Hippel has been naughty again and has been locked up by his aunt. Now he wants to run away, and you have to help him!
How to move Hippel:
| run to the right |
right-hand arrow |
| run to the left |
left-hand arrow |
| jump |
top arrow/space bar |
| run-up and jump |
right-hand or left-hand arrow and top arrow or space bar |
ObstaclesWatch out, Hippel will slip.
Hippel bounces – but that’s not always bad, because if you jump him at the right moment, he can jump higher than usual.
Hippel has to avoid the water, because if he falls in, he has to start from the beginning.
Watch out, the ground will give way!
Pick-up itemsCollect as many pick-
up items as possible by running over them.
You’ll win points!
The opponentsIf Hippel touches one of his opponents, he has to start the level again from the beginning. So watch out!
Quiver the policeman
Aunt Barbara – with her favourite rolling-
pin!
Clambering Clarence
Bonus symbols and question marksHippel can collect all the symbols shown here by touching them.
When you collect this symbol, it gives you an additional try to help Hippel escape.
For everything that you collect, you receive the double number of points. But only as long as the music is played faster than usual.
Time bonus of 10 seconds
For each question mark that you collect, the Silent One will ask you a question at the end of each level. If you answer correctly, you’ll win a lot of points. So it’s worth collecting question marks!
The master question. You can only end the level with a visit to the Silent One when you have collected it.
How do you end a level?First, you have to collect the yellow question mark. Then you can run to the Silent One. When you touch him, he will ask you one question for each question mark you have collected. To answer them, you just have to click on the answer you think is right. Each correct answer is worth a lot of points! You’ll find the information you need in the Comic. Then you go on automatically to the next level.