548 lines
31 KiB
Plaintext
548 lines
31 KiB
Plaintext
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Here you are, mild-mannered Arthur Dent, about to start the worst day of your
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life, although you don't know that...yet! Actually, the day is already getting
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off to a bad start, since you've just woken up in the dark, with a really bad
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headache (and it's all downhill from here).
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The first thing you need to do is stand up and turn on the light. That's a
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little better, anyway! Or maybe not, since you're having a hard time getting
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coordinated. Grab the dressing gown and put it on, then look in the pocket. Ah,
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an analgesic! Take that, then get the screwdriver and the toothbrush, and head
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South to the porch (did you hear a tree fall? Rather omnious, isn't it?).
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Here you find something no modern home should be without: junk mail. Take the
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mail, and go on outside. Uh-oh! There's a very big bulldozer on its way to
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level your home, and there's Prosser standing by, watching it all. Are you
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going to take this lying down?
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You bet you are! That's the only way to stop it: lie down in front of the
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bulldozer. No matter how close the thing gets, don't panic; it won't run you
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over (of course, in a short time, it really won't matter what happens to the
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house, but you don't know that yet). Just wait awhile until Ford Prefect shows
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up (read the junk mail while you wait).
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Ford seems a trifle preoccupied with the sky, but he is aware enough of you to
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try and give you back your towel. Don't take it, or he'll leave and you will be
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a lot worse off than you ever imagined (can things be worse than this? They
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sure can!).
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Instead of taking the towel, ask Ford about your home. He will eventually come
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to his senses, and realize what is going on. When that happens, he will be able
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to persuade Prosser to take your place in front of the bulldozer while the two
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of you head off to the pub to hoist a few.
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As soon as Prosser takes your place, go South and West to the pub. Buy a
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cheese (?) sandwich while you wait for him to arrive (when you read the
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description, you'll understand about the "?"). When Ford gets there, he'll buy
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you a few beers. Drink only three of them.
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Around about the time you've finished the third one, there will be a loud
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crash. In fact, it's the sound of your home being demolished by the bulldozer
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(that will teach you to trust anyone who wears a digital watch!). Don't take
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that sitting down, leave the pub and return to where your house used to be.
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Along the way, you'll see a starving dog.
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While you may wonder if anything could eat that sandwich and survive, give it
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to the dog, who will (amazingly!) enjoy it immensely, ignoring a microscopic
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space fleet that whizzes past (remember that fleet). Then continue on to the
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ruins of your home (Ford will be right behind you).
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And just about now, to put a perfect ending to a perfect day (which has just
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barely begun), the Vogon construction ships appear, to demolish the Earth to
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make way for a new Hyper-space Bypass (hmmm, maybe Ford wasn't kidding when he
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said he was from another planet, or that Earth would be destroyed in a short
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time).
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Still, don't panic...wait until Ford drops the Sub-etha signalling device.
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There won't be much time after that, so pick up the device, push the green
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button (if you dropped the Aunt's thing, have no fear: it will turn up again
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later), and you will be in....the dark.
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Get used to that, you'll be spending a lot of time there before this adventure
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is over. Notice that, at first, you can't do much. All your five senses seem to
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be out of order. However, if you wait, and read the descriptions very
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carefully, you will see that eventually, it mentions only 4 of your senses. The
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one that's missing is the one you can use. Keep this in mind, it will come in
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handy later.
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Right now, your nose seems to be working again, so smell. Sniff, sniff. Ugh!
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Whatever it is, it sure is strong! You are also now dimly aware of a shadow, so
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look at it. Well, well, it turns out to be Ford Prefect! And, looking around,
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you find yourself in the hold of a Vogon ship. Certainly better than being on
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Earth (or where Earth used to be).
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There's a glass case with an Atomic Vector Plotter inside, but don't bother
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with it yet. You have something else to do first, namely, obtain a Babel Fish.
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That shouldn't be hard, right? All you need to do is push the button on the
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dispensing machine, and you'll have one, right? Hehehehehehe!
