Your Aunt Hildegarde has just died. To inherit everything, you must find ten "treasures" hidden in and around Hildebud, the Hollywood estate she shared with your Uncle Buddy, the famous producer of several questionable shlock movies. But you only have one night to do it, or one of their other nieces and nephews will get their chances. Good luck!
This solution is by David Welbourn, and is based on Release 37 of the game. My copy of the game is on a Masters of Infocom CD. To make it playable with my usual Z-machine interpreter, I copied HOLLYWOO.DAT onto my hard drive and renamed the file to HOLLYWOO.z3.
SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of a commercial interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.
The house interior is completely dark (even in rooms with windows) and you need your flashlight on while exploring it. Whenever you leave the house, remember to turn off the flashlight to conserve its batteries.
The closet is an elevator that can travel between floors by pushing the appropriate pegs. If the closet is on the floor below yours, you can get onto the top of the closet.
To enter the fireplace, you must say so explicitly.
Map 3: Beach to Bomb shelter
Map 4: Hedge maze
Follow the green path on the map to reach the center of the maze and return to the entrance. Red dots represent dead ends. Dig at the gold dot with an X.
EXAMINE cannot be abbreviated to X, but can be abbreviated to L AT.
UNDO means UNTIE.
⭐ Unlock the front door. Get the yellowed paper.
South Junction
> verbose. i. examine flashlight.
> examine photo. examine letter.
The letter explains that you have one night to find all ten "treasures" in one night to win the estate.
The back of the photograph has a handwritten message from Uncle Buddy. Note the direction at the end of the first line in each stanza:
Hey kiddo!
This might open a few doors for ya!
Be brave as Sheriff Roy in "Fastest Blender in the West," The day the rustlin' outlaws put their chainsaws to the test. Old Sheriff Roy used whip, then chop, then liquify/puree, But his blender was no match for the Chainsaw's mean foray. As pieces of Roy scattered, we knew that we had trouble. We hadn't switched the sheriff with his plastic life-size double!
Be bold as Captain Bob in "Cannibal Buffet of the East," Who agreed to come to dinner, not knowing he was the feast. Fingertip hors d'oeuvres were greasy, sauteed eyeballs weren't so hot, But their mouths began to water when they put Bob in the pot. Don't feel bad for Captain Bob, whose agent was a real smarty. He signed Bob for a sequel called "Cannibal Meatloaf Party."
Be clever like the tailor in "Vampire Penquins of the North." A cummerbund for each penguin was the pan he had set forth. The first penguins that he met were of Transylvanian extraction. And their fondness for his neck was a natural reaction. Now the tailor's up in Heaven, sewing angel gowns of white, While the penguins search the frozen turf for other necks to bite.
We sure enjoyed having you with us all those summers. You always were my favorite!
Love ya, kiddo! Uncle Buddy
> examine statue. examine rose. examine bazooka.
> turn statue west.
> turn statue east.
> turn statue north.(The click is the front door unlocking.)
> n.
Front Porch
The front door is locked until you unlock it by correctly turning Buck's statue. If you ring the doorbell, you hear a random tune from one of your uncle's movies.
> examine mailbox. open it. examine copy.
> examine yellowed.(Vertical lines of a maze map.)
> examine card.("ROY G. BIV ... 576-1851")
> take yellowed.
> open door. n.
⭐ Get upstairs.
Foyer
> turn on flashlight.
> u.(The stairs flatten, and you slide down.)
> open closet. in.
Closet
> examine pegs. examine bucket. examine skis.
This closet is a secret elevator. Whenever you push down and release a peg, the closet rises or lowers to the appropriate floor. The first peg is for the cellar; the second, main floor; the third, upstairs. ! This implies that the hole is for a missing peg that leads to a sub-basement, and the sawed-off peg is for the attic.
> push third peg. open door. out.
⭐ Get the red card and the Maltese finch.
Upstairs Hall, Middle
> examine newel. turn it.(The stairs are now stable.)
> examine panel. open it.(Not from this side.)
> w. n.
Master Bedroom
There's nothing to find in this bedroom, but I thought you'd like to see it anyway.
> examine bed. look under it.
> examine chair. examine phone.
> s. s.
Upstairs Bathroom
> examine toilet. examine water.(turned off)
> examine shower. examine mat.
