----------------------------------------------------------------------------- Hitchhiker: - WalkThru - Solve - Hints ---------------------------------------------------------------<< EMPIRE >>-- THE HITCHHIKER'S GUIDE TO THE GALAXY Part One Put your "DON'T PANIC!" button on your gown, grab your towel and get ready to don those peril sensitive sunglasses because you're about to go on one of the strangest adventures from Infocom to date: THE HITCHHIKER'S GUIDE TO THE GALAXY! You wake up and notice everything is dark...have you gone blind? No, just turn on the lights. Oooh, your aching head! You realize you must've had just one drink too many at the party last night. Time to get out of bed. Stand up, get your gown and put it on. As you do, you notice something in your pocket. All this activity isn't helping your hangover any, so look in your pocket. Ah, an analgesic! Take the analgesic. Feeling better? Good! Now get the screwdriver and the toothbrush. Oh! What was that noise? What's that big, yellow bulldozer doing out there? Better go outside and find out! Go south to your front porch, collect your mail, and south to your front yard. The big, yellow bulldozer is heading straight for you! And this lunatic is shouting at you to get the hell out of the way! Don't Panic! Humanity hasn't gone completely insane, just lie down in front of the bulldozer. The driver (who's getting Union Scale wages) doesn't mind this minor inconvenience and stops the 'dozer within inches of you! As Prosser madly waves his arms about and shouts at you, you see your friend, Ford Prefect, hurrying toward you. Now what does he want? Oh, he's come to return the towel he borrowed from you. Nope, don't take it. As Ford insists on returning the towel, you tell him about your house and Prosser's intentions. Ford, who was about ready to leave the Earth (which is being demolished to make way for a new Hyperspace Bypass), decides, insanely, to take you with him! But seeing that you're not about to budge until your house's future has been assured, goes to Prosser, gesticulates toward you and the bulldozer, and convinces Prosser to take your place in the mud. What a friend! The bulldozer driver, in the meantime, sits calmly and dreams of overtime. After you've regained your feet, take the towel from Ford and go south and west with Ford into the Pub. Buy a cheese sandwich from the barman, drink the three beers Ford has given you, and listen as he explains what's about to happen to the Earth. Somehow, the situation regarding your house keeps creeping back into your mind, and Ford's words make little sense to you. All of a sudden, you hear a crashing sound that can only be the death throes of your poor house being demolished! Get up and go east. A small dog comes yapping up to you. It's obvious the poor thing hasn't eaten in several days. The humanitarian within you surfaces. Give the cheese sandwich to the dog. The poor, ravenous thing is in puppy heaven! As it devours the meal you've provided, it completely ignores a microscopic space fleet that just happens to be passing by at the moment! No time to wonder about this miracle, though. Go north and wait. Now look! Overhead, you see huge yellow machinery that amazingly resembles monstrously oversized bulldozers! Good God! What's happening? Suddenly, gale-force winds blow across the landscape, whipping trees around! Ford appears by your side and is fumbling around with a strange looking device! The thing your Aunt gave you tumbles away, but the wind is blowing so hard you can't get it! Ford drops the device and it lands at your feet. He seems to be trying to tell you something, but the wind carries his words away! Pick up the device and examine it. You see red and green lights and note that it's curiously shaped. It appears to be shaped like a hitchhiker's thumb! Quickly push the green button and everything goes.... Dark. You will find yourself spending a lot of time in the dark in this game, so get used to the series of events you have to follow in order to see where you are. Do "looks" (which takes fewer moves than "waits"). Each "DARK" sequence takes 4 looks until you regain one of your missing senses. When you recover that sense, perform it. If you can see, type "SEE". If you can hear, type "LISTEN". If you can smell, type "SMELL". If you can feel, type "FEEL". If you can taste, type "TASTE". Right now, though, your 4 LOOKS will tell you that you have regained your sense of smell. Smell the shadowy figure and then look at the figure. Ah, it's Ford and you find that the Sub-Etha Signalling Device has landed you a ride on one of the Vogon Construction Ships! Ford hands you some peanuts to replace the energy you lost during the hitchhiking transfer. Eat the peanuts then look around you. What a disgusting place this is! But there are a few interesting items here which you will explore as soon as Ford decides to take his nap. Before he does, he hands you an odd contraption and tells you it's THE HITCHHIKER'S GUIDE TO THE GALAXY and that it contains all sorts of useful information. After Ford nods off, remove your gown and hang it on the hook, cover the drain with your towel, get Ford's satchel and put it in front of the panel and put your junk mail on top of the satchel. I've had you do this correctly so that you can get the Babel Fish the first time. You might want to save your game and try getting the Babel Fish without putting the junk mail on the satchel, just so you can see what happens. Now, examine the dispensing machine and consult the Guide about Babel Fish. You learn that Babel Fish, when placed firmly in one's ear, are universal translating devices! Flip the switch on the glass case that's housing the Plotter. Strange words issue forth, but it's all garbled and you can't understand one syllable of it! Better get a Babel Fish pretty soon! Push the button on the dispensing machine and watch the circus! As the Babel Fish comes flying out of the chute, a tiny cleaning robot comes skittering across the room. The Babel Fish hits the gown, slides down the sleeve and lands on the towel (which is covering the drain). The little robot grabs the Babel Fish and goes tearing across the room toward its service panel. Just as it gets there, it smacks into Ford's satchel and loses its grip on the Babel Fish! The Babel Fish and the junk mail go flying up into the air where an upper-half-of-the-room cleaning robot is frantically gathering up the junk mail! So intent is it upon the mail that the Babel Fish falls and lands in your ear! SQUISH! Who said junk mail was useless! Now, flip the switch on the glass case again. It will tell you how to open the case so that you can get the Sub-Atomic Plotter. Poetry? Ah well, worse things could happen. Write down which word of the poetry you'll have to type in because it changes from game to