Komplettlösung ( englisch )

H - Index Gesamtindex I - Index

Hugo II - Whodunit?
Hersteller : ITE Media / Silverrock
Genre : Arcade
Jahr : 1986
Bewertung : 57 %

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
                         (including 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.

( Autor: Unbekannt )



H - Index Gesamtindex I - Index