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Those Babel Fish are pretty slippery characters (but, you may have found that
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out already for yourself!). And the cleaning robots are certainly no help; they
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seem to have only one mission in life: grabbing your Fish away from you. Well,
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we really can't let that happen!
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So, first thing to do is remove your gown and hang it on the hook. Now, wait
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for Ford to curl up, then get the towel and the satchel. Put the towel over the
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drain, and the satchel in front of the robot panel. Now comes the part that
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drives most people crazy: they don't know how to stop the upper-half-of-the-
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room cleaning robot. But, it's so simple: just put the junk mail on top of the
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satchel.
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Now you can push the button! Then step back and watch the Rube Goldberg
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shenanigans, which end with the Babel Fish stuck solidly in your ear (squish!).
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Bet you never thought outer space would be like this! However, now that you
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have the Fish, you'll be able to understand anyone who talks to you.
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By the way, somewhere along the line, you will get a message that one of the
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phrases you've used was instrumental in starting a war that wiped out most of a
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small galaxy. There is nothing you can do about this; no matter how you try, it
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will come to pass. Rather unfortunate, isn't it? Even more unfortunate, sooner
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or later, the survivors will figure out how that happened, and they will be
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looking for revenge....but more about that charming prospect later.
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Right now, press the switch on the case. This will tell you what the code word
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is that will open the case so you can snatch the plotter. Make careful note of
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what word is required; it is chosen randomly each time. Too bad you have to
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listen to some pretty rotten poetry to get the word.
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Speaking of poetry, in a short while, you and Ford will be hustled into the
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Captain's quarters, and strapped into Poetry Appreciation Chairs (worser things
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could happen, but right now, you probably can't think of any). After the Vogon
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Captain has tortured you with the first verse, grit your teeth and enjoy the
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poetry. He will then, to your dismay, read you the next verse.
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While you could easily live without hearing it, in this case, you do need to
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listen so you know the word to type in. Fortunately, after the second verse,
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you don't have to enjoy the poetry. Unfortunately, since you survived both
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verses, the Captain is going to have you and Ford shoved out the airlock (you
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have now found something worse than appreciating Vogon poetry).
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While Ford tries to talk the guard out of spacing the two of you, type in the
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word from the poem. You must put quotes around the word, or it won't go
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through. Then get the plotter when the case opens. Now just wait awhile, and
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you and Ford will soon be in the airlock, with very little time left.
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In fact, time has just run out, and there you are in the depths of space.
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Lucky for you, the Guide explained how to survive all of 30 seconds out there!
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Well, perhaps not so lucky, since, considering the vastness of space, it's
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quite improbable that another ship will come by to pick you up before the 30
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seconds run out. So naturally, 29 seconds later, the Heart of Gold (the HOG)
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comes past and picks you up.
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There you are in the dark again. Wait and watch the display, until it no
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longer says you can't hear. Then listen, and you will hear the sound of the
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star drive. Now it gets cute: the program will lie to you, and say there is an
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exit to port. Don't you believe it! Go Aft instead, and you will be in Entry
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Bay 2. You can ignore the brochure, if you like.
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Go Aft again, and you're in the Fore End of the corridor. Here, Ford will find
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you you, and take you up to the bridge, where you meet Zaphod and Trillian.
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Actually, you've seen them both before, at a party you attended a short time
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ago. While you listen to the chatter between Zaphod and Ford, you can begin to
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drop some items here.
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You can drop the plotter, screwdriver, gown, and signalling device. By this
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time, everyone else has gone to the sauna, leaving you alone on the Bridge with
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Eddie, the shipboard computer. Don't mind Eddie, he's a little over-protective,
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but he's a good sort at heart. In fact, you can pretty much ignore him, as well
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as Marvin the Paranoid Robot, although Marvin will be important much later on
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(depressing as that may sound).
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Ok, time to prepare for some pretty weird happenings! First you'll need the
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spare improbability drive. So, go down, then Aft. Keep going Aft. The program
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will tell you that the Engine Room is dangerous. It LIES! Don't listen to it,
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just keep going Aft. Eventually, you'll get there.
