| *************************************************************************** | |
| * InvisiClues(tm) * | |
| * The Hint Booklet for * | |
| * the computer software version of * | |
| * The Hitchhiker's Guide to the Galaxy(tm) * | |
| * DON'T PANIC! * | |
| *************************************************************************** | |
| [Copyright by Infocom, Inc. Provided for non-commercial use only, with the | |
| sole intent of making information available that would otherwise be lost. | |
| To whoever presently holds the copyright to the information contained in | |
| this file: if you think the existence of this file violates your copyright, | |
| please complain and the file will be removed. | |
| Typed in from the original hintbook by Paul David Doherty.] | |
| Sample Question | |
| *************** | |
| How can I tell the difference between a Vogon and a pile of Fronurbdi Fire | |
| Fungus? | |
| A. You need a Fire Fungus meter. | |
| B. You don't have a Fire Fungus meter. | |
| C. So you can't. Remind me never to send you to the store for Fronurbdi | |
| Fire Fungus. | |
| Table of Contents | |
| ***************** | |
| On the Earth | |
| In the Dark | |
| Aboard the Vogon Ship | |
| Aboard the Heart of Gold | |
| On Traal | |
| On Damogran | |
| At the Party | |
| The Earth, Revisited | |
| The War Chamber and Maze | |
| Inside the Whale | |
| General Questions | |
| How All the Points Are Scored | |
| For Your Amusement | |
| Guide Entries | |
| Footnotes | |
| Maps | |
| On the Earth | |
| ************ | |
| (The map for this area of the game can be found on page 50.) | |
| How do I turn on the light after I wake up? | |
| Have you tried TURN ON THE LIGHT? | |
| I can't reach anything from the bed! What do I do? | |
| Maybe you should GET OUT OF THE BED. | |
| Why am I having trouble picking things up? | |
| A. The room is spinning because you have a hangover. | |
| B. There is _one_ thing you can pick up. | |
| C. It's the gown. | |
| How can I get out of the bedroom? | |
| A. You keep bouncing off the doorframe because the room is spinning from | |
| your hangover. | |
| B. You'll have to get rid of it. | |
| C. See the previous question. | |
| D. There's an aspirin in the pocket of the gown. | |
| E. TAKE GOWN. PUT IT ON. OPEN THE POCKET. TAKE THE ANALGESIC. | |
| What will I need to bring with me when I leave the bedroom? | |
| As in most interactive fiction, it's always best to bring as much as | |
| you can carry. | |
| Is the pile of mail important? | |
| A. Have you read the mail? | |
| B. Now you know what's going on outside the house. | |
| C. Also, see the advice in the previous question. | |
| What's that bulldozer doing in front of my house? | |
| A. The backstroke? | |
| B. Sorry about that. Have you read the pile of mail on your Front Porch? | |
| C. The bulldozer is there to knock down your house to make way for a new | |
| highway bypass. | |
| Is it important to stop my house from being destroyed? | |
| A. If you owned a house, even a little ugly one like Arthur's, wouldn't | |
| you want to keep it from getting destroyed? | |
| B. If you stay in the house until the bulldozer demolishes it, you die. | |
| C. If you are standing near the house when the bulldozer demolishes it, a | |
| brick hits you, and you die. | |
| D. If you try to leave the vicinity of the house, it gets demolished, a | |
| brick hits you, and you die. | |
| E. In other words, yes. | |
| How can I prevent my house from getting demolished? | |
| A. There's a tried and true method for stopping bulldozers and other | |
| unwanted construction apparatus. | |
| B. Have you ever tried calling the police from the phone in your bedroom? | |
| C. In front of your house, have you ever tried to PROTEST or asked | |
| PROSSER, STOP THE BULLDOZER? | |
| D. Have you ever tried to STAND IN FRONT OF THE BULLDOZER? | |
| E. In case you haven't figured it out from these subtle clues, you want to | |
| LIE DOWN IN FRONT OF THE BULLDOZER. | |
| F. Actually, because the authors are such swell and generous guys, BLOCK | |
| THE BULLDOZER, or STOP THE BULLDOZER, or even just LIE DOWN all work. | |
| G. But you have to wait a few turns after you lie down before the | |
| bulldozer finally grinds to a halt. | |
| What should I do when Ford Prefect shows up? | |
| A. If you take the towel that Ford is trying to give you, he'll walk away. | |
| B. Standing up to follow him at this point is fatal. | |
| C. Without Ford you'll never survive the upcoming destruction of the | |
| Earth. | |
