2811
JEU -> Aventure
© Infocom (1986)
 
 
 
The Hitchhiker's Guide To The Galaxy
cpc
 
 

SOLUTION

SOLUTION n° 1 : A VERIFIER
A TESTER !!!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Hitchhiker
Part I

Ok everyone, hang on to your seats (and your towels!); this is
probably going to be the wildest adventure game you'll ever
play...unless Infocom comes out with a sequel, which they just
might do!

Before we get started, a few words of advice. This is not the
only way of getting through the game. Many of the problems and
situations (such as the whale's belly) have more than one
solution. So, you might want to save the game from time to time,
and experiment a little, to see if you can find other ways of
doing things (actually, it's wise to save the game anyway, in
case you make a mistake).

Also, consult the Guide frequently during play; you will gain
some useful insights to some of the objects you come across, and
even some helpful information (sometimes). And remember, no
matter how bad things may look: DON'T PANIC!

Here you are, mild-mannered Arthur Dent, about to start the
worst day of your life, although you don't know that...yet!
Actually, the day is already getting off to a bad start, since
you've just woken up in the dark, with a really bad headache (and
it's all downhill from here).

The first thing you need to do is stand up and turn on the
light. That's a little better, anyway! Or maybe not, since you're
having a hard time getting coordinated. Grab the dressing gown
and put it on, then look in the pocket. Ah, an analgesic! Take
that, then get the screwdriver and the toothbrush, and head South
to the porch (did you hear a tree fall? Rather omnious, isn't
it?).

Here you find something no modern home should be without: junk
mail. Take the mail, and go on outside. Uh-oh! There's a very big
bulldozer on its way to level your home, and there's Prosser
standing by, watching it all. Are you going to take this lying
down?

You bet you are! That's the only way to stop it: lie down in
front of the bulldozer. No matter how close the thing gets, don't
panic; it won't run you over (of course, in a short time, it
really won't matter what happens to the house, but you don't know
that yet). Just wait awhile until Ford Prefect shows up (read the
junk mail while you wait).

Ford seems a trifle preoccupied with the sky, but he is aware
enough of you to try and give you back your towel. Don't take it,
or he'll leave and you will be a lot worse off than you ever
imagined (can things be worse than this? They sure can!).

Instead of taking the towel, ask Ford about your home. He will
eventually come to his senses, and realize what is going on. When
that happens, he will be able to persuade Prosser to take your
place in front of the bulldozer while the two of you head off to
the pub to hoist a few.

As soon as Prosser takes your place, go South and West to the
pub. Buy a cheese (?) sandwich while you wait for him to arrive
(when you read the description, you'll understand about the "?").
When Ford gets there, he'll buy you a few beers. Drink only three
of them.

Around about the time you've finished the third one, there will
be a loud crash. In fact, it's the sound of your home being
demolished by the bulldozer (that will teach you to trust anyone
who wears a digital watch!). Don't take that sitting down, leave
the pub and return to where your house used to be. Along the way,
you'll see a starving dog.

While you may wonder if anything could eat that sandwich and
survive, give it to the dog, who will (amazingly!) enjoy it
immensely, ignoring a microscopic space fleet that whizzes past
(remember that fleet). Then continue on to the ruins of your home
(Ford will be right behind you).

And just about now, to put a perfect ending to a perfect day
(which has just barely begun), the Vogon construction ships
appear, to demolish the Earth to make way for a new Hyper-space
Bypass (hmmm, maybe Ford wasn't kidding when he said he was from
another planet, or that Earth would be destroyed in a short
time).

Still, don't panic...wait until Ford drops the Sub-etha
signalling device. There won't be much time after that, so pick
up the device, push the green button (if you dropped the Aunt's
thing, have no fear: it will turn up again later), and you will
be in....the dark.

Get used to that, you'll be spending a lot of time there before
this adventure is over. Notice that, at first, you can't do much.
All your five senses seem to be out of order. However, if you
wait, and read the descriptions very carefully, you will see that
eventually, it mentions only 4 of your senses. The one that's
missing is the one you can use. Keep this in mind, it will come
in handy later.

Right now, your nose seems to be working again, so smell. Sniff,
sniff. Ugh! Whatever it is, it sure is strong! You are also now
dimly aware of a shadow, so look at it. Well, well, it turns out
to be Ford Prefect! And, looking around, you find yourself in the
hold of a Vogon ship. Certainly better than being on Earth (or
where Earth used to be).

