textfiles/adventure/hugo2.sol

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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