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                          Hugo 2: Whodunit?

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A FAQ/Walkthrough written by Ian Rogers

mr_bean88@hotmail.com

Drop me a line if you have question, comment, or just want to say hi.

________________

Version 1.0
6/29/00
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Revision History:

------------------------------------------------------------------------

Version 1.0
6/29/00

Initial release of this FAQ/Walkthrough.  Hope to see another update 
soon!

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Well, I'm back.  What, you don't remember me?  Frankly I'm not 
surprised.  I'm Ian, that guy who wrote a Walkthrough for the original 
Hugo's House of Horrors.  And now, I'm back to do the sequel, Hugo 2: 
Whodunit?  I'm surprised I haven't written this one sooner.  I don't 
know why, I must have not been thinking clearly, as always.  Anyway, I'm 
sure you're tired of my ramblings, so let's get on with the FAQ!


Table of Contents
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1. Game Story
2. Controls and Keyboard Functions
3. The Murder Scene
4. The Gardener and the Hedge Maze
5. Fun and Games on the Wrong Side of the River
6. Back in the Mansion
7. The Murderer Unmasked!
8. Points List
9. Frequently Asked Questions
10. Registration Information
11. The Other Hugo Games
12. Acknowledgements
13. Copyright Info
_________________________


And with that in mind, let us begin.



***********************
***  1. Game Story  ***
***********************


After Hugo and Penelope barely escaped from Hugo's House of Horrors, 
they got married and decided to visit Hugo's Great-Uncle Horace.  Some 
honeymoon if you ask me!

Anyway, Great-uncle Horace lives in the peaceful English countryside, 
where everyone is happy and cheerful.  But, could someone be jealous and 
vengeful enough to murder Great-uncle Horace?  That definitely seems the 
case, as you may see if you've gotten anywhere at all in this game!

Hugo and Penelope arrive at the mansion without incident (but getting 
back is another story, see Hugo 3), and are greeted in the hall by the 
maid.  And so our story unfolds...


********************************************
***  2. Controls and Keyboard Functions  ***
********************************************


This section has no real purpose, it's only here for the sake of 
completeness.  It's just my little guide of what all of the "F" Buttons 
do.  Enjoy!

F1: Pressing F1 twice will bring up the Instructions screen.  It will 
bring up some notes about the storyline, the controls, and of course, 
the Registration Information.

F2: This toggles the sound On and Off.  Essential if you hate that PC 
Speaker Music.  The default is On.

F3: This recalls the last thing that you typed.

F4: This saves the current game.  This one is very important!

F5: This restores a past game.  Not to be confused with save, of course.

F6: Want to see all of the stuff that you're carrying?  Then press F6!

F9: The "Boss Button" that hides the game in the background of the DOS 
prompt.  Useful if a parent, teacher, boss, or spouse enters the room 
unexpectedly.  Just type exit to rejoin your game.


------------------------------------------------------------------------

The Main Walkthrough!

Once again, for organizational reasons, I am dividing the walkthrough 
into 5 sections.  These sections are:

The Murder Scene

The Gardener and the Hedge Maze

Fun and Games on the Wrong Side of the River

Back in the Mansion

The Murderer Unmasked!


*****************************
***  3. The Murder Scene  ***
*****************************


We start off our adventure in Great Uncle Horace's entrance room.  
You're controlling Hugo in the beginning, just so you know.  Penelope, 
of course, is with you in her green dress.

Right off, a saucy French maid will start talking in some bad 
English/French.  I take French in school, and last time I checked, "ze" 
is not a word.  Then, Penelope will walk up the stairs to your guest 
bedroom.  I suggest you follow her.

Just walk up the stairs, go to the last door (the one farthest to the 
right) and open it.

As you enter the room, Penelope will lie down on the bed and take a nap.  
Guess she's tired from all that traveling.  Anyway, before she falls 
asleep, she'll suggest that you grab yourself a book to read.  Bad idea, 
as you will soon see.

Well, I guess you better get that book!  Unless of course, you'd rather 
fool around by trying to kiss Penelope, or try to get in bed, etc.

Anyway, yeah, the book!  If you walk over to the left side of the 
bookcase and try to take the book, the game will say that you're not 
close enough!  Hmmmmmmmm.  Well, try taking a book from the right side.  
Yeah, that's it, the big yellow one!

Oh no!  A mysterious passageway has opened, Hugo has "accidentally" 
wandered inside, and some scary music has played!  Horror!

