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 The Hitchhiker's Guide to the Galaxy FAQ

 
   
 
 
The Hitchhiker's Guide to the Galaxy FAQ

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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.)
 

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