HUGO 2: WHODUNIT?

SOLVE

NOTE: In a few cases, it is helpful to have "prepared commands". Type the commands while you are moving, or you may be able to type while on the previous screen, then hit 'RETURN' as soon as you are in the new screen.

PARLOR: Go upstairs to third bedroom, you can't do anything else.

BEDROOM: Hugo takes yellow book and disappears (+3=3/350). Look through the keyhole (+5=8/350). Take yellow book and go through bookcase (+3=11/350).

STUDY: Talk to the bird that saw the murder (+1=12/350). Take matches (+5=17/350). Use the telephone with no result (+5=22/350). Enter dumbwaiter (+10=32/350).

BABY'S ROOM: Nothing but the author's little joke here.

KITCHEN: Take garlic (+5=37/350).

VENUS FLY TRAPS: Get magnifying glass (+15=52/350). Find your way through the venus fly traps. It is a roundabout route. Exits return to house and gate.

GARDENER'S SHED: Eat Garlic to get rid of gardener (+15=67/350). Red button - Overhead light. Yellow button - Gate lights. Green button - Bug light at bees, you must be able to see it first. Blue button - Gate to maze, you must be able to see it first (+10=77/350). Go right to gate and maze. If the gate is not open, return to shed and push blue button again.

MAZE: Get gun (+10=87/350). Get bell, good to call for help (+5=92/350). Get bottle, it contains serum (+15=107/350).

BRIDGE: Get catnip sprigs by path (+5=112/350). Drop matches, take a step, pick up the matches, repeat until over the bridge then 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: Push green button (+10=122/350).

BEES: Wait for bees to fly to light, then walk through.

OLD MAN: Hit old man for asking dumb questions, automatic (+5=127/350). Leave at right; Prepare for next scene.

SNAKE: "Drink serum" it prevents or cures snake bite (+15=142/350). Then Leave to the right.

DOGHOUSE: Get stick (+5=147/350). Throw stick and dog runs after it (+5=152/350). Get dynamite from doghouse. Return to snake area, dead end.

SNAKE: Go south.

PHONE BOOTH: Read wall across street. Enter phone booth to call police, meet in living room of house at 6:00 (+5=157/350). Dial 1-800-333-HUGO (+15=172/350).

UNDERGROUND: Shoot robot, prepare while scene is forming (+10=182/350). Walk into underground area Meet doctor, who gives you screwdriver, automatic (+15=197/350). Return via phone booth, snake, old man, then down.

WELL: Climb down rope (+5=202/350). Place dynamite near pile of rocks. Light dynamite, then wait. Climb rope, typeing as you walk left (+20=222/350). Climb down rope after blast and walk into cave.

LEFT CAVE: Get lamp (+10=232/350).

CENTER CAVE: Cross chasm by walking along front of screen. It cannot be done after you have met genie. Get banana (+5=237/350).

RIGHT CAVE: Rub lamp (+9=246/350). Talk to genie. Give banana and he will open trap door (+7=253/350). Climb ladder through trap door into house.

ROOM WITH SAFE: Look at mouse hole, the bite is no problem (+1=254/350). Open safe with screwdriver (+8=266/350). Take will, automatic (+5=271/350). Read will (+8=279/350).

DINING ROOM: Go right to the cat room.

CAT ROOM: Rub catnip on bell. Give bell to cat (+5=284/350).

DINING ROOM: Take album before the maid returns. Look at album (+5=289/350).

KITCHEN: Automatic (+5=294/350).

MUSIC ROOM: Talk to Harry (+5=299/350).

HESTER'S ROOM: Read letter, while Hester is pouring drink. This must be done on your first trip to room (+15=314/350).

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 including the genie and snake. Answer "whodunit" question correctly (+1=315/350).

HUGO, IN LAUNDRY: Take pencil (+5=320/350). Take newspaper (+5=325/350). Read newspaper (+1=326/350). NOTE: The answer is "herring," as in red, ha ha. Slide paper under door (+7=333/350). Push pencil through keyhole (+12=345/350). Get out of room, automatic.

IN HALLWAY: Automatic.

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