~Humbug


Vocabulary, Locations and Items hints and tips  -  By Simon Burrows


`Here's a  load of  info and  tips for Humbug.  Watch this space for a
`full solution  on the  game just  as soon  as I  can solve  one  last
`problem!  I CAN complete the game, but whilst doing this I confess to
`cheating on  one puzzle,  and now  I must  go back and solve this. If
`anyone has  the answer  PLEASE, PLEASE  help me as it's driving me up
`the wall.     HOW DO I GET THE WHITE POWDER ONTO THE BUS -or- THROUGH
`THE MISTY ARCHWAY?


`Anyway, hope this info helps you through the game :-





~`PART 1  -  VOCABULARY
~`


`There are  three types of vocabulary used in the game.  Here they are
`in three separate tables :-




~`Disk Options, Information & Help Vocabulary
~`


`The  following  words  can  all  be  used  during  the  game  to  get
`information to  do with  your progress,  the product, or various disk
`operations.   After each word  (or group of words where more than one
`word does the same thing) a description of the word's use is given :-


~Who
Gives you the name of your character  (Sidney Widdershins)

~Help, Register
Gives menu of options to do with registration, product info etc.

~Score
Gives your current score, and a comment on your progress

~Time, Ver
Gives current time and version number of product

~Think, Ponder, Hint
Loads on-line hint system in registered product

~Ram
Gives syntax for saving and loading games in memory

~Load, Restore
Loads a game currently saved to disk

~Save
Saves current game to disk

~Ramload, Ramrestore
Loads a game currently saved in memory

~Ramsave
Saves the current game into memory

~Quit
Ends the current game and prompts for quit or new game




~`Useful in-game vocabulary
~`


`The following  verbs can  all be  used in  the game to do useful jobs
`which may  progress Sidney  through the  storyline.  Each line in the
`list contains words which do the same job :-


Ask
Attack, Bash, Break, Duff, Hit, Kick, Kill, Punch, Smash, Strangle,
Thump
Blow, Play
Burst, Pop
Buy
Clean, Wash
Comb
Connect, Plug
Climb
Cut, Snip
Close, Shut
Drop
Drop All
D, Down
Dig
Disconnect, Unplug
Dial
Drink
Ex, Exam, Examine, X
Enter, Inside
Exit, Leave, Out, Outside
E, East
Eat, Chew, Munch, Nibble
Fire, Shoot
Flush
Get, Pick, Take
Get All, Pick Up All, Take All
Give, Offer, Show
Hiccup
I, Inv, Inventory, List
Input, Type
L, Look
Lean
Mount, Ride
N, North
Open
Pour
Pull
Push
Put On, Wear
Place, Put
Peel
Read
Remove, Take Off
S, South
Set, Switch, Turn
Say
Sign, Write
Smell, Sniff
Sit
Stroke
Tie
Throw
U, Up
W, West
Wake




~`Useless in-game vocabulary
~`


`The following  words are  understood by Humbug, but cannot be used to
`useful effect  in helping Sidney through the game.   THESE WORDS HAVE
`NO IMPORTANCE  IN THE  GAME, they  will simply give you a humorous or
`informative message.  The message is given below the word that brings
`it up.   Again,  those words  grouped on  the same line will give the
`same message.   Those  words preceded  with an asterisk (*) will give
`you 10 points when used for the first time :-


~Applaud, Clap
`"I applaud wholeheartedly."

~Blush
`"My cheeks are burning."

~Burp, Belch
`"Tut Tut!  Whatever happened to your manners?"

~*Chortle, Chuckle, Giggle, Grin, Hop, Jump, Laugh, Smile
`"Such inane behaviour doesn't actually achieve anything, but it makes
`me feel a lot better."

~Cringe
`"I cringe in terror."

~*Cuddle, Hug, Marry
`"Don't be daft!"

~Cry, Sob
`"Boo Hoo!"

~Dance, Gargle
`"Feels silly doesn't it?"

~Dir
`"Err.. that's an operating system command. Lets stick to natural
`language, shall we?"

~Drive
`"But I am too young to have a driving license. And I wouldn't want to
`get into any trouble!"

~Frown
`"Is something wrong?"

~Fart, Puke, Vomit
`"Really!  That's hardly polite behaviour!"

~Go, Move, Walk, Run
`"Just a direction will do."

~Hum, Sing, Whistle
`"Tum-ti-tum."

~Humbug
`"At your service!"

~Hiccup
`Hic!

~Hack
`"No.  It's not big, and it's not clever."

~*Kneel
`"Nope.  My name's Sidney."

