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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