Some time will pass, and Penelope will eventually wake up from her nap.  

After being rudely awakened, you will hear an argument going on in the 
next room.  Well, you better go see what the trouble is!

Just walk over to the door, and look through the keyhole.

Hey, isn't that Great Uncle Horace?  He seems to be arguing with 
someone.  I wonder who that person could be?  Oh no!  Great Uncle Horace 
has been stabbed!  Or, so it seems...

Penelope, not being used to that kind of thing, will faint.  There's 
nothing you can do to stop this, so don't bother trying.

After awhile, Penelope will wake up and realize her mission: to find the 
murderer and bring him to justice, just like a real 1930s detective 
(hence the title of the game).

Well, now you have to go find that murderer.  You better start by 
getting out of this room.  And you can't get out the way you came in!  
So, go to the bookcase and get the book.  The bookcase will open, and 
you'll disappear into the mysteries beyond.

Yeah, some mysterious beyond!  Now you're in the study!  And, judging by 
the wall color, this was where Horace met his fate.  The murderer sure 
covered his tracks well though, no body, and no blood.

I probably should mention that now is a good time to save your game.  
You've gotten a few points, things are going well, and you wouldn't want 
to lose anything in case there was a power outage.  Hey, don't laugh, it 
has happened before!

Anyway, there is one important thing that you need to do in this room!  
Go up to the desk, and open the drawer.  You'll find a book of matches, 
which you should take.  Congratulations, your first inventory item!

Also, if you want to get some points, try using the telephone to call 
the police (the line goes dead), or talking to the bird (the only 
witness to this crime).  That's about it.

Now, go through the left doorway.  All of the other doors are locked, so 
you can't go through them.  

Well, well, well.  You're in the baby's room.  The only real item of 
interest here is that big balloon.  Go up and take it.

Poof!  As you grab on to the balloon, it will burst, revealing a card 
that reads:

"Confucius say: Detective who spend all day catching red herring might 
do better to quit job and become fisherman!"

After reading this little humorous note, some music will play, and you 
will come to the realization that the balloon didn't help you.  So, walk 
back the way you came, seeing as how that other door is locked.

You should now be back in the study.  As I said before, all of the other 
doors are locked, so don't bother opening them.  But, there is one way 
out of here!  Walk up to that weird looking square hole on the left side 
of the wall.  That's a dumbwaiter, in case you didn't know.

The dumbwaiter is extremely simple to use.  You just get in, and the 
game will automatically press the button for you.  Getting inside the 
dumbwaiter is easy, just type GET IN DUMBWAITER.  Or, you could just 
stand there and press the button without getting in, which will do you 
no good at all.

After exiting that dumbwaiter (automatically of course) you should be in 
the kitchen.  There isn't much here, but try opening those cabinets.  If 
you do, you'll find a clove of garlic, which may prove useful on your 
quest.  

Other than getting that garlic, there is nothing else to do in the 
kitchen.  Seriously.  The door on the right won't open, so the only way 
out is to walk outside, which brings us to our next section 
entitled.....


********************************************
***  4. The Gardener and the Hedge Maze  ***
********************************************

Well, hello!  It sure is nice to be outside that stuffy old mansion, 
isn't it?  As soon as you step outside, walk to your right.

This part is extremely tricky.  First, let me describe the situation.  
You are standing in a field full of deadly, killer, man-eating venus fly 
traps.  There is also, for some odd reason, a magnifying glass laying in 
the middle of this field.  In order to get this precious item, you will 
need to carefully maneuver your way through the venus fly traps.  Gulp!

First of all, save your game.  I can not stress that enough.  You WILL 
get killed here, and saving should be no sweat.

The easiest way for me to explain this is to map out the field:


Fence
------------------------------------------------------------------------

                                               V
         V       -------------------|
               M                    |
                                    |                V
                V                   ------------
                           V                   |
     Start                                     |
        |                             V        |
        |----------                            |-----------------------
                   |                           |
                   |                           |
           V        ---------------------------|                 V

------------------------------------------------------------------------

V: Venus Fly Trap
M: Magnifying Glass
Start: Where you start!
-----: Path you should follow


The safest (and only!) way of getting the magnifying glass is marked on 
the map.  Mind you, this map is only an approximation to let you know 
the right way of going.

