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Article #64 (145 is last):
Newsgroups: freenet.sci.comp.atari.library
From: aa399 (Len Stys)
Subject: GAME SOLUTION: Hollywood Hijinx
Date: Fri Jan 19 23:31:58 1990


 Now let's see. Would the Rolls Royce look better in mauve or chartreuse? Well,
why not get one of each? After all, how hard can it be to find 10 treasures
hidden around this dusty old mansion? Considering the utter lack of imagination
in Uncle Buddy's films, they're probably all hidden under beds and behind
curtains and you'll be out of here by midnight!
 Although this is listed as a mystery, you won't have to question any suspects
or WAIT around for the right time. The game plays very much like BALLYHOO and
amounts to a treasure hunt with just a little bit of excitement at the end.
 So here you are, dumped off in front of the mansion with nothing but a
flashlight, an autographed picture of Uncle Buddy, and a note from Aunt Hildy.
As you look at the incredibly ugly statue of Buck Palace with his bazooka
pointing north directly at the house. Might as well get started, so go NORTH and
you'll find yourself on the front porch. OPEN THE MAILBOX and you'll find a
yellowed piece of paper and a business card. GET BUSINES CARD AND YELLOWED
PAPER. Read the copy of the Status Line if you wish, then throw it away. If you
LOOK AT YELLOWED PAPER you'll see a weird looking map or diagram. Well, let's
keep it for reference. The business card might also prove useful later.
 Hmmm, the door seems to be locked. Go back SOUTH to the South Junction, and
you'll notice something different about the statue.
 What was it that Uncle Buddy wrote on the back of the photo? Something about
"opening some doors" for you. So read the back of the photo that came with your
package. The last word in the first line of each verse will tell you what
direction to turn the statue. (If you don't have the documentation...sorry about
that!) If you did it right, you should hear a "click" when you're done.
 Now NORTH, OPEN DOOR and NORTH again and you're in the Foyer where it is pitch
black so you'd better LIGHT FLASHLIGHT. By the way, this flashlight will last
FOREVER so don't worry about turning it on and off.
 Let's start exploring! There are some stairs here, but if you try going UP
you'll find they don't work very well.
 There's a closet door here so we might as well start there. OPEN CLOSET and
ENTER CLOSET and you'll find a pair of skis and a rusty bucket. Ignore them for
the moment and take a good look at the description of the pegs. Since all
Adventurers like to fiddle with things, PULL THIRD PEG to see what happens.
 Wow! It's an elevator! So OPEN DOOR (It's a real pain but the door shuts every
time you move this thing.) Then NORTH and you'll find yourself in the Middle
Upstairs Hall.
 Up above your head you'll see a very enticing panel. EXAMINE PANEL and you'll
discover it's closed. OPEN PANEL and you'll find that it can't be done from this
side. Leave it for later. Now take a LOOK at the unusual newel on the stairpost.
If you TURN NEWEL you'll hear a click. Now you can use the stairs whenever you
wish.
 Go WEST then SOUTH and you'll be in the Upstairs Bathroom. After admiring the
Oscar-shaped faucets LOOK UNDER MAT. There's a red punch card! TAKE CARD.
 If you are too young to know about punch cards, ask your parents. But in the
OLD days -- before computers had pictures -- all the data was punched into cards
that were fed into a computer. It's a long, sad story, but trust me: what you
now have in your hand is a computer punch card. You'll need to know that later.
 Now go NORTH back to the hallway. Uncle Buddy's bedroom is across the hall, but
there's nothing of interest in there, so go EAST and EAST again and you'll see a
blue velvet sack sticking out from beneath the closed window. Now what do you
suppose will happen if you open the window? Right! So GET SACK and then OPEN
WINDOW. When you OPEN SACK you'll find the Maltese Finch (argghhh!) and you've
got your first "treasure!"
 If you opened the window without grabbing the sack, you can retrieve it later
outside, but the Finch will be broken. You might want to play the game through
sometime with the broken Finch to see what happens.