| D. Ford is oblivious to your bulldozer problem. If you wait a few turns, | |
| he'll notice the bulldozer, and help you out. | |
| E. If you want to save a few turns, rather than just waiting, you can type | |
| FORD, WHAT ABOUT MY HOME? as soon as he arrives. | |
| Should I go with Ford to the Pub? | |
| A. You'd better not stand up until Prosser is lying down in your place. | |
| B. This will happen if you simply wait a few turns after Ford shows up. | |
| C. At this point, you should listen to Ford and accompany him to the Pub. | |
| If you wait around where you are, you'll be sorry. | |
| Should I go with Ford to the Cinema? | |
| A. According to the article on the back page of Prosser's copy of the | |
| _Cottington Gazette_, the Famous Scientist is a real movie buff. | |
| B. The Cinema's double feature of "Citizen Kane" and "Earth vs. The Flying | |
| Saucers" sounds promising. | |
| C. Remember the warning in the introduction. Don't let the presence or | |
| absence of questions influence your play, and don't assume that long | |
| answers are associated with important questions. | |
| What should I do in the Pub? | |
| A. You came here because of Ford, right? | |
| B. Why not do as he says? | |
| C. Drink some beer. | |
| D. Also, have you noticed the shelf of items behind the bar? | |
| How much beer should I drink? | |
| A. Ford will keep urging you to drink beer until you've had enough. | |
| B. If you've had less than three beers, the shock of the matter | |
| transference beam will kill you. | |
| C. If you have more than three beers, you'll get drunk and end up partying | |
| through the end of the world. | |
| D. In other words, you want to drink the beer three times. | |
| Is the jukebox important? | |
| A. Try LISTEN TO THE JUKEBOX or LISTEN TO THE MUSIC. | |
| B. The jukebox is just there for atmosphere. | |
| C. >>This space intentionally left blank.<< | |
| D. >>This space even more intentionally left blank.<< | |
| How can I buy beer? | |
| A. You can't. | |
| B. But so what? Ford buys some for you. | |
| How can I buy a packet of peanuts? | |
| A. You can't. | |
| B. At least, not when you're Arthur. | |
| How can I buy a cheese sandwich? | |
| A. How about BUY A CHEESE SANDWICH? | |
| B. Or, BARTENDER, GIVE ME A CHEESE SANDWICH? | |
| C. Perhaps ASK BARTENDER FOR A SANDWICH is more up your alley. | |
| How can I buy some whiskey? | |
| A. You can't. | |
| B. There's no whiskey in the entire game, let alone in the Pub! | |
| C. It's not a very good pub, is it? | |
| What should I do about the dog? | |
| A. Have you examined the dog? | |
| B. If you haven't figured it out, you'll find out more later. | |
| What should I do when my house is destroyed? | |
| A. There's not much you can do about it. | |
| B. You might return to Front of House to survey the rubble, or to have it | |
| out with Prosser. | |
| What should I do when the Vogon fleet arrives? | |
| A. DON'T PANIC. | |
| B. Read everything carefully. | |
| C. Remember Ford's reason for drinking all that beer? | |
| D. It has something to do with that small black device that Ford drops | |
| after the fleet arrives. | |
| E. Have you tried picking it up? | |
| F. Have you tried examining it? | |
| G. You want to hitch a ride aboard one of the Vogon ships. | |
| H. PUSH THE GREEN BUTTON. | |
| The Earth keeps getting destroyed by the Vogon fleet, and me along with it! | |
| See the previous question. | |
| I died from shock during matter transference. What did I do wrong? | |
| See the question about how much beer to drink. | |
| In the Dark | |
| *********** | |
| Help! I'm in the Dark and can't do anything! | |
| A. If this "Dark" is at the very beginning of the game, before you've done | |
| anything, you're in the wrong place. Look at the first question in the | |
| first section of this booklet. | |
| B. You've been through a matter transference beam, and you still haven't | |
| recovered from the shock of it. | |
| C. Recovery takes time... | |
| D. ...but in this case, you'll have to do more than just wait. | |
| Okay, just exactly how do I get out of this Dark? | |
| A. Have patience. | |
| B. Read carefully. | |
| C. If you wait a number of times, you'll begin to get some clues. | |
| D. The first clue comes the 18th time you've waited; three additional | |
| clues come every fifteen WAITs thereafter. | |
| E. Try starting again and reading each response to WAITing in the Dark | |
| very carefully. | |
| F. There's an important difference between the third and fourth responses. | |