~Mend, Repair, Fix
`"I don't think I'm qualified to actually mend anything."

~Mumble, Mutter, Whisper
`"You'll have to speak louder than that."

~No
`"Oh, okay then."

~Oops, Undo
`"I can't help your blundering."

~Panic, Scream, Shout, Yell
`"Aaaeerrgghhhhh!"

~Pout, Sulk
`"Ah, don't take it so hard."

~*Pray, Wish
`"The ground shakes beneath me as a thunderous voice shouts: "I don't
`know how you've got the nerve"

~Relax, Sleep, Snooze, Snore
`"Zzzzz.  Bored are you?"

~Shrug
`"I shrug my shoulders."

~Talk, Tell
`"Try asking or saying something."

~Tickle
`"Such barbaric methods of torture were outlawed centuries ago.  You
`should be ashamed of yourself."

~Wail, Whine
`"I whine mournfully."

~Waggle
`"I waggle my eyebrows."

~Wiggle
`"I wiggle my bottom."

~Yes
`"My thoughts entirely."

~Yodel
`"I yodel a merry tune."

~Yawn
`"My, what big teeth you have!"





~`PART 2  -  LOCATIONS
~`


`Below is  a full  list of  the locations  which you  can visit whilst
`playing 'Humbug'.   There  are only  about two locations in the whole
`game which you do not have to go into at least once!!

`The numbers I have given each location are the same numbers which the
`author of Humbug, Graham Cluley, has given the locations.  This means
`that if  you use  a memory-resident  tool such  as  Games  Wizard  or
`Infinity Machine,  you could  make  a  series  of  searches  for  the
`location numbers  whilst in the location, to find the space in memory
`where your  location is  stored.   You could  then change that memory
`address so  you  can jump from location to location, saving travelling
`time!!!


`01  -  Driveway
`02  -  Porch
`03  -  Main Hallway  (with rug)
`04  -  Sitting Room
`05  -  Dining Room
`06  -  Alcove Underneath Stairs
`07  -  Cellar  (in present time)
`08  -  Kitchen
`09  -  Pantry
`10  -  First Floor Landing
`11  -  Grandad's Bedroom
`12  -  Bathroom
`13  -  Second Floor Landing
`14  -  Spare Bedroom
`15  -  Third Floor Landing
`16  -  Attic
`17  -  Roof
`18  -  By Chimney
`19  -  Laboratory
`20  -  Study
`21  -  Passage  (between main hallway and sitting room)
`22  -  Entrance Hallway  (below hidden staircase in present time)
`23  -  Centre Chamber  (in present time)
`24  -  East Alcove  (in present time)
`25  -  South Alcove  (in present time)
`26  -  North Alcove  (in present time)
`27  -  Top of Hidden Staircase  (in present time)
`28  -  Laundry Room
`29  -  Manor Grounds  (east of drive)
`30  -  Beside Well
`31  -  By Pond
`32  -  Beside Maze
`33  -  Maze Passageway
`34  -  Centre of Maze
`35  -  Island on Pond
`36  -  Viking Galley
`37  -  Tunnel  (just east of cellar in present time)
`38  -  Tunnel  (T-Junction just east of location 37)
`39  -  By Grating  (just east of location 38)
`40  -  Cellar  (in past time)
`41  -  Top of Stairs  (in past time)
`42  -  Tunnel  (east of location 40)
`43  -  Tunnel  (east of location 42)
`44  -  By Grating  (in past, just east of location 43)
`45  -  Entrance hall  (in past, just east of location 44)
`46  -  Top of Hidden Staircase  (in past time)
`47  -  Centre Chamber  (in past time)
`48  -  East Alcove  (in past time)
`49  -  South Alcove  (in past time)
`50  -  North Alcove  (in past time)
`51  -  Tunnel  (outside location 52)
`52  -  Games room
`53  -  Tunnel  (south of location 51)
`54  -  Bus Stop
`55  -  Frog and Ferret  (pub in past time)
`56  -  Waiting Room
`57  -  Butler's Room
`58  -  Tunnel  (east of location 53, with washing machine)
`59  -  Golden Gulp  (bar/club in present time)
`60  -  Bottom of Well
`61  -  Tunnel  (in well, north of location 79)
`62  -  Manor Grounds  (west of drive, outside Horace's hut)
`63  -  Inside Horace's Hut
`64  -  Copse
`65  -  Tunnel  (by metal door, east of location 58)
`66  -  Oubliette
`67  -  South Deck of Viking Boat
`68  -  North Deck of Viking Boat
`69  -  Yard
`70  -  Inside Hen House
`71  -  Back Garden  (in present time)
`72  -  By Bath  (north of location 71)
`73  -  Tunnel  (with bouncer, outside location 59)
`74  -  Hacker's Room
`75  -  Field  (in present time)
`76  -  Oily Cave
`77  -  Rubbish Room  (or junk room as it's called on map)
`78  -  Crypt
`79  -  The Priesthole
`80  -  Storage Room
`81  -  Rabbit Warren  (by rabbit)
`82  -  Rabbit Warren  (north of location 81)
`83  -  Tunnel  (east of location 73)
`84  -  Dead End  (past wall of fire)
`85  -  Back Garden  (in past time)
`86  -  Field  (in past time)
`87  -  Outside Frog & Ferret Pub  (in past time)