 There are two other bedrooms at this end of the hall, but they are also of no
interest to you since there's nothing of value in them (and no Tiffany either,
but that's another adventure...) so go WEST and SOUTH into the closet/elevator
and PULL SECOND PEG which will return you to the first floor.
 OPEN DOOR and then go NORTH and WEST and you'll find yourself in the Living
Room. DROP THE BAG (your treasure seems to be safe here). You'll notice three
wax statuettes on the mantle. EXAMINE RED STATUETTE, EXAMINE WHITE STATUETTE and
EXAMINE BLUE STATUETTE.(Be sure you do it in that order). You will notice that
each statuette has one hand raised showing a certain number of fingers. (This
was the same in every game I played, but it MAY be a variable.) Write down "R"
or "L" and the number of fingers for each statuette. (By the way, these are
really candles...and since we'll be using them again and it's a shorter word
let's call them candles from now on.)
 Now that fireplace looks enticing. Let's ENTER FIREPLACE. Aha! The old Loose
Brick scenario. GET THE BRICK and DROP IT. And you'll find another punch card.
TAKE CARD. Now, don't make the mistake I did and leave. Go UP and you'll find
another hole where a brick was. UP twice more and you'll be on the West End of
Roof. Go EAST and DOWN into the other chimney and you'll find a stuffed penguin!
(Some great treasure huh?). TAKE PENGUIN and UP, WEST, DOWN, DOWN, DOWN, EAST
and you'll be back in the Living Room. Leave the penguin here and go NORTH to
the Dining Room, where you'll find a thin paper.
 NOTE: If you have a printer, do a SCRIPT here.
 GET THIN PAPER. Looks kind of like the yellowed paper only different, huh? PUT
THIN PAPER ON YELLOWED PAPER and look what you get! Looks like a Maze Map! If
you don't have a printer and can't print out the map you can try tracing it from
your screen. Otherwise you are going to spend MANY hours mapping the maze when
you find it.
 Nothing else of interest here so go WEST to the Kitchen where you'll find a
matchbox with a red match in it. You can take it if you want to, but if you
follow this walkthru you won't really need it. There's a stairway to the Cellar
here, but we'll ignore that for now. Go EAST twice and you're in the Game Room
and about to have some fun!

 HOLLYWOOD HIJINX
      Part 2

 The only thing of interest in the Game Room is the model of Tokyo. EXAMINE
MODEL and you'll see a very detailed description. There, right in plain sight is
another Treasure! And this time it's a REAL treasure! Save the game here in case
you mess up. This is a problem of critical timing. The Atomic Chihuahua is going
to get that ring for you and deliver it almost into your hand. The buttons
control various functions of the Chihuahua. Blue makes him grasp something in
the air. Black makes him stomp his foot. Green makes him move East. White makes
him swipe at the air and red makes him breathe fire. (The secret here is that he
can only breathe fire three times, and it takes all three to melt the dome).
 Take the time to read the descriptions during this action; they're great!
 Okay, here we go. PUSH GREEN three times. PUSH BLACK and one of the tanks will
be eliminated. PUSH WHITE twice and you will eliminate both planes. Then PUSH
BLACK again and there goes the other tank. We're free!
 PUSH GREEN twice and suddenly a rocket launcher appears! It's still a little
distance away so PUSH GREEN once more. Now you are at the monument so PUSH BLUE
and the Atomic Chihuahua will grab the ring. Oops! Did we wait too long? Is that
rocket going to get him? Not to worry. The mistake most people make here is to
either try to swipe at the rocket or burn it up. Swiping won't work once it's
zeroed in on you, and although burning it up will work, you don't have any fire
to spare, so PUSH BLACK and you'll stomp the rocket launcher which makes it
impossible for the rocket to find it's target (remember the radar dish on top of
the truck?).
 Now PUSH GREEN four times and your Chihuahua will have his nose pressed up
against the dome. PUSH RED three times and a nice little hole will be burned in
the dome. Now simply GET RING! (Of course your greed has consigned Tokyo to a
heap of ashes, but that's not YOUR problem!)
