Hugo 2: "Whodunit?" (/Interactive Television Entertainment ApS)

Last modified on April 15th, 2005

Hugo 2: "Whodunit?"

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.

LocationLocation PointsTotal PointsAction
Parlor-- --Go upstairs to third bedroom (you can't do anything else)
Bedroom 33Hugo takes yellow book and disappears
 58Look through keyhole
  311Take yellow book and go through bookcase
Study 112Talk to bird (who saw murder)
 517Take matches
 522Use telephone (with no result)
 1032Enter dumbwaiter
Baby's Room----Nothing but the author's little joke)
Kitchen 537Take garlic
Venus Fly Traps 1552Get magnifying glass
 ----Find your way through the venus fly traps. It is a roundabout route. Exits return to house and gate.)
Gardener's Shed1567 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)
 1077Blue 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.)
Maze1087Get gun
 592Get bell (good to call for help)
 15107Get bottle (contains serum)
Bridge 5112Get 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 Shed10122Push green button
Bees----Wait for bees to fly to light, then walk through.
Old Man 5127Hit old man for asking dumb questions (automatic) Leave at right; Prepare for next scene
Snake15142"Drink serum" -- prevents or cures snake bite Leave to right
Doghouse 5147Get stick
 5152Throw stick (dog runs after it)
 ----Get dynamite from doghouse
 ----Return to snake area (dead end)
Snake----Go south
Phone Booth----Read wall across street
  5157Enter phone booth (call police, meet in living room of house at 6:00)
 15172Dial 1-800-333-HUGO
Underground10182Shoot robot (prepare while scene is forming)
 ----Walk into underground area
 15197Meet doctor, who gives you screwdriver (automatic)
 ----Return via phone booth, snake, old man, then down
Well5202Climb down rope
 ----Place dynamite (near pile of rocks)
 ----Light dynamite -- then ...
 20222Climb rope (type as you walk left)
 ----Climb down rope after blast and walk into cave
Left Cave10 232Get lamp
Center Cave----Cross chasm by walking along front of screen (can not be done after you have met genie)
  5237Get banana
Right Cave9246Rub lamp
 ----Talk to genie
  7253Give banana (he will open trap door)
 ----Climb ladder through trap door into house
Room with Safe1254Look at mouse hole (bite is no problem)
 8266Open safe with screwdriver
 5271Take will (automatic)
 8279Read will
Dining Room----Go right to cat room
Cat Room----Rub catnip on bell
 5284Give bell to cat
Dining Room----Take album -- before maid returns
 5289Look at album
Kitchen5294(automatic)
Music Room5299Talk to Harry
Hester's Room5314 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.

LocationLocation PointsTotal PointsAction
Living Room-- --Policeman assembles everyone in game (including genie and snake)
 1315Answer "whodunit" question correctly
Hugo, in Laundry5320Take pencil
 5325Take newspaper
 1326Read newspaper
 ----(Note: The answer is "herring," as in red. Ha, ha.)
 7333Slide paper under door
 12345Push 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.

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