> look under mat. take red card. examine it.
> n. e. e.
Upstairs Hall, East
> examine sack. examine window.
> hold sack. open window. open sack.(+10)
> examine finch.
> n.
Bedroom
There's just a bed in here.
> s. s.
Guest Room
Actually, there's nothing of any use in the bedrooms.
> pull handles.(nothing)
Return to the closet:
> n. w. s.
⭐ Get the orange card and the fire hydrant.
Closet
> take bucket. push second peg.
> open door. out. n.
Game Room
We'll deal with the stuff in this room later.
> unlock door. open it. n.
Patio
Leave the flashlight on. You'll be back inside soon enough.
> take orange card. n. ne.
Garden, East
> examine rose. nw.
Garden, North
> examine orchid.
> fill bucket.(from pond)
Quickly, head back to the closet!
> se. sw. s. s. s. in.
Closet
Move quickly! The water won't last long!
> put bucket on third peg.
> out. u. open door. s.
Top of Closet
> z.(Repeat waiting until the closet ascends.)
> open door. n.
Attic
> examine trunk. examine ladder.
> open panel.(The ladder unfolds downward and the trunk unlocks.)
> open trunk. examine hydrant. take it.(+10)
> d. d. n.
⭐ Get the diamond ring.
Game Room
There's no way to know what the buttons do or how the model scenario plays out without trying, failing, restoring the game, and trying again.
The blue button makes the dog grab what's in front of him. The black button makes him stomp his foot. The green button makes him walk forward. The white button makes him swipe at the air. The red button makes him shoot flame from his mouth (but there's only fuel for three blasts).
> examine model. examine dog. examine ring.
> push green.(Two tanks and a plane appear.)
> push green.(The tanks begin firing.)
> push green.(The planes begin firing.)
> push black.(One tank is hurles away.)
> push white.(One plane is gone.)
> push black.(The second tank is gone.)
> push white.(The second plane is gone.)
> push green.
> push green.(A truck with a radar dish and a rocket appear.)
> push green.(The dog is near the truck and monument.)
> push black.(The truck is gone, and the rocket hits a building.)
> push blue.(The dog takes the ring.)
> push green. g. g. g.(Snout bumps into the dome.)
> push red. g. g.(There's a hole now.)
> take ring.(+10)
> w.
⭐ Get the thin paper, matchbox, and blue card.
Dining Room
> examine table. examine thin paper. take it.
> put thin on yellowed.(You see a map of a maze.)
> w.
Kitchen
> examine matchbox. take it. open it. examine match.
> d.
Cellar
You need seven punch cards before you can use this computer.
> examine computer.(has slot, button, hopper, and display lights)
> open door. s.
Shaft Bottom
> take blue card.
> n. u. e. s.
⭐ Get the indigo card and stuffed penquin.
Living Room
Remember the numbers indicated by the candles.
> examine rug. move rug.(no trapdoor)
> examine red wax.("right ... three")
> examine white wax.("left ... seven")
> examine blue wax.("right ... five")
> drop ring, hydrant, sack, photo, letter.
> enter fireplace.
Fireplace
> take brick. drop it. take indigo card.
Note that you can't climb with too much stuff, and you also need the hole where the brick was as a handhold.
> u. u. u.
West End of Roof
> examine chimney. e. d.
> examine penguin. take it.(+10)
> u. w. d. d. d. e.
Living Room
> drop penguin. e. n. e.
⭐ Get the yellow card and song to play.
Short Hall
Ignore the ladies' room north and the men's room south.
> e.
Screening Room
> take yellow card. s.
Projection Booth
> examine slide projector. examine slide lens.
> examine film projector. remove lens cap. drop it.
> take slide. examine it.
> take film strip. examine it.
Deal with the slide projector first. It's less fiddly.
> put slide in slide projector.
> turn on slide projector. focus slide lens.
> examine screen.
Now deal with the film projector. The film strip is quite short, so examine the screen as soon as it's being projected.
> put strip in film projector.
> turn on film projector.
> examine screen.(+10)
A message from Aunt Hildegarde tells you to play a particular tune. It'll be something like "Stardust" or "Oklahoma", but it's chosen at random; remember it.
If you mess up, you must turn the film projector off before you can put the film strip back into it.
