| Moon-Shaped | |
| A Fairy Tale Retold by Jason Ermer | |
| Annotated Walkthrough for Release 2 | |
| This document gives the full list of commands needed to complete Release | |
| 2 of Moon-Shaped. The walkthrough was written so that users can see "the | |
| full story", but it is efficient in its approach and so won't lead to | |
| the most rewarding gaming experience. | |
| In addition, different adventurers will find different pathways through | |
| the game; this document describes only one possible path. Annotations | |
| have therefore been provided to make it clear what's happening so that | |
| those who have progressed to a certain point via a different path can | |
| get their bearings. | |
| Comments on this document (as well as on the game itself) are welcome: | |
| jasonermer -at- gmail -dot- com. | |
| We play Rosalind Wechsler, age 13. It's Rosalind's birthday, but her | |
| mother is distraught and either hasn't remembered or isn't paying | |
| attention to her. So, Rosalind decides to visit her grandmother who | |
| lives in the forest. To prepare for the journey, we'll need all of | |
| grandmother's supplies (everything that's on the table: the wine, the | |
| bread, and the jar of honey), plus our red cape: | |
| > take everything from the table | |
| > open the chest | |
| > take the cape | |
| > wear the cape | |
| Before we go, though, some insight to the story can be gained from | |
| trying to talk to Rosalind's mother: | |
| > north | |
| Then, it's out the door and on to grandmother's house: | |
| > out | |
| > south | |
| > southwest | |
| Upon entering the woods, we meet a wolf (press any key to advance | |
| through the cut scene). He leads us somewhat astray, but Rosalind is | |
| becoming a resourceful young woman, and we soon finds our way back to | |
| the path: | |
| > (any compass direction) | |
| > (any compass direction) | |
| > (any compass direction) | |
| This puts us at the covered bridge and the edge of the Black Forest. Now | |
| that we've reached the forest, many options are possible. For the | |
| pursposes of this walkthrough, we'll go first to grandmother's house (to | |
| retreive her locket). It isn't far: | |
| > north | |
| > northwest | |
| > north | |
| > north | |
| Something seems amiss here in grandmother's living room, and having a | |
| good look around may be in order. We're after the locket, which is up in | |
| the attic crawlspace, which we can access via the kitchen: | |
| > west | |
| Before going up the the attic, note the cellar door: | |
| > open the cellar door | |
| (More on that later.) In the meantime, let's proceed to the attic: | |
| > up | |
| > examine the glint | |
| > take the locket | |
| > wear the locket | |
| Now that we have grandmother's locket, other important parts of the game | |
| will become available. There's one challenge though: | |
| > open the locket | |
| The locket won't cooperate with this, at least not yet. A hint about | |
| this can be found by stepping out into the woods and trying again: | |
| > down | |
| > east | |
| > south | |
| > open the locket | |
| To open the locket, we need to get out from under the canopy of the | |
| forest (and into the center of the lake): | |
| > south | |
| > east | |
| > east | |
| To properly get out from under the canopy, we'll need to get into the | |
| center of the lake, by boat: | |
| > pull the chain | |
| > enter the boat | |
| Under the unfiltered moonlight, we can: | |
| > open the locket | |
| This action activates the magical powers of the locket, prompting a | |
| variety of visions and remembrances throughout the rest of the game. To | |
| get back in to shore, we: | |
| > pull the chain | |
| There were some parts of grandmother's house left unexplored, so let's | |
| return there (to collect the walking stick and the monocle, among other | |
| things). On the way we'll make a detour so that we can have some light | |
| in the basement. To make all this possible, we'll need to re-purpose the | |
| jar of honey. | |
| > open the jar | |
| > wash the jar | |
| Then, we'll make ourselves a lantern: | |
| > west | |
| > catch some fireflies | |
| Now back to grandmother's house for some snooping around her side yard. | |
| > west | |
| > north (*this action will trigger a vision) | |