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Of course, as soon as you're there, you'll want to look around. The program
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will tell you there is nothing to see. That, too, is a lie! Keep looking, and
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you'll find that there are some things to see here, especially the spare drive.
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Don't worry about the tools for now; you can leave them where they are.
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Once you have the drive, go back to the Fore End corridor, then head Port
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where you'll find the Nutrimat (try consulting the Guide about the Nutrimat).
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Touch the pad, and you will be provided with a delicious (?) cup of advanced
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tea substitute. Fortunately, you don't have to drink it. Take the cup (ignore
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the carton, it's useless) and return to the bridge.
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Drop the cup and the drive. Now, plug the small plug in to the small
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receptacle, and put the plotter's dangly bit into the tea substitute. Ok, you
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are about to have some pretty strange experiences, but before you throw the
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switch, some words of advice and caution.
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There are five scenarios (all rather short, but all of them important), that
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have to be completed. They come up in random order, so each one has its own
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little section of the walkthru. The lead-in to each of them is that familiar
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dark area, where you have to wait until one of your senses is working again.
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You will be in the dark area again when the scenario ends (and you will have to
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listen for the drive sound), which will then bring you back to the HOG.
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Also, be aware there are times that you may briefly go back to one of the
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scenarios you have already completed. You just sort of bounce in and out of
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those, but you do have to spend time waiting in the dark. I couldn't find a way
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around this, so you'll just have to live with it. Finally, it's a good idea to
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save the game after you complete each scenario, just in case. With that said,
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it's time, so push the switch!
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The Bugblatter Beast
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When you come out of the dark, you find yourself in the Lair of the dreaded
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Bugblatter Beast. You are here for a purpose, so you'll just have to do
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something about the Beast. Consulting the Guide tells you that Bugblatters are
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incredibly stupid, which is certainly the case. In the meantime, the Beast is
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bearing down on you, demanding your name. Don't be shy, introduce yourself,
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then run like heck East out of the Lair.
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Pick up one of the sharp stones, and then cover your head with the towel. Old
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Buggy is so dumb, he thinks that, since you can't see him, he can't see you.
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But, this won't last for very long, so you have to fool him, and quickly. Lucky
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for you, this isn't hard.
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Carve your name on the Bugblatter's memorial. When he sees the name there, he
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will think he's already eaten you, which is why he can't see you (dumb may be
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an understatement here). The Beast will then curl up for a nap, leaving you
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free(after removing the towel!) to re-enter the Lair and then go SouthWest.
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Here you will find the skeleton of some poor soul clutching a Nutrimat
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Computer Interface Card. Take the card, and just wait around for awhile. You
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will be mistakenly captured as a Bugblatter Beast (talk about insults!), but
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you will eventually be freed, and have some other adventures along the way,
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before you find yourself back in the dark again.
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When you get back to the HOG, you can drop the asteroid paint chipper and the
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interface card in the Fore End before going up to the Bridge (you'll need the
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interface later, but there's no need to drag it around with you now). Once on
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the Bridge, push the switch again, and you'll be back in the dark.
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Trillian
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The dark ends with something liquidy to the touch. In fact, you find your
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fingers bathing in a glass of wine. Coming to your senses, you realize that you
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are now Trillian, and you are at the party where you (she?) met both Arthur and
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a mysterious man named Phil.
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Take a good look at Arthur, and you will see he has a huge ball of fluff on
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his jacket. Just what you want, but your hands are full. Drop the plate you're
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holding, and get the fluff. Open your handbag and put the fluff in it, then get
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the plate again (otherwise, the pushy hostess won't leave you alone).
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Now, all you need to do is wait, trying not to be bored to tears by Arthur's
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feeble attempts at conversation. Give Phil a look, and shortly he will come
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over, and take you out to his scooter. As you blast off, everything once again
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becomes.....dark.
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Ford
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Now you find yourself standing in a country lane, holding a satchel. The place
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looks familiar. In fact, it's the lane outside Arthur's home, and this time you
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seem to be Ford Prefect.
