The Hitchhiker's Guide to the Galaxy FAQ xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx FAQ TITLE: The Optimized Straightforward Walkthru for The Hitchhiker's Guide to the Galaxy COPYRIGHT INFO: This FAQ is copyright 2009 by Stanley E. Dunigan (dunigase@wmconnect.com). This FAQ may be posted and used anywhere by anyone as long as it's unaltered, but always check one of the official websites listed below for the latest version. GameFAQs (www.gamefaqs.com) SuperCheats (www.supercheats.com) Neoseeker (www.neoseeker.com) FAQ DESCRIPTION: Like all of my optimized straightforward walkthrus, this FAQ is a complete walkthru for the game that has been optimized and organized to make it as fast and easy as possible to complete the game. I don't give any reference-style information, like a list of all items, or encourage you to do unnecessary things. In true walkthru fashion, I just tell you the answers without explaining or rationalizing them. If you want non-spoiler-ish hints, see the Hitchhiker's Guide to the Galaxy hint file on the Universal Hint System (UHS) website at: www.uhs-hints.com. VERSION 1.0 (4/27/2009) NOTES AND CREDITS: This is the original release of this FAQ, so I have no special notes or credits to report yet. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx NOTE: This FAQ was written while playing the Hitchhiker's Guide to the Galaxy version that came with the Lost Treasures of Infocom package that was released in 1991 by Activision. As far as I know, everything will be the same for other game versions. *** STEP 1: Survive the Earth's destruction. *** Turn your room's light on (TURN LIGHT ON), then get out of bed (GET UP) and get your dressing gown. Put the gown on (WEAR GOWN), then open its pocket (OPEN POCKET) and get the analgesic from it to cure your headache. Use the GET ALL command to pick up the toothbrush and screwdriver, then go south to leave the house. Get the pile of junk mail from the doormat (GET MAIL), then go south and block the bulldozer with your pathetic little body (LIE DOWN IN FRONT OF BULLDOZER). Use the WAIT command, then the G (short for AGAIN) command until the bulldozer stops and Ford Prefect shows up. Point out your predicament (FORD, WHAT ABOUT MY HOME?), then wait for Ford to convince Prosser to lie down in the mud for you. Wait for Ford to hurry off toward the pub, then go south and west to follow him there. Buy a cheese sandwich (BUY CHEESE SANDWICH) for near-future use, then drink the beer that Ford buys three times (DRINK BEER. G. G). Right after that, go east and feed your cheese sandwich to the hungry dog that runs up to you (GIVE SANDWICH TO DOG). Go north and muck up Prosser's fancy facial work for fun (HIT PROSSER), then wait until the Vogon ships show up. Wait some more until Ford drops a small black device at your feet, then take it and use it to teleport yourself and Ford to a Vogon ship (PRESS GREEN BUTTON). *** STEP 2: Escape the Vogon ship. *** Wait four times for your sense of smell to return, then use it to wake yourself up (SMELL. SMELL SHADOW). Eat the peanuts that Ford gives you, then go about getting a Babel fish in your ear for translation purposes. First, put your gown on the metal hook on the wall (REMOVE GOWN. PUT GOWN ON HOOK). Next, block the drain with the towel (GET TOWEL. PUT TOWEL ON DRAIN). Wait if you have to for Ford to go to sleep, then block the tiny robot panel with Ford's satchel (GET SATCHEL. PUT SATCHEL IN FRONT OF PANEL). Put the junk mail on top of the satchel (PUT MAIL ON SATCHEL), then press the fishy machine's button (PRESS DISPENSER BUTTON) to get a Babel fish in your ear. Get your gown and towel back, and put the gown back on. Drop the useless Hitchhiker's Guide item, then wait to be dragged off to the Vogon captain's poetry reading session. Wait until he reads the first line, then pretend to enjoy it (ENJOY POETRY). When he starts reading the second verse, write down the first three "words" of its first line, making sure you don't misspell anything. Wait until you're returned to the hold, then pull the switch on the glass case (PULL SWITCH) to learn which word from the poetry's second verse you need to type in on its keyboard. Enter that word using the TYPE command and your list of the second verse's first three words. For instance, if the second verse started with "Fripping lyshus wimbgunts" and the case wants the second word, you'd use the command TYPE "LYSHUS" (quote marks included). Typing in the correct word will open the glass case, so take the atomic vector plotter from it (GET PLOTTER), then