| G. You are no longer told that you can't smell anything. | |
| H. Try SMELL THE DARKNESS or SMELL NOTHING or even just SMELL. | |
| What's the significance of this shadow I see moving around? | |
| A. That's your way out of Dark. | |
| B. You should EXAMINE THE SHADOW, or feel it, or smell it. | |
| Oh no! I'm in that blasted Dark _again_! | |
| A. Unless you've been to the Vogon Hold, you're looking at the wrong | |
| question. | |
| B. Okay, you've been through the Dark at least once before, so you should | |
| know what's going on. | |
| C. This time, though, it isn't smell that goes away on the fourth | |
| description. | |
| D. It's hearing. | |
| E. Try HEAR NOTHING or LISTEN TO DARKNESS. | |
| F. "There is an exit to port." Try going that way. | |
| G. Well, don't just give up. Be persistent. Try going PORT a few more | |
| times. | |
| H. Perhaps AFT would be more productive, come to think of it. | |
| Exactly how does Dark work? | |
| A. You enter Dark when the Earth is destroyed, and at various other points | |
| throughout the game. | |
| B. Beginning with the fourth time that you read "There's nothing you can | |
| taste..." (or some paraphrase of that paragraph), one of your five | |
| senses will disappear. | |
| C. At this point, you should type the sense that no longer appears, such | |
| as SMELL or SEE. | |
| D. The first time you enter Dark, smell will go away. See the second | |
| question in this section. | |
| E. The second time you enter Dark, hearing will go away. See the fourth | |
| question in this section. | |
| F. On subsequent visits to Dark, the sense that disappears will be fairly | |
| random. See the following question for more details. | |
| Is there any way to control where I go when I leave Dark? | |
| A. Not usually. | |
| B. Don't continue until you have a cup of tea. | |
| C. Don't continue until you actually have real tea, not merely Advanced | |
| Tea Substitute (ATS). | |
| D. Have you ever examined the cup of tea? | |
| E. This response indicates that the tea is a better source of Brownian | |
| Motion for the Improbability Drive setup than the ATS. Try it. | |
| F. Notice anything different about Dark when you use tea instead of ATS? | |
| G. For one thing, a sense is missing right away, rather than after three | |
| WAITs. | |
| H. More importantly, when you have used tea as a Brownian source, a | |
| different sense will be missing each time you WAIT. Thus, with tea, you | |
| can "control Dark." | |
| I. There are a total of eight exits from Dark. Taste never goes away, so | |
| there are two Dark exits for each missing sense. | |
| J. There is a way to differentiate between each pair. | |
| K. For example, when feel is missing, and you type FEEL DARK, you will be | |
| told that it feels "warm and wet and squishy," in which case your | |
| current Dark exit is Inside the Sperm Whale. When the response is "cold | |
| and wet and squishy," then tasting the liquid will take you to the | |
| Living Room of the party. When you are controlling dark, and have | |
| determined your current exit as in the previous example, and you don't | |
| want to go there, simply WAIT and you will be given a new missing sense | |
| and a corresponding new exit. NOTE: You will never get the whale exit | |
| unless you are using real tea for your Brownian Source. | |
| L. When smell disappears: If the object is "being waved under your nose," | |
| then the exit will be the Vogon Hold. If the object is "waving under | |
| your nose," the exit is the Lair of the Ravenous Bugblatter Beast of | |
| Traal. | |
| M. When hearing is missing: If the sound of the star drive is "coming from | |
| far above you," then your exit would be Entry Bay Number Two of the | |
| Heart of Gold. If it is "coming from far below you," then your exit | |
| would be the War Chamber of the battle fleet. | |
| N. If seeing is the sense that goes away: When the light "stabs at the | |
| front of your eyes," then your exit is the Country Lane. When the light | |
| "stabs at the back of your eyes," then your exit is the Presidential | |
| Speedboat. | |
| Aboard the Vogon Ship | |
| ********************* | |
| (The map for this area of the game can be found on page 50.) | |
| Where the heck am I? | |
| A. As your status line says, you are in the Vogon Hold. | |
| B. ASK FORD ABOUT THE EARTH. | |
| C. The Earth has been destroyed by the Vogon fleet. You and Ford have | |
| hitched a ride aboard one of the ships of the Vogon fleet by using the | |