There's a glass case with an Atomic Vector Plotter inside, but
don't bother with it yet. You have something else to do first,
namely, obtain a Babel Fish. That shouldn't be hard, right? All
you need to do is push the button on the dispensing machine, and
you'll have one, right? Hehehehehehe!

Those Babel Fish are pretty slippery characters (but, you may
have found that out already for yourself!). And the cleaning
robots are certainly no help; they seem to have only one mission
in life: grabbing your Fish away from you. Well, we really can't
let that happen!

So, first thing to do is remove your gown and hang it on the
hook. Now, wait for Ford to curl up, then get the towel and the
satchel. Put the towel over the drain, and the satchel in front
of the robot panel. Now comes the part that drives most people
crazy: they don't know how to stop the upper-half-of-the-room
cleaning robot. But, it's so simple: just put the junk mail on
top of the satchel.

Now you can push the button! Then step back and watch the Rube
Goldberg shenanigans, which end with the Babel Fish stuck solidly
in your ear (squish!). Bet you never thought outer space would be
like this! However, now that you have the Fish, you'll be able to
understand anyone who talks to you.


Hitchhiker
Part II

By the way, somewhere along the line, you will get a message that
one of the phrases you've used was instrumental in starting a war
that wiped out most of a small galaxy. There is nothing you can
do about this; no matter how you try, it will come to pass.
Rather unfortunate, isn't it? Even more unfortunate, sooner or
later, the survivors will figure out how that happened, and they
will be looking for revenge....but more about that charming
prospect later.

Right now, press the switch on the case. This will tell you what
the code word is that will open the case so you can snatch the
plotter. Make careful note of what word is required; it is chosen
randomly each time. Too bad you have to listen to some pretty
rotten poetry to get the word.

Speaking of poetry, in a short while, you and Ford will be
hustled into the Captain's quarters, and strapped into Poetry
Appreciation Chairs (worser things could happen, but right now,
you probably can't think of any). After the Vogon Captain has
tortured you with the first verse, grit your teeth and enjoy the
poetry. He will then, to your dismay, read you the next verse.

While you could easily live without hearing it, in this case,
you do need to listen so you know the word to type in.
Fortunately, after the second verse, you don't have to enjoy the
poetry. Unfortunately, since you survived both verses, the
Captain is going to have you and Ford shoved out the airlock (you
have now found something worse than appreciating Vogon poetry).

While Ford tries to talk the guard out of spacing the two of
you, type in the word from the poem. You must put quotes around
the word, or it won't go through. Then get the plotter when the
case opens. Now just wait awhile, and you and Ford will soon be
in the airlock, with very little time left.

In fact, time has just run out, and there you are in the depths
of space. Lucky for you, the Guide explained how to survive all
of 30 seconds out there! Well, perhaps not so lucky, since,
considering the vastness of space, it's quite improbable that
another ship will come by to pick you up before the 30 seconds
run out. So naturally, 29 seconds later, the Heart of Gold (the
HOG) comes past and picks you up.

There you are in the dark again. Wait and watch the display,
until it no longer says you can't hear. Then listen, and you will
hear the sound of the star drive. Now it gets cute: the program
will lie to you, and say there is an exit to port. Don't you
believe it! Go Aft instead, and you will be in Entry Bay 2. You
can ignore the brochure, if you like.

Go Aft again, and you're in the Fore End of the corridor. Here,
Ford will find you you, and take you up to the bridge, where you
meet Zaphod and Trillian. Actually, you've seen them both before,
at a party you attended a short time ago. While you listen to the
chatter between Zaphod and Ford, you can begin to drop some items
here.

You can drop the plotter, screwdriver, gown, and signalling
device. By this time, everyone else has gone to the sauna,
leaving you alone on the Bridge with Eddie, the shipboard
computer. Don't mind Eddie, he's a little over-protective, but
he's a good sort at heart. In fact, you can pretty much ignore
him, as well as Marvin the Paranoid Robot, although Marvin will
be important much later on (depressing as that may sound).

Ok, time to prepare for some pretty weird happenings! First
you'll need the spare improbability drive. So, go down, then Aft.
Keep going Aft. The program will tell you that the Engine Room is
dangerous. It LIES! Don't listen to it, just keep going Aft.
Eventually, you'll get there.