wait until you and Ford get thrown into an airlock. Hitchhike your way out of there the same way you did on Earth (PRESS GREEN BUTTON). *** STEP 3: Hook up the spare improbability drive. *** You're in the "dark" crap again, so wait four times to see what sense returns first. It's hearing, so LISTEN and then go south. Wait until Ford leads you to the bridge, then drop the atomic vector plotter, toothbrush, and screwdriver. Also, get the pocket fluff from your gown and drop that, too. The bridge is going to be your tool and fluff depository from now on. Go down and west to reach the galley, then get the Nutrimat machine to make you a cup of Advanced Tea Substitute (PRESS PAD). Take the ATS (you can refer to it as such), then go east and south. Keep trying to go south until the game lets you enter the engine room, then keep using the LOOK command until it gives you a description. Use the GET ALL command to pick up the spare improbability drive and two tools, then return to the bridge by going north twice and up. Drop the ATS, the spare drive, the pliers, and the rasp. Hook the spare drive up by inserting its small plug into the atomic vector plotter's small receptacle (PUT SMALL PLUG IN SMALL RECEPTACLE), then submerging the plotter's dangly bit in the ATS (PUT BIT IN ATS). *** STEP 4: Get some real tea connected to the spare improbability drive. *** Save your game, then turn the spare drive on (TURN DRIVE ON) to get taken to the "dark" again. Wait four times, then see what sense is missing from the list. If it's not smell, restore your save and try again. Otherwise, investigate the smell (SMELL. SMELL SHADOW) to end up in the lair of the Ravenous Bugblatter Beast of Traal. (If you don't for some reason, restore your save and try again.) Tell the freaky beast your name (SAY MY NAME), then go east. Pick up a sharp stone, then cover your eyes with your towel (WRAP TOWEL OVER EYES) to confuse the stupid beast. Carve your name on the memorial of remembrance (CARVE MY NAME ON MEMORIAL) to make it think you've already been eaten. Remove the towel from your head (REMOVE TOWEL) and drop it, then go west and southwest to find the beast's inner lair. Get the Nutrimat/Computer Interface, then wait until you get darked out again. Wait four times, then use the LISTEN command and go south to return to the Heart of Gold. Go south and west to return to the galley, then open up the Nutrimat's service panel (OPEN PANEL). Get the circuit board from the panel (GET BOARD), then drop it. Install the new Nutrimat/Computer Interface (PUT INTERFACE IN PANEL), then press the Nutrimat's pad to get it started on making some real tea. Don't wait for it there, but instead return to the bridge by going east and up. Put the spare drive's large plug into the bridge's large receptacle (PUT LARGE PLUG IN LARGE RECEPTACLE). Drop the paint chipper, then wait until Eddie announces that nuclear missiles have been launched at the ship. Turn the spare drive on to get rid of the missiles, then go down and west to find that the Nutrimat has finally finished a cup of actual tea. Get the tea, then go east and up to the bridge and drop it. Now switch the atomic vector plotter's bit from the ATS to the tea (REMOVE BIT. PUT BIT IN TEA). *** STEP 5: Get the jacket fluff. *** Turn the spare drive on, then keep using the TOUCH command until you can touch a liquid. If it's warm, use the WAIT command once, then keep TOUCHing until you get another liquid. When you get a cold liquid, drink it to find that you're Trillian at a party on Earth. Look at Arthur to find the jacket fluff, then drop the glass of wine you're carrying (DROP WINE). Get the jacket fluff, then put it in your handbag (OPEN HANDBAG. PUT FLUFF IN HANDBAG). Get your wine back, then wait until you get re- darked. Listen until you can hear a star drive, then go south to return to the Heart of Gold. Go south and up to get to the bridge, then open the handbag to find that your purloined jacket fluff is in it. Leave it there for later abuse. *** STEP 6: Get the seat cushion fluff. *** Turn the spare drive on, then keep using the SEE command until you can see a light. If it stabs at the front of your eyes, use the WAIT command once, then keep SEEing until you see light again. When you see a light that stabs at the back of your eyes, look at it to become Zaphod Beeblebrox on Damogran. Look under the boat's seat cushion (LOOK UNDER CUSHION) to find a small key and the seat cushion fluff. Open up the toolbox with the key (UNLOCK TOOLBOX), then get the monkey wrench. Steer the boat