| electronic Sub-Etha signaling device, also known as a Thumb. | |
| How do I prevent myself from getting groggy and dying? | |
| A. This is caused by your protein loss during the matter transference | |
| beams. | |
| B. Do you have anything with a lot of protein in it? | |
| C. It's something that Ford just gave you. | |
| D. It's one of the primary ingredients of peanut butter and peanut | |
| brittle. | |
| E. It's frequently found on shelves behind bars in Pubs. | |
| F. EAT THE PEANUTS. (Bet you already knew it anyway and were just exposing | |
| this last hint hoping for something funny.) | |
| What is that thing Ford puts on his satchel before he lies down for his nap? | |
| A. That's the Hitchhiker's Guide to the Galaxy. | |
| B. It's the single most useful thing an inter-galactic hitchhiker (or | |
| Infocom game player) can have. | |
| C. See the Hitchhiker's Guide question in the General Questions section | |
| for more information. | |
| How can I wake Ford? | |
| A. Have you tried to WAKE FORD? | |
| B. You can't wake Ford. | |
| C. You'll have to get the babel fish on your own. | |
| How can I get the atomic vector plotter out of the glass case? | |
| A. There's a switch and a keyboard attached to the case. | |
| B. If you haven't made a SAVE recently, now might be a good time. | |
| C. Try typing something on the keyboard. If you wanted to type "hello" on | |
| the keyboard, the proper way would be to type TYPE "HELLO." | |
| D. Well, perhaps that wasn't such a great idea. Maybe you should try | |
| flipping the switch. | |
| E. If the recording that played was nothing but gibberish, you'll have to | |
| find some way to translate it. | |
| F. See the question about the babel fish. | |
| G. Once you have the babel fish, try flipping the switch again. | |
| H. Now you know what you need to type. It's just a matter of waiting | |
| around to hear the Captain's poetry reading. See the question about | |
| what's going on in the Captain's Quarters. | |
| What is the tall dispensing machine? | |
| Examine it. | |
| Why does the dispensing machine go "click"? | |
| It's out of fish. | |
| What is a babel fish? | |
| Consult the Guide. | |
| How can I get a babel fish? | |
| A. This puzzle has more clues than a Hitchhiker's Guide Mark IV has | |
| options. | |
| B. Have you tried pressing the dispenser button? | |
| C. You need to block the small hole. | |
| D. Let's hope you aren't stuck here, because it only gets harder. | |
| E. It has something to do with the hook above the hole. | |
| F. You need to hang something on the hook. | |
| G. Examine the gown. | |
| H. Notice the loop? Hang the gown on the hook, then press the button | |
| again. | |
| I. Well, you've made a little progress. Don't give up now. | |
| J. You'll have to block the drain. | |
| K. There's only one thing large enough to completely cover the drain. | |
| L. Cover the drain with the towel, then push the button again. | |
| M. Oh, well. Forging ahead, you'll have to block the tiny robot panel. | |
| N. Standing or lying in front of the panel won't work. | |
| O. You'll have to put some object in front of the panel. | |
| P. If it isn't bulky enough, the cleaning robot dashes around it. | |
| Q. Examine all the objects around. | |
| R. The satchel is bulky. Put it in front of the panel, then push the | |
| button again. | |
| S. At this point, brave men have been known to break down and cry. | |
| T. Read, very carefully, the paragraph when Ford goes to sleep. | |
| U. Note that when you placed the satchel in front of the panel the | |
| response was "The satchel is now _lying on its side_ in front of the | |
| panel." | |
| V. The point of the two previous hints is that you can put an object on | |
| top of the satchel. | |
| W. Put something on the satchel, then push the dispenser button again. | |
| X. Notice that the upper-half-of-the-room cleaning robot just manages to | |
| catch the second item. | |
| Y. Perhaps if there were several items on the satchel, they would all fly | |
| in the air and confuse the flying robot. | |
| Z. Unfortunately, there's only room for one object on the satchel. | |
| AA. Do you have an object, or have you seen an object, that when flung into | |
| the air might act as many items? | |
| BB. Remember that when the upper-half-of-the-room cleaning robot grabbed | |
| the babel fish, before you put an object on the satchel, the text said | |
| that the fish was "the only flying junk" that the robot found. | |
| CC. Put the pile of junk mail on the satchel, then press the dispenser | |
