The Eleventh Hour (book)

Last updated
The Eleventh Hour
Bk elevn.jpg
Front cover of the 1997 edition
Author Graeme Base
Illustrator Graeme Base
Cover artist Graeme Base
CountryAustralia
Language English
Publication date
1989
Media typePrint (hardcover)

The Eleventh Hour: A Curious Mystery is an illustrated children's book by Graeme Base. In it, Horace the Elephant holds a party for his eleventh birthday, to which he invites his ten best friends (various animals) to play eleven games and share in a feast that he has prepared. However, at the time they are to eat—11:00—they are startled to find that someone has already eaten all the food. They accuse each other until, finally, they're left puzzled as to who could have eaten it all. It is left up to the reader to solve the mystery, through careful analysis of the pictures on each page and the words in the story.

Contents

The book was a joint-winner of the "Picture Book of the Year" award from The Children's Book Council of Australia. [1]

History

Base was inspired to write the book by reading Agatha Christie novels. He travelled to Kenya and Tanzania in 1987 observing animals in game parks and collecting ideas for the book. [2]

Style

Written in rhyme, the book includes large and lavish full-page illustrations of Horace's opulent house and the events of the party, packed with hidden details. The author invites the reader to deduce the identity of the thief by examining the illustrations and making deductions and observations. Also among the details in the illustrations are hidden messages, ciphers, and codes for amateur cryptographers (for example, one page's border consists of Morse code while another page set in the ballroom contains musical clues as to which guest is guilty). The biggest and most noticeable clue lies in a paragraph of ciphertext at the end of the book, which is to be decrypted, once the reader has discovered the identity of the thief, by means of a Caesar cipher mapping A to the first letter of the guilty animal's name. The solution to the cipher confirms the answer to the puzzle and offers an additional challenge to the reader.

The final portion of the book contains the answers to almost all of the clues in the book (including the cipher), and how to solve them. These last pages are sealed together, as the reader is encouraged to try to solve the puzzles themselves first. This sealed section was absent from earlier prints of the book - but was available by mail.[ citation needed ]

Readers are able to solve the mystery either by the coded messages, analysis of the illustrations, or through the text itself. [3]

Related Research Articles

<i>Animalia</i> (book) 1986 picture book by Graeme Base

Animalia is an illustrated children's book by Graeme Base. It was originally published in 1986, followed by a tenth anniversary edition in 1996, and a 25th anniversary edition in 2012. Over four million copies have been sold worldwide. A special numbered and signed anniversary edition was also published in 1996, with an embossed gold jacket.

<span class="mw-page-title-main">Crossword</span> Grid-based word puzzle

A crossword is a word game consisting of a grid of black and white squares, into which solvers enter words or phrases ("entries") crossing each other horizontally ("across") and vertically ("down") according to a set of clues. Each white square is typically filled with one letter, while the black squares are used to separate entries. The first white square in each entry is typically numbered to correspond to its clue.

<span class="mw-page-title-main">Cryptic crossword</span> Multifaceted crossword puzzle

A cryptic crossword is a crossword puzzle in which each clue is a word puzzle. Cryptic crosswords are particularly popular in the United Kingdom, where they originated, as well as Ireland, Israel, the Netherlands, and in several Commonwealth nations, including Australia, Canada, India, Kenya, Malta, New Zealand, and South Africa. Compilers of cryptic crosswords are commonly called "setters" in the UK and "constructors" in the US. Particularly in the UK, a distinction may be made between cryptics and "quick" crosswords, and sometimes two sets of clues are given for a single puzzle grid.

<span class="mw-page-title-main">Cryptogram</span> Puzzle

A cryptogram is a type of puzzle that consists of a short piece of encrypted text. Generally the cipher used to encrypt the text is simple enough that the cryptogram can be solved by hand. Substitution ciphers where each letter is replaced by a different letter or number are frequently used. To solve the puzzle, one must recover the original lettering. Though once used in more serious applications, they are now mainly printed for entertainment in newspapers and magazines.

<span class="mw-page-title-main">Whodunit</span> Type of detective story

A whodunit or whodunnit is a complex plot-driven variety of detective fiction in which the puzzle regarding who committed the crime is the main focus. The reader or viewer is provided with the clues to the case, from which the identity of the perpetrator may be deduced before the story provides the revelation itself at its climax. The investigation is usually conducted by an eccentric, amateur, or semi-professional detective.

A null cipher, also known as concealment cipher, is an ancient form of encryption where the plaintext is mixed with a large amount of non-cipher material. Today it is regarded as a simple form of steganography, which can be used to hide ciphertext.

<i>Kryptos</i> Encrypted sculpture by American artist Jim Sanborn

Kryptos is a sculpture by the American artist Jim Sanborn located on the grounds of the Central Intelligence Agency (CIA) headquarters, the George Bush Center for Intelligence in Langley, Virginia. Since its dedication on November 3, 1990, there has been much speculation about the meaning of the four encrypted messages it bears. Of these four messages, the first three have been solved, while the fourth message remains one of the most famous unsolved codes in the world. The sculpture continues to be of interest to cryptanalysts, both amateur and professional, who are attempting to decipher the fourth passage. The artist has so far given four clues to this passage.