toward the rocks (STEER AT ROCKS) and wait for the autopilot to kick in. Get up and go north to reach the dais, then wait for Trillian to show up and pretend to take you hostage. Tell the guards to drop their weapons (GUARDS, DROP WEAPONS), then have Trillian blast them so they can't be retrieved (TRILLIAN, SHOOT WEAPONS). Go east to be returned to the dark, then listen until you can hear a star drive. Go south to return to the Heart of Gold, then go south twice and down to find the items you obtained as Zaphod. Get the fluff and wrench, then go up, north, and up to the bridge and drop them. *** STEP 7: Get the satchel fluff. *** Turn the spare drive on, then keep using the SEE command until you can see a light. If it stabs at the back of your eyes, use the WAIT command once, then keep SEEing until you see light again. When you see a light that stabs at the front of your eyes, look at it to become Ford Prefect on Earth. Go north, open your satchel, get the towel from it, and offer it to Arthur (GIVE TOWEL TO ARTHUR). Type the word IDIOT (how idiotic!), then get that pisser Prosser to lie in the mud in Arthur's place (GO TO PROSSER. PROSSER, LIE IN MUD). Go south and west to the pub, then buy some beer and peanuts (BUY BEER. BUY PEANUTS). Drink the beer twice, then go east and north. Get the fluff from your satchel (GET FLUFF), then give it to Arthur. Get the hitchhiking device from your satchel (GET THUMB), then wait to get darked out again. Listen until you can hear a star drive, then go south to return to the Heart of Gold. Go south and up to get to the bridge, then get the satchel fluff from your gown's pocket (GET SATCHEL FLUFF) and drop it. *** STEP 8: Get the flowerpot. *** Turn the spare drive on, then keep using the TOUCH command until you can touch a liquid. If it's cold, use the WAIT command once, then keep TOUCHing until you get another liquid. When you get a warm liquid, drink it to find that you're inside the whale that one of the nuclear missiles was transformed into. Get the flowerpot, then press the hitchhiking thumb's red button (PRESS RED BUTTON) to summon a repair robot. Show him the thumb's guarantee (SHOW GUARANTEE TO ROBOT), then press its green button to return to the dratted dark. Listen until you hear a star drive, then go south to return to the Heart of Gold. Go south and up to the bridge and drop the flowerpot. *** STEP 9: Get the last two tools. *** Turn the spare drive on, then keep using the LISTEN command until you can hear a star drive. If it's far above you, use the WAIT command once, then keep LISTENing until you get another star drive. When you get one that's far below you, go south to find yourself in the war chamber of an alien space fleet. Get the vacuum awl, then wait until you're beamed into a weird maze. Keep going north until you find a large black particle. Try to move it (MOVE PARTICLE) to get darked out. Listen until you can hear a star drive, then go south to return to the Heart of Gold. Go south and up to the bridge, then drop the awl. Get the tea, then get the no tea (GET NO TEA). This is made possible by the removal of the particle in the "maze." Go down and south, then knock on the door to get it to open respectfully. Drink the tea, then go west to enter Marvin's pantry. Get the thermo-fusion chisel, then go east, north, and up to return to the bridge, where you can drop it to complete your tool collection. *** STEP 10: Learn which tool Marvin will need. *** Pick up all four bits of fluff you've collected (GET ALL FLUFF. GET JACKET FLUFF), plus the flowerpot. Plant all of the fluffs in the flowerpot (PLANT ALL FLUFF IN POT), then wait until a tiny sprout pokes out of the soil. Go west to the sauna to get the plant all growed up, then get the fruit from it. Eat the fruit to find out what tool Marvin will ask for later, then drop everything that you're carrying (REMOVE GOWN. DROP ALL) and pick that one tool up. *** STEP 11: Get Marvin to open the jammed exit hatch. *** Go down, south, and west to return to Marvin's pantry, then tell him to fix the exit hatch (MARVIN, FIX HATCH). Go east and down to the hatchway area, then go east to the access space. If you can't, the stupid "thing" object must have reappeared in your inventory, so drop it and go east. Wait for Marvin to show up and ask for the tool you saw in the fruit-induced vision, then give it to him. All you have to do then to win the game is go west and down, thereby setting foot on the lost planet of Magrathea. (And don't worry about the "next game" that's mentioned -- it was never made.)