| button again. | |
| DD. Voila! | |
| EE. >>This space intentionally left blank.<< | |
| FF. Incidentally, did you know that this is the longest question ever to | |
| appear in an InvisiClues hint booklet? | |
| GG. You see, the Kwimbucki of Zug Seven are avid interactive fiction fans, | |
| but they have one rather eccentric peculiarity. | |
| HH. They will not buy any work of interactive fiction unless its hint | |
| booklet has at least one question with over 35 hints. | |
| II. This is the 35th hint. | |
| JJ. Our marketing department will be happy to know that Zug Seven sales | |
| have just skyrocketed. | |
| What's that gibberish I keep hearing over the ship's intercom? | |
| A. It's an announcement in Vogonese, a language not widely taught in the | |
| universities around Cottington. | |
| B. If you want to understand the announcement, you'll have to discover | |
| some way to translate it. | |
| C. See the questions about the babel fish. | |
| D. The announcement will begin 18 turns after you enter the Vogon Hold, or | |
| 3 turns after you obtain the babel fish. | |
| Is there any way to stop the guards from dragging me to the Captain's | |
| quarters? | |
| A. No. | |
| B. If you don't know why the guards are dragging you off, see the question | |
| about the gibberish from the intercom. | |
| C. The guards will arrive 36 turns after you arrive in the Vogon Hold, or | |
| 5 turns after you obtain a babel fish. | |
| What's going on here in the Captain's Quarters? | |
| A. Don't go on unless you've translated the garbled announcement. | |
| B. Don't go on until you've figured out what's going on with the glass | |
| case and switch and keyboard. | |
| C. You are at a Vogon Poetry Appreciation Session. The Vogon Captain is | |
| about to read you his favorite poem. The Guide's entry on Vogon Poetry | |
| makes clear that this is extremely nasty. | |
| D. Because you have already flipped the switch on the glass case and | |
| listened to the recording, you know that you'll have to listen to the | |
| second verse of the poem in order to get the atomic vector plotter. | |
| E. This poetry is painfully awful. Have you tried STOP THE POETRY or COVER | |
| MY EARS or DON'T LISTEN TO THE VOGON POETRY? | |
| F. "Why not relax and enjoy it?" | |
| G. When he finishes the first verse the Captain says, "You didn't look | |
| like you enjoyed my poetry at all!" and then proceeds to have you | |
| thrown into space. | |
| H. You want to ENJOY THE POETRY, any time between when the Captain begins | |
| the poetry reading and when he completes the end of the first verse. If | |
| you do so, the Captain will continue on and read the second verse. | |
| I. Now that you've heard the glass case's recording _and_ the second verse | |
| of the poem, you know what to type on the keyboard in order to acquire | |
| the atomic vector plotter. (You'll have to wait until the guards drag | |
| you back into the Vogon Hold, of course.) | |
| J. For example, if the recording asked you to type the second word from | |
| the second verse, and the second word of the second verse was "lyshus," | |
| you should type TYPE "LYSHUS" when you get back to the Vogon Hold. | |
| NOTE: Each time you play the game, the lines of the verse come in | |
| different orders. Similarly, the glass case's recording asks for a | |
| different number word each time you play. | |
| How can I prevent the guards from throwing us in the airlock? | |
| A. There's no way to prevent this. | |
| B. No matter what you do, you'll eventually end up getting spaced. | |
| C. However, you should make sure that you've accomplished everything that | |
| needs to be accomplished aboard the Vogon ship before this occurs. | |
| D. Your main goal aboard the Vogon ship is obtaining the atomic vector | |
| plotter. | |
| Is there any way to survive getting blown out of the Airlock? | |
| A. Yes. In fact, there's no way to _not_ survive it. | |
| B. If you just wait, you'll be blown into space and find yourself in the | |
| Dark again. | |
| C. Try examining the Thumb while in the Airlock. | |
| D. Apparently, there's another spaceship nearby. Try hitchhiking by | |
| pressing the green button. | |
| E. This sends you through a matter transference beam, and you find | |
| yourself in the Dark again, | |
| F. Both methods of surviving the Airlock are equivalent. | |
| Aboard the Heart of Gold | |
| ************************ | |
| (The map for this area of the game can be found on page 51.) | |