> n. w. w. s. e.
⭐ Get the green card and cheese grater.
Hallway
> examine painting. move it. take green card.
> examine safe.
Remember the numbers from the wax statuettes.
> turn dial right to 3.
> turn dial left to 7.
> turn dial right to 5.
> open safe. examine grater. take it.(+10)
> e.
⭐ Get the violet card and parking meter.
Parlor
You learned the song title from the projection room puzzle.
> examine piano. open it. take violet card.
> play "SONGTITLE".(A door in the floor opens.)
> push piano north.
> d. s.
Crawl Space, South
> take dirty pillar. n. u.
Parlor
> push piano south. g.(The floor tips.)
> drop pillar. d. n.
Small Passage
> examine meter. take it.(+10)
> s. u. w. w. w.
Living Room
> drop grater, meter.
> n. w. d.
⭐ Use the punch cards. Get the toupee.
Cellar
Insert the cards into the computer's slot in ROY G BIV order as hinted by the business card you saw in the mailbox. If you make a mistake, push the red button to eject all the cards into the hopper.
> turn on computer.
> put red card in slot.
> put orange card in slot.
> put yellow card in slot.
> put green card in slot.
> put blue card in slot.
> put indigo card in slot.
> put violet card in slot.
> examine lights.("576-3190")
> u. e. s.
Living Room
> call 576-3190.(Aunt Hildegarde tells you to look in the hopper.)
> n. w. d.
Cellar
> examine toupee. take it.(+10)
> u. e. s.
⭐ Get the shovel and rubber stamp.
Living Room
> drop toupee. e. n. n.
Patio
> turn off flashlight. n. nw.
Garden, West
> examine tulip. take shovel. ne. n.
Entrance to Hedge Maze
Remember, putting the thin paper on the yellowed paper shows you the maze layout. Keep a copy of the map handy, or use my Map 4 to see the route.
> save. n.
Hedge Maze (several locations)
> w. n. w. n. w.
> s. w. w. n. w.
> s. e. s. e. n.
> e. s. w. n. w.
> s. w. n. w. s. w.
You're now at the southwest corner of the maze.
> n. e. n. e. n.
> e. e. n. e.
> s. e. e. s. e.
> n. e. n. e.
> s. w. s. w.
> s. e. n. w. s.
You should now be at a dead end in the center of the maze.
> dig ground with shovel.
> examine stamp. take it.(+10)
Gruesomely, there's no quick way out. Retrace your steps:
> n. e. s. w. n.
> e. n. e. n.
> w. s. w. s. w.
> n. w. w. n. w.
> s. w. w. s. w. s. w. s.
You're back at the southwest corner.
> e. n. e. s. e.
> n. e. s. e.
> n. w. s. w. n. w. n.
> e. s. e. e. n.
> e. s. e. s. e. s.
Entrance to Hedge Maze
> save.(whew!)
> drop shovel, thin, yellowed.
> s. sw. se. s. s.
Game Room
> turn on flashlight. w. s.
⭐ Get the candles and skis. Get to the beach.
Living Room
> drop stamp. take candles. all.
> e. u. open door. s.
Closet
> take skis. push second peg.
> open door. out. n. n.
Patio
> turn off flashlight. e. n. e. d.
Middle of Beach Stairs
CAUTION: Trying to jump over the gap or going north or down from here is fatal.
> u.
Top Landing
IMPORTANT: Don't take the flashlight on this trip! You just want the skis, red match and all the candles.
> drop flashlight.
> wear skis. d.(+10)
⭐ Waterproof the matches. Get into the bomb shelter.
Beach
> remove skis. drop skis.
> take green match. examine fire.
> e.(You stroll a bit and return.)
Before you swim, you need to waterproof your matches.
> light white candle.(using the fire)
> drip wax on red match.
> drip wax on green match.
> put out white candle.
> s. w.
Grotto
> swim.
Surface of Grotto Pool
Once you're underwater, keep moving until you're above the water again.
> d. d. w. u. u.
Surface of Pool
You need to get out of the water before you can light a match.
> n.
Ledge
> light green match. light blue candle.
> n. u.
⭐ Get the movie film.
Bomb Shelter
It's difficult to visualize the setup here. It's basically a seesaw with a heavy safe dangling above the left end and a hatch in the ceiling above the right end.
