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< Grange Hill
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Grange Hill title screen (ZX Spectrum).png

You will first have to connect your Sinclair ZX Spectrum, Amstrad CPC, or Commodore 64 and cassette recorder to your television, then switch all three of them on; once you've done so, you will have to place the cassette of Argus Press Software's Binary Design-developed 1987 adventure game Grange Hill into the recorder, type LOAD "" (without leaving a space between the quotation marks), then press Enter to load the program into the console. All three versions require you to press the menu key (ZX: M, CPC and C64: Space) to start - and once you have done so, the first screen will appear:

"IT'S YOUR OWN FAULT GONCH,"
SAYS HOLLO. "YOU SHOULDN'T
HAVE HAD IT ON IN CLASS." YOU
KNOW HE IS RIGHT BECAUSE THIS
IS THE SECOND TIME YOU'VE HAD
YOUR WALKMAN CONFISCATED. AND
WHAT DID YOUR MUM SAY THEN?
THIS TIME SHE'LL KILL YOU!

The text "<<MORE>>" will be flashing at the bottom of the screen's lower half, and once you have pressed the menu key again, the text in it will scroll up as Gonch (the taller Grange Hill pupil, who is under your control) and Hollo (the shorter pupil) appear in the screen's upper half; at this point, the clock in the bottom-right corner of the screen (which starts at 15:50, twenty minutes after the school has closed for the day) will start, but it runs four times faster than a real clock, which means you will have 2:02:30 to retrieve the Walkman from the school and return home with it without getting killed in some way:

YOU TURN ON YOUR HEEL. "WHERE
ARE YOU GOING?" ASKS HOLLO.
"BACK TO SCHOOL TO GET MY
WALKMAN BACK!" "WHAT! BUT THE
SCHOOL'S LOCKED". "I'M GOING
TO BREAK IN," YOU SAY. "THEN
I WANT TO BE THERE TO SEE IT!"
SAYS HOLLO, FOLLOWING.
GH Neighbourhood Map.png

Gonch (and Hollo) begin on the second screen of the third row of the above map; you shall first have to walk to the right onto the third screen, jump over the loose paving stone (if Gonch trips over it he will die), walk to the right onto the fourth screen, drop down through the gap in the pavement to the third screen of the fifth row, walk back to the left onto its second screen, climb up the ladder to the fourth row's first screen, jump back to the left and bring up the menu. You'll now have to select Pick Up followed by History Book to pick up the history book - and once you have done it, you will have to retrace your steps back down to the bottom of that ladder, walk back to the left onto the fifth row's first screen, and bring up the menu again. You will then have to select Use followed by History Book; when asked "WHAT DO YOU WANT TO DO?" you will have to type in "STAND ON BOOK". When confirmed, the text "YOU CAN NOW REACH THE PLANE. OK, YOU GOT IT." shall appear on the screen, as the paper plane disappears into Gonch's inventory - and you'll now have to retrace your steps back right to this row's third screen as Hollo drops down to it, then continue to the right onto its fourth screen.

If you bring up the menu on this screen and select Talk followed by Pusher, the game will say Just say no! (a reference to Zammo's heroin addiction in the show); you then have to type in "NO" and confirm it in order to continue (because if you type in "YES" and confirm it, Gonch will die). Regardless of whether you do this or not, you'll have to bring up the menu on this screen anyway, and select Pick Up followed by Chair Leg to pick up the chair leg - and once you've done so, you will have to walk back to the left onto this row's third screen, climb back up to the third row's fourth screen, jump back to the left onto the pavement, and retrace your steps back to that row's second screen (jumping over the loose paving stone again). You will then have to climb up that phone box to the first row's first screen, jump to the right onto the wall, walk to the right onto the row's second screen, jump over a gap in the wall (if Gonch falls down it, he will be trapped there), walk to the right onto the row's third screen, and drop down off the wall onto the second row's third screen; once you've done so, you will have to walk back to the left onto the row's second screen, bring up the menu, and select Pick Up followed by Fishing Rod to pick up the fishing rod. You'll then have to walk back to the right onto the row's third screen, climb back up the wall to the first row's third screen, and retrace your steps back down to that fifth row's fourth screen (jumping back over the gap in the wall and the loose paving stone once again) - and once you have done so you will have to walk to the right onto its fifth screen (but not into the water, as Gonch cannot swim). You will then have to bring up the menu, and select Use, followed by Fishing Rod; when asked "WHAT DO YOU WANT TO DO?", you must type in "FISH BONE". When confirmed, the text "OK, YOU GOT IT." will appear on the screen, as the bone disappears into Gonch's inventory - and you then have to retrace your steps back up to that second row's third screen (jumping back over that loose paving stone and the gap in the wall yet again), bring up the menu, and select Give, followed by Bone and Rolf (the dog). The text "ROLF BARKS HAPPILY AND RUNS OFF WITH HIS BONE." will then appear on the screen as he disappears; you will now have to walk to the right onto the row's fourth screen, bring up the menu, and select Pick Up followed by False Teeth to pick up the false teeth (and as mentioned on the previous page, Gonch must not drop these, or give them to another character, at any time).

