







                          
    HUGO II, WHODUNIT?    
                          



	  Copyright 1991-1992, David P. Gray, Gray Design Associates

			      All Rights Reserved





  H I N T S  


This file contains hints for each of the puzzles in each room of the game
together with other generally useful tips on how to play.  TYPE or PRINT the
MANUAL.DOC file for a description of the fundamentals of playing the game,
for example, how to move HUGO and how the special function keys work.

GENERAL ............. an important phrase is "look" when you first enter a room
or scene.  As well as telling you where you are, this can give you clues as to
what is happening or what you should be doing in the game.

Also very important are "look at" and "get" or "take" something.  You can also
try to "look in" or "look inside" or "drop" an object.

There is a whole range of other actions which may involve an object, e.g.
"get book", "talk to bird" or may not, e.g. "listen" or "jump".  There are even
a few occasions where more than one object is involved, e.g. do something
with something.  Although many phrases are recognized, if you try one that
seems like it should work but doesn't, try rephrasing the command.  It is also
possible that you are not spelling something correctly.

In general it is not helpful to try fighting or attacking other people in the
game.  You can usually solve a puzzle without force.  There are a few hidden
objects, although they are not too hard to find.

Be warned that there are also several puzzles that do not require any phrases
at all but are simply a matter of moving our HERO in the right manner.

Finally, remember to save your game frequently and whenever you are about to
enter a new screen or do something which may be dangerous.  Then it is an
easy matter to restore and try something else if you get killed.

Good luck and have fun!


START OF GAME ....... keep pressing ENTER or SPACE to read the story so far.
You will eventually appear in the front hall automatically.


FRONT HALL .......... the maid will not let you pass her to get to any of the
other rooms downstairs at this point, so just use the arrow keys to make HUGO
follow Penelope upstairs and say "open door" when you get to where Penelope is
standing.  The door will open and the next scene will appear automatically.


BEDROOM ............. Penelope will lie down on the bed and ask HUGO to read to
her.  There is a bookcase at the back of the room with some books in it.  Type
"get book", any book will do.  At this point Penelope becomes the HERO of the
game and from now on you will be controlling her movements.  Follow the story
line up to the point where she goes over to the door adjoining Great Uncle
Horace's study.  Type "look thru keyhole" to witness a dastardly murder!  Now
follow in HUGO'S footsteps to continue the adventure.


HORACE'S STUDY ...... there is a very important object hidden in this room.
There are two other actions you can do for some extra points, involving the
bird and the phone.  The square object located in the wall is a "dumb waiter"
with a switch to one side which operates it.


BABY ROOM ........... catch the balloon for a red-herring clue.  Don't spend
too much time in this room since there is nothing of any use to you here.


KITCHEN ............. there is a hidden object in one of the cupboards.


BACK DOOR ........... outside the back door to the kitchen are two possible
ways to go.


SHED ................ go inside the shed to meet the gardener.  The thing you
obtained from the kitchen can be used to get rid of him if you do the correct
thing with it.  Once he's gone you can concentrate on the buttons.  The red
button's effects can be seen immediately in the shed.  The other three buttons
cause things to happen outside the shed.  You will only notice what the other
three buttons do if you visit the scene in which they have an effect.  To save
you some time, you need to walk to where the killer bees are and then walk back
to the shed and then press the green and blue buttons.  The reason for this
is that you don't know whether the buttons are turning something ON or OFF
until you see what their current state is.


VENUS FLY TRAPS ..... you need to maneuver between the fly traps while keeping
away from them.  To start off, go down and immediately right.  Save your game
as soon as you make some progress so you can restore to it if you are killed.
Once you have the magnifying glass, it is easier to exit to the right of this
scene.


GATES ............... the gates, as well as the lights above them, are operated
by electricity.


MAZE ................ once through the gates you are into the maze.  There are
three objects to be found lying around inside the maze.  The easiest way to
navigate is to draw a grid on some paper, eight squares by eight squares.
As you go, mark in the walls of the maze on the actual grid lines as each
screen represents one box.

