Username: Password:
RegisterForgotten Password

Deck the Halls, Gieves (deck-the-halls-gieves-walkthrough.txt)

Deck the Halls, Gieves! by VerdantTome

Walkthrough by Andrew Schultz

This is a very funny Wodehouse tribute/Christmas game. It places 9th of 12 in the 2020 Adventuron
Christmas Jam, which was strong all around. In it, you play as Bartie Worster, who has a series of
misadventures in upper-class society. His valet, Gieves, doesn't appear much. Win the game, and
things will come together, much like a Wodehouse story that seems to ramble until it doesn't.

There are four major scenes and two map areas. The first map area, Whitherley, corresponds to the
first scene. The next, Penrose Hall, corresponds to the other three. A huge chunk of storyline
occurs once you figure things out.

Moves marked with >> are optional. They help describe why you're doing what you do.
I'll try to describe why certain moves that don't seem to progress the story are
necessary. For instance, you won't be bothered to do certain things in part two until
you're stuck in your room.

==========================part one

First, you need a reason to buy a book in the bookshop.

>s

The bell ringer won't go away until you give him money. But a five-pound note--in 1920s money
or whatever--is too much to donate! Where can you break it down?

>n

>e

>buy book

That gets us some change. But not small enough!

>w

>>w
Oh no! The post office is locked!

>>x post

>x sign

The sign tells you where to buy stamps.

>s

>w

>buy stamps

If you didn't read the sign, the game will say "You don't know if they're sold
here, and you'd be embarrassed to ask."

>e

>give money

==========================part two

Try to get out. You'll fail.

>s

You need to do this, otherwise Bartie has no reason to fiddle with the cane.

>>x suitcase

>get cane

>get cap

Now you have a pointy tip.

>x wardrobe

You need to do this for the hangers to show up.

>>get hangers

>>x hangers

>get hook

>unscrew spike

>screw hook

>open door

==========================part three

>n

The area to the southwest has coal that gets your hands dirty. I thought that would be used in part
four, but maybe it's just a clue to say, hey, you need something that will get your hands
dirty, but not right away.

>se
>e

>x toolbox

Two items show up now.

>get screwdriver
>get pliers

Oh! One other thing. This makes part four quicker.

>wipe oil

>w
>nw
>s
>u

>cut wire

Aunt Allison is now distracted. You are sent to the east wing hallway, which is slightly
disorienting, especially since the picture doesn't change. That also means one extra move.

>w
>d
>w
>s

>unscrew door

==========================part four

If you don't have oil on your handkerchief, go back to the garage and WIPE OIL and come back.

>touch handkerchief
>touch square

Enjoy the ending! I really liked this. I definitely imagined Stephen Fry and Hugh Laurie acting this
out as Jeeves and Wooster. (I heartily recommend the first two seasons of the show.)