| I've just arrived in Entry Bay Number Two. Where am I? What's going on? | |
| A. Listen to Ford. | |
| B. Read the sales brochure that's lying on the ground. | |
| C. You've just been picked up by a fantastic new spaceship powered by | |
| something called an Infinite Improbability Drive. You might want to | |
| find out more about it. | |
| Who are those people on the Bridge? | |
| A. If you stick around until everyone enters the sauna, and pay attention | |
| to what everyone is saying, you'll find out. | |
| B. The woman is Tricia MacMillan, also known as Trillian. She is an | |
| Earthwoman whom you met at a party in Islington not too long ago, at | |
| which time you totally failed to impress her. She eventually left the | |
| party with a guy named Phil... who is, you realize, the two-headed man | |
| standing next to her. | |
| C. The man is Zaphod Beeblebrox, current President of the Galaxy, who has | |
| stolen this revolutionary new Infinite Improbability Drive-powered | |
| spaceship in order to locate the legendary lost planet of Magrathea. | |
| Zaphod and Ford know each other. | |
| D. That you should be picked up in the vast emptiness of space by a ship | |
| inhabited by an acquaintance from your now-destroyed native planet as | |
| well as your travelling companion's semi-cousin can only be considered | |
| highly improbable. But then, with Infinite Improbability Drives at | |
| work, the infinitely improbable is not only possible but quite likely. | |
| How can I enter the sauna? | |
| A. From the Bridge, head to port. | |
| B. There is no way to actually STAY in the sauna. | |
| C. Therefore, once Ford, Zaphod, and Trillian enter the sauna, they will | |
| be effectively inaccessible to you for the remainder of the game. | |
| Is Eddie (the shipboard computer) important? | |
| A. Without Eddie, who would make all those fun announcements? | |
| B. Eddie is the only one who can turn on the main drive. | |
| C. But he won't obey your order to do that, only Zaphod's. | |
| D. Eddie's help is indirectly necessary to obtain a cup of tea. | |
| E. But in terms of solving puzzles, you can basically ignore Eddie. | |
| Are the controls on the Bridge important? | |
| A. Have you examined them? | |
| B. The large receptacle is important. | |
| C. Don't go on until you've figured out how to set up and use the spare | |
| Improbability Drive. | |
| D. Seriously! Don't go any further unless you've figured out the spare | |
| Improbability Drive. | |
| E. The large plug from the spare Drive can be plugged into the large | |
| receptacle. | |
| F. But that isn't necessarily the right thing to do. | |
| G. In fact, when you plug in the spare Drive at the wrong time, Eddie | |
| warns you that it's only for emergencies. | |
| H. Notice that when you use the Drive while it's plugged into the large | |
| receptacle, both the large receptacle and the large plug are destroyed. | |
| I. You can only use the Drive in connected-to-controls mode _once_ during | |
| the course of the game. | |
| J. See the question about the missile attack at the end of this section. | |
| How does the Nutrimat work? | |
| A. All you have to do is touch the touch-sensitive pad. | |
| B. The Nutrimat does all the rest, and in seconds you'll have your very | |
| own cup of incredibly delicious Advanced Tea Substitute (ATS). | |
| C. Well, maybe not so delicious. But at least useful. | |
| D. Actually, there is a way to get something else from the Nutrimat. | |
| E. It's a cup of tea (_real_ tea, not ATS). | |
| F. But first, you'll need something that isn't in the Galley. | |
| G. In fact, it isn't even in the Heart of Gold. | |
| H. Don't go on unless you have the Nutrimat/Computer Interface (not to be | |
| confused with the shipping carton for the Interface). | |
| I. Use the Interface. | |
| J. Open the service panel and remove the circuit board. Now, put the | |
| Interface inside the Nutrimat. Finally, touch the pad! | |
| K. Still having trouble getting tea? See the question about the missile | |
| attack. It's the last question in this section. | |
| Is the Advanced Tea Substitute useful? | |
| A. ATS is useful, although drinking it is a bad idea. | |
| B. Have you ever examined it? | |
| C. Have you discovered a need for a source of Brownian Motion? | |
| D. See the question about the spare Improbability Drive. | |
| Is the Pan-Galactic Gargle Blaster useful? | |
| A. Don't go on until you're actually holding the Gargle Blaster. | |
| B. Have you tried drinking it or examining it? | |
