Here's the entire game in one video, and with a better attempt at everything than in the commentary version, too!
Chapter 1
As you can tell, this is a text adventure, and it is based on the book Stig of the Dump. Obviously, you play as Barney, befriend Stig and go on the same adventures that he and Stig did in the first three chapters of the book. You can type in simple instructions when it comes to going places, picking things up and doing things. Things you need to type in will be in all capital letters.
You'll start out in bed. GET OUT OF BED. Once you are out of bed, go DOWN. If you go UP, you'll find a hidden compartment at the top of the wardrobe. You'll be able to put treasures here, but you don't have any treasures...yet. Go back DOWN, then DOWN again to go downstairs.
At the dining room, go east. You'll be in the kitchen. There are three items you can take: a pen knife, a tin opener and some matches. Get the pen knife. You can either keep going WEST, or you can go EAST out the back door and then NORTH. Either way, you'll end up on the path in the front garden.
Go NORTH until you get close to the edge of the dump. Go NORTH, and you'll be at the edge itself. If you stay there for two commands (for best results, enter WAIT, even though the game does not understand that command), you'll fall off the edge and get caught in some vegetation. You'll also meet a hairy creature. You can free yourself and try to cut the vegetation yourself, but you will find out it is not possible as you cannot reach it. GIVE PEN KNIFE to the creature. You'll find out the name of the creature is Stig and Stig will cut you free from the vegetation, then you will be at his house. Stig will also give you a flint blade, the name of which is in all capital letters and has asterisks on both sides. TAKE FLINT BLADE and you will get it. (In the book, Stig uses the pen knife - which is no good at cutting the vines - to sharpen a flint blade, which he then uses to free Barney. He then gives the blade to Barney afterwards.)
The game will tell you that it is late and that you feel tired when you are in Stig's house. TAKE FLINT BLADE if you haven't already, then keep going EAST. If Stig is around, tell him to go away with the GO AWAY command. (If he follows you home, Grandma will ground you and the game will end.) Keep going EAST until you are out of the dump and you reach a fence. CLIMB FENCE. You'll end up on the other side of the fence.
Go SOUTH, then go WEST to the tree near the dump. Go WEST again, and you'll be back north of where the house was. Go SOUTH until you reach the path in the garden, then go SOUTH again to go home. Go UP to go back to your room, then go UP in your room to go to the top of the wardrobe. DROP FLINT BLADE. You'll hide the flint blade in the beam in the ceiling. Go DOWN, then go WEST to the bed and SLEEP. This ends the first chapter.
Chapter 2
WAKE UP and GET OUT OF BED. Go DOWN, then go EAST and GET TIN OPENER. Go EAST again (or SOUTH) to go to the back of the house. LOOK WOOD PILE to find a cart. TAKE CART. LOOK DUSTBIN to find jam jars and tin cans. Go SOUTH to go to the shed that is out back. There will be apples and carrots. TAKE APPLES or TAKE CARROTS to take both. Go IN the shed to enter it. You will find string. GET STRING. From here, RUN. (By typing in "RUN" as a command, you will immediately teleport to the chalk pit, as it is a reference to Barney running to the chalk pit as fast as he can in the second chapter of the book, to ensure that Stig was not a figment of his own imagination.)
This next part is completely optional. You don't even need to get the apples and carrots, but since I told you to get them, and this is in the book, we might as well do this anyway. Go EAST, then go UP the tree. TIE STRING TO TREE, then TIE CART TO TREE. LOWER CARROT WITH STRING, and you will get Stig''s attention and he will eat it. You can also LOWER APPLES WITH STRING and Stig will eat the apple. From here, go DOWN to climb back down to the ground, DROP STRING and head home. If Stig follows you, type GO AWAY and he will leave you alone.
Back at home, go back to the back of the house and TAKE TIN CANS and TAKE JAM JARS, then RUN. You will then need to go east from the chalk pit until you reach the fence, then drop enough items until you have only two items in your inventory. (You can only carry up to five things, and if you're carrying more than two, you won't be able to climb the fence.) CLIMB FENCE, then drop what you have left and CLIMB FENCE again. Take what you left earlier and CLIMB FENCE, then get the rest of your stuff and go WEST to Stig's house. (For the record, you should have the tin opener, the cart, the jam jars and the tin cans when you get there.)
Along the way, there is an area of the dump where you can find a piece of bedstead. (This screen has a lot of white in it, along with some green, red and black.) Even though Barney uses it in the book, you're not even required to use it in the game. Go SOUTH on this screen to go to the ash tree. You can also find some clay here. GET CLAY, then go NORTH and then keep going WEST until you enter Stig's house.