game; and if you type in the wrong word, you'll blow yourself to teensy little bits! Get your robe and the towel. Ford will get his satchel. Put your gown back on and put everything you're carrying into the Thing your Aunt gave you (yes, it came back...it will ALWAYS come back to you, no matter how many times you try to lose it!) and put the Thing in your robe pocket. By now, you should be hearing warnings about hitchhikers coming over the intercom system. Just wait until the guards come for you. THE HITCHHIKER'S GUIDE TO THE GALAXY Part Two Eventually, the Vogons will find you and take you to the Vogon Captain, who is a cruel cuss! He'll subject you to his poetry, but don't panic! Just sit back, relax and enjoy it. Literally! Enjoy the Poetry. So gratified is the Captain by your enjoyment, that he decides to read you the second verse! Now listen carefully, and when he reads the word the glass case told you about, write it down. He appears impressed that you've been able to withstand his poetry; and instead of killing you and Ford outright, he decides to "space" you! Argh! This is better than death? You betcha! Pretty soon, you're going to type something in wrong along the way. Your typing error has been noted, and sometime soon, you'll get the results of your foolish error! It seems that those erroneous words have started some sort of space war that has destroyed an entire world! The remaining members of that doomed civilization are not happy about it either, and they're out gunning for you! When you're returned to the hold, type the word from the poetry on the keyboard of the case. The case opens and the plotter is yours! Take the plotter. (If your load is too heavy, put everything you're carrying into the Thing and put the Thing in your pocket.) Ford tries to talk the guard into letting you both go free, but the guard will have none of that and throws you and Ford into the Airlock. Ford sits pondering your respective fates and comes up with an equation about the probability of being picked up by another ship in the vicinity. Unfortunately, the odds aren't too good and as you and Ford are unceremoniously sucked out into space, the Guide bleeps to life and says that you can hyperventilate in space for 29 seconds before you explode! Ugh! Just as you reach your 29 second limit, you're picked up by a passing ship and find yourself in the.... Dark! Talk about miracles! Go through the "LOOK" routine and eventually you regain your sense of hearing. LISTEN. You hear a sound to port, but as you try to go port, you find that the program is lying to you! Instead go south. Aha! You find yourself on the Heart of Gold (HOG)! Ignore the brochure, it's not important, and let Ford lead you to the Bridge. When you get there, you see two strangers (who begin to look familiar). Hmmm, Trillian and that two-headed guy with her were at that party last night! They greet Ford and eventually all three of them head port, leaving you quite alone. Get the pincers, the Pocket Fluff from your gown's pocket, the handbag and put them in the Thing. Drop the plotter and the Sub-Etha Signalling Device and go down and aft three times. As you try to go aft the third time, the program asks you if you really want to go in there. Tell it YES. It asks if you're serious! Tell it YES again! The program will decide you really didn't mean it and take you fore. Go aft twice. The program will ask you if you want to reconsider. Tell it NO. Be persistant and eventually, you will be allowed to enter the doorway. As if not letting you enter wasn't enough, now the program will tell you there's really nothing here to see. Again, it's lying, so look two times. Aha! There's a rasp, pliers and a Spare Improbability Drive here! Get the rasp and pliers, put them in the Thing, put the Thing in your pocket and get the Drive. Eventually, you'll meet Marvin, the Paranoid Android. He'll depress the heck out of you, but there's nothing you can do about that. He wanders in and out, but just ignore him for now. His use will be made known at the end of the game. Now go fore twice and port to the Galley. Look in the carton, get the gun and put the gun in the Thing. Now for some Brownian Motion (consult the Guide about this). Touch the pad and the machine whirrs a few seconds, then shoots a cup of Alternate Tea Substitute into the chute. Take the cup, go starboard and up to the Bridge. Drop the Drive and the Cup of Tea Substitute. Let's get this contraption going! Put the small plug in the small receptacle and put the long dangly bit in the Tea Substitute. You're all set to begin some pretty far-out experiences! Since flipping the switch on the Plotter will take you to five random scenarios, they will be explained in separate sections of this walkthru. You may find yourself visiting one of the scenarios a second time, but you won't be able to do anything in them. You're automatically taken back to the dark and there's nothing to do but run through your "LOOK" routine. So flip the switch and you find yourself in the.... THE HITCHHICKER'S GUIDE TO THE GALAXY Part Three Dark. Do the "LOOK" routine until you find your sense of hearing then LISTEN. It seems you've been returned to the HOG because you hear a sound to port. Again, the program's lying, so go aft instead. Hey...this isn't the HOG! You see an awl laying here, so get the awl and put it in the Thing. Wait a minute...Who are these guys? They seem to be in deep conversation. Listen to their conversation. Uh-oh, YOU seem to the be the topic of discussion! Seems like that small galaxy you wiped out with your careless typing has finally figured out what happened and is speeding toward Earth to do likewise! Just as the Vl'hurgs and G'guvunts arrive, they spy a huge dog tearing into a cheese sandwich! As the fleet gets closer, the dog ignores it and finishes its meal. The obvious happiness of the dog is not lost on the aliens and with softened hearts, they head toward home, forgiving (and depositing you) along the way. But WHERE are you? You seem to have materialized inside your own brain! The confusion in here is obvious because no matter where you go, you can't get anywhere. Just keep ploughing along (it doesn't matter which way you go, all directions are the same) until you find a dark particle. Examining it reveals it to be your Common Sense! Take your common sense and suddenly you find yourself in the.... Dark. "LOOK" until you regain your sense of hearing, then LISTEN and go aft twice and up to the Bridge. Make sure that the Awl is safely tucked in the Thing. Flip the switch. As you do so, you find yourself in the.... THE HITCHHIKER'S GUIDE TO THE GALAXY Part Four Dark. "LOOK" until you regain your sense of sight then SEE. A bright light is shining in your eyes. Look at the light and you find yourself looking at an alien sun! But IS it really? Type "WHO AM I" and you see that you're no longer Arthur Dent, but Zaphod Beeblebrox, President of the Universe! And you also discover that you're sitting in a speedboat which is currently heading toward some mighty rough looking rocks! Quickly steer the boat toward the spires. Now then, while you're waiting to arrive, look under the seat and get the key and the seat cushion fluff. Also take the tool box. Now, just wait until you get to the...wait a second! Those spires are getting closer and closer and the boat doesn't appear to be slowing down any! Just in the nick of time, the auto-pilot activates itself and brings you safely to shore! Stand up and get out of the boat. As you step to the Dais, a wildly cheering crowd greets you! Fools! Don't they realize you're not here to dedicated the Heart of Gold, but to steal it? Ha! Wait until Trillian shows up and starts the charade. As she grabs you around your neck, rifle-brandishing guards rush onto the scene! As calmly as you can, tell the guards to drop their rifles. Trillian may hiss nasty remarks about your ineptitude in your ear, but ignore her. Now then, to complete your plan, tell Trillian to shoot the rifles that the guards have dropped! The crowd, deeply impressed, cheers wildly! Don't take time to take any bows, though, just head east and you find yourself in the.... Dark. "LOOK" until you regain your sense of hearing, then head aft twice and down. Here you find the tool box, key, and seat cushion fluff. Unlock the tool box with the key. Inside you find a magnifying glass and a wrench. Put these two tools, the key, and the seat cushion fluff in the thing. Go up, fore and up to the Bridge. Flip the switch and you find yourself in the.... THE HITCHHIKER'S GUIDE TO THE GALAXY Part Five Dark. "LOOK" until you regain your sense of smell, then SMELL. Ugh! What a repulsive odor that shadow has! Look at the shadow and you find yourself face to face with the stupidest creature in the Universe: The dreaded Bugblatter Beast of Traal! (Consult the Guide for further information about its stupidity.) As it roars toward you, it demands to know your name! Tell it that your name is DENT, then beat feet east! No time to linger! Get the stones you see here and then put your towel over your head. The Beast is so incredibly dense, it believes that if you can't see it, it can't see you! While it's trying to remember where you are, take this opportunity to add your name to the memorial that has the names of all the poor souls who've been unfortunate enough to have been invited for dinner by the Beast. After carving your name on the memorial, the Beast (still living up to its reputation) looks at the memorial; and seeing your name carved there, decides that it must've eaten you already and curls up in its lair for a post-dinner snooze! Remove your towel from your head and go back west and southwest to the Beast's Inner Lair. Reposing here, in eternal rest, is an alien skeleton clutching a Nutrimat Interface in its hand! Get the Interface and wait. Suddenly you find yourself captured and placed in a cage in a zoo! Amazingly, you've been mistaken for the Bugblatter Beast! The nerve! Eventually, the zoo's error is duly discovered and you're released. Unfortunately, instead of being returned to the HOG, you've been given work as a paint scraper! After several months of experience, you are allowed to leave your job and take with you the tool of your trade...a paint chipper! Suddenly your surroundings shift and you find yourself in the.... Dark. "LOOK" until you regain your sense of hearing, then LISTEN and go aft twice and port to the Galley. Open the Nutrimat panel, remove the circuit board and put the Interface in the panel. Close the panel and go starboard and up to the bridge. Put the chipper in the Thing, flip the switch and you find yourself in the.... THE HITCHHIKER'S GUIDE TO THE GALAXY Part Six Dark. "LOOK" until you regain your sense of feeling, then FEEL. Odd, you seem to have your hand in some sort of liquid. Taste the liquid and you take a sip of a nice white wine. It seems you're at a party! "WHO AM I" reveals that you're Trillian and this bore by the name of Arthur Dent is standing here trying to pick you up. Look at Arthur and you see a piece of Jacket Fluff on his lapel. Hmmm, you seem to need another hand, so drop the plate and the wine, take the fluff from Arthur's jacket and put it in your handbag. Arthur is so moved by your interest in his appearance that he becomes even more annoying (if that's possible!). To add to your dismay, you see the hostess approaching you! She's been known to put people out of their misery with her small talk! Now she's insisting that you pick up your plate and glass. Better do so or she'll bore you to death! Say, who's THAT handsome fellow? Phil? Well, anyone's more interesting than Arthur right now, so close your purse and follow Phil. Arthur (the dear man), follows you. Phil, noticing your discomfort, takes you by the shoulder, says some unkind words for Arthur's benefit, and takes you away from the party. What an interesting form of transportation Phil has with him! As he guides you into its interior, you find yourself in the.... Dark. "LOOK" until you regain your sense of hearing then LISTEN and go south and up to the bridge. Open the handbag, get the Jacket Fluff and the Tweezers and put both items in the Thing. Drop the handbag and flip the switch. As your surroundings change you find yourself in the.... THE HITCHHIKER'S GUIDE TO THE GALAXY Part Seven Dark. "LOOK" until you regain your sense of sight, then SEE. Through your squinting eyes, you can see a bright light. Look at the light and you find yourself back on Earth hurrying toward your friend, Arthur's, house! Go north. You are amazed to see Arthur prostrate in the mud in front of a bulldozer! No time to worry about Arthur and his problems right now. You've got to give him back his towel and get the heck out of here before the Vogons arrive to demolish the Earth. Open the satchel, get the Satchel Fluff, the Towel and the Sub-Etha Signalling Device. Close the Satchel and offer the towel to Arthur. As you do so, you realize how much you'll miss Arthur and what a complete, uh what's the word? IDIOT! Yes, idiot you're being trying to give Arthur his towel at this moment of turmoil in his life. With calming words to Arthur, go to Prosser and tell Prosser to lie down in the mud in Arthur's place. Some softness in your head has made you decide to take Arthur with you! As Arthur stands up, go south and west to the Pub. Buy beer and peanuts and drink three beers. As you're explaining what's going to happen to the Earth, Arthur seems wrapped up in his house problems so much that he hardly hears you. And when the crash of his house comes wafting through the open doof of the Pub, Arthur jumps up and races