kill or be killed time. Either kill Bane and live or talk to him one last time and die. Your choice.
> kill Bane —or— talk to Bane.
*** The End ***
Extras
Artwork
This is a very small sampling of the artwork used in this game, but reduced in size. Please play the game to see the artwork in its intended sizes and contexts.
Inside the innA church graveyardA foyerView from a terrace
Characters
Peasants in the inn are drinking and chatting in a low voice. They won't talk to you at all.
A policewoman is in the police office, toying with an old romance novel. She's astonishingly unhelpful.
A wounded boar cub can be found by searching some brambles in the forest. Thank you for saving his life!
Garrison Bane (first seen as a dark figure) is a businessman and the owner of the white villa. Find him in the shack at the summit of the hill behind the villa.
Found dead:
A human corpse lies under a linden tree, an apparent victim of a large animal.
A hanging cadaver is in the forest. It's a dead deer, hung from a tree by its hind feet and cut open so its blood and innards spill out. It appears to be a sacrifice to the Beast.
A skeletal figure in a tunneled cul-de-sac is the final remains of Warren Aalst, a police officer who was investigating the recent deaths and disappearances.
Mentioned:
Wulfgar Anthony, a chartered accountant, age 56, widowed, was the first person to disappear. He disappeared over two months ago.
King Nebuchadnezzar fell prey to the "madness of the wolf" according to the church's stained glass window, the church's altar cloth, and the book Wolf King. This is based on a lycanthropic interpretation of Daniel 4:33 in the Bible.
Over twenty people have gone missing, beginning with Wulfgar, and fifteen have been found dead, usually at the edge of town.
People are briefly seen in the windows facing the town square.
"The Beast" is a monster refered to several times with few specifics. The church appears to have worshipped this Beast.
Credits
This is the response to ABOUT or CREDITS:
Wolfsmoon is a game by SpaceWhale.
Made in Inform7. Basic Screen Effects, Simple Graphical Window and Location Images by Emily Short. Bundled versions made possible with Lectrote by Andrew Plotkin.
Story and pixelart by Marco Innocenti.
Tested and proof-read by Eric W. Brown, Viv Dunstan, Carl Muckenhoupt and Marnix van den Bos. Coding counseling by The Cragnites.
More on www.andromedalegacy.com.
I assume the "Cragnites" are all the authors who wrote Cragne Manor.
Endings
The game ends in one of two ways, with The End as the final epitaph for both. Both are considered as wins as far as solving the game goes, and you are congratulated for your accomplishment either way. However, the two endings have secondary epitaphs which are different, and one ending is clearly better than the other:
I SLEEP UNDER THE WOLFSMOON.
if Garrison Bane kills you.
HE SLEEPS UNDER THE WOLFSMOON.
if you kill Garrison Bane.
Note that you can make the game unwinnable if you drink the beer. If there's a way to refill the mug with beer, I failed to discover it.
Inventory
You have no inventory restrictions, other than needing containers for liquids, of course. Feel free to take everything that isn't nailed down.
Animals
a wounded boar cub. Find it by searching the bramble in the forest. You can pick it up.
Try bringing the cub inside the police office. Note that the policewoman won't let you drop the cub there and she objects to having animals in the building.
When outside the police office, put the cub into the jute sack (to hide it), then enter the office, go north into the cells, and drop the cub there. The flickering light upsets the cub. The policewoman immediately arrives and tries to catch the animal.
While the woman is distracted, take the crowbar from the police office.
Optionally wait outside the police office a few turns. The policewoman releases the boar cub outside. The cub runs off to parts unknown and the woman returns to her counter.
Note: If there's a way to heal the cub, I failed to find it. You can optionally give it some beans and salt to eat, though.
Note: You won't put the cub onto the church's altar. You aren't a cultist who sacrifices animals.
Documents
Read all the documents, but they only flesh out the backstory. None of them have any critical information needed to solve puzzles.
a peculiar announcement. Find it by examining the notice board in the police office.
It tells you that Wulfgar Anthony disappeared over two months ago. He was the first to disappear.
Feel free to show the announcement to the policewoman for confirmation.
a parchment. Find it by examining the stuffed animal in the church underground.
It has a religious song about the return of the Beast. No one expects you to sing it; SING is not a command in this game.
The policewoman won't comment on the parchment if you show it to her.
a worn ID. Find it by examining the overalls worn by the skeletal figure in the caves.
It identifies the figure as police officer Warren Aalst.
If you show the ID to the policewoman, she demands to know where you found it. You tell her. She accepts the news stoically and keeps the worn ID.
Red Riding Hood, a Wolf King, Historia Arcane. Find all three by examining the bookcase in the villa's gallery.
Red Riding Hood features a Big Bad Wolf.
Wolf King is about the biblical tale of King Nebuchadnezzar, explaining his malady as lycanthropy.
Historia Arcane mentions a cult who performed sacrifices to the Beast.
an unburnt piece of paper. Find it in the villa's hall by first examining the fireplace then the ashes.
It has research data about the dead cop, Warren Aalst.
some bulletin scraps and a handwritten list. Find both by opening the desk drawer in the villa's study.
The scraps are news accounts about the missing persons.