The hardest part of getting past these deadly plants is weaving your way 
around the first two.  Once you've gotten past these, you're home free.  
I can't really give any real advice here, other than take very small 
steps, and be careful!  As soon as you get past the first two traps, 
save!  You'll be glad you did!

The rest of this is moderately easy.  Just walk around the rest of the 
fly traps, sticking close to the fence at the bottom of the screen.  
Then, walk up to the top of the screen, and follow the upper fence to 
get the magnifying glass.  After that, carefully retrace your steps, and 
escape by going off to the right, exiting the screen.

Whew!  Am I glad that's over with!

You should now be standing next to a gate in a large stone wall.  That's 
the gate to the Hedge Maze!  Since you won't be going in there just yet 
(the gate is shut) walk back to the left.

Now we're at the gardener's shed.  That's where the gardener hangs out, 
in case you didn't know.  Go on inside.

As soon as you enter, our old friend the Gardener will see you, and 
thrust a pair of pliers into his belt (as if to hide them!). Perhaps he 
is the murderer?  Maybe.

Since we don't really want the gardener fussing over us and making kissy 
faces, we'll have to get rid of him.  To do so, simply eat that clove of 
garlic you've been carrying (type EAT GARLIC) and he'll be so disgusted 
that he will run away.  Insulting really, I like the smell of garlic.

Well what do you know, now we're all alone in the gardener's shed.   The 
only thing of interest in here is a table with four buttons on it.  
Hmmmmm, does this remind you of Hugo 1?  Nah.......

Anyway, each button has a specific purpose.  And since this is a 
Walkthrough, I'm going to tell you.

Red: Turns on the light inside the shed.
Yellow: Turns on the lights outside the hedge maze.
Green: Turns on the Bug Zapper.
Blue: Opens the Hedge Maze door.

The red and yellow buttons really don't have a purpose, they're just 
there for show.  After all, the lights really don't make a difference at 
all, now do they?

With that in mind, press the Green Button once, and then press the Blue 
Button once.  After you press the Blue Button, you should hear a "Low 
rumbling noise in the distance."  Don't worry, that is perfectly normal.  

Also, sometimes the green button doesn't work the first time you press 
it.  You will know that you have done it correctly if it goes "Click" 
and you get some points.

Besides fooling around with those crazy buttons, there is nothing else 
to do in the gardeners shed.  So, you can leave now, and walk over to 
the right, back to the Hedge Maze.

Zounds!  The gate to Great Uncle Horace's Hedge Maze is open!  We are 
now free to go inside, fool around, find some items, and get hopelessly 
lost. 

Getting around in the Hedge Maze is easy, it's getting the items and 
escaping that's difficult!  But, once again, that's why this Walkthrough 
is here.  

The following is a step by step list of directions on how to get through 
the maze.  I will assume that you are starting on the screen with the 
large sign that reads "Entrance."  There are three items that you must 
find: the gun, the bell, and the bottle, in that order.


From the Entrance to the Gun:

Up
Right
Right
Up
Up
Left
Left
Down
Left
Up
Up
Pick up the Gun


From The Gun to the Bell:

Up
Left
Up
Up
Right
Down
Right
Down
Right
Up
Up
Right
Right
Right
Down
Pick up the Bell


From the Bell to the Bottle:

Up
Left
Left
Left
Down
Down
Right
Right
Down
Left
Left
Left
Pick up the Bottle


From the Bottle to the Entrance:

Right 
Right
Right
Up
Left
Left
Left
Left
Up
Left
Up
Left
Down
Down
Right
Down
Down
Down
Right
Up
Right
Right
Down
Down
Left
Left
Down
Congratulations, you've done it!

(Now is also a good time to save your game)

If you've followed these instructions carefully (and I double-checked 
them just to be sure) you should have gotten out of the maze with the 
three items, the gun, the bell, and the bottle labeled "SERUM."  And 
with that, we've reached the end of this chapter, so let us proceed to 
the next, entitled:


*********************************************************
***  5. Fun and Games on the Wrong Side of the River  ***
*********************************************************


After you've escaped from that treacherous Hedge Maze, walk over to your 
right.  You should see a bridge, and a lovely field.  If you were to 
type LOOK, you would see that it is a field of wild catnip plants.  Do 
yourself a favor and take the catnip.

Now that you've taken the catnip, you must cross that bridge.  But, 
there is one problem.  When crossing the bridge, if you touch either 
edge, you will trip and your box of matches will fall into the river and 
become soaked, and useless.  If your matches ever fall into the river, 
restore and try again.

