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Hugo 2 - Whodunit? (e)

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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  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