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Those Vogons will be arriving soon, so there's not much time. Open the
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satchel, and take the satchel fluff, the towel, and the sub-etha signalling
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device. Go North, and there you will see Arthur lying in front of the
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bulldozer.
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With a certain feeling of deja vu, you offer him the towel. However, instead
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of taking it, he asks you about his home. You suddenly realize what is going on
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(not that it really matters, considering what will shortly happen!). In a
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moment of magnanimity (or possibly madness), you decide to take Arthur
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hitchhiking with you.
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But first, you have to deal with Prosser. Go over to him, and ask him to lie
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down in front of the bulldozer. He'll make a little fuss, but you'll manage to
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persuade him. Now, you and Arthur can hurry over to the pub, and drink some
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beer (remember to buy peanuts).
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Sit there, drinking your beer (no more than three!), meditating on why Arthur
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is taking the imminent demise of the world so calmly, until the house falls and
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Arthur goes tearing out.
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Follow him to the ruins of his home. Drop the satchel, and put the satchel
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fluff on top of it. Now wait. The Vogon ships will appear, the winds will pick
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up, and you'll start fumbling with the device.
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Oops! You just dropped it! Fortunately, it rolls over by Arthur, who picks it
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up and looks at it. Also fortunately, Arthur manages to push the right button,
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and everything becomes....dark.
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Zaphod
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You come out of the dark to find that you're now Zaphod Beeblebrox, the
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President of the Universe. In fact, you're on your way to steal the Heart of
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Gold (with a little help from Trillian).
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As your speedboat zooms towards its destination, search the seat carefully and
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you will find seat fluff and a key. The key opens the toolbox, but you don't
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need to do that now. Just make sure you take the box; you might be needing it
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later.
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Now, if you continue on your present course, you'll never make it between the
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cliffs and the spire (or maybe you know that already). The trick is to make the
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auto-pilot do the hard work, so steer the boat towards the rocky spire.
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The spire gets closer...closer....closer....and then, at last! the auotpilot
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wakes up, just in time, and steers you to safety! Whew, that was a close one.
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Ok, now you can stand up and go North to the Dais, where the dedication
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ceremonies will be held.
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Wait around, enjoying the cheers of the crowd (read the banner if you like),
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until Trillian appears. She will jump out of the crowd, and hold a gun to one
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of your heads. The guards are a little hesitant about what to do, so now's your
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chance: tell them not to shoot.
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After a few moments, they will drop their rifles into a pile..just what you've
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been waiting for. Tell Trillian to shoot the rifles. As the weapons disappear,
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you and Trillian make a break for the HOG! You made it!! But...everything seems
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to be getting....dark.
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Ok, now you should have collected the four fluffs, the ultra-plasmic awl, the
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paint chipper, the nutrimat computer interface, and the tool box. After you
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have done the last scenario (whichever one that is), don't go back to the
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Bridge. Pick up the interface, and go to the Nutrimat. It's tea time!
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Open the panel on the Nutrimat, remove the circuit board, and replace it with
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the interface. Now, touch the pad. With a clearer idea of just what it is you
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want, the Nutrimat begins to have some problems. Its own limited circuitry
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can't handle it (well, it's just a dumb machine, after all), so it ties into
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the main shipboard computer.
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Don't spend time here watching the Nutrimat go through its gyrations. Head for
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the bridge, and plug the large plug into the large receptacle. The moment is
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almost here: the HOG has arrived at the legendary lost planet of Magrathea, and
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the natives aren't friendly.
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In fact, they are sending up a bunch of missiles to vaporize the HOG (hmmm,
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they really AREN'T friendly!). Now, push the switch on the spare drive. Wow!
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Talk about improbabilities! The missiles have turned into a giant sperm whale!
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After accepting the congratulations of Ford, Zaphod, and Trillian (who
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conveniently disappear into the sauna again), return to the Nutrimat, where you
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will find, at last, a cup of REAL tea. Get the cup (you will drop the No Tea),
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but don't drink it!! Bring it to the Bridge.