| > west | |
| In the side yard, there's grandmother's woodpile and the hatchet she | |
| uses to trim her firewood. | |
| > take the hatchet | |
| > examine the woodpile | |
| Someone's been digging through the woodpile. Perhaps you should as well: | |
| > search the woodpile | |
| You find an unusual log, which bears a closer look: | |
| > examine the log (* this action will trigger a vision) | |
| The other major attraction in the side yard is the old well: | |
| > examine the well | |
| > examine the bucket | |
| Recall that the cellar door was locked. This is out alternative route | |
| underground, where we find some important items, and return to the | |
| kitchen: | |
| > enter the bucket | |
| > take the key | |
| > north | |
| > take the glass fragment | |
| > examine it (*) | |
| > east | |
| > east [!!!!!!!!!!!!!!!!!!! UNLOCKING] | |
| Now let's return to the living room (to collect the gloves and the | |
| pebbles): | |
| > east | |
| > examine the quilt | |
| > take it | |
| > look | |
| Disturbing the quilt uncovers the gloves, which will come in handy later | |
| (the quilt itself is unnecessary). | |
| > drop the quilt | |
| > take the gloves | |
| > examine them | |
| The other important item here is the grandfather clock: | |
| > examine the clock | |
| > open it | |
| To open the clock, recall a specific detail from the vision: | |
| > concentrate on the locket (*) | |
| > set the time to 2:35 | |
| Inside the clock, we find a boy's hunting jacket. The jacket itself is | |
| less important than the contents of its pockets: | |
| > search jacket | |
| > examine the pebbles | |
| > south | |
| > examine the pebbles (*) | |
| Moon-Shaped is clearly based on the Grimm Brothers' tale of Little Red | |
| Riding Hood... but it may be at this point that another tale begins to | |
| come to mind (if it hasn't already). Anyhow, those pebbles sure are | |
| shiny -- just watch: | |
| > out | |
| Now that we've begun to notice them, we can spot those shiny pebbles in | |
| places we hadn't noticed before! They form a path which we can follow | |
| (to visit the burned ground and collect the candies): | |
| > southeast (*) | |
| > east | |
| > northeast | |
| > northwest | |
| > northeast (*) | |
| This creepy patch of burned ground has past significance (which is | |
| revealed explicitly if the old woman's monocle has already been | |
| discovered): | |
| > look | |
| > concentrate on the monocle (*) | |
| When the old woman wore the monocle, she moved as though was was | |
| avoiding "invisible obstacles". Wearing the monocle will grant us a | |
| similar ability: | |
| > wear the monocle | |
| Uh-oh. The orange candies inside the cage are mesmerizing. If we try a | |
| couple of different things while we're transfixed, a few hints will be | |
| revealed about how to free us from the candy's spell: | |
| > blink | |
| > eat the bread | |
| Now, let's try that again: | |
| > wear monocle | |
| > examine the cage | |
| > take the candies | |
| We can't reach the candies, at least not with our arms: | |
| > push the candies with the walking stick | |
| > take candies | |
| > examine them (*) | |
| The pieces are coming together, but there's one area that we haven't | |
| explored completely yet. We'll go there to collect the dagger, crush the | |
| candies, and learn the details of the curse (which will kick off the | |
| endgame): | |
| > remove the monocle | |
| > southwest | |
| > west | |
| > north (*) | |
| The cave entrance is blocked: | |
| > north | |
| But the vision we saw upon arriving indicates that the walking stick | |
| will be helpful: | |
| > swing the walking stick | |
| > north | |
| > down | |
| There are several things of note in the cavern. First the inscriptions, | |
| which are un-readable without the aid of the monocle: | |
| > examine the inscriptions | |
| > wear the monocle | |
| > examine the inscriptions | |
| > remove the monocle | |
| Once we have taken the candies and read the inscriptions, things can | |
| progress rapidly towards the endgame. A few final visions will "barge | |
| in" during the next few rounds. The first of these visions gives a hint | |
| about where to go next (the waterfall). | |
| But first: note that the inscriptions mention a bit about "sweet | |
