The Hitchhiker's Guide to the Galaxy walkthrough
- The Hitchhiker's Guide to the Galaxy
The first thing you need to do is STAND UP and turn on the light. Get the GOWN. Wear the GOWN. Look in the pocket. Eat the PILL. Get the SCREWDRIVER. Get the TOOTHBRUSH. Go South. Get the mail. Lie in front of the bulldozer. Read junk mail and wait for Ford Prefect. When Ford offers his towel to you, refuse it. Wait for Ford to go talk to Prosser. When Ford returns, Prosser will take your place in the mud. Go South. Go West to pub. Buy the cheese sandwich and wait for Ford. Drink three of the beers that Ford offers maximum. About the time you finish your third beer a loud crash will be heard. Leave the pub and go back to where your house was. On the way you will pass a starving dog. Give the dog your cheese sandwich. The Vogon construction ships will arrive about the time you reach your house. When Ford drops his Sub-etha signaling device, pick it up. Push the green button.
..... Dark .... Smell (a few times). Look at shadow.
Vogon Hold: Eat the peanuts Ford is offering to you. Remove the GOWN. Hang GOWN on the hook. Wait for Ford to sleep. Get the TOWEL and SATCHEL. Put towel over drain. Put satchel in front of robot panel. Put junk mail on top of the satchel. Push dispenser button. Press the switch on the case. Get GOWN and wear it. Get TOWEL. Enjoy the Captain's poetry (right after one of the four lines). The captain will read the second verse of his poetry. Remember to write down the word that you were told about earlier (Switch on case). Once back in the hold, type the word (remember to use " " quotes or it won't work). Get the plotter. Wander around if you like, you're going to the airlock anyhow.
... Dark .... Listen (a few times).
Go Aft (not port as the program lies). Get the Brochure. Read the Brochure. Drop brochure. Drop all but the GUIDE and the TOWEL. Go down. Go aft. Keep going aft. Get the Generator. Go to the Fore End corridor, then head to port. Consult the guide on NUTRIMAT. Touch pad. Get tea substitute. Go to the bridge. Drop cup and generator. Plug small plug into the small receptacle. Put dangly bit in tea substitute. There are five scenarios (all rather short, but each important). They come up in random order. You will be in the dark each time you enter a scenario, so remember to use your five senses.
Upon completion of each scenario you will once again be in the dark place where you originally entered the HOG, so remember to listen. You may want to save your game after completing each scenario.
The Bugblatter beast: Dark...(smell). When the beast charges at you, tell him your name. Run East. Get the sharp stone. Cover your head with the TOWEL. Carve your name on the memorial. Remove your towel and the BB should be asleep. Go Southwest. Get Nutrimat interface. Wait. Back at HOG, go to the fore end and drop the NUTRIMAT interface and asteroid paint chipper. Go Up. Push the improbability drive switch again.
Trillian: Dark...(touch). Look at Arthur. Drop the plate. Get the fluff. Open handbag. Put fluff in handbag. Get the plate. Wait.
Ford: Dark...(see). Open satchel. Get all. Go North. Offer Arthur the TOWEL. Go to Prosser. Ask Prosser to lie down in front of the bulldozer. Go to pub. Buy beer and peanuts. Drink three beers. Follow Arthur. Drop SATCHEL. Put SATCHEL fluff on top of SATCHEL. Wait.
Zaphod: Dark...(see). Search seat. Get tool box. Steer boat towards the rocky spire. Wait. Stand up. Go North. Wait for Trillian. Tell guards not to shoot. Tell Trillian to shoot the pile of rifles. Run to HOG.
Vl'hurg & G'Gugvunt Leaders: Dark...(listen). This scenario only comes up when you have had the story about the Vl'hurgs and G'Gugvunts, which in turn only appears some time after you have given an unknown command. So, put one in deliberately, if necessary. Get awl. You might listen to the conversation and wait... When you are in the maze: walk around until you find a black particle. Get PARTICLE.
You should have the following: 4 fluffs, ultra-plasmic awl, paint chipper, Nutrimat computer interface card, and tool box. When finished with all the scenarios, pick up the interface card and go to the Nutrimat. Open panel. Remove the circuit board. Put in the interface card. Touch pad. Go to the bridge. Plug the large plug into the large receptacle. Missiles! Push the switch on spare drive. Go to NUTRIMAT. Get tea! Go to the bridge. Drop the tea. Remove dangly bit from the tea substitute. Put dangly bit in the real tea. Drop all (you may keep your GOWN and Babel fish). Get thing (if not in your pocket). Push the switch on the drive.
Sperm Whale. Dark...(keep on looking until your feeling has returned). Get pot.
Put pot in the thing. Wait. ....Dark....
Get 4 fluffs. (Zaphod's and his tool box are near the hatch, Trillian's is in her handbag, Ford's is on the SATCHEL, and yours is the GOWN's pocket fluff.) Go to the bridge. Take the flower pot (you may have to get it from the thing). Plant all four fluffs in the pot. Drop the pot. Wait. Get the pot after the sprout appears. Go to Sauna. Eat the fruit from plant. Pay attention to the vision! The vision tells you what tool Marvin will need to open the hatch. If the tool is not known to you, it will be in the pantry. Get the real tea. Get no tea. Go to the screening door. Open the door. Drink the real tea before entering the pantry. Enter the pantry. Tell Marvin to fix the hatch. You have twelve turns to meet Marvin at the hatch.
Go to the hatch. Drop all, including your GOWN, but not the tool you will give to Marvin. Go starboard. Give Marvin the tool he asks for. Go out to the hatch and then down the hatch.