Crossing the bridge is mighty tricky, but it is a little easier if you 
know what to do.  First, go up to the top side of the path, and take a 
little baby step downwards.  If you get to the correct height, you 
should be able to press right and walk almost the whole way over the 
bridge.  When you cross the halfway point of the bridge, finish crossing 
by taking more baby steps to down and to the right.

There, you've made it!  If I were you I would save my game right now!

NOTE: If, for whatever reason, you have to cross the bridge a second 
time, drop your matches on the right bank before doing so.  That will 
make things much easier on you!

Anyway, if you've crossed the bridge with your matches intact, you 
should be ready to go.  Walk to the right and on to the next screen.

Ahh!!  Huge, ferocious Killer Bees!  And they're coming right at you!  
No, wait, you're safe.  The Bug Zapper seems to be attracting them, that 
is, it SHOULD BE if you bothered to press the green button in the 
Gardeners Shed.  You did press the green button, didn't you?

When you walk past the Bees, you'll come to a fork in the road and you 
should see a familiar face.  Why it's the Old Man from Hugo's House of 
Horrors!  Is he going to ask us some questions?  Let's find out.....

After you've dealt with the Old Man (I won't tell you what happens, 
because it's really quite funny, and you have to see it for yourself) 
you have a choice of going down, or going to the right.  Head off to the 
right.

Ahhhhh!!!!  A giant poisonous snake in the middle of the path!  Geez, 
first the Venus Fly Traps, then the Killer Bees, and now this!  But 
don't worry, the snake won't kill you, it will only bite you!  And there 
is no way to avoid getting bitten by the snake, so you shouldn't bother 
trying.

Anyway, here the path splits again into two paths.  Take the lower one.

Now you've walked off of the manor grounds, into some dirty street.  But 
oh look, there is a phone booth here!  You had better call the police 
and tell them about the murder.  You can do so simply by walking into 
the phone booth, the game will do the rest.

When you get in touch with the Police Department, you will talk to a 
certain Officer Higgins.  He says that he'll meet you in the living room 
of the house at 6:00.  The only problem with that is getting back into 
the house, but I'm sure that we can think of something.

After calling the police, you then decide to dial "the first number that 
comes into your head." But you hang up, realizing that it would do you 
no good.  I never understood what the point of that was.  If you know 
anything about that, please email me.

When you're done with the phone, you really should explore this section 
of town, don't you think so?  Just take a little walk to your left and 
you should find something interesting.  Why yes, here it is, some 
graffiti.  Upon reading the graffiti, you'll find a mysterious message:

"For an out of this world experience, call 1-800-333-HUGO"

Hmmmmmmmm, I thought such things were usually written on bathroom walls?  
Well, since this is only an adventure game, it must be important!  So 
hurry back to the telephone booth!

Oh and by the way, there is nothing else on this street at all, just the 
phone booth and the graffiti.  So don't go around searching for the 
local tavern or anything!

Just to let you know, now is another good time to save your game.  
You'll see why in a second.

As soon as you get back to the phone booth (which shouldn't take long, 
just walk to the right from the graffiti) walk inside and type DIAL 
PHONE.  The game will then ask you for a number to call.  Your number, 
of course is 1-800-333-HUGO.

Whoah!  They were right, it is an out of this world experience!  You 
will travel a long journey across space and time to arrive at your final  
destination: The Planet Retupmoc.

Now you have to work extremely quickly here!  As fast as your fingers 
can move, type SHOOT GUN and press Enter quickly!  Because an evil robot 
bent on the destruction of the universe is after you!

Whew!  That was close!  Your lucky pistol shot knocked that robot clean 
out!  And you've saved the life of that man over there.  You had better 
go talk to him.

And in gratitude for your saving the life of the mysterious individual 
known only as The Doctor, he will reward you with the gift of the 
fabulous item of the Sonar Screwdriver.  Actually, it's just a regular 
screwdriver, but we'll humor the good Doctor for a while.

Anyway, it's time to bid farewell to the planet Retupmoc by going back 
into the phone boo...I mean, spaceship, and traveling back across the 
reaches of space and time back to earth, where you can exit the phone 
booth and walk back northward.  Then, walk past the snake (don't worry, 
he's already bitten you) and walk towards the upper path this time.

