If you liked the radio series, the books, the movie, and you also enjoy solving difficult puzzles, you'll probably enjoy this game. Steve Meretzky and Douglas Adams teamed up to adapt Hitchhiker's to the computer and created a game that retains the feel of the series. If you can think like Douglas Adams, you might have a chance of solving this one on your own.
Bedroom
TURN LIGHT ON. GET UP. GET GOWN. WEAR GOWN. LOOK IN POCKET. GET ANALGESIC. GET SCREWDRIVER AND TOOTHBRUSH. S. GET MAIL. READ MAIL. S. LIE DOWN. WAIT (until Ford Prefect arrives). FORD, WHAT ABOUT MY HOME? WAIT. WAIT. S. W. DRINK BEER. AGAIN. AGAIN. EXAMINE SHELF. PAY FOR SANDWICH. E. FEED DOG. WAIT (until Vogan ship arrives). EXAMINE SHIP. GET DEVICE. EXAMINE DEVICE. PRESS GREEN.
Vogon Hold
WAIT (four times). SMELL. EXAMINE SHADOW. EAT PEANUTS. EXAMINE MACHINE. REMOVE GOWN. PUT GOWN ON HOOK. GET TOWEL. PUT TOWEL ON DRAIN. GET SATCHEL. PUT SATCHEL IN FRONT OF PANEL. PUT MAIL ON SATCHEL. PUSH DISPENSER BUTTON. TURN SWITCH. (Note which word from the Captain's poem you are supposed to input.) GET TOWEL AND GOWN. WEAR GOWN. WAIT (until guards take you to poetry appreciation chair and the Captain starts reading).
Captain's Quarters
ENJOY POEM. WAIT (until the Captain reads the second verse. Make a note of the word you need to open the case). WAIT (until you are thrown back into the hold). TYPE "the word from the poem". GET PLOTTER. WAIT (until you are in the dark and continue waiting until you are able to hear). HEAR. S. S.
Bridge
GET PINCER. DROP THUMB. LOOK. OPEN HANDBAG. GET TWEEZERS. D. W. OPEN CARTON. EXAMINE GUN. ASK GUIDE ABOUT BUGBLATTER. EXAMINE MACHINE. PUSH PAD. GET ATS (advanced tea substitute). E. S. OPEN DOOR. ASK GUIDE ABOUT INTELLIGENCE. D. DROP TWEEZERS, PINCER, TOOTHBRUSH, AND SCREWDRIVER. U. S. S. S. S. S. LOOK. LOOK.
Engine Room
GET RASP AND PLIERS. N. D. DROP RASP AND PLIERS. U. S. ASK GUIDE ABOUT FLUFF. EXAMINE PLOTTER. EXAMINE DRIVE. ASK GUIDE ABOUT DRIVE. ASK GUIDE ABOUT BROWNIAN. DROP GUIDE. PUT SMALL PLUG IN PLOTTER. PUT DANGLY BIT IN ATS. TURN SWITCH.
Dark
WAIT (four times). (At this point one of your five senses will be functioning. You will be able to see, smell, hear, or feel. You will never be able to taste. Perform the action that you are able to do. For example if you can SEE then EXAMINE LIGHT, If you can SMELL then EXAMINE SHADOW, If you can HEAR then (go) SOUTH, or if you can FEEL then DRINK LIQUID. Once you know where you are then follow the directions in the appropriate section below.)
Vogon Hold
There is nothing you can do here, so make a move then, WAIT (four times). HEAR. S. S. S. S. TURN SWITCH. (Follow instructions for dark.)
Lair
SAY ARTHUR DENT. E. GET STONE. WRAP TOWEL AROUND HEAD. WRITE ARTHUR DENT ON MEMORIAL. REMOVE TOWEL. W. SW. GET INTERFACE. WAIT (until you are in the dark again). WAIT (four times). HEAR. S. S. S. D. DROP CHIPPER AND TOWEL. U. N. W. (Go to the section titled Galley and follow the directions there.)
Presidential Speedboat
LOOK UNDER SEAT. GET BOX. STEER TOWARDS CLIFF. WAIT (until you are just south of the ceremonial dias). GET OUT. N. WAIT (until Trillian puts a gun to your head). GUARDS, DROP RIFLES. TRILLIAN, SHOOT RIFLES. E. WAIT (four times). HEAR. S. S. (Go Up to the Bridge if you have completed the Bugblatter Lair, otherwise go South twice more to the Engine Room.) TURN SWITCH. (Follow instructions for dark.)