> pull chain.(The ceiling hatch opens.)
> lower right end.
> burn rope.
> stand on right end.
> z.(The safe falls onto the left end of the plank, and you're thrown up and out to...)
The first line tells you the combo to dial. The initials are L-R-L (for left-right-left), and the word lengths are 4, 5, and 7.
> turn dial left to 4.
> turn dial right to 5.
> turn dial left to 7.
> open safe. examine film. take it.(+10)
> u.
Cliff
> turn off flashlight
> take match. s.
⭐ Get the catcher's mitt, peg, and note.
Cannon Emplacement
> examine cannon. examine compartment.
> examine balls.
> take ball. put ball in cannon.
> light match. light fuse.(The cannon fires and rolls back off the compartment.)
> open compartment. examine mask. take it.(+10)
When you take the tenth "treasure", you find a peg and note under it.
> examine peg. take peg.
> read note.(Aunt Hildegarde invites you to come on down.)
> e. s. w.
Patio
> turn on flashlight. s. s. w.
Living Room
You don't really need to drop the treasures here. I'm just being tidy.
> drop mask and film.
> e. in.
Closet
> put peg in hole.
The floor opens up! You fall and drop everything. You slide down to...
⭐ Defeat Cousin Herman and save Aunt Hildegarde!
Prop Vault
Don't waste time examining anything or by asking questions. You need to defeat Herman before you can untie your aunt.
Grab any of the props and hit Herman with it! Herman will try to do the same to you.
> take sword. hit Herman with sword.
Both were duds. Grab a second prop!
> take shears. hit Herman with shears.
Again, both were duds. Grab a third prop!
> take clippers. hit Herman with clippers.
Herman is stunned. And your aunt is about to die!
> untie aunt.(+20)
Cousin Herman escapes while you're busy rescuing your aunt.
Aunt Hildegarde confesses she faked her death to oversee the stipulations of her will, and confirms you won her estate. She just had to be certain you were clever enough to take care of it.
She also hopes you both have seen the last of your Cousin Herman.
Finally, your score is displayed and you're asked if you want to RESTART, RESTORE, or QUIT.
Extras
Artwork
There are a few instances of ASCII art in this game.
OOOO OOOO O OOOO O OOOO OOOO O O O O O O O O O O O O O O O O O O OOOO O OOOO OOO OOOO O OOOO O O O O O O O O O O O O O O O O O O O O OOOO O OOOO OOOO O O OOOO
Characters
An attorney drops you off at the front of the house and gives you the flashlight, photo, and letter.
A black cat crosses your path when you approach the front porch.
The Atomic Chihuahua paces through part of Tokyo in the scale model in the game room. The Japanese people are represented by the tanks, planes, and truck that attack the giant dog.
Unnamed people eastward on the beach may invite you to nude hot tub parties.
Aunt Hildegarde was Uncle Buddy's wife, and she gained renown for her rose garden. She faked her death so she could personally oversee that the right niece or nephew inherited their estate. You find her tied to a buzz saw in the prop vault. Once the legal issues of estate transfer are settled, she plans to visit France.
Cousin Herman was a brat and a troublemaker as a kid. He's who you hear elsewhere in the house and maze. He also attacks Aunt Hildegarde and ties her to a buzz saw, so he's clearly no better as an adult.
Mentioned:
Uncle Buddy produced several movies of questionable value and taste. He's depicted on the photo and the hallway painting, and the message on the back of the photo is from him and addressed to you. All of the "treasures" that you need to find are related to Uncle Buddy or his movies.
Other nephews and nieces will get their chance at inheriting the estate if you fail to find all ten "treasures".
Character Buck Palace, the fighting letter carrier, is represented by a life-size statue at South Junction.
Johnny Carson's house is nearby.
Sonny Tufts once rung the doorbell.
Author "Hollywood" Dave Anderson thanks his fellow imps in the copy of "The Status Line".
Roy G. Biv is the owner-operator of a computer service and repair shop.
Roger Corman was a rival of Uncle Buddy's. A wooden replica of Corman's head is the newel at the top of the stairs.
Jack Valenti, the President of the Academy of Motion Picture Arts and Sciences, is pictured on the rubber bath mat.