You are now in a small yard with a doghouse, a rather large animal, and 
a sign: Beware of Dog.  Don't worry, it isn't anything like the man 
eating dog in the first Hugo game, this guy is just a big cuddly 
sheepdog.

Since this nice dog is so cute, lets play a game with him.  Go up to 
that pile of sticks and take one.  Now throw the stick.  Since the nice 
doggy loves to play fetch, he'll run away, never to be seen again.

Now that the dog is gone, we should look around in his doghouse.  If you 
do, you'll find a stick of dynamite!  What would dynamite be doing in a 
doghouse!?  Oh well, let's just take the dynamite and be on our merry 
way.

We're all done on this side of the path now.  You should go back the way 
you came, past the snake, and back to where the old man was.  This time, 
you should go down.

This screen has an old well on it.  This well is very important, even 
though it hasn't been used in some time.  Now is also a good time to 
mention that snakebite that you got back there.  You can make yourself 
feel all better (and ward off death) by drinking the bottle of serum 
that you got in the hedge maze.  This is an excellent time to do that.

Now let's see, where was I?  Oh yes, the old well!  Since this is a 
particularly old well, there probably isn't any water down there, so you 
could climb done into the well without fear of drowning.  You can do 
that by using the following simple command: CLIMB ROPE.

This old well isn't even a well, it's really more of a cave.  A cave 
with one section of the tunnel completely blocked off.  And there is 
only one way to fix that!  Dynamite!

The way to get rid of that blockage is tricky, so listen up!  First, 
walk right up to the pile of rocks on the right side of the screen, and 
type DROP DYNAMITE.  It is very important that you drop the dynamite 
close enough to the rocks so that they will be blown up.  If you do not 
drop the dynamite close enough, the game will say so, so don't worry.

Next, the dynamite must be lit, AND we must climb out of this cave 
before the dynamite goes off!  This is the most crucial part, so SAVE 
YOUR GAME RIGHT NOW!  You'll be glad you did.  

Are you ready?  Good.  Now, you must type LIGHT DYNAMITE and the split 
second you press enter, you must also press the left key on the 
keyboard.  This will start you moving to the left, closer to the rope.  
Plus, while you are moving to the rope, you must be typing CLIMB ROPE 
with both hands and be ready to press enter as soon as you finish, which 
is about when you should reach the rope.

If you are too slow with your typing, the dynamite will explode, and you 
will die mercilessly at the hands of the dynamite stick.  But if 
however, you succeed, you will climb the rope out of the well to safety, 
and the dynamite will go off, clearing away the rocks.

Good luck.

If you have managed to escape the well, and the dynamite goes off, wait 
a few seconds (just to be sure!) and climb back down into the well, 
where you will find that all of the boulders have been cleared away.  
Walk through the resulting passageway (but save your game first, so you 
won't have to repeat that stunt with the rope a second time!) and you'll 
enter a room where the passage splits into three sections.  Take the 
left path first.

The only thing of interest in the left room is a lamp, which you should 
pick up.  Yeah, I know what you're thinking.  There is a genie inside 
the lamp (a trick used often in adventure games).

Take the north passage next.  In this room, there is a large chasm with 
a banana on the other side that you must get!  At first glance, the 
chasm may seem impassable, but all is not as it seems!  If you walk as 
far to the bottom of the screen as you possibly can, there is a little 
invisible ledge that you can walk across.  So, walk to the bottom of the 
screen, walk left across the invisible ledge, pick up the banana, and 
walk back.

The only remaining passageway is to the right.  After walking through a 
rocky passage, you get to a ladder and a trapdoor.  But oh no, the 
trapdoor is sealed shut!  It appears that we are doomed...

But wait!  The magic lamp!  Rub the lamp, and out will pop a genie!  But 
this isn't your ordinary genie, he wants something from you, and that 
thing is a moldy banana.  Good thing you just happen to have one to give 
him.

The genie will be so pleased to get a banana (and a moldy one, no less!) 
that he will open that stuck trapdoor for you.  Now you can climb up the 
ladder and find yourself...


********************************
***  6. Back in the Mansion  ***
********************************


Yes, you guessed it!  We're finally back inside Great-Uncle Horace's 
house to eagerly await the arrival of Officer Higgins, so that we can 
finally solve this mystery and find out Whodunit.

But before the Officer arrives, there are several things that we have to 
do on our own.  That's the way things go work around here you know.

After climbing up through that trapdoor you find yourself inside a small 
room with only a safe and a mouse hole.  You can look inside the mouse 
hole if you like, but it's not required.  The real problem is that safe!

