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- +=======================================+
- = =
- = Hitchiker's Guide To The =
- = Galaxy =
- = =
- +=======================================+
-
-
- The first thing you need to do is STAND UP and turn on the light.
- Get *gown*. Wear gown. Look in pocket. Eat pill.
- *Get screwdriver. Get toothbrush.*
- Go south. Get mail.
- Lie in front of 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 signalling 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 Gown. Hang Gown on hook. Wait for Ford to sleep.
- Get towel, 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, wear gown. Get towel.*
- Enjoy the Captain's poetry (*right after one of the four lines*).
- The captain will speak 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 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 Brochure. Read Brochure.
- Drop brochure. *Drop all but guide and towel* . Go down. Go aft. Keep
- going aft. Get Generator. Go to the Fore End corridor, then head port.
- Consult guide on nutrimat. Touch pad. Get tea substitute. Go to 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 sharp stone. Cover your head with towel.
- Carve your name on the memorial. Remove your towel and the BB should
- be asleep. Go SW. Get Nutrimat interface. Wait. Back at HOG, go to
-
- Fore End and drop the Nutrimat interface and asteroid paint chipper. Up.
-
- Push the improbability drive switch again.
- Trillian: Dark...(touch). Look at Arthur. Drop plate. Get fluff.
- Open handbag. Put fluff in handbag. Get plate. Wait.
- Ford: Dark...(see). Open satchel. Get all. North. Offer Arthur 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 toolbox.
- 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 untill you find a black
- particle. Get particle.*
- You should have the following: 4 fluffs, ultra-plasmic awl, paint chipper,
- Nutrimat computer interface card, and toolbox. When finished with all the
- scenarios, pick up the interface card and go to the Nutrimat. Open panel.
-
- Remove circuit board. Put in interface card. Touch pad. Goto bridge.
- Plug large plug into the large receptacle. Missiles!! Push switch on
-
- spare drive.
- Go to nutrimat. Get tea!! Go to bridge. Drop tea. Remove dangly bit
-
- from the tea substitute. Put dangly bit in 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 thing. Wait. ....Dark....
- Get 4 fluffs. (Zaphod's and his toolbox are near the hatch, trillian's is
- in her handbag, Ford's is on the satchel, and your gown's pocket fluff.)
-
- Go to bridge. Take flower pot (you may have to get it from thing). Plant
-
- all four fluffs in pot. Drop pot. Wait. Get pot after 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 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 real
- tea before entering the pantry. Enter 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. Starboard.*
- Give Marvin the tool he asks for. Go out to the hatch and then down the hatch.