[Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

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deaddmwalking
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

We are back on the map. We have been to 270 before; we knew about 300 but hadn't actually gone to it. Most of the unexplored areas are south of where we are and would require going back through the Potting Shed square, but there is one unexplored space that we're relatively close to that we can get to before going back to where we were a moment ago.

My Vote (3/4)
I recommend we go South (250, sharp turn), West (465, Croquet Field), West (58, Yew Maze), North (70, ?)

This will mean our second time entering the Croquet field which will give us a different experience than our first time, so it may impact our ability to travel along the proposed path, but I still think it is worthwhile.

Other Considerations
Alternatively, 340 is likely the very center of the maze. We have not been there yet, but we can get there easily from here. If we want to get the maze over with and don't care about exploring every corner, this would be the option that most likely supports that. If anyone is inclined in that direction it would be East (300, Tree of Death), South (330, Tortoise Statue), West (274, Potting Shed), South (350, Red Rose), West (340, ??Center of Maze??).

Unless something bad happens to make going through the Croque Field a bad idea, there's not really anything to stop us from backtracking to 340 after exploring 70 and the NW corner of the maze (estimated 2 spaces, 70 and one additional space to the West of 70 making up the NW corner).
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Vote registered; going south to section 250, west to section 465, west to section 58, and then north to section 70.

Upon reaching the Croquet-Ground in section 465, Alice goes to section 248 since she has visited the Croquet-Ground before.

248

Remembering the prickly encounter she had to endure last time she was here, Alice hurries across the rutted lawn and continues on her way. In which direction is she heading?

East? Turn to 250.

West? Turn to 58.

As voted, Alice goes west to section 58, and then north to section 70.

70

It is not long before Alice reaches another right-angled turn in the maze. Should she go south (turn to 58) or west (turn to 84)?

I will assume that the next choice is to go west.

84

Following the path west, Alice comes to a dead-end. However, strangely, standing before the hedge in front of her is a full-length mirror set within in a polished wood frame. Reflected in the mirror Alice can see the gravel path leading back into the maze… But… But she can’t see herself!

“I do declare it’s not a mirror at all!” Alice exclaims. She reaches a tentative hand towards the glass and where the glass should be, her hand passes straight through.

If you want Alice to try stepping through the mirror, and see where it takes her, turn to 104. If not, she will have to retrace her steps through the leafy labyrinth (turn to 70).

Please make your votes before 9:00 AM PDT or a choice receives 2 votes to guarantee that they will be counted.
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Dogopolis
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Dogopolis »

Go through the looking glass
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deaddmwalking
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

Indeed, how can we not?

I suspect that this might move us from the NW corner to the SE corner (just like a secret passage in the Clue board game). We haven't explored that area so the other end is probably there. Or maybe this is the exit? Either way, heading through will be more informative than not.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Thaluikhain »

Go through the looking glass, in the hope that it takes us out of this annoying maze.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Votes registered; stepping through the mirror.

104

Taking a deep breath, Alice steps up to the mirror and then, in another moment she is through the glass.

She is standing at another dead-end in the maze, with another mirror set within a polished wood frame behind her. Checking by the sun overhead, she realises that the gravel path will set her on a course heading west into the labyrinth.

If you want Alice to follow this new path through the maze, turn to 490. If you would prefer her to step back through the looking-glass, turn to 154.

Please make your votes before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

I vote West (490).

I estimate that there are ~8 more spaces left to explore and I think it is most likely that the center of the maze is the 'way out'. When we see the choice to go to 405 or 410 we'll reconnect with the area that we've mapped. There's a pretty good chance that those are 2-3 squares north of 490.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Following this new path through the maze got enough votes, so Alice will do this.

490

Alice soon comes to another branching of the ways in the yew-hedge maze, but which way should she go?

North? Turn to 430.

East? Turn to 134.

West? Turn to 413.