Country Lane
N. OPEN SATCHEL. OFFER TOWEL TO ARTHUR. IDIOT. GO TO PROSSER. PROSSER, LIE IN MUD. S. W. ORDER BEER. BUY PEANUTS. DRINK BEER. AGAIN. E. N. GIVE FLUFF TO ARTHUR. WAIT (until you are back in dark again). WAIT (four times). HEAR. S. S. (Go Up to the Bridge if you have completed the Bugblatter Lair, otherwise go South twice more to the Engine Room.) TURN SWITCH. (Follow instructions for dark.)
War Chamber and Maze
GET AWL. WAIT (until you are in the maze). N (until you are blocked by a particle). GET PARTICLE. WAIT (four times). HEAR. S. S. S. D. DROP AWL. U. (Go North and Up to the Bridge if you have completed the Bugblatter Lair, otherwise go South to the Engine Room. Note: once you have completed the war chamber and maze area, do not ever return to it.) TURN SWITCH. (Follow instructions for dark).
Living Room
I. OPEN BAG. EXAMINE ARTHUR. DROP PLATE. GET FLUFF. PUT FLUFF IN BAG. GET PLATE. WAIT (until Phil comes and takes you away). WAIT (four times). HEAR. S. S. (Go Up to the Bridge if you have completed the Bugblatter Lair, otherwise go South twice to the Engine Room.) TURN SWITCH. (Follow instructions for dark.)
Galley
OPEN PANEL. GET BOARD. DROP BOARD. PUT INTERFACE IN PANEL. E. S. S. GET ALL EXCEPT GUIDE. N. N. W. PUSH PAD. WAIT (six times). E. U. EXAMINE CONSOLE. PUT LARGE PLUG IN CONSOLE. TURN SWITCH. GET ATS. D. DROP ATS. W. GET TEA. E. U. PUT DANGLY BIT IN TEA. TURN SWITCH.
Controlling the Dark
Now that the improbability drive is connected to tea instead of tea substitute, you have more control over the dark. Now when you turn the switch, you no longer have to wait to be able to use one of your senses. If you don't like the sense that is available, type "WAIT" and it will change. Use this and the information below to control where you go.
Sense
Response
Action
Sense
FEEL
"Cold and wet"
DRINK LIQUID
Living Room
FEEL
"Warm and wet"
DRINK LIQUID
Sperm Whale
SMELL
"Object waving under"
EXAMINE SHADOW
Lair of Beast
SMELL
"Object being waved"
EXAMINE SHADOW
Vogon Hold
HEAR
"Sound from above"
SOUTH
Heart of Gold
HEAR
"Sound from below"
SOUTH
War Chamber
SEE
"Light stabs at back"
EXAMINE LIGHT
Speedboat
SEE
"Light stabs at front"
EXAMINE LIGHT
Country Lane
Go to all the areas where you have not been yet (except for the Sperm Whale and the Vogon Hold). Complete them using the sections above and then continue on below.
Bridge
GET JACKET FLUFF. GET THUMB. PRESS RED BUTTON. SHOW GUARANTEE TO ROBOT. TURN SWITCH. (Use the controlling the dark instructions to get to the Sperm Whale.)
Inside the Sperm Whale
GET POT. PRESS GREEN BUTTON. WAIT (four times). HEAR. S. S. S. D. GET FLUFF. PLANT ALL FLUFF IN POT. U. N. U. GET TEA. GET NO TEA. WAIT (until plant sprouts in pot). W. D. S. SHOW TEA AND NO TEA TO DOOR. DRINK TEA. W.
Marvin's Pantry
MARVIN, OPEN HATCH. GET CHISEL. E. D. EAT FRUIT. (Make a note of the fruit you see in your vision.) REMOVE GOWN. GET KEY. UNLOCK BOX. DROP ALL. GET (the tool you saw). E. WAIT. WAIT. GIVE (the tool) TO MARVIN. W. D.
Hitchhiker Scoring
10 - Getting analgesic
5 - Drinking beer
5 - Drinking beer again
5 - Drinking beer third time
8 - Waking up in Vogon hold
12 - Getting the Babel Fish
15 - Enjoying the poetry
25 - Opening the glass case
25 - Seeing what is in the engine room
25 - Getting the good nutrimat/computer interface
25 - Stealing the Heart of Gold as Zaphod
15 - Drinking beer as Ford
25 - Getting the particle of common sense
25 - Escaping the party with Phil
25 - Growing the fluff plant
100 - Drinking tea
25 - Entering Marvin's Pantry
25 - Giving correct tool to Marvin
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400 - Total