# The Hitchhiker's Guide to the Galaxy — Complete Walkthrough ## Earth You start in bed, in the dark, with a splitting headache. ```text turn on light get out of bed get gown wear gown open gown eat tablet get screwdriver get toothbrush south south south south drink beer drink beer drink beer ``` **What happened:** You turned on the light, got dressed, cured your headache with the buffered analgesic, collected tools, and made your way to the pub. Ford Prefect arrived, bought you three pints, and shoved a babel fish in your ear. **Score so far:** 25 (tablet 10 + beers 15) **Timing:** The bulldozer demolishes your house at turn 20 if you're still inside. The Vogon fleet arrives at turn 50 and beams you aboard regardless. After turn 50, the Vogon Constructor Fleet demolishes the Earth and you wake up in the Vogon Hold. --- ## Vogon Ship — Hold You arrive groggy. Ford gives you peanuts (+8 points). You have about 3 turns before the grogginess gets you. ### Babel Fish Puzzle Ford gives you the Guide and a towel around turn 6. You need to get the babel fish from the dispenser into your ear. This requires setting up a Rube Goldberg chain: ```text hang gown on hook put towel on drain put satchel in front of panel put mail on satchel push button ``` The fish bounces off the gown, lands on the towel, a cleaning robot grabs it, crashes into the satchel, and the fish lands in your ear. (+12 points) **Score so far:** 45 ### Poetry Appreciation Around turn 36, guards drag you to the Captain's Quarters. The Vogon Captain reads his poetry. With the babel fish you can understand it. ```text enjoy poetry ``` (+15 points) After enjoying the poem, you can open the glass case in the Hold: ```text type on keyboard take plotter ``` (+25 points for opening the case) **Score so far:** 85 ### Airlock Whether you enjoyed the poetry or not, you eventually end up in the airlock. Ford rambles about the odds of rescue. After 4 turns, the airlock opens and you're blown into space. You black out and enter the Dark room. --- ## The Dark You float in sensory deprivation. Wait a few turns, then use your senses to find the exit: ```text listen look walk ``` After the airlock, you're dispatched to the Heart of Gold (Entry Bay). --- ## Heart of Gold — Entry Bay & Corridors You wake aboard the stolen starship Heart of Gold. (+10 points on first entry) ### Engine Room — Reveal Hidden Objects Go to the Engine Room (south from Aft Corridor). You'll need to argue your way in: ```text south south south yes yes yes look look look ``` On the third look, the spare Improbability Drive, pliers, and rasp appear. (+25 points) ```text take spare drive take pliers take rasp north ``` **Score so far:** 120 ### Marvin's Tool Quest Go to the Pantry (west from Aft Corridor): ```text west talk to marvin talk to marvin ``` Marvin agrees to fix the jammed hatch mechanism. Wait 12 turns (or explore elsewhere), then go to the Access Space (east from Hatchway): ```text east east down east ``` Marvin is here and asks for a specific tool (randomly chosen — could be screwdriver, toothbrush, wrench, pliers, rasp, or tweezers). Give him whatever he asks for: ```text give [tool] to marvin ``` (+25 points, hatch now opens) ```text west ``` **Score so far:** 145 ### Nutrimatic — Get Tea Go to the Galley (west from Fore Corridor): ```text up north west push pad ``` This starts the Nutrimatic processing tea. Wait through the countdown (it takes several turns). The Nutrimatic produces tea. **Be careful:** a missile countdown starts around turn 7-8. Take the tea before things go wrong: ```text take tea drink tea ``` (+100 points for drinking real tea!) **Score so far:** 245 ### Tea/No-Tea Paradox — Open Pantry Door You need both tea and the concept of "no tea" to impress the screening door. After drinking tea, you're back to holding "no tea" conceptually. Get another cup: ```text push pad ``` Wait for tea, take it: ```text take tea ``` Now go to the screening door (west exit from Aft Corridor): ```text east south south show tea to door show no-tea to door ``` The door, overwhelmed by the paradox, opens. (+25 points) **Score so far:** 270 ### Infinite Improbability Drive You need the plotter (from the Vogon glass case) and the spare drive (from the Engine Room). Connect everything: ```text plug large plug into console plug small plug into plotter dip dangly bit in tea push switch ``` The Improbability Drive activates! The ship jumps to Magrathea orbit. (+50 points) A 24-turn countdown to landing begins. **Score so far:** 320 --- ## Landing on Magrathea After 24 turns, the ship lands. Go to the Hatchway and down the ramp: ```text south down down ``` You step out onto the legendary lost planet of Magrathea. (+50 points) **Final score:** 370 The game congratulates you and displays your final score. --- ## Optional: Beast of Traal (Dream Sequence) If you die in a dream and get dispatched to the Lair, you face the Ravenous Bugblatter Beast of Traal. ```text wear towel tell beast my name east take stone carve name on memorial west southwest take interface ``` **Puzzle:** The Beast is so stupid it thinks if you can't see it, it can't see you. Wearing the towel over your head protects you. Telling it your name, then carving it on the memorial, makes the Beast think it's already eaten you — it falls asleep. (+25 points for carving, +25 points for the interface) --- ## Score Summary | Action | Points | | ----------------------------- | ------- | | Eat tablet | 10 | | Drink 3 beers | 15 | | Enter Vogon Hold | 8 | | Babel fish in ear | 12 | | Enjoy poetry | 15 | | Open glass case | 25 | | Enter Heart of Gold | 10 | | Engine Room reveal (3rd look) | 25 | | Give Marvin correct tool | 25 | | Drink real tea | 100 | | Open screening door (paradox) | 25 | | Activate Improbability Drive | 50 | | Land on Magrathea | 50 | | **Total (critical path)** | **370** | ### Optional points | Action | Points | | ----------------------------- | ------- | | Defeat Beast (carve memorial) | 25 | | Take Nutrimatic interface | 25 | | **Maximum possible** | **420** | --- ## Tips - **Don't panic.** The game has time pressure in several places but gives you enough turns if you know what to do. - **Consult the Guide** about anything: `consult guide about towel`, `consult guide about vogons`, etc. - **Save often** if save/restore is implemented. - **The babel fish puzzle** is the trickiest sequence — all 4 items (gown on hook, towel on drain, satchel at panel, mail on satchel) must be placed before pushing the button. - **Keep the towel.** You'll need it for the Beast of Traal. - **Keep tools.** Marvin will ask for a random one.