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Drop the real tea (you will automatically pick up the No Tea). Remove the
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dangly bit from the tea substitute, and put it in the real tea. You have one
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more little trip to make. First, however, drop everything you are carrying
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except the Babel Fish and the Aunt's Thing (yes, you have it again, you just
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can't get rid of it).
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Push the switch on the Drive. After a short stay in the dark, you will find
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yourself in the whale's tummy (it may, however, take more than try to get here,
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but you will make it eventually). There's a flowerpot here! Get the pot, and
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put it in the Aunt's Thing. Now, wait around (you really don't have a choice),
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and soon you will be in the dark again.
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Ah, back on the HOG at last. If you take inventory, you'll notice you don't
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have the Aunt's Thing. Don't panic! It will, as always, turn up. In the
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meantime, go around picking up the various fluffs. The Zaphod fluff, along with
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the tool box, will be by the hatch. Trillian's, of course, is in her handbag,
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and Ford's is on the satchel, and the last one is in the pocket of your gown
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(unless you took it out earlier and dropped it somewhere).
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The Aunt's Thing has reappeared by now, so go up to the Bridge. Take the
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flowerpot, plant all four fluffs, drop the pot, and wait awhile. When you see a
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tiny sprout has formed, take the pot into the sauna. When you emerge, a changed
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man, you will also have a changed plant.
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However, there is another problem! The HOG has landed on Magrathea, but Eddie,
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overprotective as usual, has jammed the hatch shut. And, he's not going to open
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it, no matter how long it takes him to check for dangers on the planet (which
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will be quite a few years).
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You are almost ready! First, eat the fruit from the plant (mmm, tasty!). You
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have a vision, and pay close attention to it: the vision shows you what tool
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Marvin will need to open the hatch. This varies from game to game, and there is
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no way to know which one it is until you eat the fruit. That is also why you
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have to collect all those tools. Get the tool that you saw in the vision. If it
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happens to be one you haven't seen yet, then you'll find it in Marvin's pantry.
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The trick now is to find Marvin, and he's in his pantry, behind the screening
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door. First, get the real tea. You automatically drop the No Tea. But, you
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don't have your common sense anymore, so....pick up the No Tea! Now, you have
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both Tea and No Tea at the same time!!
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Go to the Screening Door. Open it. The Door, impressed by your being able to
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have both Tea and No Tea will let you through! However, WAIT!!! Don't go
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through the door yet! If you set foot in the pantry, you will be overwhelmed by
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depression! So, that magic moment has arrived, the moment you've been waiting
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for ever since you left Earth: drink the real tea!! (Ahhhhhh, good to the last
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drop!)
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All right! Now you can go into the Pantry (yay)! Marvin will be there, sulking
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as usual. Tell him to fix the hatch. Marvin will grumble, but he will agree to
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it, and tell you to meet him at the Hatch Access Space, with the proper tool,
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in twelve moves.
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As you already have the tool (thanks to the fruit), you can go directly to the
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Access space (drop everything but the tool and the Fish), and wait for Marvin.
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When he arrives and asks for the tool, give it to him. Marvin will fiddle
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briefly, and the hatch will slide open.
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Go out to the Hatch, and then down the Hatch. Wow! You have now set foot on
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the legendary lost planet of Magrathea, and........
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********************************************
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Hitchhiker's Guide to the Galaxy
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Walk-through
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By the Silver Ghost
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This is one of Infocom's most delightful games ever. The plot is twisted,
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sometimes warped. There are seemingly silly things that are crucial to the
|
||
solving of the game. It is also (in my opinion) one of the hardest games
|
||
that has received the "standard level" rating. If you're planning on having
|
||
a good time with this game, don't read this; it explicitly describes each
|
||
scene and what to type.
|
||
|
||
The significance of the Thing That Your Aunt Gave You That You Don't Know
|
||
What It Is may have escaped you. It is a resevoir for items. You can put
|
||
as much as you like into it, and never acquire any excess weight. Plus, you
|
||
can drop it and it will return on your person about 12 turns later. This is
|
||
fabulously useful, but not necessary to know when solving the game.