Of course, as soon as you're there, you'll want to look around.
The program will tell you there is nothing to see. That, too, is
a lie! Keep looking, and you'll find that there are some things
to see here, especially the spare drive. Don't worry about the
tools for now; you can leave them where they are.

Once you have the drive, go back to the Fore End corridor, then
head Port where you'll find the Nutrimat (try consulting the
Guide about the Nutrimat). Touch the pad, and you will be
provided with a delicious (?) cup of advanced tea substitute.
Fortunately, you don't have to drink it. Take the cup (ignore the
carton, it's useless) and return to the bridge.

Drop the cup and the drive. Now, plug the small plug in to the
small receptacle, and put the plotter's dangly bit into the tea
substitute. Ok, you are about to have some pretty strange
experiences, but before you throw the switch, some words of
advice and caution.

There are five scenarios (all rather short, but all of them
important), that have to be completed. They come up in random
order, so each one has its own little section of the walkthru.
The lead-in to each of them is that familiar dark area, where you
have to wait until one of your senses is working again. You will
be in the dark area again when the scenario ends (and you will
have to listen for the drive sound), which will then bring you
back to the HOG.

Also, be aware there are times that you may briefly go back to
one of the scenarios you have already completed. You just sort of
bounce in and out of those, but you do have to spend time waiting
in the dark. I couldn't find a way around this, so you'll just
have to live with it. Finally, it's a good idea to save the game
after you complete each scenario, just in case. With that said,
it's time, so push the switch!


The Bugblatter Beast

When you come out of the dark, you find yourself in the Lair of
the dreaded Bugblatter Beast. There are, perhaps, better places
you could wish yourself to be in, considering that, among its
many charms, the Bugblatter has those tungsten-carbide vast-pain
claws (perhaps he was a dentist in a previous life).

However, you are here for a purpose, so you'll just have to do
something about the Beast. Consulting the Guide tells you that
Bugblatters are incredibly stupid, which is certainly the case.
In the meantime, the Beast is bearing down on you, demanding your
name. Don't be shy, introduce yourself, then run like heck East
out of the Lair.

Pick up one of the sharp stones, and then cover your head with
the towel. Old Buggy is so dumb, he thinks that, since you can't
see him, he can't see you. But, this won't last for very long, so
you have to fool him, and quickly. Lucky for you, this isn't
hard.

Carve your name on the Bugblatter's memorial. When he sees the
name there, he will think he's already eaten you, which is why he
can't see you (dumb may be an understatement here). The Beast
will then curl up for a nap, leaving you free (after removing the
towel!) to re-enter the Lair and then go SouthWest.

Here you will find the skeleton of some poor soul clutching a
Nutrimat Computer Interface Card. Take the card, and just wait
around for awhile. You will be mistakenly captured as a
Bugblatter Beast (talk about insults!), but you will eventually
be freed, and have some other adventures along the way, before
you find yourself back in the dark again.

When you get back to the HOG, you can drop the asteroid paint
chipper and the interface card in the Fore End before going up to
the Bridge (you'll need the interface later, but there's no need
to drag it around with you now). Once on the Bridge, push the
switch again, and you'll be back in the dark.


Trillian

The dark ends with something liquidy to the touch. In fact, you
find your fingers bathing in a glass of wine. Coming to your
senses, you realize that you are now Trillian, and you are at the
party where you (she?) met both Arthur and a mysterious man named
Phil.

Take a good look at Arthur, and you will see he has a huge ball
of fluff on his jacket. Just what you want, but your hands are
full. Drop the plate you're holding, and get the fluff. Open your
handbag and put the fluff in it, then get the plate again
(otherwise, the pushy hostess won't leave you alone).

Now, all you need to do is wait, trying not to be bored to tears
by Arthur's feeble attempts at conversation. Give Phil a look,
and shortly he will come over, and take you out to his scooter.
As you blast off, everything once again becomes.....dark.


Ford

Now you find yourself standing in a country lane, holding a
satchel. The place looks familiar. In fact, it's the lane outside
Arthur's home, and this time you seem to be Ford Prefect.

Those Vogons will be arriving soon, so there's not much time.
Open the satchel, and take the satchel fluff, the towel, and the
sub-etha signalling device. Go North, and there you will see
Arthur lying in front of the bulldozer.

With a certain feeling of deja vu, you offer him the towel.
However, instead of taking it, he asks you about his home. You
suddenly realize what is going on (not that it really matters,
considering what will shortly happen!). In a moment of
magnanimity (or possibly madness), you decide to take Arthur
hitchhiking with you.