out the door. Go east. You see Arthur stop long enough to feed a cheese sandwich to a small, starving dog, then he rushes north. Go north and drop the satchel. Now put the Satchel Fluff on top of the satchel. As you stand there watching Arthur bemoan the fate of his house, a gale-force wind whips across the landscape and the Vogon (true to their famous timing) Construction Ships arrive! As you try to reach Arthur's side, the Sub-Etha Signalling Device falls from your hand and lands at Arthur's feet! Although you try to tell Arthur to push the green signalling button, your words never reach him! You watch in fascinated horror as he picks up the device, looks at it for a few seconds, then pushes one of its buttons. Everything fades from view and you find yourself in the.... Dark. "LOOK" until you regain your sense of hearing, then LISTEN and go aft and up to the bridge. You see Ford's satchel sitting here and on top of it is the Satchel Fluff! Take the satchel, then take the Satchel Fluff. Put the Satchel Fluff in the Thing and drop the satchel. Flip the switch again and as everything disappears, you find yourself in the.... THE HITCHHICKER'S GUIDE TO THE GALAXY Part Eight "LOOK" until you regain your sense of hearing, then LISTEN and go aft and port to the Galley. It's time to tidy up all these loose ends and bring the HOG succesfully and safely to the legendary world of Magrathea. After all the travelling you've been doing, your source of Brownian Motion has about had it! So let's go back to the Nutrimat and get another cup of tea! Touch the pad on the Nutrimat. As it whirrs to life, it gets completely confused regarding what it is you want and asks Eddie, the ship's computer, to lend it a hand. Eddie, in the meantime, has issued a warning that he's becoming overloaded with instructions and starts to panic! All around you, you hear shouts of anger, fear, hostility! Don't wait around for your tea, though! Go starboard and back up to the Bridge. When you arrive, you see that the HOG has, indeed, reached Magrathea! But the planet's inhabitants aren't to thrilled with this supposed invasion. Out the viewing screen, you see hundreds upon hundreds of missiles headed toward the HOG! No wonder everyone's panicking! Put the large plug in the large receptacle and flip the switch! As you watch the viewing screen in horror, you see the missiles turn into giant, harmless sperm whales! Ford, Trillian and Zaphod congratulate you on your fast thinking and return to their sauna, leaving you alone once more. (Whew...that was a CLOSE call!) Go down and port back to the Galley. Sitting in the chute is a cup of Real Tea! Obviously the previous circuit board didn't know the molecular structure of real tea and the new Interface did! Get the real tea. As you pick it up, you find you've dropped no tea. Get No Tea. Wow...this is truly amazing! Well, no time to wonder about this for long, so go starboard and back up to the Bridge. Remove the long dangly bit from the tea substitute and drop your real tea. Put the long dangly bit in the real tea, drop everything except the Babel Fish and the Thing and flip the switch. Strangely, you find yourself in the.... Dark. "LOOK" until you regain your sense of touch, then FEEL. Your hand seems to be in some sort of liquid. Taste the liquid. UGH! It tastes like Whale Juice! My God! You're in the tummy of a giant Sperm Whale! Sitting here is a flowerpot. Get the pot, put it in the Thing and keep trying to go north until you find yourself back in the.... Dark. "LOOK" until you regain your sense of hearing, then LISTEN and go aft twice and up to the Bridge. By now you should have all four fluffs. Plant the fluffs, one at a time, in the pot. Wait until the fluffs start to sprout and you see a tiny stem in the pot. (Consult the Guide about Fluffs and required growing conditions.) Hmmmm, warmth and moisture? That steam coming from port might just do the trick! Go port. In a couple of hours, you emerge a changed man with a changed plant! Examine the plant and you see it has, indeed, had a fit of furious growth! It has also produced a fruit! Take the fruit and eat it. In addition to the wonderful flavor of the fruit, you find yourself having a dream about Marvin, the broken Hatch Mechanism and Marvin asking you to hand him a tool. Remember that tool (it changes from game to game). As your dream fades, drop everything except the Babel Fish. If you find that you haven't got the tool that the dream told you about, Don't Panic! You'll find it in Marvin's Pantry (which is behind the Screening Door). If you do have it, though, get the required tool, the Real Tea (and pick up your No Tea!), and go up and aft to the Screening Door. If you fooled with trying to open this door at the beginning of the game, you know that it needs proof of your intelligence before it will allow you to open it. What better proof than the fact that you're carrying Tea and No Tea at the same time!? Open the door. In your encounters with Marvin you have felt his waves of depression pouring over you whenever he enters the room. Well, right through this door is the absolute soul of his depression! Better drink something to calm you before you enter here, so drink the Real Tea! Your quest for Real Tea was not wasted. The tea is the most calming, wonderful substance you've ever tasted! Go port through the door. If you didn't have the required tool, you should see it here. Also here is Marvin, moross and despondent as usual. Tell Marvin to fix the Hatch. He'll grumble about nagging humans, but will tell you to meet him in the Hatch Mechanism Access in 12 turns. After he leaves (and you're sure you have the required tool), go starboard and down. Drop everything you're carrying except the Babel Fish and the required tool and go starboard again. After waiting awhile, Marvin will stalk into the room and look at the Mechanism. When he asks you to hand him the tool, do so. In short order, he repairs the Hatch Mechanism and leaves. Go port, open the Hatch and go down. Timidly, you step down the steps. Eddie says something about humans who go out into strange environments without any clothing; but Zaphod, Trillian and Ford all urge your forward! As you plant your first step on the hitherto legendary planet of Magrathea, you wonder what fate awaits you! You'll have to wait to find out...in the sequel, perhaps? THE HITCHHIKER'S GUIDE TO THE GALAXY is copyrighted 1984 by Infocom, Inc. This walkthru is copyrighted 1985 by Barbara Baser. All Rights Reserved. ----------------------------------------------------------------------------- Hitchhiker Part I ---------- Ok everyone, hang on to your seats (and your towels!); this is probably going to be the wildest adventure game you'll ever play...unless Infocom comes out with a sequel, which they just might do! Before we get started, a