Humphrey Bogart is mentioned when you examine the Maltese finch.
Xavier Cugat is briefly remembered by the Atomic Chihuahua during a dazed moment.
Dozens of pigeons mourn the loss of monument that the Atomic Chihuahua crushes.
Santa Claus with a sack full of Infocom games is pictured on the matchbook.
An unnamed Hindu god is depicted in the form of wax statuettes.
Linda Ronstadt's house can be seen from the roof.
Character Mama Maggio and her 16 teenage children are mentioned in the cheese grater description.
Actor Alan Chaplin is mentioned in the parking meter description.
Morgan Fairchild and a friend probably left the fire burning on the beach.
Levy, Regan, Lebling are named on the safe in the bomb shelter.
Credits
This is the text of the "About the Authors" section on page 19 of the documentation booklet included with the game:
"Hollywood" Dave Anderson's first exposure to a computer was at California State University, Fullerton. Each student in his biology class was given a password that allowed limited access to the school's mainframe computer. Class members were instructed to analyze their diets using a diet program on the school's mainframe. After several runs of the diet program, Hollywood wanted to see more of this computer. Knowing only as much about computers as you can learn on television, he quickly stole a password from a regular user and began to explore. After 5 hours and 14 on-line sessions of how to use the computer, he left the lab with a severe headache and no better understanding of computers, except that they were fun.
Two years later, his friend bought an Atari 800. Hollywood's first thought after watching Pac-Man race across the screen was, "How do they do that?" After giving up on the computer manual, he went to the library and checked out a book on BASIC written at Dartmouth in 1962, thus becoming totally confused. A few months later a friend recommended a book that would change his life forever--Atari BASIC for Kids. He was on his way.
Hollywood left L.A. and moved to Massachusetts in 1983, where he answered an ad by Infocom for a product tester. He was hired, and later became the manager of testing. In 1985 he foolishly took a job as a game writer. He is often seen in his beach-mural-lined office wearing a Hawaiian shirt, with a cigar (still in the wrapper) in his mouth. His dream is to be the Paul Schaffer of entertainment software. Hollywood Hijinx was designed, written and implemented by "Hollywood" Dave Anderson with enormous help of his fellow imps. The initial concept for this game was from an idea by "Hollywood" Dave Anderson and Liz Cyr-Jones.
The original concept for Hollywood Hijinx is credited to Liz Cry-Jones. Raised in Hawaii on raw fish and seaweed, Liz joined the Infocom group as an official sushi tester, and she has a tank of tropical fish in her office for quick afternoon snacks. Liz lives in Beverly, Massachusetts, with her husband Bob, and a cat named Nelson, whom Bob is teaching to fetch sticks.
Endings
You have died
if you try to go north, go down, or jump over the gap from Middle of Beach Stairs (upper side).
if you try to go south, go up, or jump over the gap from Middle of Beach Stairs (lower side).
if you put the film reel in the film projector then turn the film projector on. "A Corpse Line" is so horrific that you have a heart attack.
if you enter the closet shaft from the attic while the closet is in the cellar. You crash through the top of the closet before falling to the floor of the closet.
if you're in Shaft Bottom when the closet descends on top of you. You really have to make an effort to make this death happen.
Other losing endings:
If you're not in the living room at 9am (720 moves), you're disappointed with yourself either because you didn't find all the treasures or because you didn't meet the lawyer.
If you wait in the Living Room with less than ten "treasures" until 9am (720 moves), the lawyer counts the "treasures" and says since you didn't find them all, you won't inherit the estate.
If you wait in the Living Room with all ten "treasures" until 9am (720 moves), the lawyer arrives and congratulates you on finding all the "treasures", but chides you that you didn't follow your aunt's instructions in the note, so you won't inherit the estate after all.
To win the game, you must find all ten "treasures", then find and rescue Aunt Hildegarde in the prop vault.
Note there are several ways to make the game unwinnable, such as, but not limited to:
accidentally breaking the Maltese finch,
stranding the closet upstairs while the stairs are still actively trick stairs,
messing up the Atomic Chihuahua sequence,
trapping yourself in the bomb shelter with no way out (for example, the safe could fall without you being on the plank),
tipping the parlor floor the wrong way,
using up matches that you'll need later,
ruining your flashlight or matches with water damage, etc.