But first, you have to deal with Prosser. Go over to him, and
ask him to lie down in front of the bulldozer. He'll make a
little fuss, but you'll manage to persuade him. Now, you and
Arthur can hurry over to the pub, and drink some beer (remember
to buy peanuts).

Sit there, drinking your beer (no more than three!), meditating
on why Arthur is taking the imminent demise of the world so
calmly, until the house falls and Arthur goes tearing out.

Follow him to the ruins of his home. Drop the satchel, and put
the satchel fluff on top of it. Now wait. The Vogon ships will
appear, the winds will pick up, and you'll start fumbling with
the device.

Oops! You just dropped it! Fortunately, it rolls over by Arthur,
who picks it up and looks at it. Also fortunately, Arthur manages
to push the right button, and everything becomes....dark.


Zaphod

You come out of the dark to find that you're now Zaphod
Beeblebrox, the President of the Universe. In fact, you're on
your way to steal the Heart of Gold (with a little help from
Trillian).

As your speedboat zooms towards its destination, search the seat
carefully and you will find seat fluff and a key. The key opens
the toolbox, but you don't need to do that now. Just make sure
you take the box; you might be needing it later.

Now, if you continue on your present course, you'll never make
it between the cliffs and the spire (or maybe you know that
already). The trick is to make the auto-pilot do the hard work,
so steer the boat towards the rocky spire.

The spire gets closer...closer....closer....and then, at last!
the auotpilot wakes up, just in time, and steers you to safety!
Whew, that was a close one. Ok, now you can stand up and go North
to the Dais, where the dedication ceremonies will be held.

Wait around, enjoying the cheers of the crowd (read the banner
if you like), until Trillian appears. She will jump out of the
crowd, and hold a gun to one of your heads. The guards are a
little hesitant about what to do, so now's your chance: tell them
not to shoot.

After a few moments, they will drop their rifles into a
pile..just what you've been waiting for. Tell Trillian to shoot
the rifles. As the weapons disappear, you and Trillian make a
break for the HOG! You made it!! But...everything seems to be
getting....dark.


The War Room

Ah ha, fooled ya! I bet when you heard the sound of the star
drive, you thought you were back on the HOG. But, surprise!
you're in the War Room of a mighty war fleet approaching Earth
(at least you're yourself this time!).

Hmmmm, looking around, you see an ultra-plasmic awl. Pick that
up, since it might come in handy later. Now, take a good look at
the aliens. They are Vl'hurg and G'guvunt. Sound familiar? Ring
any bells? Remember that small galaxy you pretty much wiped out
with your careless words?

Well, they finally figured out what happened, and now they are
on their way to Earth to take revenge! (Uh oh) You can't really
stop them, so just wait around and hope for the best.

The fleet gets closer and closer, and then arrives. Amazingly,
the first thing they see is....a huge dog happily munching a
cheese (?) sandwich! The sight of this giant monster, contentedly
eating, softens the hearts of the Vl'hurgs and G'guvunts.

With a new mission in life, they turn around and go home. Along
the way, they transport you back to the HOG. Unfortunately, since
the aliens are microscopic, so are you.....and you end up
materializing inside your own head!

But wait....maybe there is a madness in this method, after all
(or is that the other way around?). Move along the mazy of
synapses (any direction will do, they're all alike), until you
come to the particle.

Look at the particle, and you will see it's your common sense.
If there's one thing you surely don't need in THIS adventure,
it's common sense, so take the particle. Whoops! Everythig just
went.....dark.


Hitchhiker
Part III

Ok, now you should have collected the four fluffs, the
ultra-plasmic awl, the paint chipper, the nutrimat computer
interface, and the tool box. After you have done the last
scenario (whichever one that is), don't go back to the Bridge.
Pick up the interface, and go to the Nutrimat. It's tea time!

Open the panel on the Nutrimat, remove the circuit board, and
replace it with the interface. Now, touch the pad. With a clearer
idea of just what it is you want, the Nutrimat begins to have
some problems. Its own limited circuitry can't handle it (well,
it's just a dumb machine, after all), so it ties into the main
shipboard computer.

Don't spend time here watching the Nutrimat go through its
gyrations. Head for the bridge, and plug the large plug into the
large receptacle. The moment is almost here: the HOG has arrived
at the legendary lost planet of Magrathea, and the natives aren't
friendly.