Please make your votes before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
Last edited by JourneymanN00b on Wed Aug 21, 2024 2:27 am, edited 1 time in total.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

To map this fully with minimal backtracking, I think we should go West first (413).
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Vote acknowledged; going west.

413

The path Alice is following gives way to lush grass and she enters a Rose Garden, within the confines of the maze. If Alice has been here before, turn to 423; if not, turn to 252.

Alice has not been to the Rose Garden before.

252

The garden is planted with all manner of rose bushes, but at its centre there stands a larger rose-tree. The roses growing on it are white, but three gardeners are busy painting them red. Each of the gardeners is wearing a tabard with the image of a playing card embroidered upon it. They are numbered Two, Five and Seven, and all of them are Spades, as befits a group of gardeners. Or should that be a sprinkling?

As Alice approaches the rose-tree she hears the gardeners arguing with one another.

“Look out now, Five! Don’t go splashing paint over me like that!” says Two.

“I couldn’t help it,” says Five, in a sulky tone, “Seven jogged my elbow.”

At which Seven looks up and says, “That’s right, Five! Always lay the blame on others!”

If you want Alice to talk to the gardeners, turn to 453. If you would rather she sneak past before they’re aware she’s even there, turn to 433.

Please make your votes before 9:00 AM PDT or a choice receives 2 votes to guarantee that they will be counted.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Thaluikhain »

Talk to the gardeners.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

I suspect it'll be a fight, since everything is vicious in this book, right?

But yeah, might as well talk to them (453).
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Votes recognized; talking to the gardeners.

453

“Would you mind telling me,” says Alice, a little timidly, “why you are painting those roses?”

Five and Seven say nothing, but look at Two.

“Why the fact is, you see, Miss,” Two begins, “this here ought to have been a red rose-tree, and we put a white one in by mistake; and if the Queen was to find it out, we should all have our heads cut off, you know. So you see, Miss, we’re doing our best, afore she comes, to–”

At this moment Five, who has been looking at Alice suspiciously, calls out, “It’s her! It’s the one the Queen wanted dead or alive!”

“Well that doesn’t sound very friendly,” says Alice grumpily.

Whatever you think Alice should do next, she is going to have to do it quickly. Should she:

Run for it? Turn to 46.

Prepare to fight? Turn to 503.

Use something suitable she might have found lying around the maze? Turn to 463.

Please make your votes before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

I don't think we found anything suitable lying around the maze. I don't see how Plant Provender or Slug Knacker can help here. I think we found the key in the garden, but that doesn't sound very helpful, either. The mallet can be used if we prepare to fight, so I don't think it can be something suitable. The spade we found also seems to be a weapon, but since these guys are spade-themed maybe it would serve as a symbol of authority?

I'm guessing if we try something that's unsuitable it'll turn to combat and we'll probably be penalized with a free hit. That's not inordinately worse than just starting the combat music, so I suppose we might as well try for 'use something suitable' and see if the spade is an option. Call it a half-vote for (463).
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Thaluikhain »

I vote to just fight normally.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Votes counted; preparing to fight won over using something suitable by a 1-0.5 vote.

503

The gardeners run at Alice, dropping their paintbrushes and arming themselves with spade-shaped trowels and garden shears.

If Alice is still able to use The Pen is Mightier power, and you want her to now, turn to 13. If Alice can still use the Curiouser and Curiouser ability, and you want her to use that instead, turn to 308. If she is unable to use either of these abilities, or you do not want her to, turn to 26.

Alice can use either ability. Please make your votes on whether to use any ability before 9:00 AM PDT or a choice receives 2 votes to guarantee that they will be counted.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

I'd like to use Curiouser and Curiouser here. I'm a little afraid of the types of things it might do, but this seems like a good chance to see what it does so we can use it most appropriately in the future.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Thaluikhain »

Makes sense, may as well use it here.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Votes registered; using the Curiouser and Curiouser ability.

308

The rose-tree starts growing at an astonishing rate, claw-like woody limbs emerging from its trunk while the flowers themselves mutate and change, their petals becoming one great, thorn-lined mouth.