 While you're here, might as well open the Patio Door, it'll make traveling
simpler later on and there might be something interesting out there. So UNLOCK
DOOR THEN OPEN IT. Now NORTH and you'll find yourself on the patio where you'll
find an orange punch card. TAKE CARD and go SOUTH back into the house.
 Now go EAST through the Short Hall (ignore the bathrooms that are north and
south, nothing there) and EAST again into the Screening Room and there's ANOTHER
card. TAKE YELLOW CARD and proceed SOUTH into the projection booth. This is one
of those puzzles where you can be easily tripped up if you don't examine
everything and pay close attention to the descriptions.
 First TAKE SLIDE AND FILM. Now it should be pretty obvious what goes where so
PUT SLIDE IN SLIDE PROJECTOR THEN PUT FILM IN FILM PROJECTOR. Boy, that was
simple. But before you do anything else, let's EXAMINE FILM PROJECTOR. You'll
find some dummy left a lens cap on it! GET LENS CAP THEN DROP IT. Now TURN ON
SLIDE PROJECTOR THEN LOOK AT SCREEN.
 You'll notice that the screen is "a blur of colored light." Hmmm. Let's FOCUS
SLIDE PROJECTOR. Much better, now you see bits and pieces of words. Now TURN ON
FILM PROJECTOR THEN LOOK AT SCREEN. And voila! You'll see a message from Aunt
Hildy. This is a variable, so write down whatever song the message tells you to
play for future reference.
 Now go NORTH, WEST, WEST, SOUTH, EAST (ignore the painting for now), EAST and
you're in the Parlor.
 There are a couple of hints staring you right in the face here. First, the
piano is the only thing not bolted down. And if you EXAMINE PIANO you'll see
that it's closed, which is a dead giveaway that you should OPEN PIANO. Aha!
You're getting quite a collection. GET VIOLET CARD. Now, bearing in mind the
song your Aunt Hildy told you to play, PLAY MISTY (or whatever). There's a
secret door!
 Now, if you were all alone here, you'd have to go down and explore the new area
to see what is going on, but I'm here to help you, so I'll explain and save you
a move or two.
 Under the parlor is a crawl space divided in half by a beam. Each half has a
pillar supporting the ceiling (or the floor of the Parlor). In the Crawl Space
North there is an entrance to a passage which is partially blocked by the
ceiling. You somehow have to raise the ceiling to get into that passage. Figured
it out yet? Okay, here we go.
 MOVE PIANO NORTH, then DOWN, SOUTH, REMOVE PILLAR. Now go NORTH, UP, and PUSH
PIANO SOUTH twice. When you do this, the now-unsupported floor will cave in
raising the floor on the north end of the parlor. Now DOWN, NORTH, and you'll
find a Parking Meter (back to junk again, huh?). GET METER, SOUTH, UP, and DROP
PILLAR.
 Now let's go take a look at that painting. Go WEST to the Hallway and MOVE
PAINTING. Lo and behold! A safe and another punch card fluttering to the floor.
GET GREEN CARD.
 Now, remember those candles in the Living Room? I hope you wrote it down like I
told you. You should have something like Right 3, Left 7, Right 5. Now does it
make sense? Try turning the dial to whatever numbers and directions the candles
gave you by saying TURN DIAL RIGHT TO 3, etc. When you get the safe open you'll
find another valuable treasure cleverly disguised as Mama Maggio's cheese
grater. GET GRATER then WEST, WEST where you can DROP ALL BUT FLASHLIGHT, PUNCH
CARDS, AND BUSINESS CARD.
 It's time to find out what these cards are all about so let's explore some
more. Go NORTH, WEST, and DOWN and you'll be in the Cellar with a strange
computer. Aha! The light dawns! When you EXAMINE COMPUTER you'll see that there
are rows of lights, a button, a slot and a hopper, and that the computer is off.
TURN COMPUTER ON and you'll learn that the seven rows of lights flash on and
off. Hmmm, seven rows of lights. If you look at your inventory, you'll see that
you have six punch cards. But wait! Didn't you see something about a closed
closet door? OPEN CLOSET and go SOUTH and you'll be under the elevator (now you
see why we walked?) and you'll find the seventh card! GET BLUE CARD and go NORTH
back to the computer.
