20120114:
The Dig is a point-and-click graphic adventure game. The game started off slow, but the became interesting as soon as the story became interesting.
Playing until I got stuck, I'm now at a point where I assume the four symbols depicted on the purple rod should be entered on one of the panels and thus opening a door. But there are several doors and the entry process is rather slow. I've tried entering the code on all the doors, but maybe they're in the wrong direction. However, I don't want to try entering them in the opposite direction at the moment, so I decided to save the game and stop playing.
On a Mac, I found that all the menu options are found in the menu bar at the top (where the toolbar options for any Mac application is found). From there press save and choose a file to save the game to. Just remember where you saved your game so that you can load it next time you play. The file is about 500 KB.
From what I can recall, the only other point-and-click graphic adventure games I've played are Loom (1990), Sam & Max Save the World Episode Four "Abe Lincoln Must Die" (2007), and, when I was a kid, Mixed-Up Mother Goose (1987). By recommendation, I also own other point-and-click graphic adventure games, but I have yet to play them.
So far, I don't enjoy The Dig as much as Loom or Sam & Max Season One Episode Four, but that might be a premature statement.
20240418 Snapshot:
Steam Game Time: 5.3 hours (cumulative game time) / 5h 16m (Playnite)
Last Played: 20140813
20240418:
Today I played the game from the beginning and I also got stuck at the same as above. One distinction is that I reasoned the order must be correct because of the orientation of the first shape. Otherwise, I also entered the code on all the doors to no avail. I did retrace my steps several times but rather than stop playing, I used a walkthrough on Steam to learn the next step. Apparently fixing the fallen lens is what's needed and to do so one needs to understand the control panel that's in that room. In my defense, the game developers made that puzzle extra difficult because they separated the button that activates the instructions on the control panel to a completely different panel.
I played until just a little after meeting back up with Maggie Robins in the "Library"; collected second rod in the "Museum"
Steam Game Time: 8.2 hours (cumulative game time) / 2.9 hours (session game time)
20240419:
Gameplay Log:
Realized that needing an extra person to open the door meant trying to resurrect Brink with the life crystals
Interestingly, not long after, Brink runs off
Steam Game Time: 9.4 hours (cumulative game time) / 1.2 hours (session game time)
20240420:
Gameplay Log:
Stuck.
Steam Game Time: 9.7 hours (cumulative game time) / 0.3 hours (session game time)
20240421 Comment:
As I was stuck, I looked at the same Steam guide walkthrough I looked at before. I learned that I need to unlock the light bridge. I decided, however, not to read how to do it. With that being said, I knew it had to do with the panel that's next to the Museum and sea monster.
At this point in the game, I would rate it a 3.0 out of 5. The game has a great story, but the puzzles are mostly terrible and moving around can be a pain.
Rating: 3.0/5
20240427:
Gameplay Log:
After a try, I decided to use the guide for the light bridge. Apparently what I was missing: hold the switch down.
However, apparently the light bridge seems, at least for now, to be a convenience for travel. It does not progress the story, so I read more of the walkthrough. Apparently, earlier in the game I reconstructed the bones, brought it to life, and then figured I need a way to poison it. The actual solution, however, requires using the canister, which is an explosive devise, with the reconstructed bones. Also, what I learned from the walkthrough that would have helped the first time I reconstructed the bones is that there is a fossil nearby showing the order of the parts. I had managed to reconstruct the bones without it.
I next got stuck at a puzzle with a small creature. Referring back to the walkthrough, I inadvertently read that after successfully crossing the water chasm, a bridge can be made from the other side by using the shovel. Though a relatively innocuous reveal.
In any case, the walkthrough referred to a dowel, which I did not have. I think one aspect that is stupid about this game is the number of long stick-like objects in the inventory and the number of holes in the game. It makes for puzzle solving such a pain. In any case, I eventually spotted the dowel but I wouldn't have found it if I hadn't read about it, because it blends in with the background.
Note that while reading the above, I inadvertently read about using the bracelet. I think, however, I would have figured that out as the player character makes a comment that hints at doing so.
I went to the airlock area and inserted the blue rod. Then all the crystals became lifeless.
While writing out entries to this Gameplay Log, I inadvertently read how to use the twin sceptres. Apparently they can be used on the faint light in the ceiling. Reading further into the walkthrough, apparently the goal is to make all the crystals in the airlock area shine. They will shine when the rods are at the correct height (probably different heights for each crystal). [yes, different heights for each crystal]
After meeting Brink, I read the walkthrough to learn there was a stone plate across from a wilted tree. The walkthrough didn't say, but I inserted the blue crystal from early in the game to light up the room. However, nothing else seems to happen.