If you were to look at the safe, you would find that it is a combination 
lock, so you need to find the combination!  And no, it isn't 333.  But 
there is another way to open up the safe!  Simply use the screwdriver 
that you got from the Doctor on Retupmoc, and OPEN SAFE WITH 
SCREWDRIVER.  Simple, no?

Inside the safe is Great-Uncle Horace's will!  Upon reading it (with 
your magnifying glass) you will see that he has apparently left a 
fortune to Hugo!  Hmmmmmmm, this seems suspicious, could Hugo have 
killed his own Great-Uncle for money?  And where is Hugo anyway?

No time for games, we have a mystery to solve, and more suspects to 
meet!  Exit this room by the doorway, and you will find yourself in the 
main hall.  Now go through the upmost door.

Well, here is a familiar face!  It's the maid from the beginning of the 
game!  And she appears to be looking at something.  I wonder what it is?  
We must find out!  

As soon as the maid sees you, she will hide what she was looking at 
inside the cupboard and begin telling you a particularly boring story 
that you have no intention of listening to.  Instead, go into the room 
on the right.

At first glance, there seems to be nothing of importance in this room, 
just the cat.  And a black cat, no less.  On a complexly unrelated 
matter, remember that bell that you found in the Hedge Maze?  Well, try 
ringing it now.

Oh look, it's the maid!  And she is patiently explaining to you that the 
bell belongs to Great-Uncle Horace, and he rings it when he needs 
assistance.  Are you thinking what I'm thinking?

Remember that catnip that you got by the bridge?  Well, cats love 
catnip!  Type in RUB CATNIP ON BELL, and the cat should become somewhat 
interested.  If it doesn't, type it in a second time.  Now, GIVE BELL TO 
CAT.

The cat will begin playing with the bell, but the bell won't 
ring......yet.  Quickly, run out of the room and back to the maid!  

As the maid continues talking, suddenly the bell will ring!  When she 
goes to see what is going on, open the cupboard, and you should pick up 
an item.  If you were to check your inventory, you would see that you 
have acquired a photo album.  Try looking at it.

It seems that the album contains pictures of Hugo as a boy, and the one 
picture in particular that catches your attention shows Hugo standing in 
front of the Eiffel Tower with a woman that looks strangely familiar.  I 
have beaten this game countless times, and I'm still not exactly sure 
who this person is.  If you know, then please email me.

If you need some points, (and face it, who doesn't?) then go back into 
the room with the cat and pick up the bell.  Though you won't need it 
again, you still can get more points for picking it up.

Anyway, from the parlor, go through the left doorway into the kitchen.  
Yes, it's the same kitchen from the beginning of the game.  And......oh 
no!  The cook is holding a bloody knife!  But all fears are soon put to 
rest as she explains that she was simply cutting up some raw meat for 
dinner.  Whew!  But this is somewhat suspicious, don't you think?

You can now exit the kitchen, through the door that wouldn't open at the 
beginning of the game, through the parlor, and back into the hallway.  
Now, you can either go up through the hallway, or take a right and go 
into the entryway where you first started the game.  There is nothing 
here, and all the doors upstairs are locked, so the only point of going 
here is to see some familiar scenery.  A nice change of pace, don't you 
agree?

At the upper end of the hallway is a mirror and three doors.  Very 
strange that the door on the left side of the wall doesn't open, but we 
have no time for that now.  Go into the door on the right of the mirror.

Oh look, it's Cousin Harry playing the organ.  The only way to stop him 
playing his peaceful PC Speaker music is to talk to him.  When you do 
talk to Harry, you explain to him about the murder, and he responds by 
laughing madly!  This is extremely suspicious behavior......

Speaking of suspicious behavior, now is a good time to save your game.  

The only room left that you haven't gone in is the one to the left of 
that mirror.  Why don't you go in there now.

Hey, it's Great-Aunt Hester!  She seems to be reading over a letter, and 
I wonder what is inside that letter?  Well, there's only one way to find 
out!  When you enter, Hester will greet you, and then ask you to come 
over near her.  Walk over as close to her and that letter as you can.  
And when Hester asks if you would like some wine, say yes.

Now!  As soon as Hester turns her back, type READ LETTER.  Upon doing 
so, you will find that Hester has taken out a rather large life 
insurance policy on Great-Uncle Horace.  Could Great-Aunt Hester have 
killed Great-Uncle Horace for money?  

