1 CLUES M to solve Hitch Hiker's Guide o To The Galaxy, in more r or less the right order... BULLDOZER: e Lie down in front o of it to stop it advancing. r Ignore Prosser's yelling, and l wait until Ford Prefect arrives. e PUB: Drink the beer three s 4 times, and buy a cheese sand- s wich. Leave the pub and feed a the yapping dog with the lcandwich. l DARKNESS: This is a puzzle ythat links other puzzles throughout o the game. Type SEE, HEAR, TASTE, FEEL, u SMELL, in turn. Finally, retype n the sense that is missing from e the list of things you cannot e do, and you will get a new d message. Then do what you are able. BABEL FISH: Put the gown on the hook, and the towel over the drain. Cover the panel with the satchel and put the mail on the satchel. Press the button on the dispenser. ATOMIC VECTOR PLOT- TER: Press the switch by the case, and note which word of the captain's poem you need. Wait until the guards take you to the Captain, and wait until he has read four lines of verse. Then tell him you enjoy poetry, and he will begin the second verse. Note the word you need. When you are taken back to the hold, enter; TYPE followed by the required word enclosed in double quotes. The case will open and you can take the plotter. IMPROBABILITY DRIVE: Go there, LOOK, and take everything you see. Ignore messages that suggest you can't either get there or look around - just keep trying until you succeed. TEA SUBSTITUTE, THE PLOTTER, AND THE DRIVE: Press the pad on the Nutrimat to get the tea substitute. Insert the small plug on the drive into the small receptacle on the plotter. Put the dangly bit into the cup, and press the switch. BUGBLATTER BEAST: When it asks your name say "Arthur" and go east. Put the towel over your head to confuse it into thinking it can't see you. Carve "Arthur" on the stone. On reading this, the beast will think he has already eaten you, and proceed to sleep his meal off. COUNTRY LANE: Give the towel to Arthur who is lying down in the road. He will refuse to take it. Go to Prosser and tell him to lie in the mud, Go to the pub, and buy peanuts and beer. Drink beer, and tell Arthur to drink beer. Give him the satchel fluff. ME PARTY: Drink the liquid, open your handbag, and examine Arthur. There is a piece of fluff clinging to his jacket - take it and put it in your handbag, then wait until Phil takes you away. SPEEDBOAT: Steer the boat towards the spire, take the toolbox, and examine the seat. Look under the cushion and take the key and the fluff. Go to the dais, and wait until Trillian grabs you. When the guards rush up to shoot, tell them to drop their rifles, take the blaster from Trillian, and shoot the rifles. MICROSCOPIC SPACE FLEET: Get the awl and listen to the conversation. When you are put in the maze, continue south until you reach the particle. Take it - this is common sense. REAL TEA: Go to the nutrimat and open the panel at the back. Get the board and insert the interface, then press the pad. The nutrimat is now totally occupying Eddie, the on-board computer. When the missile attack starts, insert the large plug into the large receptacle, and press the generator switch. Return to the nutrimat where there should be tea in the slot. Take tea and no tea, return to the bridge and remove the dangly bit from the tea substitute and put it in the tea. WHALE: When you feel a warm squishy liquid while you are in the dark, drink it to get to this puzzle. You are in a sperm whale, by a flowerpot. Get it, and plant each bit of fluff in it. Put the flowerpot into the thing your Aunty gave you, and put the thing in your pocket. FLUFF TREE: Soon there will be a small plant growing in the flowerpot. Go into the sauna, and it will grow. Examine the plant and get the fruit. It is the fruit of foreknowledge - eat it and you will be told which tool Marvin needs to unjam the hatch. Take it. SCREENING DOOR: It is possible to open the door if you are carrying both tea and no tea, and have removed common sense from the maze. Drink the tea to ward off the waves of depression coming tor Marvin, and go I m ! west. Ask Marvin to open the hatch HATCH: Drop everything except the required tool, go east, down, and east, and wait for Marvin. Give him the tool he asks for, and he will open the hatch in three tenths of one second. To complete the adventure, go west, and then down through the hatch. 1
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