Two screams as the transformed rose-tree grabs him with one woody appendage and promptly lowers him into its monstrous mouths. The remaining gardeners soon meet their ends as well, as the plant crushes Five beneath one splayed-root foot, whilst trapping Seven in the thorn-lined constricting coils of another tentacle-like growth.

The gardeners all dead, Alice has no intention of sharing their fate and prepares for battle. (Alice has the initiative.)

‘ROSE’ COMBAT 10 ENDURANCE 10

If Alice is armed with a Pair of Scissors, any successful strikes she makes against the carnivorous plant will cause 3 Endurance points damage, rather than the usual 2.

If Alice defeats the rampaging rose-tree, turn to 36.

The fight:
Round 1: Alice’s Combat Rating: 12+9+1 = 22, ‘Rose’ Combat Rating: 10+10 = 20;
Mallet Roll: 9, Alice’s Endurance: 21, ‘Rose’’s Endurance: 7
Round 2: Alice’s Combat Rating: 5+9+1 = 15, ‘Rose’ Combat Rating: 7+10 = 17;
Alice’s Endurance: 19, ‘Rose’’s Endurance: 7
Round 3: Alice’s Combat Rating: 6+9 = 15, ‘Rose’ Combat Rating: 4+10+1 = 15;
Tie Roll: 1, Alice’s Endurance: 19, ‘Rose’’s Endurance: 7
Round 4: Alice’s Combat Rating: 5+9 = 14, ‘Rose’ Combat Rating: 4+10 = 14;
Tie Roll: 2, Alice’s Endurance: 18, ‘Rose’’s Endurance: 6
Round 5: Alice’s Combat Rating: 7+9 = 16, ‘Rose’ Combat Rating: 7+10 = 17;
Alice’s Endurance: 16, ‘Rose’’s Endurance: 6
Round 6: Alice’s Combat Rating: 11+9 = 20, ‘Rose’ Combat Rating: 10+10+1 = 21;
Alice’s Endurance: 14, ‘Rose’’s Endurance: 6
Round 7: Alice’s Combat Rating: 2+9 = 11, ‘Rose’ Combat Rating: 6+10+1 = 17;
Alice’s Endurance: 12, ‘Rose’’s Endurance: 6
Round 8: Alice’s Combat Rating: 8+9 = 17, ‘Rose’ Combat Rating: 3+10+1 = 14;
Mallet Roll: 6, Alice’s Endurance: 12, ‘Rose’’s Endurance: 3
Round 9: Alice’s Combat Rating: 10+9+1 = 20, ‘Rose’ Combat Rating: 9+10 = 19;
Mallet Roll: 7, Alice’s Endurance: 12, ‘Rose’’s Endurance: 0

Alice manages to defeat the ‘Rose’, but takes 9 Endurance points of damage in the process.

36

The only thing left behind by the gardeners that might be of interest to Alice is the red paint they were using to re-colour the white roses. If you want her to take the Tin of Red Paint with her, add it to Alice’s Adventure Sheet.

Leaving the rose garden, which way should Alice go? East (turn to 490) or west (turn to 272)?

I will assume that the next choice is to go west.

272

Beyond the maze to the south, Alice can make out the buttresses and the turrets of the palace, seemingly closer than ever before.

Which way should she go now?

North? Turn to 480.

East? Turn to 413.

South? Turn to 76.

Please make your votes on whether to take the Tin of Red Paint and where to go next before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.

Alice’s Adventure Sheet
AGILITY: 9
LOGIC: 9
INSANITY: 2
COMBAT: 9
THE PEN IS MIGHTIER: 2 uses
CURIOUSER AND CURIOUSER: 2 uses
ENDURANCE: 12
EQUIPMENT:
Scissors (Deals 3 damage in combat)
Jar of Marmalade (3 portions, +4 Endurance per portion)
Golden Key
Shrinking Potion
Bread-Knife (Deals 3 damage in combat)
Mallet (Deals 3 damage in combat if 2-10 is rolled, knocks out opponent if 11-12 is rolled)
Spade (Deals 3 damage in combat)
Slug Pellets
Bloom’s Patent Plant Provender
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

Eat 1 Marmalade. Take the Red Paint.