few words of advice. This is not the only way of getting through the game. Many of the problems and situations (such as the whale's belly) have more than one solution. So, you might want to save the game from time to time, and experiment a little, to see if you can find other ways of doing things (actually, it's wise to save the game anyway, in case you make a mistake). Also, consult the Guide frequently during play; you will gain some useful insights to some of the objects you come across, and even some helpful information (sometimes). And remember, no matter how bad things may look: DON'T PANIC! Here you are, mild-mannered Arthur Dent, about to start the worst day of your life, although you don't know that...yet! Actually, the day is already getting off to a bad start, since you've just woken up in the dark, with a really bad headache (and it's all downhill from here). The first thing you need to do is stand up and turn on the light. That's a little better, anyway! Or maybe not, since you're having a hard time getting coordinated. Grab the dressing gown and put it on, then look in the pocket. Ah, an analgesic! Take that, then get the screwdriver and the toothbrush, and head South to the porch (did you hear a tree fall? Rather omnious, isn't it?). Here you find something no modern home should be without: junk mail. Take the mail, and go on outside. Uh-oh! There's a very big bulldozer on its way to level your home, and there's Prosser standing by, watching it all. Are you going to take this lying down? You bet you are! That's the only way to stop it: lie down in front of the bulldozer. No matter how close the thing gets, don't panic; it won't run you over (of course, in a short time, it really won't matter what happens to the house, but you don't know that yet). Just wait awhile until Ford Prefect shows up (read the junk mail while you wait). Ford seems a trifle preoccupied with the sky, but he is aware enough of you to try and give you back your towel. Don't take it, or he'll leave and you will be a lot worse off than you ever imagined (can things be worse than this? They sure can!). Instead of taking the towel, ask Ford about your home. He will eventually come to his senses, and realize what is going on. When that happens, he will be able to persuade Prosser to take your place in front of the bulldozer while the two of you head off to the pub to hoist a few. As soon as Prosser takes your place, go South and West to the pub. Buy a cheese (?) sandwich while you wait for him to arrive (when you read the description, you'll understand about the "?"). When Ford gets there, he'll buy you a few beers. Drink only three of them. Around about the time you've finished the third one, there will be a loud crash. In fact, it's the sound of your home being demolished by the bulldozer (that will teach you to trust anyone who wears a digital watch!). Don't take that sitting down, leave the pub and return to where your house used to be. Along the way, you'll see a starving dog. While you may wonder if anything could eat that sandwich and survive, give it to the dog, who will (amazingly!) enjoy it immensely, ignoring a microscopic space fleet that whizzes past (remember that fleet). Then continue on to the ruins of your home (Ford will be right behind you). And just about now, to put a perfect ending to a perfect day (which has just barely begun), the Vogon construction ships appear, to demolish the Earth to make way for a new Hyper-space Bypass (hmmm, maybe Ford wasn't kidding when he said he was from another planet, or that Earth would be destroyed in a short time). Still, don't panic...wait until Ford drops the Sub-etha signalling device. There won't be much time after that, so pick up the device, push the green button (if you dropped the Aunt's thing, have no fear: it will turn up again later), and you will be in....the dark. Get used to that, you'll be spending a lot of time there before this adventure is over. Notice that, at first, you can't do much. All your five senses seem to be out of order. However, if you wait, and read the descriptions very carefully, you will see that eventually, it mentions only 4 of your senses. The one that's missing is the one you can use. Keep this in mind, it will come in handy later. Right now, your nose seems to be working again, so smell. Sniff, sniff. Ugh! Whatever it is, it sure is strong! You are also now dimly aware of a shadow, so look at it. Well, well, it turns out to be Ford Prefect! And, looking around, you find yourself in the hold of a Vogon ship. Certainly better than being on Earth (or where Earth used to be). There's a glass case with an Atomic Vector Plotter inside, but don't bother with it yet. You have something else to do first, namely, obtain a Babel Fish. That shouldn't be hard, right? All you need to do is push the button on the dispensing machine, and you'll have one, right? Hehehehehehe! Those Babel Fish are pretty slippery characters (but, you may have found that out already for yourself!). And the cleaning robots are certainly no help; they seem to have only one mission in life: grabbing your Fish away from you. Well, we really can't let that happen! So, first thing to do is remove your gown and hang it on the hook. Now, wait for Ford to curl up, then get the towel and the satchel. Put the towel over the drain, and the satchel in front of the robot panel. Now comes the part that drives most people crazy: they don't know how to stop the upper-half-of-the-room cleaning robot. But, it's so simple: just put the junk mail on top of the satchel. Now you can push the button! Then step back and watch the Rube Goldberg shenanigans, which end with the Babel Fish stuck solidly in your ear (squish!). Bet you never thought outer space would be like this! However, now that you have the Fish, you'll be able to understand anyone who talks to you. "The Hitchhikers Guide To the Galaxy" is copyrighted 1984 by Infocom, Inc. This walkthru is copyrighted 1984 by Scorpia, all rights reserved. Hitchhiker Part II ---------- By the way, somewhere along the line, you will get a message that one of the phrases you've used was instrumental in starting a war that wiped out most of a small galaxy. There is nothing you can do about this; no matter how you try, it will come to pass. Rather unfortunate, isn't it? Even more unfortunate, sooner or later, the survivors will figure out how that happened, and they will be looking for revenge....but more about that charming prospect later. Right now, press the switch on the case. This will tell you what the code word is that will open the case so you can snatch the plotter. Make careful note of what word is required; it is chosen randomly each time. Too bad you have to listen to some pretty rotten poetry to get the word. Speaking of poetry, in a short while, you and Ford