
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 "prepared commands". Type the commands while you are moving, or you may be able to type while on the previous screen, then hit 'Enter' as soon as you are on the new screen.
| Location | Location Points | Total Points | Action |
|---|---|---|---|
| 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 | 5 | 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 aren't done, you can not play out the end of the game. The original author did not know which ones they are, except for the one that the original author had to find to end the game.
| Location | Location Points | Total Points | Action |
|---|---|---|---|
| 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. Presumably you can get the last five points if you take the bell back after the cat uses it. Although this was unverified by the original author.
| Return to the Hugo 2: "Whodunit?" index entry |