The list merely lists the names of the missing, but only the first one, Wulfgar Anthony, and the last one, Warren Aalst, are singled out as special in any way.
a postal almanac. Find it by examining the bed in the villa's master bedroom.
It lists everyone in Elmville, but only people on the handwritten list have extra notes about them. It appears the names were chosen at random.
a book of accounts. Find it by examining the table in the villa's master bedroom.
It summarizes the business accounts of Garrison Bane and is signed by Wulfgar Anthony, chartered accountant.
Food and drink
a mug of beer. It's in the inn. You don't need to buy it! Just take it.
Still in the inn, pour the beer onto the fire (in the fireplace) to reduce it down to a glowing ember. See broom for what to do next with the ember.
In the gardens, when you have both an empty mug and the crowbar, break the barometer (with the crowbar). You fill the mug with mercury. You now have a mug of mercury.
At the dry hills, pour the mercury onto the silver padlock. They dissolve each other! And now you have an empty mug again.
Note that you may not fill the mug with stew or water or anything else. A tankard is only for ale! And, uh, mercury, when the plot requires it.
some beans and some salt. Find them by examining the stalls in the farmer's market.
You don't need the beans or the salt. Feel free to put them into the inn's stew, or give them to the cub to eat.
some olive oil. Find it by examining the stalls in the farmer's market.
At the back of the church, oil the window (with the olive oil). This uses up all the oil and you can now open the window.
By the way, you automatically discard the empty bottle because you won't need to carry any other liquids other than beer, and you have a mug for that!
a lion-shaped key. Find it by examining the overalls worn by the skeletal figure in the southeasternmost caves.
Inside the abandoned house, move the rug, then unlock the trapdoor with the lion-shaped key.
a wolf-shaped signet. Find it by examining the shelves in the crypt under the abandoned house.
At the white villa entrance, put the signet into the door's alcove to unlock the door. Note that the signet stays there; you cannot take it back.
When you first enter the foyer, the front door slams shut and you hear the signet fall out, trapping you inside.
a crown key. It falls to the floor when you first take the embroidery in the villa's hall.
At "stairs, upstairs", unlock the balcony door with the crown key.
a silver key. Find it by examining the garden table on the villa's balcony.
The silver key was for the silver padlock that you dissolved with mercury, so um, it's now useless as a key. But, y'know, keep it. It's still silver.
Sewing
When you have the embroidery, needle, and twine, return to the gallery and sew the embroidery to the tapestry.
a thorn embroidery. In the villa's hall, search the sofa to notice that something's under it but out of reach. Because the tea table is wedged against the sofa, you must first pull the table then move the sofa to actually find the embroidery.
When you first take the embroidery, a crown key falls out and onto the floor.
a large sewing needle. Find it in the villa's kitchen by first examining the pots then the stuffed turkey. But to take the needle from that gross meat, you must be wearing the oven mitt
a long twine. Acquire it in the villa's study by cutting the net with the broken dish.
Tools
a jute sack. Find it by examining the scarecrow at the eastern outskirts of town. Just take the sack off the scarecrow.
The wounded boar cub and the jute sack can help you obtain the crowbar; see cub for details.
a broom. It's inside the church.
Note that when you take the broom, you find a passage down beneath the church.
In the inn, after pouring beer onto the fire to mostly douse it, light the broom (with the ember) so it burns slowly. Quickly go to the western foothills and burn the haystack (with the burning broom). The broom is consumed, and after several turns, the haystack is also gone.
a crowbar. Find it in the police office by examining the counter. But the policewoman won't let you take it.
The wounded boar cub and the jute sack can help you obtain the crowbar; see cub for details.
At the gardens, while you have both the crowbar and an empty mug, break the barometer (with the crowbar) to fill the mug with mercury.
At the summit, at the appropriate time, interrupt Bane's monologue and attack him (with the crowbar), killing him before he kills you with an axe.
an oven mitt. Find it in the villa's kitchen by examining the sinks.
In the kitchen, after finding the needle in the turkey, wear the mitt then take the needle. You need the mitt because that turkey is gross. Remove the mitt afterwards.
a broken dish. Find a decorated dish in the villa's dining room by examining the cupboard, but the dish is far out of reach.
To reach the dish, first push the long table (so it's closer to the cupboard), then stand on the table. Now try to take the dish. Alas, you fumble and the dish falls and smashes, leaving a sharp shard. Take the shard.
In the study, cut the net (with the broken dish) to obtain a long twine.
a pair of garden cutters. Find them by examining the table in the villa's master bedroom.
On the terrace, cut the plant (with the cutters), trimming just enough of it so you can now climb down to the park.
a worn rake. It's in the middle of the park behind the villa.
At the west end of the park, insert the rake into the hole of cableway's mechanism, then turn the rake. The cableway carries you up the hill. You automatically enter the small shack for the endgame.
the support of Robin Johnson, Ville Lavonius, Andrew Schultz, Kenneth Hon, Carl Muckenhoupt, Mark Musante, Phil Tatro, Allyson Gray, and Daniel Stelzer;
the generous support of Janice M Eisen, Matthew Foxley, Thomas Insel, and Brian Long;