will be hustled into the Captain's quarters, and strapped into Poetry Appreciation Chairs (worser things could happen, but right now, you probably can't think of any). After the Vogon Captain has tortured you with the first verse, grit your teeth and enjoy the poetry. He will then, to your dismay, read you the next verse. While you could easily live without hearing it, in this case, you do need to listen so you know the word to type in. Fortunately, after the second verse, you don't have to enjoy the poetry. Unfortunately, since you survived both verses, the Captain is going to have you and Ford shoved out the airlock (you have now found something worse than appreciating Vogon poetry). While Ford tries to talk the guard out of spacing the two of you, type in the word from the poem. You must put quotes around the word, or it won't go through. Then get the plotter when the case opens. Now just wait awhile, and you and Ford will soon be in the airlock, with very little time left. In fact, time has just run out, and there you are in the depths of space. Lucky for you, the Guide explained how to survive all of 30 seconds out there! Well, perhaps not so lucky, since, considering the vastness of space, it's quite improbable that another ship will come by to pick you up before the 30 seconds run out. So naturally, 29 seconds later, the Heart of Gold (the HOG) comes past and picks you up. There you are in the dark again. Wait and watch the display, until it no longer says you can't hear. Then listen, and you will hear the sound of the star drive. Now it gets cute: the program will lie to you, and say there is an exit to port. Don't you believe it! Go Aft instead, and you will be in Entry Bay #2. You can ignore the brochure, if you like. Go Aft again, and you're in the Fore End of the corridor. Here, Ford will find you you, and take you up to the bridge, where you meet Zaphod and Trillian. Actually, you've seen them both before, at a party you attended a short time ago. While you listen to the chatter between Zaphod and Ford, you can begin to drop some items here. You can drop the plotter, screwdriver, gown, and signalling device. By this time, everyone else has gone to the sauna, leaving you alone on the Bridge with Eddie, the shipboard computer. Don't mind Eddie, he's a little over-protective, but he's a good sort at heart. In fact, you can pretty much ignore him, as well as Marvin the Paranoid Robot, although Marvin will be important much later on (depressing as that may sound). Ok, time to prepare for some pretty weird happenings! First you'll need the spare improbability drive. So, go down, then Aft. Keep going Aft. The program will tell you that the Engine Room is dangerous. It LIES! Don't listen to it, just keep going Aft. Eventually, you'll get there. Of course, as soon as you're there, you'll want to look around. The program will tell you there is nothing to see. That, too, is a lie! Keep looking, and you'll find that there are some things to see here, especially the spare drive. Don't worry about the tools for now; you can leave them where they are. Once you have the drive, go back to the Fore End corridor, then head Port where you'll find the Nutrimat (try consulting the Guide about the Nutrimat). Touch the pad, and you will be provided with a delicious (?) cup of advanced tea substitute. Fortunately, you don't have to drink it. Take the cup (ignore the carton, it's useless) and return to the bridge. Drop the cup and the drive. Now, plug the small plug in to the small receptacle, and put the plotter's dangly bit into the tea substitute. Ok, you are about to have some pretty strange experiences, but before you throw the switch, some words of advice and caution. There are five scenarios (all rather short, but all of them important), that have to be completed. They come up in random order, so each one has its own little section of the walkthru. The lead-in to each of them is that familiar dark area, where you have to wait until one of your senses is working again. You will be in the dark area again when the scenario ends (and you will have to listen for the drive sound), which will then bring you back to the HOG. Also, be aware there are times that you may briefly go back to one of the scenarios you have already completed. You just sort of bounce in and out of those, but you do have to spend time waiting in the dark. I couldn't find a way around this, so you'll just have to live with it. Finally, it's a good idea to save the game after you complete each scenario, just in case. With that said, it's time, so push the switch! "The Hitchhiker's Guide To the Galaxy" is copyrighted 1984 by Infocom Inc. This walkthru is copyrighted 1984 by Scorpia, all rights reserved. The Bugblatter Beast -------------------- When you come out of the dark, you find yourself in the Lair of the dreaded Bugblatter Beast. There are, perhaps, better places you could wish yourself to be in, considering that, among its many charms, the Bugblatter has those tungsten-carbide vast-pain claws (perhaps he was a dentist in a previous life). However, you are here for a purpose, so you'll just have to do something about the Beast. Consulting the Guide tells you that Bugblatters are incredibly stupid, which is certainly the case. In the meantime, the Beast is bearing down on you, demanding your name. Don't be shy, introduce yourself, then run like heck East out of the Lair. Pick up one of the sharp stones, and then cover your head with the towel. Old Buggy is so dumb, he thinks that, since you can't see him, he can't see you. But, this won't last for very long, so you have to fool him, and quickly. Lucky for you, this isn't hard. Carve your name on the Bugblatter's memorial. When he sees the name there, he will think he's already eaten you, which is why he can't see you (dumb may be an understatement here). The Beast will then curl up for a nap, leaving you free (after removing the towel!) to re-enter the Lair and then go SouthWest. Here you will find the skeleton of some poor soul clutching a Nutrimat Computer Interface Card. Take the card, and just wait around for awhile. You will be mistakenly captured as a Bugblatter Beast (talk about insults!), but you will eventually be freed, and have some other adventures along the way, before you find yourself back in the dark again. When you get back to the HOG, you can drop the asteroid paint chipper and the interface card in the Fore End before going up to the Bridge (you'll need the interface later, but there's no need to drag it around with you now). Once on the Bridge, push the switch again, and you'll be back in the dark. "The Hitchhiker's Guide To The Galaxy" is copyrighted 1984 by Infocom Inc. This walkthru is copyrighted 1984 by Scorpia, all rights reserved. Trillian -------- The dark ends with something liquidy to