






###############################################################################
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#########################  HUGO	III, JUNGLE OF DOOM!  #########################
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	     Copyright 1992, David P. Gray, Gray Design	Associates

			      All Rights Reserved





########################  H I N	T   B O	O K L E	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.

If, after looking at the clues in this file, you are still stuck then there
is a HINT BOOKLET which	you can	purchase directly from the author at the
address	below.

The HINT BOOKLET contains three	levels of hints	from mild to obvious on	each
puzzle in the game and enables you to get as much or as	little help as you
need.

You will also be sent the SECRET CODE which automatically runs HUGO from start
to finish showing you how all the points are scored.  You can watch as HUGO
runs around the	jungle solving all the puzzles and finally saving Penelope.
All without typing anything!

The HINT BOOKLET and SECRET CODE can be	purchased directly from	the author by
completing the order form below	and sending it,	with $5.00 plus	$2.00 S&H to:
David P. Gray, PO Box 89, Northboro, MA	01532, USA.





+------------------- HUGO III, JUNGLE OF DOOM! ORDER FORM --------------------+
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|  Distributed by:  Sofsource, Inc					      |
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|	For HUGO III, JUNGLE OF	DOOM! Hint Booklet and SECRET CODE	      |
|	please send $5.00 plus $2.00 S&H				      |
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|	MAIL $7.00 TO:		David P. Gray				      |
|				P.O. Box 89				      |
|				Northboro, MA 01532, USA		      |
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|  Please note we CANNOT ACCEPT	CHECKS drawn on	Canadian Banks		      |
+-----------------------------------------------------------------------------+






################################  H I N	T S  ##################################


GENERAL	............. an important phrase is "look" when you first enter a
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.
"eat sandwich",	"get cage" 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.

Finally, remember to save your game frequently and whenever you	are about to
enter a	new screen or do something which may be	dangerous.

Good luck and have fun!


START OF GAME ....... keep pressing ENTER or SPACE to read the story so	far.
You will eventually gain control of HUGO after Penelope	has fainted from the
spider's bite.  During the initial story-telling, in fact before it begins, you
have time to press F5 to RESTORE a previously saved game so you	do not have to
keep going through the story.  Once you	have gained control of HUGO the	first
time, it is a good idea	to press F4 (or	type SAVE) to save the game for	the
first time.  You can call the saved game "At the spider's web" or something
similar.


CRASH SITE .......... make sure	you go back and	explore	the plane.  There are
several	items inside without which you will not	get very far.


SPIDER'S WEB ........ take note of what the native girl is saying to you.
Basically you will be searching	for a secret pool behind a waterfall.  The
pool contains magical water which will revive Penelope.

Assuming you made it back with the water, just give it to Penelope to revive
her.


BRIDGE .............. there is a way to	get over the bridge without it
collapsing under your weight.  The ropes holding the bridge are	not strong
enough on their	own, but there are some	things just hanging around in this
scene which are	sure to	help.


CLIFF TOP ........... there is one object to pick up here.  On it is a big clue
to find	another	object which will give you automatic hints if you use it
correctly.


STREAM CROSSING	..... the puzzle here is how to	cross the stream.  Did you ever
see a Tarzan movie?


ELEPHANT PATH ....... the elephant comes into play near	the end	of the game.
You will not get any response from him until you have visited the village and
obtained something from	the natives by the camp	fire and also a	furry object
obtained from the Witch	Doctor's hut.  These two objects must be used in
conjunction with each other.

As a suggestion, I would save your game	and then experiment with these two
objects	first on their own and then together.  Notice the effect they have
on the elephant	and think about	what you might by trying to achieve.


VILLAGE	LONG SHOT ... there is nothing of any interest in this scene (unless
you like moldy meat!).


CAMP SCENE .......... if you searched the plane	then you may have something the
natives	would find very	interesting.  In fact, so interesting they might give
you a present in return.


OUTSIDE	WITCH
DOCTOR'S HUT ........ be sure to save your game before you go inside.  If you
are not	careful	you may	not come out again!  You should	have obtained several
items from the plane before you	go inside.


INSIDE WITCH
DOCTOR'S HUT ........ if you have the objects from the plane then you have what
you need to defeat the evil Witch Doctor.  You may have	seen a big clue	on how
to defeat him if you looked behind his hut (near the camp fire)	before you went
in.  Once you have incapacitated him there are two objects to retrieve in here.


TURN AROUND PATH .... what is that enormous boulder doing here?	 If you	already
visited	the cliff top then you may be on to something exciting here.


CAVE ENTRANCE ....... the evil spirit is blocking your entrance	to the cave.
You cannot physically defeat the ghost.	 Can you think of another way to get
rid of an unwanted spirit?  If you can,	there are three	items you need to
perform
this act.


WATERFALL ........... you have reached the waterfall the native	girl told you
about.	There is a path	leading	to the secret garden near the base of the
waterfall.  Of course the problem is how to get	across.	 There is no way across
while the water	is running so swiftly.	If only	there was a way	to stop	the
waterfall!


BASE OF
CLIFF PATH .......... there is an object here who's use is not readily apparent.
In fact	it is only useful in conjunction with two other	objects.


SECRET GARDEN ....... well, here you are at last!  Don't tarry too long since
the water may start to flow again at any moment.  I really hope	you brought
something to fill with water after all your hard work.


OLD MAN'S CAVE ...... so you meet your nemesis once more!  If you have played
the previous two HUGO adventures then you guys must feel like old friends by
now.  The old man will insist on playing his silly game	with you so you	had
better answer correctly.  If you have obtained the magic water then you	have
nothing	to worry about.





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