I note also that the game is merciful in at least one way:
If you are underwater for too long, you start swimming frantically, pass out, then wake up on the beach. Your character never drowns.
Films
Uncle Buddy's known films, and what refers to them:
"Address Unknown" (the rubber stamp)
"Atomic Chihuahuas From Hell" (the scale model of downtown Tokyo, the fire hydrant)
"The Big Diamond Ring" (the Big Diamond Ring)
"Cannibal Buffet of the East" (the photo feelie)
"A Corpse Line" (Screening Room, film reel)
"Dracula Meets the Confederacy" (the cannon)
"Fastest Blender in the West" (the photo feelie)
"Friday the 15th" (the catcher's mask)
"Maggio Boys and Girls" serial (the cheese grater)
"The Maltese Finch" (the Maltese finch)
"Plan Nine from Marketing" (the computer)
"Vampire Penguins of the North" (the stuffed penguin, the photo feelie)
"You Can't Fight City Hall, But You Can Blow It Up!" (the parking meter)
Inventory
Note that you have inventory limits. The ladder and cannon ball are heavy. Discard items you no longer need. Leave "treasures" in the living room.
CAUTION: Some stuff will get damaged by water when you swim. Your flashlight will stop working, unprotected matches become unusable, and papers become unreadable.
Light sources
a flashlight. You're carrying it.
This is your primary light-source in this game, and you need it to explore the mostly dark interior of the house. Turn it off when outside; you don't want to waste its batteries.
CAUTION: The flashlight is not waterproof. If you take it underwater, it stops working.
a red wax statuette, a white wax statuette, and a blue wax statuette. These candles are all on the mantle in the living room.
Examine them. The red one shows 3 fingers on his right hand; the white one shows 7 fingers on his left hand; the blue one shows 5 fingers on his right hand. ** The sequence 3 right, 7 left, 5 right describes how to unlock the wall safe in the hallway.
The candles can be lit with any existing fire source, such as a lit match or the campfire on the beach. While the candles burn slowly, they won't last all that long either, so only use them when you must.
On the beach, light a candle from the fire, then drip some wax onto both matches to waterproof them. After swimming through the underwater passage and arriving outside the pool, light a candle with one of your matches so you can see in the tunnel and bomb shelter. If necessary, light a fresh candle from a candle that's about to expire; do not use the second match for the candles.
In the bomb shelter, after opening the hatch and lowering the right end of the plank, burn the rope with your burning candle, then stand on the right end of the plank and wait. When the rope snaps, the safe falls onto the left end of the plank and you're propelled out of the shelter through the hatch.
You just need the match; you don't need the matchbox itself when lighting a match.
a red match and a green match. The red one is in the matchbox; the green one is on the beach near the fire.
On the beach, light a candle from the fire, then drip some wax onto both matches to waterproof them.
After swimming underwater to the pool, leave the pool (by going north), then light one of your candles with one of the matches so you can see in the tunnel and bomb shelter.
At the cannon emplacement, first put the cannon ball into the cannon, then light your second match and light the cannon's fuse with it. When the cannon fires, the cannon will roll back off the compartment it was on top of.
The actual photo is a feelie included in the game's packaging. On the back of the photo is a poem; it's a clue on how to unlock the front door.
The poem mentions three directions: West, East, and North. At the South Junction, turn the statue west, then east, then north to unlock the front door.
Aunt Hildegarde's letter. You're carrying it.
The actual letter is a feelie included in the game's packaging. The text of letter re-iterates your task: to find all ten "treasures" in one night to win Uncle Buddy's entire estate. If you fail, one of their other nephews or nieces will get their chance.
a copy of The Status Line. It's in the mailbox on the front porch.
Read it then ignore it. You don't need it.
a yellowed piece of paper. It's in the mailbox on the front porch.
Examine it: it shows a lot of vertical lines with an X in the middle.
Put the thin piece of paper on the yellowed one to see a map of the hedge maze. Dig (with the shovel) where the X on the map indicates.
a business card. It's in the mailbox on the front porch.
Read it. It's your clue to insert the punch cards into the cellar computer's slot in "ROY G BIV" order.
Telephones are in the living room and master bedroom. If you call the number on the card, you learn the computer repair store is closed for the night.
a thin piece of paper. It's in the dining room.