the touch. In fact, you find your fingers bathing in a glass of wine. Coming to your senses, you realize that you are now Trillian, and you are at the party where you (she?) met both Arthur and a mysterious man named Phil. Take a good look at Arthur, and you will see he has a huge ball of fluff on his jacket. Just what you want, but your hands are full. Drop the plate you're holding, and get the fluff. Open your handbag and put the fluff in it, then get the plate again (otherwise, the pushy hostess won't leave you alone). Now, all you need to do is wait, trying not to be bored to tears by Arthur's feeble attempts at conversation. Give Phil a look, and shortly he will come over, and take you out to his scooter. As you blast off, everything once again becomes.....dark. "The Hitchhikers Guide To The Galaxy" is copyrighted 1984 by Infocom Inc. This walkthru is copyrighted 1984 by Scorpia, all rights reserved. Ford ---- Now you find yourself standing in a country lane, holding a satchel. The place looks familiar. In fact, it's the lane outside Arthur's home, and this time you seem to be Ford Prefect. Those Vogons will be arriving soon, so there's not much time. Open the satchel, and take the satchel fluff, the towel, and the sub-etha signalling device. Go North, and there you will see Arthur lying in front of the bulldozer. With a certain feeling of deja vu, you offer him the towel. However, instead of taking it, he asks you about his home. You suddenly realize what is going on (not that it really matters, considering what will shortly happen!). In a moment of magnanimity (or possibly madness), you decide to take Arthur hitchhiking with you. But first, you have to deal with Prosser. Go over to him, and ask him to lie down in front of the bulldozer. He'll make a little fuss, but you'll manage to persuade him. Now, you and Arthur can hurry over to the pub, and drink some beer (remember to buy peanuts). Sit there, drinking your beer (no more than three!), meditating on why Arthur is taking the imminent demise of the world so calmly, until the house falls and Arthur goes tearing out. Follow him to the ruins of his home. Drop the satchel, and put the satchel fluff on top of it. Now wait. The Vogon ships will appear, the winds will pick up, and you'll start fumbling with the device. Oops! You just dropped it! Fortunately, it rolls over by Arthur, who picks it up and looks at it. Also fortunately, Arthur manages to push the right button, and everything becomes....dark. "The Hitchhikers Guide To "The Galaxy" is copyrighted 1984 by Infocom Inc. This walkthru is copyrighted 1984 by Scorpia, all rights reserved. Zaphod ------ You come out of the dark to find that you're now Zaphod Beeblebrox, the President of the Universe. In fact, you're on your way to steal the Heart of Gold (with a little help from Trillian). As your speedboat zooms towards its destination, search the seat carefully and you will find seat fluff and a key. The key opens the toolbox, but you don't need to do that now. Just make sure you take the box; you might be needing it later. Now, if you continue on your present course, you'll never make it between the cliffs and the spire (or maybe you know that already). The trick is to make the auto-pilot do the hard work, so steer the boat towards the rocky spire. The spire gets closer...closer....closer....and then, at last! the auotpilot wakes up, just in time, and steers you to safety! Whew, that was a close one. Ok, now you can stand up and go North to the Dais, where the dedication ceremonies will be held. Wait around, enjoying the cheers of the crowd (read the banner if you like), until Trillian appears. She will jump out of the crowd, and hold a gun to one of your heads. The guards are a little hesitant about what to do, so now's your chance: tell them not to shoot. After a few moments, they will drop their rifles into a pile..just what you've been waiting for. Tell Trillian to shoot the rifles. As the weapons disappear, you and Trillian make a break for the HOG! You made it!! But...everything seems to be getting....dark. "The Hitchhikers Guide To The Galaxy" is copyrighted 1984 by Infocom Inc. This walkthru is copyrighted 1984 by Scorpia, all rights reserved The War Room ------------ Ah ha, fooled ya! I bet when you heard the sound of the star drive, you thought you were back on the HOG. But, surprise! you're in the War Room of a mighty war fleet approaching Earth (at least you're yourself this time!). Hmmmm, looking around, you see an ultra-plasmic awl. Pick that up, since it might come in handy later. Now, take a good look at the aliens. They are Vl'hurg and G'guvunt. Sound familiar? Ring any bells? Remember that small galaxy you pretty much wiped out with your careless words? Well, they finally figured out what happened, and now they are on their way to Earth to take revenge! (Uh oh) You can't really stop them, so just wait around and hope for the best. The fleet gets closer and closer, and then arrives. Amazingly, the first thing they see is....a huge dog happily munching a cheese (?) sandwich! The sight of this giant monster, contentedly eating, softens the hearts of the Vl'hurgs and G'guvunts. With a new mission in life, they turn around and go home. Along the way, they transport you back to the HOG. Unfortunately, since the aliens are microscopic, so are you.....and you end up materializing inside your own head! But wait....maybe there is a madness in this method, after all (or is that the other way around?). Move along the maze of synapses (any direction will do, they're all alike), until you come to the particle. Look at the particle, and you will see it's your common sense. If there's one thing you surely don't need in THIS adventure, it's common sense, so take the particle. Whoops! Everythig just went.....dark. "The Hitchhikers Guide To The Galaxy" is copyrighted 1984 by Scorpia This walkthru is copyrighted 1984 by Scorpia, all rights reserved. Hitchhiker Part III --------- Ok, now you should have collected the four fluffs, the ultra-plasmic awl, the paint chipper, the nutrimat computer interface, and the tool box. After you have done the last scenario (whichever one that is), don't go back to the Bridge. Pick up the interface, and go to the Nutrimat. It's tea time! Open the panel on the Nutrimat, remove the circuit board, and replace it with the interface. Now, touch the pad. With a clearer idea of just what it is you want, the Nutrimat begins to have some problems. Its own limited circuitry can't handle it (well, it's just a dumb machine, after all), so it ties into the main shipboard computer. Don't spend time here watching the Nutrimat go through its gyrations. Head for the bridge, and plug the large plug into the large receptacle. The moment is almost here: the HOG has arrived at the legendary lost planet of