|
||
The Guide is a database that can help you in time of need. You may
|
||
CONSULT THE GUIDE ABOUT the following subjects: Alcohol, Atomic Vector
|
||
Plotter, Babel Fish, Damogran, Earth, Fluff, France, Galactic Security
|
||
Agency, Galaxia Woonbeam, Green Button, Heart of Gold, Infocom, Brownian
|
||
Motion, Genuine People Personalities, Magrathea, Hitchhiker's Guide,
|
||
Improbability drives, Intelligence, Large Plug, Long Dangly Bit, Matter
|
||
Transference Beam, Pan-Galactic Gargle Blaster, Peril-Sensitive Sunglasses,
|
||
Protein, Nutrimat, Ravenous Bugblatter Beast of Traal, Red Button,
|
||
Santraginean Mineral Water, Sirius Cybernetics Corporation, Small Plug,
|
||
Small Receptacle, Space, Thumb, Towel, Vogon Poetry, Vogons, Walking,
|
||
the tools (listed later), and various weapons.
|
||
Tools: there are ten tools that are necessary to the solution of the
|
||
game. Their names and locations are as follows:
|
||
Flathead Screwdriver - Your Bedroom
|
||
Toothbrush - Your Bedroom
|
||
Tweezers - Inside Trillian's handbag
|
||
Hyperwave Pincer - On the Bridge
|
||
Diffusion Rasp - In the Engine Room
|
||
Hypersonic Pliers - In the Engine Room
|
||
Thermo-fusion Chisel - In Marvin's Pantry
|
||
Laser-assisted Wrench - In the Toolbox, on the Speedboat
|
||
Vacuum Awl - In the War Chamber
|
||
#12 Paint Chipper - You're Holding when you return from Traal
|
||
|
||
Here is the walk-through. Editorial comments are in brackets.
|
||
|
||
TURN ON THE LIGHT. GET OUT OF BED. GET GOWN. WEAR GOWN. OPEN POCKET.
|
||
TAKE ANALGESIC. GET FLUFF. PUT FLUFF IN THING. GET ALL. PUT SCREWDRIVER
|
||
IN THING. PUT TOOTHBRUSH IN THING. S. GET MAIL. S. LIE DOWN. WAIT.
|
||
WAIT. WAIT. WAIT. WAIT. WAIT. S. W. WAIT. DRINK. ASK BARTENDER FOR
|
||
SANDWICH. DRINK. DRINK. E. FEED SANDWICH TO DOG. N. HIT PROSSER. DON'T
|
||
PANIC. WAIT. GET DEVICE. PUSH GREEN BUTTON.
|
||
[You should now be in Dark. More about Dark later.] WAIT. WAIT. WAIT.
|
||
WAIT. SMELL. EXAMINE SHADOW. EAT PEANUTS. WAIT. WAIT. GET TOWEL. GET
|
||
SATCHEL. REMOVE GOWN. HANG GOWN ON HOOK. PUT TOWEL ON DRAIN. PUT SATCHEL
|
||
ON PANEL. PUT MAIL ON SATCHEL. PUSH BUTTON. GET ROBE. WEAR ROBE. GET
|
||
TOWEL. FLIP SWITCH. [It should tell you that the password is the nth word
|
||
of the second verse of poetry.] WAIT. WAIT. WAIT. WAIT. ENJOY POETRY.
|
||
WAIT. WAIT. WAIT. [The second verse starts here. Remember the nth word.]
|
||
WAIT. WAIT. WAIT. WAIT. WAIT. TYPE "[whatever that word was]". GET
|
||
PLOTTER. WAIT. WAIT. WAIT. WAIT. WAIT. WAIT.
|
||
[Here's that explanation of Dark I promised. There are actually eight
|
||
different Darks in the game. You have just entered the second one, the Dark
|
||
preceding the Heart of Gold scene. The first one was the Dark for the Vogon
|
||
ship scene. The other six are: Traal, the Party, the Whale, Damogran,
|
||
the War Chamber, and Earth.