When you enter Stig's house, Stig will be there. It's time to make a window and a chimney, and we will start with the chimney first. For this, you'll need the tin opener and the tin cans. GIVE TIN OPENER and GIVE TIN CANS to Stig, as Barney did this in the book. Stig will make a tube with the cans. TAKE TUBE. From here, go WEST, and you will be in a very white room. There will be a bath in the room. TAKE BATH, then either MAKE STOVE or MAKE CHIMNEY. Regardless of which command you use, you'll make the chimney.
For the window, you'll need the jam jars and the clay. Go back to the white room in the WEST and DIG CHALK WALL. The walls here are made of chalk, and despite Barney using the piece of bedstead to make the hole, you don't need the piece of bedstead in the game (despite what I say in the video for Part Two of the Let's Play). Barney will dig a hole in the wall, and you'll have a pile of chalk. USE CART to collect the chalk, and you'll end up in the dump outside of Stig's home. DROP CART, then go back to Stig's house. Since you have a hole in the wall, MAKE WINDOWS. You'll make the windows.
Once you've made the windows and the chimney, Stig's home will no longer be dark and smoky, and Stig will give you something in return. It will also be late, and you will be tired. Check your INVENTORY. You'll find an arrow head (called "*ARROW*" in the inventory). You'll also find out that you got chalk dust (called "chalk" in the inventory) all over yourself from digging that hole in the chalk wall, and if you go back home with chalk dust all over you, Grandma will ground you and the game is over. USE BRUSH to clean the chalk off of yourself, then head back home. (Thankfully, you can RUN back to the chalk pit and go SOUTH from there.) Go back UP to your room, then go UP to the beam in the ceiling and DROP ARROW. Go DOWN, then go WEST to the bed and SLEEP. This ends the second chapter.
Chapter 3
WAKE UP and GET OUT OF BED. Go DOWN, then go EAST and GET MATCHES. From here, go IN the shed (you can also "ENTER SHED" at the shed to go in). GET STEEL AXE, GET ROPE, and GET SAW. Go to the fence, and prepare to drop two things, CLIMB FENCE, drop what you have left, CLIMB FENCE again, grab what you dropped the first time, CLIMB FENCE a third time, and get what you dropped on the other end. (You should have the matches, the steel axe, the rope and the saw at the dump on the way to Stig's house.)
Go back to where the bedstead was (the white, green and red screen in the dump area) and go SOUTH to return to the ash tree. Go UP to climb the ash tree, then TIE ROPE. Go back DOWN, then go to Stig's house. He will seemingly not be at home, but if you go to the white room from earlier, there will be a pile of leaves. LOOK LEAVES, and you will find Stig, who is not well. From here, go back to the ash tree. If Stig wanders off (the game tells you if he does), go back to Stig's home and GET STIG so you can take him back to the ash tree, as you'll need two people to do what you need to do, just like in the book.
At the tree, SAW TREE, then CHOP TREE. Fortunately, you only need Stig to use the saw on the tree. From here, PULL ROPE until the game tells you that the ash tree has crashed to the ground (which happens after you type "PULL ROPE" and press Return three times), then CHOP LOGS. TAKE LOGS, then TAKE TWIGS and DROP SAW. You'll need the twigs to start a fire, and you won't need the saw anymore. From here, go NORTH, then EAST, and GET NEWSPAPER. You'll need the newspaper to start a fire.
Go back to Stig's house. You should have the matches, the twigs and the newspaper in your INVENTORY at this point. MAKE FIRE, then LIGHT FIRE. Stig will get better, and he will bring some chestnuts to warm up. EAT CHESTNUTS with Stig. You'll also find out that the spear (spelled "*SPEAR*" in the room description) will be available as soon as Stig brings out the chestnuts. It will also be late, and you will be tired. TAKE SPEAR, then TAKE LOG to get a burning log from the fire, as it will be pitch black outside and you won't be able to see without a torch. The burning log will work as a torch.
From here, you won't be able to RUN to take a shortcut to the talk pit north of home, so you'll have to take the long way. At the fence, drop everything in your inventory except the torch. The burning log and the spear should be the only things you have in your INVENTORY, so check to see if they are. If they are, you can climb the fence and make the long trek back home.
This step is crucial. When you are in the front garden, DROP LOG and go SOUTH. If you enter the dining room with the torch, Grandma will scold and ground you, and the game will be over before you can put the spear in the beam in the ceiling back in your room. Thankfully, you'll be able to go south and enter the house even without a torch. From here, go UP to your room, then go UP at the wardrobe and DROP SPEAR. You'll drop the last treasure and you'll beat the game! Well done!
(click the pic to enlarge)
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