The MIT Mystery Hunt is an annual puzzlehunt competition at the Massachusetts Institute of Technology in Cambridge, Massachusetts. It is one of the oldest and most complex puzzlehunts in the world and attracts roughly 120 teams and 3,000 contestants annually in teams of 5 to 150 people. It has inspired similar competitions at Microsoft, Stanford University, Melbourne University, University of South Carolina, University of Illinois at Urbana–Champaign and University of Aveiro (Portugal) as well as in the Seattle, San Francisco, Miami, Washington, D.C., Indianapolis and Columbus, Ohio metropolitan areas. Because the puzzle solutions often require knowledge of esoteric and eclectic topics, the hunt is sometimes used to exemplify popular stereotypes of MIT students.

<i>Chasing Vermeer</i> 2004 book written by Blue Balliett and illustrated by Brett Helquist

Chasing Vermeer is a 2004 children's art mystery novel written by Blue Balliett and illustrated by Brett Helquist. Set in Hyde Park, Chicago near the University of Chicago, the novel follows two children, Calder Pillay and Petra Andalee. After a famous Johannes Vermeer painting, A Lady Writing, is stolen en route to the Art Institute of Chicago, Calder and Petra work together to try to recover it. The thief publishes many advertisements in the newspaper, explaining that he will give the painting back if the community can discover which paintings under Vermeer's name were really painted by him. This causes Petra, Calder, and the rest of Hyde Park to examine art more closely. Themes of art, chance, coincidence, deception, and problem-solving are apparent.

<i>Masquerade</i> (book) British pictorial storybook

Masquerade is a picture book, written and illustrated by Kit Williams and published in August 1979, that sparked a treasure hunt by including concealed clues to the location of a jewelled golden hare that had been created and hidden somewhere in Britain by Williams. The book became the inspiration for a genre of books known today as armchair treasure hunts.

<span class="mw-page-title-main">Scavenger hunt</span> Game in which participants compete to gather specific items or complete tasks in a given order

A scavenger hunt is a game in which the organizers prepare a list defining specific items, which the participants seek to gather or complete all items on the list, usually without purchasing them. Usually participants work in small teams, although the rules may allow individuals to participate. The goal is to be the first to complete the list or to complete the most items on that list. In variations of the game, players take photographs of listed items or be challenged to complete the tasks on the list in the most creative manner. A treasure hunt is another name for the game, but it may involve following a series of clues to find objects or a single prize in a particular order.

Perplex City was an alternate reality game (ARG) created by Mind Candy, a London-based developer in 2005. Adrian Hon was the producer, designer and director of the game's first and only season, in which players searched for "The Receda Cube", an artifact of spiritual significance to the inhabitants of a fictional metropolis known as "Perplex City" which had great scientific value. In the game, "The Cube" had been stolen and buried somewhere on Earth.

Games World of Puzzles is an American games and puzzle magazine. Originally the merger of two other puzzle magazines spun off from its parent publication Games magazine in the early 1990s, Games World of Puzzles was reunited with Games in October 2014.

Graeme Rowland Base is a British-Australian author and artist of picture books. He is perhaps best known for his second book, Animalia published in 1986, and third book The Eleventh Hour which was released in 1989.

The Clue series is a book series of 18 children's books published throughout the 1990s based on the board game Clue. The books are compilations of mini-mysteries that the reader must solve involving various crimes committed at the home of Reginald Boddy by six of his closest "friends".

<i>The Tattooed Potato and Other Clues</i>

The Tattooed Potato and Other Clues is a children's novel by Ellen Raskin, published in 1975.

BBC MindGames was a British magazine devoted to puzzles, brainteasers and articles concerning the mind. It was published every four weeks. Its name was taken from the BBC Four show, Mind Games.

<span class="mw-page-title-main">Hidden object game</span> Video game genre

A hidden object game, also called hidden picture or hidden object puzzle adventure (HOPA), is a puzzle video game genre in which the player must find items from a list that are hidden within a scene. Hidden object games are a popular trend in casual gaming. Time-limited trial versions of these games are usually available for download, although many are free to download on app stores. Popular themes include detective crime stories, adventure, gothic romance and mystery.

Cluedo, known as Clue in North America, is a murder mystery-themed multimedia franchise started in 1949 with the manufacture of the Cluedo board game. The franchise has since expanded to film, television game shows, book series, computer games, board game spinoffs, a comic, a play, a musical, jigsaws, card games, and other media.

The Cipher Hunt was an alternate reality game and international scavenger hunt created by storyboard artist and voice actor Alex Hirsch based on his animated series Gravity Falls. The goal was to find the real-life statue of the series' antagonist Bill Cipher, which was briefly glimpsed at the end of the series finale. The hunt involved retrieving and decoding clues hidden in various locations worldwide.

References

  1. "Winners and Commended Books 1980 - 1989 - CBCA". Children's Book Council of Australia. Archived from the original on 2014-12-16. Retrieved 2014-11-28.
  2. Graeme Base - Penguin Group (USA)
  3. Trites, Roberta Seelinger (1994-12-01). "Manifold narratives: Metafiction and ideology in picture books". Children's Literature in Education. 25 (4): 225–242. doi:10.1007/BF02355303. ISSN   1573-1693.