166 lines
6.9 KiB
Solidity
166 lines
6.9 KiB
Solidity
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Hugo II: "Whodunit?"
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Walkthrough and List of Points
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Following the instructions in this list of points should get you all
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the way through Hugo 2: "Whodunit?", from Hugo's sudden disappearance
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to the surprise ending. In a few cases, it is helpful to have "pre-
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pared commands. Type the commands while you are moving, or you may be
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able to type while on the previous screen, then hit <CR> as soon as
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you are in the new screen.
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Parlor -- -- Go upstairs to third bedroom (you can't do
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anything else)
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Bedroom 3 3 Hugo takes yellow book and disappears
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5 8 Look through keyhole
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3 11 Take yellow book and go through bookcase
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Study 1 12 Talk to bird (who saw murder)
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5 17 Take matches
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5 22 Use telephone (with no result)
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10 32 Enter dumbwaiter
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Baby's Room -- -- (Nothing but the author's little joke)
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Kitchen 5 37 Take garlic
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Venus Fly Traps 15 52 Get magnifying glass
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-- -- (Find your way through the venus fly
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traps. It is a roundabout route.
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Exits return to house and gate.)
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Gardener's Shed 15 67 Eat Garlic (to get rid of gardener)
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Red button -- Overhead light
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Yellow button -- Gate lights
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Green button -- Bug light at bees (you
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must see it first)
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10 77 Blue button -- Gate to maze (you must
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see it first)
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-- -- Go right to gate and maze. (If gate is
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not open, return to shed and push blue
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button again.)
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Maze 10 87 Get gun
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5 92 Get bell (good to call for help)
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15 107 Get bottle (contains serum)
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Bridge 5 112 Get catnip (sprigs by path)
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-- -- Drop matches, take a step, pick up the
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matches, repeat until over bridge
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-- -- Go right
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Bees -- -- Stop when you enter area, then return to
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gardener's shed. (Note: Drop matches
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before you recross bridge, and pick
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them up again later.)
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Gardener's Shed 10 122 Push green button
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Bees -- -- Wait for bees to fly to light, then walk
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through.
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Old Man 5 127 Hit old man for asking dumb questions
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(automatic)
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Leave at right; Prepare for next scene
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Snake 15 142 "Drink serum" -- prevents or cures snake
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bite
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Leave to right
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Doghouse 5 147 Get stick
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5 152 Throw stick (dog runs after it)
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-- -- Get dynamite from doghouse
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-- -- Return to snake area (dead end)
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Snake -- -- Go south
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Phone Booth -- -- Read wall across street
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5 157 Enter phone booth (call police, meet in
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living room of house at 6:00)
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15 172 Dial 1-800-333-HUGO
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Underground 10 182 Shoot robot (prepare while scene is
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forming)
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-- -- Walk into underground area
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15 197 Meet doctor, who gives you screwdriver
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(automatic)
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-- -- Return via phone booth, snake, old man,
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then down
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Well 5 202 Climb down rope
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-- -- Place dynamite (near pile of rocks)
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-- -- Light dynamite -- then . . .
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20 222 Climb rope (type as you walk left)
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-- -- Climb down rope after blast and walk into
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cave
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Left Cave 10 232 Get lamp
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Center Cave -- -- Cross chasm by walking along front of
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screen (can not be done after you have
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met genie)
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5 237 Get banana
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Right Cave 9 246 Rub lamp
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-- -- Talk to genie
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7 253 Give banana (he will open trap door)
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-- -- Climb ladder through trap door into house
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Room with Safe 1 254 Look at mouse hole (bite is no problem)
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8 266 Open safe with screwdriver
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5 271 Take will (automatic)
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8 279 Read will
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Dining Room -- -- Go right to cat room
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Cat Room -- -- Rub catnip on bell
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5 284 Give bell to cat
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Dining Room -- -- Take album -- before maid returns
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5 289 Look at album
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Kitchen 5 294 (automatic)
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Music Room 5 299 Talk to Harry
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Hester's Room 15 314 Read letter -- while Hester is pouring
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drink. (This must be done on your
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first trip to room.)
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Note: Some of these activities must be
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performed to cause the policeman to
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arrive. If they are not done, you can not
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play out the end of the game. I do not
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know which ones they are, except for the
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one that I had to find to end my own game.
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Living Room -- -- Policeman assembles everyone in game (in-
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cluding genie and snake)
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1 315 Answer "whodunit" question correctly
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Hugo, in Laundry 5 320 Take pencil
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5 325 Take newspaper
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1 326 Read newspaper
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-- -- (Note: The answer is "herring," as in red.
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Ha, ha.)
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7 333 Slide paper under door
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12 345 Push pencil through keyhole
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-- -- Get out of room (automatic)
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In Hallway -- -- (automatic)
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Note: This gives you 345 out of 350
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points. You can get 5 more points if you
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take the bell back after the cat uses it.
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I presume this accounts for the last 5
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points.
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I would like to acknowledge the help of Bob Anderson and Charles
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Freeman in getting through the game.
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-- Roger Wollstadt
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