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Key & Compass presents:
Hollywood Hijinx
by Dave Anderson and Liz Cyr-Jones

Hollywood Hijinx is a Z-machine 3 commercial interactive fiction game written with ZIL and is © 1986 Infocom, Inc.. It was written by Dave Anderson and Liz Cyr-Jones.

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.


Maps

Map 1: Grounds outside the house

Cliff BombShelter Beach CannonEmplace-ment Hedge Maze Middleof BeachStairs NorthwestJunction Entranceto HedgeMaze NortheastJunction TopLanding Garden,North Garden,West Garden,East Garden,South SouthwestJunction Patio SoutheastJunction House FrontPorch SouthJunction d u wear skisthen down

Map 2: Inside the house and on the roof

West Endof Roof East Endof Roof Attic In thechimney Top ofCloset In thechimney In thechimney MasterBedroom Bedroom UpstairsHall,West UpstairsHall,Middle UpstairsHall,East UpstairsBathroom Closet GuestRoom Patio Ladies'Room Kitchen DiningRoom GameRoom ShortHall ScreeningRoom Men'sRoom ProjectionBooth LivingRoom Foyer SmallPassage Fireplace Hallway Parlor CrawlSpace,North FrontPorch Closet CrawlSpace,South Cellar Closet /ShaftBottom PropVault u d u u d u d u u in d u put chippedpeg in hole d u d d d out

Map 3: Beach to Bomb shelter

Cliff BombShelter Tunnel Inlet Beach Ledge BottomLanding Surfaceof Pool Surfaceof GrottoPool Grotto Middleof BeachStairs Under-water Grotto,under-water Under-waterPassage Under-waterPassage TopLanding d e swim e d u d u u swim wear skisthen down n swim u d u d

Map 4: Hedge maze

X Entranceto HedgeMaze

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.


Summary of Walkthrough

⭐ ⭐ ⭐ ⭐ ⭐

  1. Unlock the front door. Get the yellowed paper.
  2. Get upstairs.
  3. Get the red card and the Maltese finch.
  4. Get the orange card and the fire hydrant.
  5. Get the diamond ring.
  6. Get the thin paper, matchbox, and blue card.
  7. Get the indigo card and stuffed penquin.
  8. Get the yellow card and song to play.
  9. Get the green card and cheese grater.
  10. Get the violet card and parking meter.
  11. Use the punch cards. Get the toupee.
  12. Get the shovel and rubber stamp.
  13. Get the candles and skis. Get to the beach.
  14. Waterproof the matches. Get into the bomb shelter.
  15. Get the movie film.
  16. Get the catcher's mitt, peg, and note.
  17. Defeat Cousin Herman and save Aunt Hildegarde!

Save often!


Walkthrough

NOTE:

⭐ 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...)

Cliff

> put out blue candle. drop all.

> examine ladder.

> take ladder. put ladder in hole.

Go get your flashlight.

> s. e. e.

Top Landing

> take flashlight.

> w. n. n.

Cliff

> enter hole.

Bomb Shelter

> turn on flashlight. take ladder.

> put ladder on hooks.

> examine safe. read plaque. ("LEVY, REGAN, LEBLING")

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.


Characters

Mentioned:


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

Other losing endings:

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:

I note also that the game is merciful in at least one way:


Films

Uncle Buddy's known films, and what refers to them:


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
Papers

Except punch cards.

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.)

Tools
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.

Junk

Score

The response to SCORE is:

Your score is your-score points out of 150, in several moves.

Points are awarded as follows:


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