# Wearing the Claw (Release 3, serial 970327, Inform v1502 Library 5/12, Z-machine V5) # by Paul O'Brian (IF Comp 1996) -- title banner: "WEARING THE CLAW / An # Interactive Fantasy / Copyright (c) 1996, 1997 by Paul O'Brian." # VERIFIED COMPLETE SOLVE: won=True (win text), died=False # # Reproduce with the RNG-pinned replay harness (free, no API): # cd ~/src/zwalker # python3 scripts/replay_solve.py games/zcode/wearing_the_claw.z5 \ # walkthroughs/wearing_the_claw_verified_win.txt --seeds 24 \ # --out solutions/wearing_the_claw_verified.json # => wearing_the_claw_verified_win.txt: VERIFIED 0/None at seed 1 | # 159 cmds | died=False | won=True # # SCORELESS: Wearing the Claw has no SCORE verb (the parser answers "That's not # a verb I recognise"), and zwalker's get_score() reads 0 throughout, w.max_score # is None. So there is no MAX_SCORE directive; the win is decided solely by the # WIN_TEXT directive below, matched against the true winning denouement. The # phrase "save another foolish wizard" is Marnian's parting whisper and appears # ONLY in the winning ending (printed in the same turn as "*** You have won ***"). # # BOOT KEYPRESS: the title screen ("Welcome to WEARING THE CLAW... / [Please # press SPACE to continue]") is a read_char prompt. The FIRST command below, # `enter` (RETURN in this harness), satisfies it; that single keypress also # flushes the whole prologue (Lord Midel's plea, the Emily Dickinson epigraph) # and drops you at Dirt Road. There is only ONE intro keypress -- the prologue # does not pause again. Boot draws no RNG (two boots are byte-identical), so the # seed is pinned right after start(); seed 1 wins on the first try. # # WHY A PINNED SEED: the plot is deterministic (a fixed puzzle ladder, no timers # and no combat), but the game burns RNG on flavor (child/gull ambience, the # "black fly" stings, breeze lulls), so exact replay only reproduces under a # pinned interpreter RNG seed. Seed 1 is verified. # # ROUTE SUMMARY (Bex village -> Isle of the Goergs -> home): # * Disguise the wolf paw: reach Goodman's Emporium (via the beach loop back # into town), `buy glove` (with the gold piece), `tie glove to paw` (with # mother's handkerchief) so Old Bill will deal with you. # * `buy contract` from Old Bill in the Shed (with the topaz), board the ship # at the Pier -> ferried to the island's Rocky Shore. # * Island ring: read the fortress plaque (learn the word of returning), take # the black coat ("PhantomPiercer, BarrierBreaker") at the Southwest Corner, # tour the corners to the Clearing's silver (mirror) wall. # * `wear coat` + `touch silver wall` -> the wall vanishes; enter the fortress. # * The Styx/Cerberus/brimstone gauntlet is illusion: the coat lets you pass # the barrier, but WATER destroys the coat -- so stow it (remove/put in # pack/close pack) before the river and before the dripping barrier, wear it # only to walk past Cerberus, and NEVER hit the dog (instant death). # * Queen Clea gives the Pendant of Elinor (look in crystal x3); the pendant # "destroys lies", so the barrier gauntlet reveals itself as Bare Hallway + # Foyer on the way out. Return to the Southeast Corner, say `yeyos` to # teleport home to the Town Square. # * Endgame: Midel has illusion-swapped himself with Marnian. `give pendant to # marnian` unmasks the fraud; `wear coat` + `enter cage` survives Midel's # sword (do NOT leave the cage or dawdle -- decapitation); `give coat to # marnian` lets him escape the cage and defeat Midel -> *** You have won ***. # # ROLLBACK NOTE: this V5 game reports real room-object changes, so GameWalker's # blocked-move rollback never fires on the winning path (every listed move is a # genuine room change or a harmless in-room action). Blocked probes en route say # "There's no path that way." which is not a rollback pattern anyway. No # period-suffixed directions are needed. # #% WIN_TEXT: save another foolish wizard # # Route from David Welbourn's Release 3 solution (plover.net/~davidw), corrected # for the Beach maze (the flattened summary dropped the east step from Beach # (south) to Beach (southeast)) and machine-validated command-by-command on this # interpreter; replay-verified by scripts/replay_solve.py. enter x me i remove pack x it open it x parchment x handkerchief x gold x topaz x town x mountains w x buildings w x garments x alehouse w n s w x shop s x desk x bell ring bell n w x sand x waves n x man ask man about ships x paw s nw x island x bushes s e sw x ship x sea w ne s x pebbles e nw e e e n x clothes x box x table x glove buy glove wear glove take handkerchief tie glove to paw 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 ask clerk about goergs s w w w n ask man about ship buy contract x contract s sw w x sea w x wall read plaque take plaque x sand w take coat x it x crag n climb wall e x silver wall e w n x pebbles x waves s touch silver wall wear coat touch silver wall s read sign remove coat put coat in pack close pack x river x shapes s s x dog pet dog open pack wear coat s x water remove coat put coat in pack close pack s s s x clea look in crystal again again 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 x pendant look x northwest door x northeast door x throne x dog x basins n x drain n n e s x plaque yeyos remove pendant give pendant to marnian open pack wear coat enter cage remove coat give coat to marnian