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Key & Compass presents:
Adoo's Stinky Story
by B. Perry

Adoo's Stinky Story is a Z-machine interactive fiction game written with Inform 6 and is © 2003 by B. Perry. It was an entry in IF Comp 2003 where it took 17th place.

In this game, you play as a university student named Adoo, back home for an extended break. But your childhood home is in danger! Your parents have put their house up for sale! To stop any possible sale, you must build a massive stink bomb! The smell will keep buyers away, but how does one build a stink bomb?

This solution is by David Welbourn, and is based on Release 2 of the game.

SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.


Map

Family Room ComputerRoom Kitchen DiningRoom Hallway Outsidethe House LivingRoom MasterBedroom Jim'sRoom Bathroom Upstairs Your Room Attic u d d u

Walkthrough

Your Room

To get full points, you must put a letter into the mailbox before the mailman arrives as early as turn 25, so get that done first. The letter's inside your desk.

> x me. take backpack.

> open desk. take letter. x it.

> w. d.

Hallway

> open front door. e.

Outside the House

Keep the front door closed so your dog, Jenny, doesn't escape. If your Dad locks the door on you, there's a spare key underneath the mat, but I'm hoping you won't need to worry about either Jenny or the key.

The flag on the mailbox is already raised, so don't mess with it unnecessarily.

CAUTION: After the mailman delivers the mail, don't open the mailbox again until Dad has given you the unopened letter. Whoever opens the mailbox first will be blasted with sneezing powder, and you don't want it to be you.

> close door. open mailbox.

> put letter in mailbox. (+2)

> close mailbox.

> x mat. (XYZZY)

> open door. w.

Hallway

> close front door.

Okay, you can relax a bit.

> x me. x backpack. wear it. open it.

> n.

Kitchen

There's a lot in the kitchen, and you do want to talk to Mom, but you should really talk to Dad in the computer room next.

> w.

Computer Room

> x Dad. x diskettes. x computer. x desk.

> ask Dad about stink bombs. (+9)

> ask Dad about sweat. ask Dad about fur.

> ask Dad about egg. ask Dad about music.

While Dad is checking the mail, you can try opening the desk.

> open desk. take key. (You don't need the old batteries.)

> play computer.

> n.

Family Room

Around this time, or soon, you'll get 2 points for the mailman picking up your letter.

> x music CD. take it.

> x center. x games. x TV. x couch.

> s. e.

Kitchen

> x Mom. ask Mom about dinner. ("Go set the table")

> x table. (She means this table.)

> x meat. ask Mom about meat.

> x pantry. open it. take all from pantry.

> put silverware and plates on table. (+6; Mom puts the knife down and starts wandering.)

> x knife. take it. (Leave the meat where it is for now.)

> x fridge. open it. take all from fridge.

> close fridge. close pantry.

> put eggs in pack.

> eat cookies. drink milk. eat grapes.

> x counter. x board.

> sw.

Dining Room

> x table. x chair. s.

Living Room

> x pictures. x baby piano. x older piano.

> e. s.

Master Bedroom

> x mirror. x bed.

> n. u. e.

Your Room

> x books. x clothes. x window. x TV.

> x bed. x homework.

> w. w.

Bathroom

> x medicine. take it. put it in pack.

> e.

Upstairs

> open Jim's door. (no: locked)

> open attic door. u. (+5)

Attic

> x box. open box. (+8; using the knife)

> take batteries. x them.

> put batteries, knife in pack.

> x pink. (insulation)

> d. d.

Hallway

Wait for Dad to arrive. He should be coming in from outside very soon, sneezing, after he checks the mail.

> z. (Repeat waiting until Dad hands you a letter.)

> x letter. open letter. read note. (Brad hid a tree vaporizer in the pink junk in the attic.)

> u. u.

Attic

> search pink. take gun. (+10)

> shoot gun. (Nothing happens.)

> take red. put red in gun.

> d.

Upstairs

Jim periodically leaves his room looking for a snack and leaves his door unlocked then, but vaporizing his door is much more satisfying and earns you more points.

> shoot Jim's door with gun. (+6; his door is gone)

> n. (+8)

Jim's Room

If Jim's here, he may try to turn on the stereo immediately after you turn it off. Be persistent. He doesn't always turn it back on, and he can't once the stereo is open.

> x socks. smell socks. take socks. put socks in pack.

> x stereo. (No volume control. Just on or off.)

> look in it. (has a punk rock CD)

> turn off stereo. (Repeat, if necessary.)

> open stereo. take rock CD.

> put music CD in stereo. (+12)

> close stereo. (Jim turns it back on again.)

> x Jim. x shirt. x pajamas. x shorts.

> s. d. n.

Kitchen

> pour bottle on meat. (+4)

> take meat.

Okay, you need to find Jenny. If you've got the treats directly in hand, she should be following you already.

(Jenny's location)

> give meat to Jenny. (+5)

Follow Jenny and wait for her to yawn and fall down. Don't worry, the medicine won't hurt her and she wakes up again sooner than you'd expect.

> take fur. (+10)

Return to the kitchen.

Kitchen

> put fur on board. (+3)

> take egg. put egg on board. (+3)

> take socks. put socks on board. (+3)

> take rock CD. put it on board. (+3)

> shoot board with gun. (+1; the stink bomb activates)

*** You have won ***


Extras

Characters

Mentioned:


Inventory


Score

The response to SCORE is:

You have so far scored your-score out of a possible 100, in several turns, earning you the right to be known as ranking-name.

Points are awarded (or deducted) as follows:

The known ranking-names are:


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