When Hester finishes with the wine, she gives some to you as promised.  
Wow!  That wine sure has a zing to it!  You'll know that it's your cue 
to leave when Hester starts babbling on about some boring story (Blah 
blah blah blah blah) so get out of there!

After leaving Hester's room, go down into the lower hallway, and you 
should see the policeman walking into the Living Room.  Guess what, it's 
6:00, and you should be in the living room too!

All of the occupants (suspects) of the house are gathered in the living 
room wondering what is going on.  Even that snake is here!  And of 
course, Cousin Harry is still laughing.  

It seems that Officer Higgins was unable to find a body, and since you 
were the only witness to the murder, things are looking a little 
suspicious.  Finally, you will need to tell who you think kill Horace.  
This is where all of your detective work pays off...sort of.  When he 
asks you, say whoever you think did it.

The only correct answer to the question is "Nobody."  This response will 
yield some laughter from cousin Harry, and a little explanation about 
the mysterious answer.

Anything else that you say will unfortunately be wrong.  Cousin Harry 
will laugh some more and hint that only he knows exactly what is going 
on.  And he explains everything too.  

Now only one question remains unsolved: Where is Hugo?  He's been 
missing since the beginning of the game, and most people thought that he 
would be the star!  Don't worry though, all of your questions will be 
answered in the final chapter, as we find Hugo and everyone gets to 
see....


**********************************
***  7. The Murderer Unmasked  ***
**********************************


Shortly afterword, our hero Hugo awakens in a dimly lit room.  The 
laundry, or "Box" room to be more precise.  How did he get down here?  
Well, it seems that the secret door in the bookcase goes to more than 
one place!

Enough with the explanations, we must escape from this place!  The most 
obvious route would be the door of course, but it is locked.  However, 
if you look through the keyhole, you see that the key is still in the 
lock!  Joy!  

But how to get the key?  Well, the only items in here are that pencil 
and that newspaper in the corner.  Pick them up, and just for fun, try 
reading the newspaper.  Looks like someone was having trouble with the 
crossword puzzle.

How can we escape using only these two items, you ask?  Quite easily, 
actually.  I saw this on Macgyver once.  Take the newspaper, and PUSH 
NEWSPAPER UNDER DOOR.  Now, simply PUSH PENCIL INTO KEYHOLE.  
Incredible!  The key slips out of the keyhole on to the paper, and you 
can pull the paper, along with the key, back to you!  

Congratulations!  Hugo has escaped from almost certain death inside the 
laundry room, and walks out into the hallway.

Now you are free to enjoy the short ending movie, where you will find 
out who the murderer is, and all of your questions will be put to rest.

The End


************************
***  8. Points List  ***
************************


In order to truly beat the game, you must finish having gotten all 350 
points.  This is easier said than done, in fact, there are several 
things that you might miss when completing the game, which creates the 
need for this points list:


Action                                             Points
-----------                                        ---------

Take the book                                          3
Look through keyhole (see murder)                      5
Take the book (second time)                            3
Get the matches                                        5
Attempt to call the police                             5
Talk to the bird in the study                          1
Get into the dumbwaiter                                10
Get the garlic                                         5
Get the magnifying glass                               15
Scare away the gardener with your garlic breath        15
Press the blue button (open the gate to the maze)      10
Press the green button (turn on the bug zapper)        10
Get the gun                                            10
Get the bell                                           5
Get the bottle                                         15
Get the catnip plant                                   5
Deal with the Old Man                                  5
Call the police on the pay phone                       5
Dial 1-800-333-HUGO                                    15
Shoot the evil robot                                   10
Get the screwdriver                                    15
Get the stick                                          5
Throw the stick                                        5
Climb down the rope into the well                      5
Blow up the rock wall and climb out of the cave        20
Drink the Serum (to heal the snakebite)                15
Get the lamp                                           10
Get the moldy banana                                   5
Rub the lamp                                           9
Give the banana to the genie                           7
Look in the mouse hole                                 1
Open the safe with the screwdriver                     12
Get the will                                           5
Read the will (with the magnifying glass)              8
Give the bell with the catnip to the cat               5
Open the cupboard and get the photo album              5
Take the bell (2nd time)                               5
See the cook with the bloody knife                     5
Talk to Cousin Harry                                   5
Read Great-Aunt Hester's letter                        15
Guess "Nobody"                                         1
Get the newspaper                                      5
Get the pencil                                         5
Read the newspaper                                     1
Push the newspaper under the door                      7
Push the pencil into the keyhole, and get the key      12


Total:                              350 out of a possible 350




****************************************
***  9.  Frequently Asked Questions  ***
****************************************


Q: So really, whodunit?
A: I'm not going to tell you the solution to the entire mystery!  You're 
going to have to beat the game yourself to find out!

