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- HITCH-HIKER'S GUIDE TO THE GALAXY
- (Infocom)
-
- 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.
-
- 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! 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, 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 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. 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. 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).
-
- 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.
-
- 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).
-
- 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 mazy 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.
-
- 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 Key S or <ENTER> to continue!s GameSig Archives Page
- GSA-1981 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).
-
- 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!!!)!
-
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