| temptation" and show an image of snow or powder sprinking down onto a | |
| skull. To make some sweet powder, we'll use the mortar and pestle here: | |
| > take the pestle | |
| > put the candies into the mortar | |
| > crush them with the pestle | |
| > take the powder | |
| > put the pestle into the mortar | |
| Also note the tin box: | |
| > open the box | |
| > take the dagger | |
| Ouch! The silver allergy was also mentioned in the inscriptions, but | |
| don't worry. We're prepared: | |
| > wear the gloves | |
| Although you might have to do some inventory management, depending on | |
| what's in your hands at the time (the walking stick, for example, is | |
| dirty and would ruin grandmother's gloves). Once you're wearing the | |
| gloves, you can: | |
| > take the dagger | |
| Then, it's off the the waterfall (and the endgame): | |
| > up | |
| > south | |
| > south | |
| > southwest | |
| > southwest | |
| > down (*) | |
| If you had visited the bottom of the waterfall before, it was a dead | |
| end. However, by this point you're more attuned to your surroundings. | |
| Note: from here, there will be no turning back -- this would be a good | |
| time to save the game! | |
| > north | |
| There are two graves in this clearing (one for Rosalind's uncle Hansel | |
| and one for her brother Rainer), along with the wolf (her father) with | |
| grandmother (who was swallowed whole) in his belly. According the the | |
| inscriptions, we're in search of the bones of the first cursed person in | |
| the family to die. That's uncle Hansel, and to access his bones: | |
| > open the wooden grave | |
| From here, there are eight final outcomes possible. The endings have | |
| varying levels of "success" depending on whether you and your family | |
| members survive the next few rounds and whether you're able to lift the | |
| curse. There are several actions that can be undertaken in a variety of | |
| combinations: | |
| -- Attacking the wolf with the hatchet will free grandmother from the | |
| wolf's belly without killing him. | |
| -- Attacking the wolf with the silver dagger will kill him (and | |
| grandmother, too, if she's still trapped in his belly). | |
| -- Sprinkling the powder onto Uncle Hansel's bones will lift the curse | |
| and turn the wolf back into your father. (This action will kill | |
| grandmother if she's in the wolf's belly at the time.) | |
| -- Going south will be considered an attempt to run away. (You'll be | |
| given two opportunities to reconsider because this choice will always | |
| end badly.) | |
| Here are the eight combinations that will end the game: | |
| --- Ending #1 --- | |
| This is the best possible ending, in which Rosalind, grandmother, and | |
| father all survive and are free from the curse. | |
| > attack the wolf with the hatchet | |
| > sprinkle the powder onto the bones | |
| --- Ending #2 --- | |
| Rosalind and grandmother survive and are free from the curse, but the | |
| wolf (your father) dies: | |
| > attack the wolf with the hatchet | |
| > attack the wolf with the silver dagger | |
| > sprinkle the powder onto the bones | |
| --- Ending #3 --- | |
| Rosalind and father survive and are free from the curse, but grandmother | |
| dies: | |
| > sprinkle the powder onto the bones | |
| --- Ending #4 --- | |
| Rosalind survives and is free from the curse, but father and grandmother | |
| both die: | |
| > attack wolf with the silver dagger | |
| > sprinkle the powder onto the bones | |
| --- Ending #5 --- | |
| Rosalind and grandmother survive but remain cursed. The wolf (your | |
| father) dies: | |
| > attack the wolf with the hatchet | |
| > attack the wolf with the silver dagger | |
| > south | |
| > south | |
| > south | |
| --- Ending #6 --- | |
| Rosalind survives but remains cursed. Grandmother and the wolf both die: | |
| > attack the wolf with the silver dagger | |
| > south | |
| > south | |
| > south | |
| --- Ending #7 --- | |
| Rosalind dies. Grandmother survives, but remains cursed: | |
| > attack the wolf with the hatchet | |
| > south | |
| > south | |
| > south | |
| --- Ending #8 --- | |
| Rosalind and grandmother both die. The wolf survives but remains cursed: | |
| > south | |
| > south | |
| > south | |
| [THE END] | |
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