 Now we could spend months trying every possible combination to feed these cards
into the computer. But instead, let's get some help from a computer expert.
EXAMINE BUSINESS CARD and you'll see the guy's name is "ROY G BIV." What a
strange name. Still don't get it? How about R.O.Y.G.B.I.V.? Okay! So, PUT RED IN
SLOT, PUT ORANGE IN SLOT, PUT YELLOW IN SLOT, PUT GREEN IN SLOT, PUT BLUE CARD
IN SLOT, PUT INDIGO IN SLOT, PUT VIOLET IN SLOT. Then LOOK AT LIGHTS. You'll
find three numbers and a dash and four numbers. If you look again at your
business card, you'll find the first three numbers should be "576" the same as
the prefex for Roy's phone number. So it must be a phone number! I'm not sure if
this is a variable; my number was 576-3190.
 Let's rush upstairs and try it, so UP, EAST, SOUTH, and DIAL 576-3190 (or
whatever number you get) and you'll hear Aunt Hildy tell you to go look in the
hopper. So back to the cellar. We'll ride this time, so EAST, OPEN DOOR, ENTER
CLOSET, and PULL FIRST PEG. (Pay attention to the description of how the pegs
work, it will be important later.) OPEN DOOR and go NORTH and you'll see Uncle
Buddy's (probably cheap) toupee in the hopper. (By the way, don't bother calling
the number before you go through this procedure, it will be busy, and Uncle
Buddy's toupee won't appear in the hopper until you go upstairs and make the
call.)
 Now we'll go SOUTH, PULL SECOND PEG, then OPEN DOOR, GO NORTH, WEST, and DROP
ALL BUT FLASHLIGHT.

 HOLLYWOOD HIJINX
      Part 3

 We've used the elevator to go to the second floor and basement, but there HAS
to be a third floor (remember the panel in the ceiling?). There was also
something strange about those pegs. Let's take another look. Go EAST and ENTER
CLOSET. Take another look at the description of the pegs. Seems like there's one
missing and one cut off. Since the third peg takes us up to the second floor, it
stands to reason that the fourth peg should take us to the third floor. Since
the peg is sawed off, there's no way to pull it. Let's see what we have to work
with. EXAMINE BUCKET and you'll see that it is an old bucket that is rusting
through on the bottom. Remembering the sequence when you pull those pegs, in the
best tradition of McGYVER, an idea begins to form!
 TAKE BUCKET and go NORTH four times, and you'll be in the South Garden. Go
NORTHWEST and you'll see a shovel. Leave it for now. NORTHEAST will take you to
the North Garden, where you'll find a small pond. PUT WATER IN BUCKET and you'll
notice it is starting to leak slowly. This is just what we want, but you can't
waste any time now.
 Go SOUTHWEST, SOUTHEAST, SOUTH three times, and ENTER CLOSET. Now HANG BUCKET
ON THIRD PEG. GO NORTH, UP, OPEN CLOSET, SOUTH. Now WAIT. If you followed the
sequence exactly you shouldn't have to wait more than two turns, but eventually
the elevator will go up and you'll be at the third floor!
 Now OPEN DOOR and NORTH. You'll see a trunk here, but you can't open it. So
instead OPEN PANEL and you'll hear a click from the trunk. Now OPEN TRUNK and
GET FIRE HYDRANT. Now DOWN, OPEN CLOSET, SOUTH, PULL SECOND PEG, GET SKIS, OPEN
DOOR, and NORTH, then WEST, DROP HYDRANT. (You're building up quite a
collection!)
 Now we're going to tackle the grounds! Remember those wax statuettes that I
told you were candles? Well..let's grab one. (If you want to do any exploring
that doesn't follow the walkthru, better take a spare candle.)
