







                           
  HUGO'S HOUSE OF HORRORS  
                           



	  Copyright 1990-1992, 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.
"blow whistle", "wear mask" 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 HUGO 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
OUTSIDE HOUSE ....... you must get through the front door to rescue Penelope
but the front door appears to be locked.  It would seem a key is needed.  Did
you try looking at the pumpkin near the front door?  You might find what you
are looking for if you were to kick it or break it open.  (Say "kick pumpkin"
or "open pumpkin" or "break pumpkin open" or "get pumpkin" and "drop pumpkin".)

Once you have what's inside, get it, use the arrow keys to walk HUGO to the
front door and then say "unlock door" and "open door".  Use the arrow keys
to walk inside the house and the next screen will appear automatically.


HALL ................ on the table is a rather useful object.  With it you can
find two hidden objects downstairs in this same room.  Without it you wouldn't
be able to see them.


BEDROOM ............. upstairs from the hall is the bedroom.  There is another
hidden object here which you can wear.


BATHROOM ............ there is something to find in this room, but you can't
pick it up.


LABORATORY .......... this is the laboratory which the mad professor
disappeared into.  There is an object in here which you will need much later.
It is not hidden but it is not easy to get.  The secret in getting it lies with
our friend IGOR.  Taking part in the professor's experiment might just be the
way.


DINING ROOM ......... you need something in this room from the murderous
butler.  The only problem is in getting it without arousing his suspicion!
Also, once you get it, think carefully before doing anything with it - the
obvious thing may not be the best in the long run.


KITCHEN ............. there's nothing to get in this room but it is useful for
dealing with the dog.  From the kitchen you can get to the back of the house,
the dining room and the hall.  Don't waste time looking in the cupboards,
there's nothing of interest in them.


BACKYARD ............ did you try climbing the tree?  The shed contains
something you need but of course there's the little matter of the combination
lock.  The combination can be found upstairs in the house somewhere.


STORE ROOM .......... within this room is the gateway to the rest of the
adventure but don't be trapped into thinking it's easily found!  First of all
you must take care of that pesky dog.  What you need is something that would
interest him more than eating you.  Using that object is another puzzle in
itself.


BASEMENT ............ you can't get to Penelope via the iron door, it's too
strong.  Perhaps there's another way around?


BATCAVE ............. the bats seem to be homing in on you using their
sonar-like sense of hearing.  With luck you should be carrying something to
defeat these pesky critters.


MUMMY ROOM .......... don't waste your time trying to reason with the mummy or
trying to fight him, this puzzle is pure dexterity.


LAKE ROOM ........... you shouldn't have a problem, assuming you have the two
items you need to make it useable.  Hopefully you picked these up earlier while
in the house.  Once you have gotten across to the old man, try talking to him.
He will let you pass once you have answered his questions and riddles.  The
answers are: BILBO (Bilbo Baggins); NARNIA (the enchanted land from the book
"The Lion, the Witch and the Wardrobe"); BRAM STOKER; MAN; C (the devastating
cocktail from "The Hitch Hiker's Guide to the Galaxy"); BULLET (goes with
Trigger), and finally; YES!


DEAD END ............ you have something the guard desires (assuming you picked
it up, of course).





  END OF HINTS  