|
||
When in Dark, you will receive comments like "You see nothing, hear
|
||
nothing, smell nothing, taste nothing, feel nothing, and aren't even sure
|
||
who you are." Wait three times. After the third wait, the message will
|
||
change to something like "You can hear nothing, taste nothing, see nothing,
|
||
smell nothing, and don't even know who you are." In that example, the sense
|
||
of taste was no longer mentioned (a different one may disappear). This
|
||
is your clue as to where and who you are. When you FEEL, you will either
|
||
feel a warm, wet, and squishy liquid, or a cold, wet, and squishy liquid.
|
||
You are thus inside the whale, or at the party, respectively. You must
|
||
EXAMINE the liquid to enter into the scene. Here is a table of the various
|
||
Darks and pertinent information.
|
||
Missing Sense Distinguishing Mark Location Character
|
||
Sight Front of Eyes Country Lane, Earth Ford
|
||
Sight Back of Eyes Speedboat, Damogran Zaphod
|
||
Hearing Far Above You Heart of Gold Arthur
|
||
Hearing Far Below You War Chamber Arthur (???)
|
||
Smell Being Waved Under Vogon Hold Arthur
|
||
Smell Waving Under Beast Lair, Traal Arthur
|
||
Touch Warm, Wet, Squishy Inside Whale Arthur
|
||
Touch Cold, Wet, Squishy Living Room, Party Trillian
|
||
EXAMINE the Dark to enter that scene, or WAIT to choose another (if you're
|
||
using Real Tea--more on that later. Otherwise you have to EXAMINE it sooner
|
||
or later.)
|
||
When the text says "WAIT UNTIL FOO (BAZ)", you wait until you
|
||
can enter the FOO scene, which is accessed through sense BAZ. The number
|
||
of waits necessary to do this changes randomly. But continuing...]
|
||
WAIT. WAIT. WAIT. WAIT. LISTEN. [You're in the Heart of Gold.] S.
|
||
W. [I use NSEW instead of Fore Aft Starboard Port.] GET PINCER. PUT
|
||
PINCER IN THING. DROP PLOTTER. D. S. S. YES. YES. S. NO. LOOK.
|
||
LOOK. GET PLIERS. GET RASP. PUT PLIERS IN THING. PUT RASP IN THING.
|
||
GET DRIVE. N. N. U. DROP DRIVE. D. W. PUSH PAD. GET ATS. E. U.
|
||
DROP ATS. PUT BIT IN ATS. PLUG SMALL PLUG INTO SMALL RECEPTACLE. TURN ON
|
||
DRIVE. [You are now in uncontrolled Dark and on your way to getting some
|
||
Real Tea.] WAIT UNTIL TRAAL [SMELL]. SMELL. EXAMINE SHADOW. SAY MY
|
||
NAME. E. GET STONE. PUT TOWEL OVER HEAD. CARVE MY NAME IN MEMORIAL.
|
||
REMOVE TOWEL. W. SW. GET INTERFACE. NE. WAIT.
|
||
[You're back in the dark preceding the Heart of Gold.] WAIT. WAIT.
|
||
WAIT. WAIT. LISTEN. S. PUT CHIPPER IN THING. S. W. OPEN PANEL. REMOVE
|
||
BOARD. INSERT INTERFACE INTO NUTRIMAT. PUSH PAD. E. U. PLUG LARGE PLUG
|
||
INTO LARGE RECEPTACLE. WAIT. TURN ON DRIVE. D. W. GET TEA.
|
||
E. U. DROP TEA. REMOVE BIT. PUT BIT IN TEA. TURN ON DRIVE.
|
||
[You are now in controllable Dark. First stop: Damogran.] WAIT UNTIL
|
||
DAMOGRAN [SIGHT]. LOOK AT DARK. LOOK AT LIGHT. PUSH BUTTON.
|
||
STEER TOWARD FRANCE. LOOK UNDER SEAT. UNLOCK TOOLBOX. GET WRENCH. STAND.