~`PART 3  -  COLLECTABLE ITEMS
~`


`Below are  two tables  giving information  about the 91 objects which
`can be  COLLECTED and  carried around during the game.  Table 1 lists
`the use for each of these objects, and table 2 lists how each one can
`be acquired.   Both of these tables use the location numbers from the
`section above to save space....




~`Table 1  -  Object Uses
~`


`Aeroplane           To distract Horace whilst peppering his snuff
`Amphora             To blind the octopus whilst you cheat at his game
`Amethyst            To be put down the chute marked 'A'
`Balloon             To scare Olaf into losing his hiccups
`Banana              To distract the chimp so he'll let you past
`Battery             To give power to the torch once it's run out
`Bus Pass            To allow you to use the OAP discount ticket
`Bag of Porridge     To weigh down the stool to keep metal door open
`Biro                To sign the form with  (But you don't need to!!!)
`Bronze Key          To unlock the door at location 25
`Beer                To put the gravedigger to sleep
`Bone                To distract the dog so the cat can get past
`Card                To give to Grandad for points
`Caddy               To store the toffee in
`Casket              To store the pepper in
`Crowbar             To open the crate in the cellar with
`Coin                To buy a ticket from the dispenser on the island
`Can                 To store the petrol in
`Carrot              To distract the rabbit so you can eat his plants
`Claw                To distract the zombie so you can get the key
`Dweezil             I don't even know what one is!!!
`Document            To read to give facts about game, and 4 10 points
`Doll                To give to the barman in return for a beer
`Diamond             To be put down the chute marked 'D'
`Envelope            To store the card in
`Emerald             To be put down the chute marked 'E'
`Feather             To be given to the aardvark so it can communicate
`Fish                To butter-up sealion into giving you his tuckbox
`Form                To be signed  (But you don't need to!!!)
`Filofax             To give you the 'Viking Contact Society' number
`Goggles             To protect your eyes from the amphora fog
`Gloves              To protect for hands from hedgehog and crowbar
`Honey               To be poured down the trombone to attract bear
`Helmet              To protect yourself from the fire
`Hedgehog            To comb your hair with
`Humbug              Red herring!!
`Hammer              To smash the glass on the alarm with
`Hat                 To make you look like Grandad so you can use bus
`Jigsaw              To distract Sven so you can nick his filofax
`Kettle              To steam open the skylight, and to store the salt
`Lard                Red herring!  (It's a joke to do with terrapins!)
`Ladder              To climb up to get through hole in location 50
`Lamp                To give sight whilst in the tunnels in the past
`Monocle             To read runes, & to be given to Grandad 4 points
`Mattress            To soften your landing in location 26
`Mousse              To drug the wumpus so you can pick it up
`Manuscript          Red herring!!
`Mug                 To store the tea in, and to be given to Dennis
`Map                 To show location of treasure & to attract Jasper
`Mouse               To distract the owl so you can open the skylight
`Musket              To give to the barman in return for a beer
`Nailfile            To pick the lock on the door in Grandad's study
`Package             To store the new computer for the hacker
`Pepper              To make Horace sneeze so you can take the can
`Petrol              To give fuel to the bath so it will go
`Plaster             To fix the fairy's wand so she'll help you
`Peg                 To hold your nose while you pick up the longjohns
`Pot                 To store the honey
`Parchment           To inform you of the need to register the game
`Polaroid            To embarrass Jasper so he runs off at end of game
`Racquet             Red herring!!
`Rucksack            To store the white powder in
`Ruby                To be put down the chute marked 'R'
`Sweet               To cheat with at "Wubble-a-Gloop"
`Shirt               To wear so you don't get cold
`Sheets              To tie Dennis up with so he doesn't get you
`Satchel             To store the paper aeroplane and manuscript
`Scarf               Red herring!!
`Swimming Cap        To keep the flour from being washed out your hairSlate               To contain the combination number to open case
`Salt                To kill the slug so you can open the chest
`Shovel              To dig in well, by hen-house, and by drive
`Sandwich            To make cat follow 'u so you can lead it to mouse
`Sugar               To butter-up the horse into giving you a ride
`Sapphire            To be put down the chute marked 'S'
`Toffee              To rip out one of Jasper's gold teeth for fairy
`Tooth               To give to the fairy so she'll help you home
`Token               To win the mystery package at the raffle
`Tea                 To give to Dennis so he'll remove his helmet
`Trousers            To wear so you don't get cold
`Termites            To feed the aardvark so he tells you a code
`Trombone            To wake up grandad  (twice)
`Torch               To give sight in all the dark, present locations
`Tuckbox             To store the sandwich in
`Ticket              To give you a bus ride to the field
`Turkey Leg          To poison the killer fish in the barrel
`Uniform             To protect yourself from the fire
`Watch               Red herring!!
`Wire Clippers       To cut a man-sized hole in the fence by the well
`White Powder        To clean the oily wumpus in the washing machine
`Wumpus              To be saved and cleaned so he'll give you emerald
`Zircon              To be put down the chute marked 'Z'