Alternatively, like many mazes, you can navigate all the way in and out by
always turning in one direction, either right or left, it doesn't matter.


BRIDGE .............. there is an object in this scene which, although not
exactly hidden, is not exactly obvious either.  If you find you keep dropping
your matches, find out why and then try to avoid doing it next time.  Lining
up on a certain clump of grass may just help you over this hurdle.  It is
important not to get your matches wet.  Remember, if you need to re-cross the
bridge you can always drop them and pick them up again later.


KILLER BEES ......... turning on an object in this scene will take care of the
bees.


OLD MAN ............. if you played HUGO'S HOUSE OF HORRORS you will enjoy
meeting this character again.  If not, just ignore him since he's only there for
laughs.


SNAKE PIT ........... you can't avoid being bitten by the snake.  Don't worry,
though.  It's bite is not immediately fatal and you have time to seek a remedy.


DOG HOUSE ........... what do dogs like to do?  Don't forget to explore here.


PHONE BOX ........... take note of your conversation with Officer Higgins, it
will make sense later.  If you can't think of a good number to ring, maybe one
will turn up later.


STREET .............. you may well be confused here.  The name of the street
may explain what appears to be happening.  (All roads lead to ...).  What is
that on the wall?


RETUPMOC ............ hopefully you found an object earlier which will dispose
of the nasty monster.  You will need to be pretty quick on the draw, too.  The
kindly gentleman has something for you which you will be needing later.
Remember its name.


WISHING WELL ........ any good at climbing?


ROCKFALL ............ now if only you could move those rocks from the
passageway.  There's no way you can do it with your bare hands, though.  This
is where you'll wish you kept your matches dry.


THREEWAY ............ take your pick!


LAMP CAVE ........... follow your instincts with the lamp.  If at first you
don't succeed...


CHASM ............... this is one of those lateral-thinking type problems.
Believe me, there is a way to get to the moldy banana.  Remember to save your
game to avoid big-time frustration.


PASSAGE ............. just an ordinary passage.  Nothing of interest here.


LADDER CAVE ......... you will need some assistance to budge that trapdoor.
Hope you got the banana!


SAFE ROOM ........... if you screw around with the safe's combination, it will
drive you bananas!  Remember, where there's a will there's a way.  I hope you
have what it takes to open it.  By the way, there is an action you can do in
this room for a bonus point.


LIVING ROOM ......... not much to do in this room... yet!  Later you might find
the room rather crowded but when the time comes you will certainly know what to
do.  There are five clues which you need to obtain now to the murderer's
identity.  Once you have them all, Officer Higgins will appear and you must
follow him into the living room for the final "showdown" with the murderer.


PARLOR .............. the maid seems to be hiding something from you.  You need
to get rid of the maid so you can get it for a clue to the murderer's identity.
Something you found in the maze will be very significant to the maid.  To solve
this difficult puzzle you will need to experiment with this object and watch
the maid's response.  How can you arrange for this object to "work" in the
adjoining room with the cat in it?  The solution involves not only this
object but also the cat and a certain item you found earlier which the cat
is sure to be interested in.


CAT ROOM ............ see the hints above for the PARLOR.


KITCHEN (Entering
from Parlor) ........ talk to the cook for another clue to the murderer's
identity.


HALL (Outside
Box Room) ........... you cannot get into this room until you have spoken to
Officer Higgins in the living room.


BOX ROOM ............ forget the boxes and the chute.   There is a way to open
the door with what is lying around on the floor.  There is also an action you
can do for a bonus point.


ORGAN ROOM .......... talk to cousin Harry for another clue to the murderer's
identity.


HESTER'S ROOM ....... you need to read the letter on the table for another clue
to the murderer's identity.  Don't be too hasty to refuse Great Aunt Hester's
offer!





  END OF HINTS  


