A half-striped zebra is blamed for the drought and leaves his herd in search of his missing stripes. He is joined on his quest by an overprotective wildebeest and a flamboyant ostrich; they defeat the tyrannical leopard and save his herd.
Dug, along with his sidekick Hognob, unite a cavemen tribe to save their hidden valley from being spoiled and, all together as a team, to face the menace of a mysterious and mighty enemy, on the turf of an ancient and sacred sport.
Gromit’s concern that Wallace is becoming too dependent on his inventions proves justified, when Wallace invents a “smart” gnome that seems to develop a mind of its own. When it emerges that a vengeful figure from the past might be masterminding things, it falls to Gromit to battle sinister forces and save his master… or Wallace may never be able to invent again!