Showing posts with label takarifreak. Show all posts
Showing posts with label takarifreak. Show all posts

Tuesday, December 26, 2017

takarifreak plays Hugo 3: The Jungle of Doom - Part 2 of 2


Well, that was quick.

Drop the sandwich into the mouse cage near you. The mouse will go for the sandwich, and the cage door will slam shut, trapping the mouse.

The next part is a tad precise. Make an effigy from the clay. Stick the pins into it, and the witch will run to the cage only to fall to the floor. Open the cage door. You're free! Now take the small cage with the mouse with it as well as the golden candle near the cooking pot, then head out of the witch's hut and the village and head west.

You'll see an elephant. Drop the cage in front of the elephant, then shoot the elephant with the darts and open the cage. Since you shot the dart first, the elephant will stop at the river on the next screen to the west and block it, damming the river completely. Head down to the west. You'll be able to cross the river at last. Keep going and you'll be at the path where you found the scroll. Head back to the waterfall and approach it to find another path. Go west to find the secret garden. You're at the pool of life! Fill the flask with the magical water. You've got it! Now head back to the main path! The elephant will wake up, causing the waterfall to run again.

Head back to the river. Swing across the vines if you need to (do it, you get points) and search the plants on the right side by walking into the upper left corner of the bushes to the north. You'll find an old, worn out book. Take it.

Head back to the cave with the evil spirit. Get in front of the ghost and read the book. Apparently, it's a spell book. Now that you have the bell and the candle along with the book, you'll be able to get rid of the evil spirit.

When you go inside, you'll meet the old man from the first two games who tried to keep us from progressing with his dumb little pop quizzes. Only thing is, you're asking the questions and he's the one answering them. If he answers correctly, you'll be able to pass.

You'll hold something in your hands, and he has three guesses to get it right. On the first and second guesses, he gets it wrong. Say "no" on both questions. On the third guess, he mentions the flask of the water from the pool of life. Say "yes." He'll let you pass.

Since you have the crystal ball, he'll take it off your hands.

You'll reappear at the area before the bridge that collapsed. Head to Penelope and give the flask. Congratulations, you just won a short and easy game. (And yes, you head back home despite the game telling you that you ran out of gas. Go figure.)


Monday, December 25, 2017

takarifreak plays Hugo 3: The Jungle of Doom - Part 1 of 2


It was only a matter of time before the third game was covered...

Hugo and Penelope head back from their vacation in the last game, However, a magnetic storm causes Hugo to lose all sense of direction and forces him to land in a South American jungle.

When you land, Penelope explores the jungle, but not before telling Hugo to change his clothes as they clash with the scenery. Unfortunately, Penelope gets bitten by a spider, but cries for help before she falls unconscious.

A native girl will rush to Penelope before Hugo (now in safari gear) can and tells him that a dreaded tree spider has bitten Penelope. There is only one antidote, and you only have 48 hours to cure Penelope.

The antidote is from a place known as "the pool of life," located in a secret garden behind the waterfall. From here, it's up to you.

Don't head over there just yet. Head back to the plain and look inside. There are some clay, some pins, a water flask, a sandwich and some bouillon cubes. Take them all. Then type "go back."

Head down the path behind the native girl. You'll eventually come across a bridge. You won't be able to cross it as it won't support your weight. Tie the vines to the bridge. You can now cross to the other side...but when you do that, the bridge collapses. You'll have to find another way to head back to the plane.

Continue on and take the scroll. If you read it, you'll find that there is a crystal ball near the mighty boulder, and that the scroll is signed by an old man who wants it back. This will come in handy later on.

Take the lower path to the east. Pick up the golden bell that is in the path. Keep going and you'll find the waterfall. Go past the waterfall and you'll find a cave guarded by an evil spirit. You won't be able to enter it just yet.

Past the cave is a path with a huge boulder. Remember what the scroll said and type "look behind boulder" to find the crystal ball, as promised. Take the crystal ball.

Keep going, and you'll find a native village. One of the villagers will approach you and tell you that you're basically safe here as long as you don't enter the witch doctor's hut to the right. They're also roast hyena...again...and the villager wishes there was a way to make it more interesting. Give the villagers the bouillon cubes, and they'll be grateful enough to give you a blowpipe and some sleeping potion darts.