 So TAKE RED CANDLE. If you couldn't Script the map, you might want to TAKE
YELLOWED PAPER AND THIN PAPER for future reference. Now go EAST, NORTH three
times, NORTHWEST and TAKE SHOVEL, then NORTHEAST, NORTH, and you'll be at the
entrance to the Maze. We're not going to deal with this yet, so TURN OFF
FLASHLIGHT and DROP FLASHLIGHT, ALL PAPER AND SHOVEL. (You don't really have to
turn off the flashlight, but we old Zorkers don't believe in taking chances!)
 Now go EAST twice and you'll be at the Top Landing. If you go down the stairs
you'll discover a gap that you can't get across, so WEAR SKIS and DOWN. Wheeee!
 You're not going to get very far on the sand in those ridiculous skis, so
REMOVE SKIS AND DROP THEM and GET GREEN MATCH. Where you're going next you're
going to need a waterproof source of light, so LIGHT CANDLE WITH FIRE. Then DROP
WAX ON GREEN MATCH and BLOW OUT CANDLE.
 Now we're going into the inlet, but the only way to do that is to SWIM. Then
head SOUTH, DOWN, DOWN, where you'll feel a current going east so go WEST, and
UP twice before your lungs burst. The description here, if you try to move in
any direction, is kind of confusing, and you can't light your candle while
you're in the water, so just go NORTH where you'll be told it's pitch black
(luckily the dreaded Vicious Lurking Grues don't seem to like Hollywood!)
 We need some light, so REMOVE WAX COATING FROM MATCH, then LIGHT MATCH, then
LIGHT CANDLE WITH MATCH.
 Now go NORTH then UP and you'll be in the Bomb Shelter. You'll probably have to
read the description several times before you can really get a picture of what's
going on. But it's fairly easy to deal with once you get the picture. First
let's open that hatch, so PULL CHAIN. Then LIFT LEFT END OF PLANK. Now LIGHT
ROPE WITH CANDLE and STAND ON RIGHT END OF PLANK. Now WAIT one or two turns and
soon the rope will burn through, the safe will crash down on the left end of the
plank and you'll be tossed through the hatch in the ceiling! (Good thing you
pulled that chain, huh?)
 Now you're on the cliff, with a strange ladder. Remember those hooks under the
hatch? Well GET LADDER then DROP LADDER IN HOLE then DOWN. Now GET LADDER and
HANG LADDER ON HOOKS. You now have a fire escape! Now let's deal with the safe.
 First EXAMINE SAFE and you'll see a plaque, so READ PLAQUE. You'll see that the
safe was made by Levy, Regan, and Lebling. Do you suppose it's coincidence that
their names begin with L, R, L? Just for fun, let's use the number of letters in
their names. So TURN DIAL LEFT TO 4, TURN DIAL RIGHT TO 5 and TURN DIAL LEFT TO
7. That faint "click" can mean only one thing! OPEN SAFE and GET FILM.
 Let me warn you right now. DO NOT under ANY CIRCUMSTANCES take this film back
to the projection room and watch it. (Unless, of course you SAVE the game
first!)
 We've got all the loot there is here so UP, then UP again and you'll be at the
Cannon Emplacement. If you EXAMINE CANNON you'll learn two things: First, one
wheel is resting on a compartment; and second, Uncle Buddy says he always kept
it loaded (which means of course it probably ISN'T!). If you EXAMINE CANNON
BALLS you'll find that only one is loose, so remembering the laws of
action/reaction, GET CANNON BALL THEN PUT IT IN CANNON. Now LIGHT FUSE WITH
CANDLE and just as your Science teacher told you, the cannon will move back a
few feet when it fires. Now you can OPEN COMPARTMENT and GET MASK.
 Congratulations! You've got nine treasures. By the way, you can BLOW OUT CANDLE
THEN DROP IT before it burns your fingers...and you've got two candles and a
match back at the house in case you want to roast marshmallows later.

 HOLLYWOOD HIJINX
      Part 4

 Well folks, it's time to deal with that dreaded Maze and get the last treasure!
So go WEST, then EAST (trust me, it works. If you read the description you'll
discover that when you went west you really went west and then south. Now you're
back at the entrance to the Maze. GET ALL and you're ready to start.
