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Hugo II: "Whodunit?"
Walkthrough and List of Points


Following the instructions in this list of points should get you all
the way through Hugo 2: "Whodunit?", from Hugo's sudden disappearance
to the surprise ending.  In a few cases, it is helpful to have "pre-
pared commands.  Type the commands while you are moving, or you may be
able to type while on the previous screen, then hit <CR> as soon as
you are in the new screen.  


Parlor            --   --   Go upstairs to third bedroom (you can't do
                               anything else)

Bedroom            3    3   Hugo takes yellow book and disappears
                   5    8   Look through keyhole
                   3   11   Take yellow book and go through bookcase

Study              1   12   Talk to bird (who saw murder)
                   5   17   Take matches
                   5   22   Use telephone (with no result)
                  10   32   Enter dumbwaiter

Baby's Room       --   --   (Nothing but the author's little joke)

Kitchen            5   37   Take garlic

Venus Fly Traps   15   52   Get magnifying glass
                  --   --   (Find your way through the venus fly
                               traps.  It is a roundabout route. 
                               Exits return to house and gate.)

Gardener's Shed   15   67   Eat Garlic (to get rid of gardener)
                               Red button  -- Overhead light 
                               Yellow button -- Gate lights
                               Green button -- Bug light at bees (you
                                   must see it first)
                  10   77      Blue button -- Gate to maze (you must
                                   see it first)
                  --   --   Go right to gate and maze.  (If gate is
                               not open, return to shed and push blue
                               button again.)

Maze              10   87   Get gun
                   5   92   Get bell (good to call for help)
                  15  107   Get bottle (contains serum)

Bridge             5  112   Get catnip (sprigs by path)
                  --   --   Drop matches, take a step, pick up the
                               matches, repeat until over bridge
                  --   --   Go right

Bees              --   --   Stop when you enter area, then return to
                               gardener's shed.  (Note:  Drop matches
                               before you recross bridge, and pick
                               them up again later.)

Gardener's Shed   10  122   Push green button

Bees              --   --   Wait for bees to fly to light, then walk
                               through. 

Old Man            5  127   Hit old man for asking dumb questions
                               (automatic)
                            Leave at right; Prepare for next scene

Snake             15  142   "Drink serum" -- prevents or cures snake
                               bite  
                            Leave to right

Doghouse           5  147   Get stick
                   5  152   Throw stick (dog runs after it)
                  --   --   Get dynamite from doghouse
                  --   --   Return to snake area (dead end)

Snake             --   --   Go south

Phone Booth       --   --   Read wall across street
                   5  157   Enter phone booth (call police, meet in
                               living room of house at 6:00)
                  15  172   Dial 1-800-333-HUGO

Underground       10  182   Shoot robot (prepare while scene is
                               forming)
                  --   --   Walk into underground area
                  15  197   Meet doctor, who gives you screwdriver
                               (automatic)
                  --   --   Return via phone booth, snake, old man,
                               then down

Well               5  202   Climb down rope
                  --   --   Place dynamite (near pile of rocks)
                  --   --   Light dynamite -- then . . .
                  20  222   Climb rope (type as you walk left)
                  --   --   Climb down rope after blast and walk into
                               cave

Left Cave         10  232   Get lamp

Center Cave       --   --   Cross chasm by walking along front of
                               screen (can not be done after you have
                               met genie)
                   5  237   Get banana

Right Cave         9  246   Rub lamp
                  --   --   Talk to genie
                   7  253   Give banana (he will open trap door)
                  --   --   Climb ladder through trap door into house

Room with Safe     1  254   Look at mouse hole (bite is no problem)
                   8  266   Open safe with screwdriver
                   5  271   Take will (automatic)
                   8  279   Read will

Dining Room       --   --   Go right to cat room

Cat Room          --   --   Rub catnip on bell
                   5  284   Give bell to cat

Dining Room       --   --   Take album -- before maid returns
                   5  289   Look at album

Kitchen            5  294   (automatic)

Music Room         5  299   Talk to Harry

Hester's Room     15  314   Read letter -- while Hester is pouring
                               drink.  (This must be done on your
                               first trip to room.) 

                            Note:  Some of these activities must be
                            performed to cause the policeman to
                            arrive.  If they are not done, you can not
                            play out the end of the game.  I do not
                            know which ones they are, except for the
                            one that I had to find to end my own game.

Living Room       --   --   Policeman assembles everyone in game (in-
                               cluding genie and snake)
                   1  315   Answer "whodunit" question correctly

Hugo, in Laundry   5  320   Take pencil
                   5  325   Take newspaper
                   1  326   Read newspaper
                  --   --   (Note: The answer is "herring," as in red. 
                               Ha, ha.)
                   7  333   Slide paper under door
                  12  345   Push pencil through keyhole
                  --   --   Get out of room (automatic)

In Hallway        --   --   (automatic)

                            Note:  This gives you 345 out of 350
                            points.  You can get 5 more points if you
                            take the bell back after the cat uses it. 
                            I presume this accounts for the last 5
                            points.


I would like to acknowledge the help of Bob Anderson and Charles
Freeman in getting through the game.  

                               --  Roger Wollstadt