Head to the witch doctors hut and enter. You'll be locked in a cage...

Sunday, January 15, 2017

takarifreak plays Hugo's House of Horrors II: Whodunit? - Part 5 of 5


So...whodunit?


Open the door to the left in the parlor. You'll see the cook, who is carrying a knife dripping with blood. She's making some Yankee Pot Roast...or is she? Go ahead and head back to the parlor, head back to the hallway. Go left past the parlor door to head to the other half of the hallway.

There are three doors. Open the second one. You'll meet Great Aunt Hester. She'll ask you to come to the table. When she asks if you want a drink, say yes, then read the letter on the table as she's fixing it. It is an attorney's letter involving the insurance policy on Uncle Horace. Watch as Hester tries to hold a conversation while drunk.

Head back into the hallway and enter the third door. This is cousin Harry's organ room. He just busts out laughing.

The policeman shows up now. It's not random, and the policeman finally shows up. All the occupants are here, including the genie, the snake and Doctor Who. (Why the hell are those three guys here?) Talk to the policeman. He'll tell you he can't find the body. Suddenly, Penelope think she's knows who did it. Type in "nobody." Cousin Harry will explain the mystery to everyone. He'll explain regardless, but typing in "nobody" gives a point. I'm assuming you have to beat the game in order to figure this out and get that final point. Finally, the game switches back to Hugo after Penelope wonders where he is.

Hugo is locked in the box, or laundry room, from the inside. There is a piece of newspaper and a pencil on the floor. Take them.

If you read the paper, you'll see the only unsolved part of the puzzle. The answer is "herring." But that's not important.

Put the paper under the door, then push the pencil through the keyhole. The key will fall out from the other side and onto the newspaper, and Hugo will be able to get the key.

Great Uncle Horace will show up. Apparently, he and cousin Harry were working on a play, and Horace asked for Hugo's help. This is what happened the entire time. We risked being poisoned by a snake, extermination by a Dalek, falling down a chasm, suffering a huge allergic reaction from getting stung by flying insects, and getting blown up by dynamite...for this?


takarifreak plays Hugo's House of Horrors II: Whodunit? - Part 4 of 5


Finally, now the game decides to warp back into reality.

Enter the left cave to find a old, dusty oil lamp that looks like a magic lamp. Take it. Head out and enter the middle cave. There is a wide chasm that separates you from...a banana. There is a hidden ledge at the south wall that you're supposed to cross to get the banana.

Anyway, take the banana (it's moldy, so don't even bother eating it), and head back out. Enter the cave to the right. You'll find a ladder that takes you out of the cave, but there's a trapdoor in the way. Rub the lamp. A genie pops out. Talk to him. He says he's hungry and would go for a banana, especially a moldy one. Give him the banana, and he'll open the trapdoor. Easiest. Puzzle. Ever.

We're back into the house. Use the sonic screwdriver on the safe, and you'll find Great Uncle Horace's will. Read the will. Since you have the magnifying glass (you'd better have it!), you'll be able to read the inheritance part of the will. It appears that a large fortune, should he die, would go to Hugo! (Well, who else would it go to, now that Horace is dead?)

Head through the door to the left. There are four doors, with the last being the one you came out of. The third is a living room, while the first one leads back to the entry room where the game began. The second leads to the parlor. 

If you enter the parlor, you'll see the maid intently looking at something. She senses your presence and puts whatever she's looking at back in the cupboard and tries to start a conversation. Eh. Go to the right from here and you'll get a room with a cat in it, complete with a scratching post.

Use the catnip on the bell, then give it to the cat. Head back to the parlor and open the cupboard. You'll find an old photo album. You'll take it.

Saturday, January 14, 2017

takarifreak plays Hugo's House of Horrors II: Whodunit? - Part 3 of 5


Well, that came out of nowhere.


Now you have to cross the bridge. WITH THE MATCHES. This is how you're supposed to do it without touching the edges.

When you go to the right, you'll find out that the bees are moving around the bug zapper. Apparently, this is what the green button triggered. Since the bees are now out of your way, you can continue to the right. The old man you meet will drag you towards him with the wave of a wand. Guess what? It's the old man who asked Hugo questions in the first game. Before he can ask you question, Penelope will whack him with his wand and knock him out as he clears his throat. Thank you, game, for correcting what would have destroyed this game.