~`Table 2  -  How to acquire the objects
~`


`OBJECT          LOCATION   HOW TO ACQUIRE IT
~`
`                      
`Aeroplane         --    Carried in the satchel at start
`Amphora           50    Take it from the oval-shaped table
`Amethyst          66    Simply take it
`Balloon           18    Simply take it
`Banana            63    Take it from the dustbin
`Battery           70    Say Boo to scare goose of it, then take it
`Bus Pass          11    Wear peg, then take the longjohns.  The
`                        pass will fall from them, so take it
`Bag of Porridge   36    Take it from the table
`Biro              83    It will be given to you by Dennis
`Bronze Key        49    Take it from the crescent-shaped table
`Beer              55    Give either the doll or the musket to the
`                        barman, and he'll give a pint of it
`Bone              57    Take it from the barrel once you've
`                        dropped in the turkey leg to kill the fish
`Card              --    Take it from the opened envelope
`Caddy             09    Wash your hair and hands in the bathroom,
`                        comb your hair with the hedgehog  (whilst
`                        wearing the gloves), then say please to the
`                        shark and he'll let you take it from shelf
`Casket            57    Take it from the barrel ONLY after you've
`                        dropped in the turkey leg to kill the fish
`Crowbar           61    Take it ONLY whilst wearing the gloves
`Coin              --    Take it from the cat (at various locations)
`Can               63    Drop an object in the maze and Horace will
`                        fall over in the snow whilst picking it up.
`                        Now throw the aeroplane in the hut while                        Horace's tin is on the bench, and put the
`                        pepper in the tin as he chases after it.
`                        You can now take the can after Horace has
`                        taken some snuff and starts sneezing
`Carrot            60    Dig it up, then take it
`Claw              49    Take it from the crescent-shaped table
`Dweezil           52    When you have beaten the octopus at
`                        "Wubble-a-Gloop", say "Moccasin Beehive"
`                        and he'll give it to you
`Document          04    Take it from Grandad while he sleeps
`Doll              48    Take it from the triangular-shaped table
`Diamond           77    Once the Fairy's wand is fixed with the
`                        plaster, kiss her and she'll give it to you
`Envelope          02    Take it from the letterbox
`Emerald           34    Dig it up, then take it
`Feather           04    Take it from Grandad's hat
`Fish              57    Take it from the barrel ONLY once it's been
`                        killed by the dropped-in turkey leg
`Form              83    It will be given to you by Dennis
`Filofax           36    Once you've given the Jigsaw to the viking,
`                        you can take it from him
`Goggles           48    Take it from the triangular-shaped table
`Gloves            14    Open the wardrobe, and take them from there
`Honey             --    It is stored in the pot (you can't take it)
`Helmet            83    Take it from Dennis once you've given him
`                        the mug and hit him!
`Hedgehog          28    Take it whilst wearing the gloves
`Humbug            74    Simply take it
`Hammer            74    Take it from the pedestal
`Hat               04    Take it from Grandad while he sleeps
`Jigsaw            52    Start a game of "Wubble-a-Gloop", then
`                        immediately drop the amphora whilst wearing
`                        the goggles.  Whilst the octopus is blinded
`                        by the fog, put the sweet on the plinth.
`                        When the fog clears, take 1 sweet, then, in
`                        your next three goes, take 3 sweets.  This
`                        will win you the game, and the octopus will
`                        give you the jigsaw
`Kettle            08    Simply take it
`Lard              12    Take it from the sink
`Ladder            43    Simply take it
`Lamp              43    Take it from the unconscious miner
`Monocle           20    Simply take it
`Mattress          25    Simply take it
`Mousse            05    Take it from the dining table
`Manuscript        --    Carried in the satchel at start
`Mug               36    It will be given to you by the viking
`Map               39    Deposit the 5 jewels in their respective
`                        chutes  (that is, the diamond in the chute
`                        marked 'D', the zircon in that marked 'Z'
`                        etc.), then read the runes at location 51
`                        whilst wearing the monocle.  Now go to
`                        location 39 and say the magic word, and the
`                        map will shoot out the chute.  Now take it
`Mouse             09    Give the dog the bone, then get the
`                        sandwich and find the cat.  Lead the cat to