You'll then have to walk to the right onto this row's fifth screen, bring up the menu, and select Pick Up followed by Glass Eye; once you have done so, you'll have to bring up the menu again, and select Use followed by Paper Plane. When asked "WHAT DO YOU WANT TO DO?", you will have to type in "THROW PLANE AT MATCHES" - and when it is confirmed the text of "OK, YOU GOT IT." will appear on the screen as the matches disappear into Gonch's inventory. You will now have to climb up the fence to be warped down to the fifth row's eighth screen; once you have done so you will have to jump to the right onto the row's ninth screen, bring up the menu, and select Drop followed by History Book. You shall now have to bring up the menu again and select Drop followed by Fishing Rod - and once you have done so, you shall have to bring up the menu for a third time and select Pick Up followed by Dead Cat to pick up the dead cat. You must now walk back left onto the row's eighth screen, jump back to the left onto its seventh screen, bring up the menu, and select Give followed by Dead Cat and Imelda (the female Grange Hill pupil, who is after Gonch for tipping his dinner over her earlier in the day); once you have done so, the text of "AAAARRGH! YOU'RE DISGUSTING! I'M OFF!" shall appear on the screen as she disappears.

You then have to jump back to the left onto the row's sixth screen, jump back to the left over the bollards onto the row's fifth screen, bring up the menu, and select Pick Up followed by Candle to pick up the candle - and once you have done so, you shall have to retrace your steps back to the row's ninth screen, jump to the right onto its tenth screen, jump to the right over another loose paving stone, walk to the right onto the row's eleventh screen, climb up a telegraph pole to the fourth row's second screen, jump right onto the wall, walk to the right onto the row's third screen, jump over a gap in the wall, walk to the right onto the row's fourth screen, and drop down off the wall onto that fifth row's thirteenth screen. You'll then have to walk to the right onto the row's fourteenth screen, bring up the menu and select Use followed by Chair Leg; when asked "WHAT DO YOU WANT TO DO?", you will have to type in "BREAK LOCK", and when confirmed, the text "THE LOCK BREAKS AND FALLS OFF." will appear on the screen. You'll then have to bring up the menu again, and select Drop followed by Chair Leg - and once you have done so, you will have to walk to the right onto the row's fifteenth screen (the school's boiler room), bring up the menu, and select Use followed by Matches. When asked "WHAT DO YOU WANT TO DO?", you shall have to type in "LIGHT CANDLE"; when confirmed, the text "OK, IT'S LIT." will appear on the screen. You must then walk to the right onto this row's sixteenth screen (entering the school's ducting system), and drop down through a gap in the floor to the sixth row's first screen (where Hollo is waiting for you) - and to get him to follow you, you will have to type in "COME ON HOLLO" and confirm it four times (for every time, one of the three texts of "ALRIGHT, GONCH.", "OK, GONCH.", or "I SUPPOSE SO." shall appear on the screen, but only on the fourth occasion will he get behind Gonch and follow him).

You will now have to walk to the right onto the row's second and third screens in turn, climb up a ladder to the fifth row's eighteenth screen, jump to the right onto this row's nineteenth screen, climb up a ladder to the fourth row's eighth screen and the third row's tenth one in turn, climb up a ladder to the second row's ninth screen, and walk back to the left onto its eighth screen (through the grille above them, Gonch and Hollo can see the staff room, but the catch is locked); Hollo has the key, and to get him to give it to you, you will have to type in "GIVE ME KEY" and confirm it (once you have done so, the text "HERE YOU ARE THEN, GONCH." will appear on the screen). You will then have to climb up a ladder to that first row's sixth screen (the staff room, from which Gonch automatically retrieves the Walkman from the table it is lying on, but he can now hear an alarm from outside) - and once you have done it, you'll have to retrace your steps back down to the second row's ninth screen, climb up a ladder to the first row's seventh screen, walk to the right onto its eighth screen and drop down through an invisible hole in the ground to the second row's tenth screen. You now have to drop down a ladder to the third row's eleventh screen, the fourth row's ninth one, and the fifth row's twentieth one in turn, retrace your steps back down to the sixth row's second screen, climb up a ladder to the fifth row's seventeenth screen and the fourth row's sixth one in turn, jump back to the left onto the row's fifth screen, and drop down through an invisible hole in the ground to the fifth row's sixteenth screen; once you've done so, you'll have to retrace your steps back to the fifth row's eighth screen (jumping back over that second loose paving stone again), climb up the fence to get warped back up to the second row's fifth screen, retrace your path back down to the third row's second screen and walk back to the left onto its first screen (Gonch's home):

"HELLO MUM," YOU SMILE.
"BEFORE YOU ASK, LOOK."
YOU POINT AT YOUR WALKMAN.
"OH THAT," SHE REPLIES. "I'D
FORGOTTEN ABOUT THAT THING."
YOUR HEART SINKS.
"BUT THAT REMINDS ME," SHE
CONTINUES,

The text of "<<MORE>>" shall be flashing at the bottom of the screen's lower half, and once you have pressed the menu key, the text in it shall scroll up:

"THE SCHOOL ASKED ME TO FILL
IN A FORM FOR THE INSURANCE
ON THE ONE YOU HAD STOLEN.
THEY NEED IT TOMORROW."
YOU FEEL SICK - IT MEANS YOU
MUST RETURN THE FORM TO
SCHOOL.

The text "<<MORE>>" will again flash at the bottom of the screen's lower half, and once you press that menu key again, the text in it will again scroll up:

AND WHEN YOU DO, THE STAFF ARE
BOUND TO REMEMBER THE OTHER
WALKMAN BEING CONFISCATED.
THEY'LL NOTICE IT'S GONE, TOO.
AND WHO WILL THEY SUSPECT?
YOUR ONLY HOPE IS TO BREAK IN
AND PUT IT BACK BEFORE
MORNING.

The quarters of the screen shall then fly off it diagonally, after which the game returns to the start screen and remains there until you turn off the console.