To the south of here is a well. There's nothing you can do here, so go east of the old man. You won't be able to avoid the snake when it bites you, so just take the upper path to the right. When you make it to the next screen, drink from the bottle. It's the antidote to the snake's poison, which will kill you if you don't.

There is a doghouse with a dog inside. Go up to the pile of sticks to the left of the doghouse and throw the stick. Look inside the doghouse when you get rid of the dog and you'll find a stick of dynamite. Take it.

Go back and take the lower path, avoiding the snake. Use the phone booth. The policeman will say he'll meet you at the living room of the house at 6 o'clock. Fun.

It's not mentioned here, but if you go to the left of the phone booth, you'll see graffiti on the wall. If you read it, it says "For an out of this world experience, call 1-800-333-HUGO!"

If you type in "dial" and type in "1-800-333-HUGO," the game takes you to some "Doctor Who" scene on the planet Retupmoc instantly. Quickly fire the gun to kill the Dalek. The Doctor (who I'm assuming is Tom Baker) gives you a sonic screwdriver. I'm not making any of this up. I swear.

Get back in the police box/spaceship, and you'll be back where you originally were. Head back to the old man and go south to the well. (The snake will not bite you a second time.) Climb down the rope with "climb rope," then walk to the boulders that block your path. Drop the dynamite you just got, light it, then climb back up the rope. If you don't leave fast enough, the dynamite will kill you.

When the explosion occurs, go back down the rope and go through the hole in the wall you just cleared. You are now at a fork in the road...

Friday, January 13, 2017

takarifreak plays Hugo's House of Horrors II: Whodunit? - Part 2 of 5


A maze? Now? *sigh* Okay, okay...

Head back to the back door that leads to the kitchen, then go right. These Venus fly-traps will definitely incapacitate you for good if you get too close. Save often, and go around them carefully. To do that, you'll want to go to the right a little bit. When you get past the first three flytraps, go down, then go right again. From here, you should be able to go up and left to get the magnifying glass. Again, save often.

Get out of that demonic garden from where you originally entered it, then head south and enter the shed. When the gardener wants to kiss you, eat the garlic. He'll run away immediately. Look at the buttons on the console he was guarding. The green button only says "b*g *a*pe*" as the lettering is very faded. Press the green button, then press the blue one. You'll hear a faint rumbling noise in the distance. Unless you've been where the bees are at, the button won't work.

Head out and go west. You've obviously seen this gate before, but it's open now that you've pressed the blue button. Go through the gate and you'll be in the hedge maze.

North, east, east, north, north, west, west, south, west, north, north.

Pick up the gun.

North, west, north, north, east, south, east, south, east, north, north, east, east, east, south. 

Pick up the bell.

North, west, west, west, south, south, west, west, south, west, west, west,

Pick up the bottle.

East, east, east, north, west, west, west, north, west, north, west, south, south, east, south, south, south, east, north, east, east, south, south, west, west, south, south.

You're back at the entrance and you're out!

takarifreak plays Hugo's House of Horrors II: Whodunit? - Part 1 of 5


David Gray gives us a sequel to a short but easily appreciable game.

After the events of the first game, Hugo and Penelope head to France for a vacation, and settle in at Great Uncle Horace's cottage.

After the maid talks to you, go up the stairs and open the door on the far left. Penelope will fall asleep. Take the book from the bookcase, and Hugo will walk through the bookcase.

Penelope will be woken up by some commotion from the room next door after some time. Look through the keyhole of the door to the left, and you'll witness Great Uncle Horace being murdered (and by someone with long light blue sleeves, much like Horace's shirt). Penelope will feint, but then come to after a while.

Take a book from the bookcase. You'll end up in Great Uncle Horace's study. If you talk to the bird, you'll hear Horace's last words.

Look at the desk to find a book of matches. Take it. Don't even bother using the phone, as the line will go dead.

If you head into the children's room to the left and take the balloon, you'll get a card for your effort that doesn't give you any sort of clues whatsoever. So why bother?

Get in the dumbwaiter between the children's room and the desk instead. Get in, and you'll automatically head to the kitchen below. Look in the drawers to find a clove of garlic. Take it.