`                        this location and it will catch and kill
`                        the mouse.  You can now take it
`Musket            48    Take it from the triangular-shaped table
`Nailfile          20    Take it from the desk-top
`Package           59    Follow Grandad into the Golden Gulp, then
`                        take the token.  Wait for the draw, and
`                        you'll be given it as third prize
`Petrol            --    It is stored in the can (you can't take it)
`Pepper            57    Take it from the casket
`Plaster           12    Open the cabinet, and take it from there
`Peg               71    Take it from the washing line
`Pot               08    Take it from the table
`Parchment         65    Simply take it
`Polaroid          29    Push the button in location 78, then go
`                        straight to location 29 and wait for Jasper
`                        to arrive.  After a while, Jasper will
`                        leave again, dropping the polaroid on the
`                        way.  Now take it
`Racquet           50    Take it from the oval-shaped table
`Rucksack          56    Give the package to the hacker, then type
`                        the contact number from the filofax, and
`                        the national insurance number mentioned in
`                        Olaf's story, into the computer.  Now say
`                        the number displayed on the computer screen
`                        in location 56, and Olaf will run off
`                        leaving the rucksack behind.  Now take it
`Ruby              82    Give the carrot to the rabbit in location
`                        81, then eat the orange flower and go into
`                        location 82.  Now take it
`Sweet             37    Simply take it
`Shirt             --    Worn at start
`Sheets            11    Take them from the bed
`Satchel           --    Carried at start
`Scarf             14    Open the wardrobe, and take them from there
`Swimming Cap      49    Take it from the crescent-shaped table
`Slate             50    Take it from the oval-shaped table
`Salt              --    Plug in the kettle, wait for the water to
`                        boil away, then take it from the kettle
`Shovel            63    Simply take it
`Sandwich          --    Open the lunchbox, and take it from there
`Sugar             --    Take it from the mug
`Sapphire          58    Push the button in location 78, then go
`                        straight to location 29 and wait for wumpus
`                        to land. Quickly give the wumpus the mousse
`                        to put it to sleep, then drop it in
`                        location 76  (by going down trapdoor).  Go
`                        back above ground and close the trapdoor.
`                        Wait for Jasper to come, then continue
`                        waiting until he has left again.  Go back
`                        into the cave and get the wumpus, then go
`                        to location 58.  Open the washing machine
`                        door, and put the wumpus and the white
`                        powder in.  Close the door then press the
`                        button.  When the cycle finishes, open the
`                        door, and the wumpus will give you the
`                        sapphire before running off
`Toffee            --    Open the caddy, and take it from there
`Tooth             29    Whilst Jasper is searching for the wumpus,
`                        give him the toffee.  His tooth will break
`                        off and he'll spit it out, so take it
`Token             59    Take it from the table as soon as you enter
`Tea               --    It is stored in the mug (you can't take it)
`Trousers          --    Worn at start
`Termites          64    Take them from the dead tree
`Trombone          11    Simply take it
`Torch             07    Simply take it
`Tuckbox           35    Once you've given the fish to the sealion,
`                        it'll let you take it from it
`Ticket            35    Put the coin in the slot in the dispenser,
`                        press button 5, then kick the machine and
`                        the ticket will fall out, so take it
`Turkey Leg        57    Push button three on the food machine, and
`                        it will drop out, so take it
`Uniform           83    Take it from Dennis once you've given him
`                        the mug and hit him!
`Watch             48    Take it from the triangular-shaped table
`Wire Clippers     19    Open the chest, and take them from there
`White Powder      --    Open the rucksack, and take it from there
`Wumpus            29    Push the button in location 78, then go
`                        straight to location 29 and wait for wumpus
`                        to land.  Give the wumpus the mousse, and
`                        it will fall asleep, so take it
`Zircon            19    Open the chest, and take it from there




`                              
~`                         By:  Simon Burrows
`                              