I revisit the walkthrough which talks about the other door. Throughout the game I kept trying to use the wire but apparently the wire can't be connected to anything. And according to the walkthrough the key is the tusk... Now... out of all the items... why the tusk?. Absolutely terrible puzzle. [apparently the tusk to open the panel, but why not the shovel?]
I decide to play around in the planetarian. I revisit the musuem to learn what the display there was saying about the moons. I managed to make progress and get trapped by the critter.
I read that the panel in the ruins looking area is unlocked with the code from the red engraved rod. I suppose trying all the sequences from all the rods would have been something I tried except it's such a slow process... [while looking for Maggie I tried code from another rod and it showed something; I guess each code will show something]
Up to this point, I've done several things right with the tomb. I learned from the walkthrough that now I can step on a panel on the floor in the tomb marked by two moons to open the shutter. However, to keep the panel depressed, I'll need the rod from the map spire. Seems like a random item to use though. Very poor puzzle in regards to the item that provides the solution.
Once the panel is being held down, the walkthrough informed me to go back outside.
Apparently (I learned from the walkthrough after wandering aimlessly looking for Maggie) that there's an area called the nest to the left of the cavern (in the map spire)... I hate how it's not obvious that that's a direction to go
So I went to the beach and there was new dialogue now that Maggie was with Low. However, I tried a few items with the light and nothing seemed to work. The walkthrough informed that the player needs to show Maggie the tablet
Too lazy to walk around and figure out the missing piece I looked at the walkthrough. It said to talk to the inventor.
I sort of tried looking for the place shown in the panel of the map but after some wandering I decided to read it in the walkthrough.
So there's a monster on the light bridge and I tried to turn the bridge off but it didn't seem to work. I read the walkthrough and it just said what I already tried. So I tried again but this time I quickly turned it off after the monster left and that did the trick
Steam Game Time: 15.5 hours (cumulative game time) / 5.8 hours (session game time)
The Dig (PC) (1995)
Relevant Links:
The Dig (Wikipedia.org)
The Dig (Steam Store Page)
The Dig is a point-and-click graphic adventure game. The game started off slow, but the became interesting as soon as the story became interesting.
Playing until I got stuck, I'm now at a point where I assume the four symbols depicted on the purple rod should be entered on one of the panels and thus opening a door. But there are several doors and the entry process is rather slow. I've tried entering the code on all the doors, but maybe they're in the wrong direction. However, I don't want to try entering them in the opposite direction at the moment, so I decided to save the game and stop playing.
On a Mac, I found that all the menu options are found in the menu bar at the top (where the toolbar options for any Mac application is found). From there press save and choose a file to save the game to. Just remember where you saved your game so that you can load it next time you play. The file is about 500 KB.
From what I can recall, the only other point-and-click graphic adventure games I've played are Loom (1990), Sam & Max Save the World Episode Four "Abe Lincoln Must Die" (2007), and, when I was a kid, Mixed-Up Mother Goose (1987). By recommendation, I also own other point-and-click graphic adventure games, but I have yet to play them.
So far, I don't enjoy The Dig as much as Loom or Sam & Max Season One Episode Four, but that might be a premature statement.
20240418 Snapshot:
Steam Game Time: 5.3 hours (cumulative game time) / 5h 16m (Playnite)
Last Played: 20140813
20240418:
Today I played the game from the beginning and I also got stuck at the same as above. One distinction is that I reasoned the order must be correct because of the orientation of the first shape. Otherwise, I also entered the code on all the doors to no avail. I did retrace my steps several times but rather than stop playing, I used a walkthrough on Steam to learn the next step. Apparently fixing the fallen lens is what's needed and to do so one needs to understand the control panel that's in that room. In my defense, the game developers made that puzzle extra difficult because they separated the button that activates the instructions on the control panel to a completely different panel.
I played until just a little after meeting back up with Maggie Robins in the "Library"; collected second rod in the "Museum"
Steam Game Time: 8.2 hours (cumulative game time) / 2.9 hours (session game time)
20240419:
Gameplay Log:
Realized that needing an extra person to open the door meant trying to resurrect Brink with the life crystals
Interestingly, not long after, Brink runs off
Steam Game Time: 9.4 hours (cumulative game time) / 1.2 hours (session game time)
20240420:
Gameplay Log:
Stuck.