Go outside, then head south. Keep heading to the right. When you reach the bridge, drop the matches. If you walk onto the bridge with the matches in your inventory, they will fall out and hit the water when you touch the side of the bridge, making the matches unusable and the game unwinnable. Cross the bridge. When you make your way to the other side and see the bees, turn back.

There are also wild catnip plants growing here, which you'll find out if you look around at the bridge. Take some catnip. You'll need it for later.

Sunday, February 28, 2016

takarifreak plays Hugo's House of Horrors - Part 3 of 3


This was even quicker.

The ending, already?

All maps by Will Mallia.


Now that you're past the mummy, it's time to take a boat ride. Plug the hole in the boat with the rubber bung and get in, then cut the rope with the penknife. Then, push the boat. When you make it to the other side, you'll be asked a series of questions. They're pretty easy.

What was the name of the hero in "The Hobbit"? Bilbo

Where did Aslan live? (Hint: Not in a wardrobe) Narnia

Who invented Count Dracula? Bram Stoker

What should you do with a pan-galactic gargle blaster? C. Drink it (You can just type the letter C. Also, this is a reference to The Hitch-Hiker's Guide to the Galaxy.)

What's the name of the only mammal that can't fly that can fly? Man

What was the name of Roy Rogers' dog? Bullet

Did you register this shareware? Yes

From there, you'll meet a large man blocking your path. Give him your treasure, and you'll give him a single coin. He'll get out of your way. Go north, and you'll rescue Penelope and beat the game.

Yeah, it's that short, it's that easy to both beat and get all the points in, and it's all made by one person. Still worth making a guide for, since you could be stuck on those questions forever. Eh, whatever.


takarifreak plays Hugo's House of Horrors - Part 2 of 3


Well, this was quick.

All maps by Will Mallia.



From the kitchen, going north takes you outside to the path to the shed. The combination is 333, so enter that when the game asks for it and then take the oilcan.

Go back to the kitchen. If you go east from here, you'll be eaten by the dog. To avoid this, throw the chop at the dog before he can reach you. You'll toss it to the corner of the room, and the dog will follow it. Move the rug to find a trapdoor, and use the oilcan on the bolts. This will allow you to open the trapdoor. This will take you to a dungeon, and if you look in the door you'll see Penelope.

Notice the two large stones to the left of the door. Go inbetween them to enter another room. This is the underground segment. Blow the whistle to keep the vampire bats from biting you and ultimately killing you.

To get past the mummy, you'll have to move around so that the mummy will get stuck on the rocks. Take the treasure, then enter the opening in the mummy's crypt.

Saturday, February 27, 2016

takarifreak plays Hugo's House of Horrors - Part 1 of 3


Oh, hey...an adventure game that's not from Sierra.

All maps by Will Mallia.


The plot is dead simple: get in the house, free Penelope and get out.

To get inside the house, pick up the pumpkin, then drop it. You'll get a key that unlocks the front door. Take it.

Once you're in, you'll see some guy walk into the door on the right to the second floor. Take the candle off the table. Look in the hole in the side of the stairwell to find a penknife and a whistle. Take them. DO NOT BLOW THE WHISTLE. YOU WILL DIE.

The first room upstairs is a bedroom. Open the closet door and take the mask. The second room is the bathroom. Note the "333" written on the mirror. The third room has that guy that we just saw walking around. When you enter this room, the radiation will cause you to drop the mask. He'll ask you to get in the box so he and Igor can do the experiment. Igor will press the wrong button and you'll be half your usual size. Use this as an opportunity to get behind the glass door and take the rubber bung off the table behind it. From there, tell Igor to press the red button. He'll press the yellow one. You'll be dizzy. Go back in and tell Igor to press the yellow one. He'll press the green one, and you'll be partly invisible (I guess). Tell him to press the green button after you go back in and he'll press the blue button. You'll be your normal self again. Leave the door and pick your mask back up.

Put the mask on, then go downstairs and enter the door on the right. You'll end up in a dinner party where all the guests are monsters. When the butler asks you if you care for a chop, type in "Yes." Be careful not to press Enter immediately after he asks you the question. You'll get a pork chop.

The room north of the one you just came in here takes you to the kitchen.