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Key & Compass presents:
Wolfsmoon
by Marco Innocenti

Wolfsmoon is a Glulx interactive fiction game written with Inform 7 and is © 2019 by Marco Innocenti (writing as "SpaceWhale"). At the 2019 XYZZY Awards, this game was a finalist in the Best Use of Multimedia category.

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.


Maps

Map 1: Elmville

Villa andendgame OpenFields WhiteVillaEntrance Cells Forest Foothills LonelyRoad Farmer'sMarket OutsidePoliceOffice PoliceOffice Forest Forest Back ofChurch InsidetheChurch UnholyGallows OutsidetheChurch ChurchUnder-ground Inn OutsideInn TownSquare Outskirts DryHills Caves OldHouse NearHouse Gardens Crypt Under aLindenTree out out d in in d in in u out out u

Map 2: Caves

Caves Caves Caves DryHills Caves Caves Caves Caves Caves Caves Caves Caves skeletalfigure! Caves

Map 3: Villa and endgame

Summit Park Park Park Terrace Hall Stairs:Down-stairs DiningRoom MasterBedroom Stairs:Upstairs Study Gallery Foyer Kitchen Balcony WhiteVillaEntrance turn rake d u u d

Walkthrough

Under a Linden Tree

> x me. i. (carrying nothing)

> x corpse. x tree. x road. x moon.

> n.

Out of the Old House

> x house. x bridge. x brook. x weeds. x fence.

> in.

Old House

> x window. x rug. move rug.

> x trapdoor. (lock looks like a lion)

> out. n.

By the Inn

A moufflon is a species of wild sheep.

> x inn. x sign. ("THE GOLDEN MOUFFLON")

> in.

Inn

Conversation is limited to TALK TO someone, or SHOW something TO someone.

CAUTION: Don't drink the beer! Leave it here for later.

> x peasants. x fireplace. x cauldron. x beer.

> talk to peasants. (They don't like you.)

> listen. g. g. g.

> out. n.

Farmer's Market

> x stalls. (You find several abandoned items)

> x beans. x salt. x oil. x sacks.

> take all. (You leave the heavy sacks behind.)

> w.

Lonely Road

> x fields. x fence. x villa.

> w.

Foothills

> x forest. (goes south and west from here)

> x haystack. search it. push it. kick it. (no and nope)

> w.

Forest (north edge)

> x trees. s.

Forest (at bramble)

> x bramble. search it.

When you search the bramble, a wounded boar cub emerges from it.

> x cub. take cub.

> s.

Unholy Gallows

> x corpse. x innards. x pool.

> x letters. ("SACRIFICE")

> n. e. n. e. e. e.

Out of the Police Office

> x office. in.

Police Office

> x board. x announcement. (Wulfgar Anthony, age 56, disappeared over two months ago.)

> take announcement. show it to woman.

> x woman. x paperback.

> x counter. x crowbar.

> talk to woman. (She can't help you.)

> take crowbar. (She won't let you take it.)

> n. (She won't let you take the cub in there.)

> out. w. s. e.

Town Square

> x houses. x windows. x figures.

> e.

Outskirts

> x scarecrow. take sack. x sack.

> x fields. x trail.

> e.

Dry Hills

> x gate. x padlock. (of silver)

> x caves. go caves. (no: gate is locked)

> w. w. s.

Gardens

> x trees. x benches.

> x pond. x barometer. ("MERCURY INSIDE")

> take barometer. (no: need a container and a way to open it)

> n. n.

Out of the Church

> x church. x towers.

> w.

Back of Church

> x graves. x emblems. x window.

> open window. (no: rusted hinges)

> oil window. (using the olive oil completely)

> open window. in.

Inside the Church

> x broom. take it. (passage downwards found)

> x shadows. x door.

> x altar. x cloth.

> d.

Church Underground

This location is a recreation of the "unholy gallows" in the forest.

> x forest. x animal. (parchment found)

> take parchment. x it. (It's a song.)

Return to the inn:

> u. out. w. s. w. in.

Inn

> take mug. pour beer on fire. (Now there's just an ember.)

> light broom. (The broom is now burning.)

Run to the haystack before the broom burns up:

> out. n. w. w.

Foothills

> burn haystack. (using broom)

The haystack takes five turns to burn itself out.

> z. z. z. z. z.

> n.

Open Fields

> x wheat. x villa.

> e.

White Villa Entrance

> x wolves. x portico. x door. (has alcove)

Back to outside the police office:

> w. s. e. e. e.

Out of the Police Office

> put cub in sack. in. n.

Cells

> x cells. x light.

> drop cub. (Its cries summon the woman here, who tries to catch it.)

> s.

Police Office

> take crowbar. out.

Out of the Police Office

> z. z. (The policewoman releases the boar cub outside, who wanders off to new adventures.)

> w. s. e. s.

Gardens

> break barometer. (using crowbar and empty mug; you now have a mug of mercury)

> x mercury.

> n. e. e.

Dry Hills

The barometer did say to watch your valuables near the mercury.

> pour mercury on padlock. (mutual destruction)

> e.

Caves (entrance)

> listen.

> s. e. e. e.

Caves (at skeletal figure)

> x figure. x overalls. (items fall out)

> x ID. ("P.O. Warren Aalst")

> x key. take all.

Head back to the police station:

> w. w. w. n.

> w. w. w. w.

> n. e. in.

Police Office

> show ID to woman. (You tell her where you found it. She puts it away.)

Now go to the trapdoor in the abandoned house:

> out. w. s. s. in.

Inside House

> unlock trapdoor with key. d.

Crypt

> x shelves. (You find a signet.)

> x signet. take it.

Go back to the villa entrance:

> u. out. n. n. w. w. n. e.

White Villa Entrance

> put signet in alcove. (You can now go north inside.)

> n.

Foyer

The door slams and you hear the signet fall out. You're trapped inside!

There are six rooms on the ground floor. Explore them clockwise.

> w.

Gallery

> x armor. search armor. (hollow)

> take pike. (can't: not removable)

> x tapestries. (missing its middle section)

> x bookcase. (You find three books.)

> x Hood. x King. x Arcane.

> n.

Hall

> x fireplace. x ashes. take paper. read it.

> x sofa. search it. move it. (no: table in the way)

> pull table. move sofa. (You find thorn embroidery.)

> take embroidery. (A crown key falls out.)

> take crown key. x embroidery.

> x rug. x windows. x garden.

> e.

Stairs - Downstairs

> 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 Baneortalk 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 inn
A church graveyard
A foyer
View from a terrace

Characters

Found dead:

Mentioned:


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:

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
Documents

Read all the documents, but they only flesh out the backstory. None of them have any critical information needed to solve puzzles.

Food and drink
Keys

See also the mug of mercury.

Sewing

When you have the embroidery, needle, and twine, return to the gallery and sew the embroidery to the tapestry.

Tools

Thank You to my Patreon supporters

This walkthrough was funded via Patreon with


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