Welcome back to Hollywood Hijinx. When I started this series ages ago, I intended to play and document each game in three posts, with an allowance that I would let fun or important games breathe more. I rarely managed this, especially as I got into the groove of doing research and describing the puzzles. Hollywood Hijinx joins this exclusive club of three-posters with my victory today and I’m glad to get it behind me. I had hoped to reach Beyond Zork by Christmas, but that seems unlikely now, especially with the detours and interesting things that crop up. Still, it is the journey and not the destination and I am just glad that I haven’t bored you all to pieces with the twenty-somethingth Infocom game.
When we left off last week, I was stuck. I found eight of the ten “treasures” but two others were elusive. I have only three more items on my “unsolved puzzles” list: the underwater passage, mysterious hatch, and the computer. I was unable to find either a waterproof light source or the final punch card to solve two of those, and I have no leads on how to open the hatch. To make matters worse, it’s just now 7:00 AM and I have only two hours left to find them all and win the game. I can restore or start over to play faster, but I’d rather not. (I already saw the “losing” scene last week when I tried to wait out the candles burning.) One of the things I detested about early text adventures was the “do it again, but faster” mechanic. That is not the kind of retro charm this game needs.
After much screwing around and searching, I needed to take a hint. The answer was a doozy: I needed to waterproof a match by dripping wax on it. I had never considered that this was possible, no doubt because I never made it beyond Cub Scouts as a kid. With that solution in hand, I’m back to the grotto to try again.