|
||
N. READ. SMILE. WAVE. WAIT. WAIT. GUARDS, DROP THE RIFLES. TRILLIAN,
|
||
SHOOT THE RIFLES. E. [Back in the HoG.] WAIT. WAIT. WAIT. WAIT.
|
||
LISTEN. S. S. S. D. GET WRENCH. GET FLUFF. PUT WRENCH IN THING. PUT
|
||
FLUFF IN THING. U. N. N. U. TURN ON DRIVE.
|
||
[Going for the whale now.] WAIT UNTIL WHALE [TOUCH]. FEEL DARK. TASTE
|
||
LIQUID. GET POT. PUT POT IN THING. PRESS RED BUTTON. SHOW GUARANTEE TO
|
||
ROBOT. PUSH GREEN BUTTON. [Back again.] WAIT. WAIT. WAIT. WAIT.
|
||
LISTEN. S. S. U. TURN ON DRIVE.
|
||
[Heading back to Earth, this time as Ford.] WAIT UNTIL EARTH [SIGHT].
|
||
LOOK AT DARK. LOOK AT LIGHT. N. OPEN SATCHEL. GET TOWEL. GET
|
||
FLUFF. GIVE TOWEL TO ARTHUR. IDIOT. GO AROUND BULLDO. PROSSER, LIE DOWN.
|
||
S. W. DRINK BEER. DRINK BEER. E. N. GIVE FLUFF TO ARTHUR. GET THUMB.
|
||
WAIT. WAIT. WAIT. WAIT. WAIT. WAIT. [Guess where? Monotonous eh?] LISTEN.
|
||
S. S. U. GET SATCHEL FLUFF. PUT SATCHEL FLUFF IN THING. TURN ON DRIVE.
|
||
[Party time, as seen through Trillian's eyes.] WAIT. FEEL DARK. TASTE
|
||
LIQUID. EXAMINE ARTHUR. DROP WINE. GET FLUFF. PUT FLUFF IN HANDBAG. GET
|
||
WINE. [WAIT until Phil (Zaphod) takes you away.] WAIT. WAIT. WAIT. WAIT.
|
||
LISTEN. S. S. U. OPEN HANDBAG. GET JACKET FLUFF. GET TWEEZERS. PUT
|
||
JACKET FLUFF IN THING. PUT TWEEZERS IN THING. TURN ON DRIVE.
|
||
[Last scene: The War Chamber.] LISTEN. S. GET AWL. WAIT. WAIT.
|
||
WAIT. WAIT. [You are now inside your own brain. Move in any direction you
|
||
please three times successfully (being blocked doesn't count) until you
|
||
encounter the Particle. READ it if you like, then] TAKE PARTICLE. [Back
|
||
for the last time.] WAIT. WAIT. WAIT. WAIT. LISTEN. S. S. U.
|
||
[There are two major unsolved puzzles about to be solved. First, the
|
||
fluff stuff.] GET POT. GET SATCHEL FLUFF. GET JACKET FLUFF. GET CUSHION
|
||
FLUFF. GET POCKET FLUFF. PLANT SATCHEL FLUFF. PLANT JACKET FLUFF. PLANT
|
||
CUSHION FLUFF. PLANT POCKET FLUFF. [Hold off on this puzzle for a while and
|
||
start on the tea teaser.] GET TEA. GET NO TEA. [Remember, you took your
|
||
common sense out of your brain in the 'maze'.] WAIT. WAIT. WAIT. WAIT.
|
||
WAIT. WAIT. WAIT. WAIT. W. EAT FRUIT. [This is a vision of the future.
|
||
Remember which tool Marvin asked you for.] DROP POT. D. S. KNOCK ON DOOR.
|
||
DRINK TEA. W. MARVIN, OPEN THE HATCH. GET CHISEL. PUT CHISEL IN THING.
|
||
E. D. DROP ALL BUT THING. GET [whatever tool you saw]. DROP THING. E.
|
||
WAIT. WAIT. WAIT. WAIT. GIVE [the tool] TO MARVIN. W. D.
|
||
|
||
You have just finished The Hitchhiker's Guide to the Galax |