Magrathea, and the natives aren't friendly. In fact, they are sending up a bunch of missiles to vaporize the HOG (hmmm, they really AREN'T friendly!). Now, push the switch on the spare drive. Wow! Talk about improbabilities! The missiles have turned into a giant sperm whale! After accepting the congratulations of Ford, Zaphod, and Trillian (who conveniently disappear into the sauna again), return to the Nutrimat, where you will find, at last, a cup of REAL tea. Get the cup (you will drop the No Tea), but don't drink it!! Bring it to the Bridge. Drop the real tea (you will automatically pick up the No Tea). Remove the dangly bit from the tea substitute, and put it in the real tea. You have one more little trip to make. First, however, drop everything you are carrying except the Babel Fish and the Aunt's Thing (yes, you have it again, you just can't get rid of it). Push the switch on the Drive. After a short stay in the dark, you will find yourself in the whale's tummy (it may, however, take more than try to get here, but you will make it eventually). There's a flowerpot here! Get the pot, and put it in the Aunt's Thing. Now, wait around (you really don't have a choice), and soon you will be in the dark again. Ah, back on the HOG at last. If you take inventory, you'll notice you don't have the Aunt's Thing. Don't panic! It will, as always, turn up. In the meantime, go around picking up the various fluffs. The Zaphod fluff, along with the tool box, will be by the hatch. Trillian's, of course, is in her handbag, and Ford's is on the satchel, and the last one is in the pocket of your gown (unless you took it out earlier and dropped it somewhere). The Aunt's Thing has reappeared by now, so go up to the Bridge. Take the flowerpot, plant all four fluffs, drop the pot, and wait awhile. When you see a tiny sprout has formed, take the pot into the sauna. When you emerge, a changed man, you will also have a changed plant. However, there is another problem! The HOG has landed on Magrathea, but Eddie, overprotective as usual, has jammed the hatch shut. And, he's not going to open it, no matter how long it takes him to check for dangers on the planet (which will be quite a few years). The Hitchhikers Guide to The Galaxy" is copyrighted 1984 by Infocom Inc. This walkthru is copyrighted 1984 by Scorpia, all rights reserved. Hitchhiker Part IV --------- You are almost ready! First, eat the fruit from the plant (mmm, tasty!). You have a vision, and pay close attention to it: the vision shows you what tool Marvin will need to open the hatch. This varies from game to game, and there is no way to know which one it is until you eat the fruit. That is also why you have to collect all those tools. Get the tool that you saw in the vision. If it happens to be one you haven't seen yet, then you'll find it in Marvin's pantry. The trick now is to find Marvin, and he's in his pantry, behind the screening door. First, get the real tea. You automatically drop the No Tea. But, you don't have your common sense anymore, so....pick up the No Tea! Now, you have both Tea and No Tea at the same time!! Go to the Screening Door. Open it. The Door, impressed by your being able to have both Tea and No Tea will let you through! However, WAIT!!! Don't go through the door yet! If you set foot in the pantry, you will be overwhelmed by depression! So, that magic moment has arrived, the moment you've been waiting for ever since you left Earth: drink the real tea!! (Ahhhhhh, good to the last drop!) All right! Now you can go into the Pantry (yay)! Marvin will be there, sulking as usual. Tell him to fix the hatch. Marvin will grumble, but he will agree to it, and tell you to meet him at the Hatch Access Space, with the proper tool, in twelve moves. As you already have the tool (thanks to the fruit), you can go directly to the Access space (drop everything but the tool and the Fish), and wait for Marvin. When he arrives and asks for the tool, give it to him. Marvin will fiddle briefly, and the hatch will slide open. Go out to the Hatch, and then down the Hatch. Wow! You have now set foot on the legendary lost planet of Magrathea, and........ And what comes next, will have to wait for the sequel (and let's hope it isn't too long a wait!!!)! "The Hitchhikers Guide To The Galaxy" is copyrighted 1984 by Infocom Inc. ----------------------------------------------------------------------------- SOME HINTS ON INFOCOMS GREAT HITCHHIKERS GUIDE TO THE GALAXY FROM ANNE BONNY- TO READ FOOTNOTES, TYPE FOOTNOTE 1, FOOTNOTE 2, ETC. TO LEAVE EARTH - GIVE TOWEL TO FORD PREFECT; LOOK ON SHELF IN PUB; YOU DONT NEED TO GET WATCH (BUT IF ANYONE CAN GET IT, LET ME KNOW HOW THEY DID!); TRY NOT EATING PEANUTS OR DRINKING BEER FOR A CUTE DEATH. ONBOARD THE VOGON SPACESHIP - TO GET THE BABEL FISH INVOLVES A 4 PART SOLUTION. SAVE GAME, THEN TRY THE DISPENSER. OK, BLOCK THE HOLE (I WONT TELL YOU WHAT TO USE..IM WRITING HINTS, NOT A TOTAL SOLVE...THAT WOULD TAKE THE FUN OUT OF IT).... NOW TRY THE DISPENSER...OK BLOCK THE GRATE...TRY DISPENSER...OK PUT SOMETHING IN FRONT OF THE PANEL....WOOPS ANOTHER CLEANING ROBOT...PUT SOMETHING ON TOP OF THE PREVIOUS ITEM THAT SCATTERS... NOW YOU HAVE THE BABEL FISH AND CAN TURN ON THE SWITCH. YOU'VE GOT TO ENJOY VOGON POETRY TO GET CAPTAIN TO READ 2ND VERSE. ON THE HEART OF GOLD, TRY PLUGGING THE LARGE PLUG INTO THE CONSOLE ONCE YOU HAVE THE IMPROBABILITY DRIVE...BUT SAVE THE GAME FIRST... WHEN YOU GET BACK TO THE SHIP (KEEP TRYING DIRECTIONS IF YOU CANT FIND THE ENGINE ROOM...THEY LIE).. CHECK THE LARGE PLUG, IT HAS VANISHED. SO THE DRIVE CAN BE USED ONLY ONCE TO MOVE THE SHIP (IT GETS DESTROYED IN THE PROCESS). SO RESTORE GAME. USE ONLY THE SMALL PLUG AND THE DRIVE UNTIL YOU FIND YOU REALLY NEED TO MOVE THE SHIP. READ THE GUIDE FOR HINTS, LOOK UP THINGS LIKE BUGBLATTER BEAST, IMPROBABILITY DRIVE, FLUFF, TEA, ETC. BUGBLATTER BEAST - IF YOU CANT SEE HIM, HE CANT SEE YOU.... OK NOW EXAMINE THAT MEMORIAL AND CONFUSE HIM EVEN MORE. IF YOU DONT SOLVE THIS YOULL KEEP COMING BACK TO THE BEAST IN FUTURE USES OF THE IMPROBABILITY DRIVE. WHEN YOU SOLVE THE SECTION CORRECTLY YOULL GET POINTS. ONBOARD THE SPEEDBOAT - LOOK UNDER SEAT. TRY TAKING THE BLASTER FROM TRILLIAN AND USING IT... BACK ON EARTH AGAIN - IF YOU HAVENT FED THE DOG BEFORE YOU CAN DO SO NOW. COMMON SENSE - SAVE GAME AND SEE WHAT HAPPENS IF YOU DESTROY IT OR TAKE IT WITH YOU. FOR FUN, TRY DIEING, YOU GET SOME FUNNY RESULTS. THE PLANT - WILL GROW AFTER A FEW MOVES...TO GET FRUIT YOU MAY NEED TO GET SOME MOISTURE...THERE IS A PLACE ON THE SHIP WITH EXTRA MOISTURE. THE SCREENING DOOR - YOU WILL ONLY BE ABLE TO SOLVE THIS TOWARD THE END OF THE GAME, AFTER YOU HAVE GOTTEN REAL TEA. IF YOU ARE STUCK, KEEP READING THE ENTRY IN THE GUIDE ON INTELLIGENCE, ROBOTS, AND SO ON. GOOD LUCK WITH THIS ONE - IT IS HARD BUT VERY FUNNY AND GOOD.