 The map makes things easier, but it's still a little tricky because there are
some places where you have to make more moves than you think you do. If you
follow these directions exactly, you'll be fine. Here we go!
 NORTH, WEST, NORTH, WEST, NORTH, WEST, SOUTH, WEST, WEST, NORTH, WEST, SOUTH,
EAST, SOUTH, EAST, NORTH, EAST, SOUTH, WEST, NORTH, WEST, SOUTH, WEST, NORTH,
WEST, SOUTH, WEST, NORTH, EAST, NORTH, EAST, NORTH, EAST, EAST, NORTH, EAST,
SOUTH, EAST, EAST, SOUTH, EAST, NORTH, EAST, NORTH, EAST, SOUTH, WEST, SOUTH,
WEST, SOUTH, EAST, NORTH, WEST, SOUTH,
 This must be the spot! Now DIG IN GROUND and your hours of wandering around in
this dumb maze will be rewarded with a valuable (?) rubber stamp. GET STAMP and
you'll see a note and a peg under it. (No matter what sequence you use, when you
find the last treasure the note and peg will be right there under it).
 GET PEG THEN READ NOTE and you'll find discover that Aunt Hildy is really
ALIVE! And she wants you to come "down." Okay, we're ready to find our way out.
It's the same path, only in reverse.
 NORTH, EAST, SOUTH, WEST, NORTH, EAST NORTH, EAST, NORTH, WEST, SOUTH, WEST,
SOUTH, WEST, NORTH, WEST, WEST, NORTH, WEST, SOUTH, WEST, WEST, SOUTH, WEST,
SOUTH, WEST, SOUTH, EAST, NORTH, EAST, SOUTH, EAST, NORTH, EAST, SOUTH, EAST,
NORTH, WEST, SOUTH, WEST, NORTH, WEST, NORTH, EAST, SOUTH, EAST, EAST, NORTH,
EAST, SOUTH, EAST, SOUTH, EAST, SOUTH.
 And you're back at the Entrance! Now let's go find out what all this is about.
If you've done all this work and you're NOT going to inherit anything, because
Aunt Hildy is still alive, you're going to be VERY upset!
 Go WEST, SOUTH, SOUTH, NORTH, NORTH and (if you turned it off earlier) LIGHT
FLASHLIGHT. (At this point if you want to be tidy, you can go drop everything in
the Living Room to the West. It doesn't really matter, because you are about to
lose everything you worked so hard for!)
 ENTER CLOSET and PUT PEG IN HOLE. See what I mean? You've dropped everything
and it's gone forever. After a chilling drop to the sub-basement you're
confronted with a scene right out of the "Perils of Pauline." (You younger folks
ask grandma.) Aunt Hildy is tied to a buzz saw and Rotten Cousin Herman is
trying to figure out how to do you in.
 The solution here is a little weak, but it seems that it really doesn't matter
what props you chose, if you follow this sequence the third prop you hit Herman
with will turn out to be real. All you have to do is keep track of what Herman
choses for a weapon and then chose one of the props that's left.
 So TAKE SWORD AND HIT HERMAN. The prop will break and Herman will hit you with
something, having the same result. Then GET STICK AND HIT HERMAN. Again it will
break and Herman will try to bash your brains out with something equally flimsy.
Then GET GUN AND SHOOT HERMAN. (For a laugh, grab the gun as the first weapon
and watch Herman get covered with gooey whipped cream.) This time it will turn
out to be the real article. He will start to get to his feet, but ignore him.
Time is critical here. Your next move MUST be STOP SAW. Otherwise poor old Hildy
will be chopped meat and you will have a heck of a time explaining the corpse to
the cops!
 If you save her, she'll explain to you that you've done good and will inherit
the estate anyway. Hardly up to the standards of the endgame in PLANETFALL but
all-in-all, not a bad first effort from Dave Anderson.
 HOLLYWOOD HIJINX is published by Infocom and distributed by Activision.
 This walkthru is copyright (c) 1987 by Merlin. All rights reserved.

 

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