Triffids!

I'm not sure where this game was played but as you can tell from the clues it was written for a specific location. You will have to change them for your own use!

Story

 There has been a catastrophe involving contaminated water, which caused certain house-plants to develop abnormally. All towns are now over run and under their control!!

 You have managed to escape to this isolated spot, where you have been living on the food you managed to salvage on the way here. Soon this will be finished. You expect to be able to poach food from the countryside, but you have no salt. This will be vital to preserve food.

 You have been chosen to make this journey to the .....to find salt and bring it back to the settlement. But there are preparations to make before you go.

 Clues

Go to the warmest place you see, it could be one, or two, or three

(clue by fireplace)

 1) As you may be away for some time you wish to leave something the settlement as a keepsake for those staying behind.

 Using only plant material, make a decorative arrangement which could be used as a table decoration.

 Now gather round the signal which tells the world who is at home (clue by flagpole)

2) Find your directions using your watch as a compass.

 (name from grave stone) poor old soul will tell you how it's done. The nearby building too should give a clue.

(instruction are by grave stone)

 Use your watch as a compass
Hold your watch flat so that the hour hand points to the SUN
Then SOUTH lies at a point halfway between the hour and the figure 12
CLOCKWISE before noon
ANTI CLOCKWISE after noon

 The next task lies beside the water which is always there but not for you

(cattle trough)

3) You must travel light, but be prepared. This is the only bag in which you must back all you many need for your journey.

 Next go to the home of the Elders in your settlement. (Guider's tent)

4) These are the last bits of leather left in the settlement. Use them to make at least two useful or decorative items which you can sell to buy food on your journey.

(at the telephone box)

Your journey starts. You will find that others have been before (tracking signs). Be wary of the people that D you meet. Some are harmless but others may be villains. (Black marketers selling biscuits)

5)Collect the salt and hurry home.

 Don't forget those unfriendly plants - things grow quickly at this time of year. Where are they now? How to escape? Do they react to movement, or is it sound? ('Triffids' laying in wait with water pistols, squirt noise makers)

6) The threat is serious - LEADERS UNITE

 A high level, high powered conference will find the answer (Next clue on car aerial)

7)Together you will be able to rid the land of the monster plants. They are particularly attracted to the cry 'Tea up"

 After large does of hot tea they will be completely harmless (Guides make tea)

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