Examine it: tt shows a lot of horizontal lines.
Put the thin piece of paper on the yellowed one to see a map of the hedge maze. Dig (with the shovel) where the X on the map indicates.
a note. It's underneath the tenth treasure you take.
Read it. Aunt Hildegarde congratulates you and invites you down for a big surprise.
Punch cards
In the cellar, turn on the computer, then put all seven punch cards into the slot in "ROYGBIV" order; that is, red first, then orange, yellow, green, blue, indigo, and finally violet. Examine the computer's display to see a phone number which you should call in the living room. (If you make a mistake with the card order, push the button to make the computer eject all its cards into the hopper.)
a red punch card. It's under the bath mat in the upstairs bathroom.
an orange punch card. It's on the patio.
a yellow punch card. It's in the screening room.
a green punch card. It falls to the floor when you first move the painting in the hallway.
a blue punch card. It's in the shaft bottom.
an indigo punch card. It falls to the floor when you first take the loose brick in the fireplace.
a violet punch card. It's inside the piano in the parlor.
Tools
a slide and a strip of film. They're both in the projection booth.
The goal is to put both items into their respective projectors so they project simultaneously into the screening room where the combined images form a message telling you to play a randomly chosen song. When you know which song, play it on the piano in the parlor.
First, put the slide into the slide projector, turn the slide projector on, then focus its lens.
Second, take the lens cap off the film projector's lens. Put the film strip in the film projector, then turn the film projector on.
Immediately examine the screen from the booth. You see the words you need to see just before the film strip runs out of its projector and onto the floor.
Note that the film projector must be off before you can put any film into it.
a pair of skis. They're in the closet.
Take only the skis, red match, and candles to "Top Landing". Wear the skis then go down. You fly over the gap in the stairs and stop at the beach.
Remove the skis and discard them on the beach. You can't walk anywhere in them, and you don't need them any more.
a rusty bucket. It's hanging from the second coat peg in the closet.
First, make sure the closet is on the main floor beside the foyer. Leave the cellar door open.
At "Garden, North", fill the bucket with water from the pond. The bucket leaks slowly every turn until it's empty.
Quickly, return to the closet and hang the bucket on the third peg.
Now run upstairs to "Upstairs Hall, Middle" and enter the closet door. You're now on top of the closet. Wait for the bucket to empty. When it does, the peg pops up and the closet rises to the upper floor. Since you're on top of the closet, when you leave the shaft, you're finally in the attic.
a shovel. It's at "Garden, West".
When the thin paper is on top of the yellowed paper, you see a map of the hedge maze. Take the shovel to the spot marked with an X in the maze and dig there to find a rubber stamp.
a ladder. It's at "Cliff".
The ladder is heavy. You may need to drop things first before carrying it. Also, its weight prevents you from carrying it up the slope to the cannon (or anywhere else).
When the hatch on the cliff is open, put the ladder into the hole; it falls into the bomb shelter. You should fetch your flashlight before entering the hatch yourself.
In the bomb shelter, put the ladder on the hooks. Now you can enter and leave the shelter easily.
a cloth sack. It's hanging out of the closed window at "Upstairs Hall, East", with just the top of the sack sticking out underneath.
CAUTION: If you simply open the window, the sack falls to Southeast Junction outside and the finch inside is broken into pieces.
First hold the sack with one hand, then open the window with your other hand. This way you bring the sack safely inside.
a cannon ball. It's on the stack of cannon balls at the cannon emplacement.
The ball is heavy. You may need to drop some stuff first.
Put the ball into the cannon, of course.
a chipped peg. It's underneath the tenth treasure you take.
In the closet, put the chipped peg into the hole. The floor drops out, you lose all your inventory, and you fall into the prop vault for the endgame!
an elvish sword of great antiquity, salivating hedge shears, giant nail clippers, a boomerang mail bag, a glowing mop, a gun, a big stick and a hairy club. These are all in the prop vault.
DON'T HESITATE. Take any prop. Cousin Herman grabs another one. Attack Herman with your prop. He attacks you with his. Both props are duds. Repeat the sequence with a second prop. On the third try, your attack succeeds, and Herman falls. Quickly, untie your aunt! Cousin Herman runs away and Aunt Hildegarde confirms you've won your inheritance. Congratulations!