Q: What is the answer to that last clue in the crossword puzzle?
A: My best guess would be "Herring."

Q: After you call the police from the pay phone, you "dial the first 
number that comes into your head" but hang up because it would be 
useless.  What is that all about?
A: I honestly have no idea.  If you know, please email me.

Q: Is there an easier way to get past those Venus Fly Traps?
A: Nope, sorry!

Q: What's the deal with the planet Retupmoc?
A: Look at the name backwards!

Q: About that secret door in the guest room, why does Penelope go to the 
study, but Hugo drops into the Box Room?
A: It's only a secret passage, it doesn't have to make sense!

Q: How can I register Hugo 2?
A: The answer to that question is in the Registration Information 
section.

Q: In the photo album that the maid was looking at, who is the woman 
standing next to Hugo?
A: I'm not sure.  My best guesses would be either The Maid herself or 
Penelope, but if you know, please email me.

Q: There is a door in the kitchen that won't open in the beginning of 
the game, but at the end, you can walk right through it!  What is the 
deal with this?
A: It would be kind of silly if you could explore the whole house before 
you go through most of the game, wouldn't it?

Q: In the study, why does the line go dead when you try to call the 
police?
A: I guess perhaps Great-Uncle Horace forgot to pay his phone bill?

Q: Who wrote that note that appears inside the balloon?
A: Not Confucius, that's for sure!

Q: Is there another way out of the Hedge Maze?
A: No.

Q: Why does Great-Uncle Horace have Killer Bees, poisonous snakes, and 
killer Venus Fly Traps all over his property?
A: That's an interesting question.  Probably to make your quest more 
difficult?


**************************************
***  10. Registration Information  ***
**************************************

To register Hugo 2: Whodunit? Send $20.00 to David P. Gray (the creator) 
at this address:

David P Gray
P.O. Box 333
Northbrook MA 01532

If you live outside the United States of America, check the details in 
the game's README file.

If you register, you will receive:

FREE Hint Booklet
FREE Self-Running Version
FREE Hugo's House of Horrors (the original!)

In case you didn't know, a Self-Running version is a version of the game 
that runs all by itself.


**********************************
***  11. The Other Hugo Games  ***
**********************************


Hugo's House of Horrors

The game that started it all!  Play as Hugo and battle your way through 
a haunted house full of ghosts, goblins, and monsters in your quest to 
save your sweetheart Penelope.  Not to mention the fact that a monster 
dog, a swarm of bats, and an ancient mummy are all standing in the way 
of your goal! 


Hugo 3: Jungle of Doom

After returning home from Great Uncle Horace's mansion, Hugo and 
Penelope crash land deep in the South American jungle.  Penelope has 
been bitten by a poisonous spider, and her only hope is the magical 
healing water of the sacred spring hidden deep inside the jungle.  Face 
off against crazy Witch Doctors, sleepy elephants, and evil spirits in 
your quest to survive the Jungle of Doom.


******************************
***  12. Acknowledgements  ***
******************************

First off, the most special word of thanks should go to David P. Gray 
for creating all of the Hugo games.  Thanks a lot David!

Thank you also to my good friend Michael Rushia for introducing me to 
the Hugo games a few years back.

Gamefaqs also deserves a congratulations for posting this FAQ on their 
website.

Thanks a lot everybody!


****************************
***  13. Copyright Info  ***
****************************

This FAQ is copyright 2000 by Ian Rogers

This FAQ may not be reproduced and placed on any website or anyplace 
else on the Internet without my written permission first.  Reproduction 
of this FAQ by any other means without prior written permission from me 
is also prohibited.  No one may alter or change this FAQ in any way when 
reproducing even with permission.  Selling or making any sort of profit 
at all with this FAQ is strictly forbidden.  Taking any credit 
whatsoever for having written this FAQ is plagiarism and may never be 
done.



Well, that's the end.  If you liked my FAQ, or have a question or 
comment, email me at mr_bean88@hotmail.com


Until we meet again..........










Bye.