In fact, they are sending up a bunch of missiles to vaporize the
HOG (hmmm, they really AREN'T friendly!). Now, push the switch on
the spare drive. Wow! Talk about improbabilities! The missiles
have turned into a giant sperm whale!

After accepting the congratulations of Ford, Zaphod, and
Trillian (who conveniently disappear into the sauna again),
return to the Nutrimat, where you will find, at last, a cup of
REAL tea. Get the cup (you will drop the No Tea), but don't drink
it!! Bring it to the Bridge.

Drop the real tea (you will automatically pick up the No Tea).
Remove the dangly bit from the tea substitute, and put it in the
real tea. You have one more little trip to make. First, however,
drop everything you are carrying except the Babel Fish and the
Aunt's Thing (yes, you have it again, you just can't get rid of
it).

Push the switch on the Drive. After a short stay in the dark,
you will find yourself in the whale's tummy (it may, however,
take more than try to get here, but you will make it eventually).
There's a flowerpot here! Get the pot, and put it in the Aunt's
Thing. Now, wait around (you really don't have a choice), and
soon you will be in the dark again.

Ah, back on the HOG at last. If you take inventory, you'll
notice you don't have the Aunt's Thing. Don't panic! It will, as
always, turn up. In the meantime, go around picking up the
various fluffs. The Zaphod fluff, along with the tool box, will
be by the hatch. Trillian's, of course, is in her handbag, and
Ford's is on the satchel, and the last one is in the pocket of
your gown (unless you took it out earlier and dropped it
somewhere).

The Aunt's Thing has reappeared by now, so go up to the Bridge.
Take the flowerpot, plant all four fluffs, drop the pot, and wait
awhile. When you see a tiny sprout has formed, take the pot into
the sauna. When you emerge, a changed man, you will also have a
changed plant.

However, there is another problem! The HOG has landed on
Magrathea, but Eddie, overprotective as usual, has jammed the
hatch shut. And, he's not going to open it, no matter how long it
takes him to check for dangers on the planet (which will be quite
a few years).


Hitchhiker
Part IV

You are almost ready! First, eat the fruit from the plant (mmm,
tasty!). You have a vision, and pay close attention to it: the
vision shows you what tool Marvin will need to open the hatch.
This varies from game to game, and there is no way to know which
one it is until you eat the fruit. That is also why you have to
collect all those tools. Get the tool that you saw in the vision.
If it happens to be one you haven't seen yet, then you'll find it
in Marvin's pantry.

The trick now is to find Marvin, and he's in his pantry, behind
the screening door. First, get the real tea. You automatically
drop the No Tea. But, you don't have your common sense anymore,
so....pick up the No Tea! Now, you have both Tea and No Tea at
the same time!!

Go to the Screening Door. Open it. The Door, impressed by your
being able to have both Tea and No Tea will let you through!
However, WAIT!!! Don't go through the door yet! If you set foot
in the pantry, you will be overwhelmed by depression! So, that
magic moment has arrived, the moment you've been waiting for ever
since you left Earth: drink the real tea!! (Ahhhhhh, good to the
last drop!)

All right! Now you can go into the Pantry (yay)! Marvin will be
there, sulking as usual. Tell him to fix the hatch. Marvin will
grumble, but he will agree to it, and tell you to meet him at the
Hatch Access Space, with the proper tool, in twelve moves.

As you already have the tool (thanks to the fruit), you can go
directly to the Access space (drop everything but the tool and
the Fish), and wait for Marvin. When he arrives and asks for the
tool, give it to him. Marvin will fiddle briefly, and the hatch
will slide open.

Go out to the Hatch, and then down the Hatch. Wow! You have now
set foot on the legendary lost planet of Magrathea, and........

And what comes next, will have to wait for the sequel (and let's
hope it isn't too long a wait!!!)!

"The Hitchhikers Guide To
The Galaxy" is copyrighted
1984 by Infocom Inc.

This walkthru is copyrighted
1984 by Scorpia, all rights
reserved.


 


Goto Top
CPC-POWER/CPCSOFTS, programmation par Kukulcan © 2007-2024 tous droits réservés.
Reproduction sans autorisation interdite. Tous les titres utilisés appartiennent à leurs propriétaires respectifs.
Hébergement Web, Mail et serveurs de jeux haute performance