Treasures
When you take the tenth treasure, you find a chipped peg and a note underneath. Bring all ten treasures to the living room and drop them there.
a Big Diamond Ring. In the game room, the ring is on top of a monument inside the scale model of downtown Tokyo.
To get the ring out of the dome, you need to push the model's buttons in a way so that the Atomic Chihuahua destroys its opponents, grabs the ring, carries it to the dome's other edge, then melts the dome enough for you to take the ring from the Chihuahua.
a stuffed penguin. It's at "In the Chimney", the one that's down from the east side of the roof. Get to the roof by entering the fireplace in the living room then going up and up.
a Maltese finch. It's in the cloth sack hanging outside the upstairs window. Hold the sack before opening the window so it won't fall; otherwise, the finch will break.
Mama Maggio's cheese grater. It's in the hallway's wall safe.
Move the painting to find the safe. Unlock the safe by turning the dial right to 3, then left to 7, then right to 5. The combo is clued by the wax statuettes in the living room.
Buck Palace's large rubber stamp. It's buried in the center of the hedge maze.
Put the thin paper on the yellowed paper to see a map of the maze. Take the shovel to where the X on the map indicates and dig there. Leave the maze by retracing your route.
Uncle Buddy's toupee. It's hidden inside the cellar's computer.
First, turn on the computer and insert the punch cards into its slot in "ROY G BIV" order. Examine the display to see a phone number.
Go to the living room and call the number that the computer displayed. The toupee drops into the computer's hopper.
a fire hydrant. It's in the dusty trunk in the attic. The trunk unlocks when you open the panel in the attic's floor.
To get to the attic, first leave the closet beside the foyer. Go the the north end of the garden and fill the rusty bucket with water from the pool. Quickly return to the closet and hang the bucket from the second peg. Now quickly go upstairs and get on top of the closet. When the dripping bucket empties, the closet ascends to the second floor, and now when you leave the top of the closet, you enter the attic.
a copy of the film "A Corpse Line". It's in the safe in the bomb shelter.
Count the letters in the words of the first line on the safe's plaque to deduce this safe's combo: left 4, right 5, left 7.
CAUTION: Watching this film in the screening room will drive you insane.
a parking meter. It's in the small passage below and to the north of the parlor.
To make the small passage accessible, you must first project both the film strip and slide simultaneously and see the tune displayed on the screen; it's randomized. Playing this tune on the parlor's piano opens a door in the parlor's floor.
Push the piano to the north side of the parlor, then take the pillar from the south end of the crawl space. Finally push the piano south. The floor will tip down on the south side and up on the north end, and you can now reach the small passage and its parking meter.
a catcher's mask. It's in the compartment underneath the cannon at the cannon emplacement.
First, put the cannon ball into the cannon. Light the cannon with one of the matches. When the cannon fires, it also rolls back off the compartment, which you can now easily open.
Junk
a brick. It's a loose brick in the fireplace. Enter the fireplace from the living room.
When you take the brick, an indigo punch card falls out of the hole. You have no use for the brick itself.
Once the brick is removed, you can climb up inside the chimney to reach the roof.
a Jack Valenti bath mat. It's in the upstairs bathroom.
Look under the mat to find the red punch card. Although you can take the mat, you don't need it.
a lens cap. It's on the film lens of the film projector in the projection booth.
Take the lens cap and drop it.
a dirty pillar. It's in "Crawl Space, South", supporting the ceiling. You can take it only when the piano is on the north side of the parlor.
Note: There's also a dusty pillar in the north crawl space, but you don't want that one.
The only reason to take the dirty pillar is so when it's gone, you can push the piano to the south side of the parlor, tipping the floor, and giving you access to a small passage north of the crawl spaces.
Score
The response to SCORE is:
Your score is your-score points out of 150, in several moves.
Points are awarded as follows:
10 points for taking the diamond ring.
10 points for taking the stuffed penguin.
10 points for finding the Maltese finch.
10 points for taking the cheese grater.
10 points for taking the rubber stamp.
10 points for taking the toupee.
10 points for taking the fire hydrant.
10 points for first arriving at the beach.
10 points for taking the film reel.
10 points for examining the screen while the slide and film strip are both being projected onto the screen simultaneously.