Steam Game Time: 9.7 hours (cumulative game time) / 0.3 hours (session game time)
20240421 Comment:
As I was stuck, I looked at the same Steam guide walkthrough I looked at before. I learned that I need to unlock the light bridge. I decided, however, not to read how to do it. With that being said, I knew it had to do with the panel that's next to the Museum and sea monster.
At this point in the game, I would rate it a 3.0 out of 5. The game has a great story, but the puzzles are mostly terrible and moving around can be a pain.
Rating: 3.0/5
20240427:
Gameplay Log:
After a try, I decided to use the guide for the light bridge. Apparently what I was missing: hold the switch down.
However, apparently the light bridge seems, at least for now, to be a convenience for travel. It does not progress the story, so I read more of the walkthrough. Apparently, earlier in the game I reconstructed the bones, brought it to life, and then figured I need a way to poison it. The actual solution, however, requires using the canister, which is an explosive devise, with the reconstructed bones. Also, what I learned from the walkthrough that would have helped the first time I reconstructed the bones is that there is a fossil nearby showing the order of the parts. I had managed to reconstruct the bones without it.
I next got stuck at a puzzle with a small creature. Referring back to the walkthrough, I inadvertently read that after successfully crossing the water chasm, a bridge can be made from the other side by using the shovel. Though a relatively innocuous reveal.
In any case, the walkthrough referred to a dowel, which I did not have. I think one aspect that is stupid about this game is the number of long stick-like objects in the inventory and the number of holes in the game. It makes for puzzle solving such a pain. In any case, I eventually spotted the dowel but I wouldn't have found it if I hadn't read about it, because it blends in with the background.
Note that while reading the above, I inadvertently read about using the bracelet. I think, however, I would have figured that out as the player character makes a comment that hints at doing so.
I went to the airlock area and inserted the blue rod. Then all the crystals became lifeless.
While writing out entries to this Gameplay Log, I inadvertently read how to use the twin sceptres. Apparently they can be used on the faint light in the ceiling. Reading further into the walkthrough, apparently the goal is to make all the crystals in the airlock area shine. They will shine when the rods are at the correct height (probably different heights for each crystal). [yes, different heights for each crystal]
After meeting Brink, I read the walkthrough to learn there was a stone plate across from a wilted tree. The walkthrough didn't say, but I inserted the blue crystal from early in the game to light up the room. However, nothing else seems to happen.
I revisit the walkthrough which talks about the other door. Throughout the game I kept trying to use the wire but apparently the wire can't be connected to anything. And according to the walkthrough the key is the tusk... Now... out of all the items... why the tusk?. Absolutely terrible puzzle. [apparently the tusk to open the panel, but why not the shovel?]
I decide to play around in the planetarian. I revisit the musuem to learn what the display there was saying about the moons. I managed to make progress and get trapped by the critter.
I read that the panel in the ruins looking area is unlocked with the code from the red engraved rod. I suppose trying all the sequences from all the rods would have been something I tried except it's such a slow process... [while looking for Maggie I tried code from another rod and it showed something; I guess each code will show something]
Up to this point, I've done several things right with the tomb. I learned from the walkthrough that now I can step on a panel on the floor in the tomb marked by two moons to open the shutter. However, to keep the panel depressed, I'll need the rod from the map spire. Seems like a random item to use though. Very poor puzzle in regards to the item that provides the solution.
Once the panel is being held down, the walkthrough informed me to go back outside.
Apparently (I learned from the walkthrough after wandering aimlessly looking for Maggie) that there's an area called the nest to the left of the cavern (in the map spire)... I hate how it's not obvious that that's a direction to go
So I went to the beach and there was new dialogue now that Maggie was with Low. However, I tried a few items with the light and nothing seemed to work. The walkthrough informed that the player needs to show Maggie the tablet
Too lazy to walk around and figure out the missing piece I looked at the walkthrough. It said to talk to the inventor.
I sort of tried looking for the place shown in the panel of the map but after some wandering I decided to read it in the walkthrough.
So there's a monster on the light bridge and I tried to turn the bridge off but it didn't seem to work. I read the walkthrough and it just said what I already tried. So I tried again but this time I quickly turned it off after the monster left and that did the trick
Steam Game Time: 15.5 hours (cumulative game time) / 5.8 hours (session game time)
The Dig (PC) (1995)
Relevant Links:
The Dig (Wikipedia.org)
The Dig (Steam Store Page)
No comments :