It appears that we are not where I expected we were in the maze. Having moved through 4 squares consistently moving West we should have run into another section of the maze we had previously explored if my estimates of its size were correct. It is also possible that the mirror is a 'new level' of the maze - but I thought that might be the case once before and it wasn't.

I vote for South. There are currently 2 unexplored routes North - I think the Southern route is more likely to lead to something besides more maze (or at least quickly reach a dead-end and complete one section).
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Heading south received enough votes, so Alice will do this. As voted upon, she will also eat a portion of Marmalade and take the Tin of Red Paint.

76

Keeping the towers of the palace in sight over the tops of the hedges, Alice comes at last to a set of tall gates. Beyond the gates, a drawbridge over a moat leads to the barbican gatehouse of a vast palace.

However, barring her way, standing in front of the gates, are two, burly brutes wearing ill-fitting tabards that make them look like playing cards – the Six and Seven of Clubs in this case.

“Halt! Who goes there?” demands one of the guards. “Friend of foe?”

“Friend?” Alice answers hesitantly, all too aware of how burly and brutish the two guards appear, and how knobbly their clubs look.

“And what is your business at the Palace?” asks the other guard in a high-pitched nasal voice. “Here to see the Queen, I suppose.”

“Yes, that’s right,” replies Alice, playing along with the unwitting guards now.

“Then you’ll know what the password is,” says the first, an ugly smug grin creasing his lumpen features.”

If you want Alice to give the guards a password, turn to 113. If you want Alice to charge the gates, in an attempt to break through, make a note that Alice has the initiative and turn to 163. If you want Alice to use the Curiouser and Curiouser ability at this juncture instead, turn to 86.

Please make your votes before 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.

Alice’s Adventure Sheet
AGILITY: 9
LOGIC: 9
INSANITY: 2
COMBAT: 9
THE PEN IS MIGHTIER: 2 uses
CURIOUSER AND CURIOUSER: 2 uses
ENDURANCE: 16
EQUIPMENT:
Scissors (Deals 3 damage in combat)
Jar of Marmalade (2 portions, +4 Endurance per portion)
Golden Key
Shrinking Potion
Bread-Knife (Deals 3 damage in combat)
Mallet (Deals 3 damage in combat if 2-10 is rolled, knocks out opponent if 11-12 is rolled)
Spade (Deals 3 damage in combat)
Slug Pellets
Bloom’s Patent Plant Provender
Tin of Red Paint
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

I don't think that we have the password. I'm wondering how the book would ask us for the password - there's nothing like Spelling where we add up the letters to yield a page number. These guys don't seem very smart so I feel like we could trick them, but it doesn't look like the book is guiding us to that option.

I'm a murder hobo at heart so I kinda like charging in, but I'm really curious about the mechanics of how it'll ask for the password. Call it a half-vote for giving them a password.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by JourneymanN00b »

Vote acknowledged; giving the guards a password.

113

“Go on then. What is the password?” the guard challenges Alice. What should she say in reply?

“Off with their heads!” Turn to 73.

“Jam tarts!” Turn to 93.

“We’re all mad here!” Turn to 143.

Please make your votes before 9:00 AM PDT or a choice receives 2 votes to guarantee that they will be counted.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by deaddmwalking »

Half vote for Jam Tarts.

I figure 'off with their heads' is something the queen says quite frequently but could cause confusion if used as a password. And while everyone here is certainly mad, the Mad Hatter and March Hare are more closely associated with that line.
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Re: [Let's Play] ACE Gamebook 01 – Alice’s Nightmare in Wonderland

Post by Thaluikhain »

Makes sense, and we can cut their heads off if it's wrong.
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