| C. Have you read the Guide entry on Pan-Galactic Gargle Blasters? | |
| D. Read carefully what Zaphod says when he notices that his Gargle Blaster | |
| is missing. | |
| E. There is absolutely no way that you can be holding a Gargle Blaster. | |
| The Nutrimat gives them only to Zaphod. You should never have developed | |
| this question. | |
| Is the cup of nectar useful? | |
| A. Have you ever heard the expression "nectar of the gods"? | |
| B. Have you ever tried boiling water at very high altitudes? | |
| C. Have you ever seen the 1993 remake of "Citizen Kane" starring Sly | |
| Stallone as Charles Foster Kane? | |
| D. Have you ever felt like you developed hints that you shouldn't have? | |
| Is the cup of tea important? | |
| A. Don't go on unless you actually have the cup of tea. | |
| B. Don't go on unless this cup of tea is _real_ tea, not just Advanced Tea | |
| Substitute (ATS). | |
| C. Have you ever examined the tea? | |
| D. Because it has even more Brownian Motion than the ATS, it will make a | |
| better source of it for the spare Improbability Drive. Try it. | |
| E. See the question about controlling where you go when you leave Dark, in | |
| the section called "In the Dark." | |
| What's the story with the circuit board in the Nutrimat? | |
| A. You can remove it from the Nutrimat. | |
| B. Have you examined it? | |
| C. You can flip any of the eight dipswitches. | |
| D. You can even flip them while the circuit board is still in the | |
| Nutrimat. | |
| E. Have you noticed the message in tiny letters on the board? | |
| F. There _is_ a way to read that message. | |
| G. Don't go on until you've been on Damogran. | |
| H. Don't go on until you've opened the toolbox. | |
| I. READ THE MESSAGE THROUGH THE MAGNIFYING GLASS. | |
| Is the shipping carton important? | |
| A. Try examining or reading it. | |
| B. Have you opened the carton? | |
| C. The Sirius Cybernetics Corporation has apparently screwed up (a common | |
| occurrence) and put the wrong item inside the shipping carton. | |
| D. You'll be able to find the Nutrimat/Computer Interface elsewhere in the | |
| game. | |
| Is the strange gun important? | |
| A. Have you examined or read it? | |
| B. Don't go on unless you've been in the Lair. | |
| C. Have you tried shooting the gun at the Beast? | |
| D. Have you tried it several times? | |
| E. The gun is completely worthless, useless, and unimportant. | |
| Is it possible to enter the drive chamber, that is, to go aft from Corridor, | |
| Aft End? | |
| A. Yes, but not without a fight. | |
| B. You'll have to argue with the game for a few turns. | |
| C. Usually, YES or NO responses are sufficient. | |
| D. The proper sequence, from the Corridor, Aft End is AFT. YES. YES. AFT. | |
| NO. | |
| E. However, there's more. See the next question. | |
| Is there anything important in the Engine Room? | |
| A. Have you gotten into the Engine Room? If not, you should do so before | |
| looking at the next hint. | |
| B. The game claims that there's nothing interesting there. | |
| C. However, after losing that argument with you, the game is probably a | |
| bit peeved and is acting petulant. | |
| D. You'll have to be persistent if you want to find out what's in the | |
| Engine Room. | |
| E. Type LOOK three times. The game will then give in and describe the room | |
| and the stuff there. | |
| Is the spare Infinite Improbability Drive important? | |
| A. Read the Guide entry on Improbability Physics. | |
| B. You'll need the atomic vector plotter from the Vogon Hold. If you never | |
| got it while you were aboard the Vogon ship, you'll have to start the | |
| game over or go back to a saved position. | |
| C. You'll also need a good source of Brownian Motion. | |
| D. Consult the Hitchhiker's Guide about Brownian Motion. | |
| E. Have you seen any hot liquids? | |
| F. You'll need the cup of Advanced Tea Substitute (ATS), which you can get | |
| from the Nutrimat in the Galley. | |
| G. Now that you have all three items (spare Drive, plotter, and cup of | |
| ATS), you should be able to figure out how to hook them together. | |
| H. Examine all three items. | |
| I. You want to plug the small plug (from the Drive) into the small | |
| receptacle (in the atomic vector plotter). Also, you want to put the | |
| plotter's long dangly bit into the cup of ATS. | |
| J. That still leaves the Drive's large plug unattached. See the question | |
| about the controls on the Bridge. | |
| K. When the spare Drive is hooked up properly, turning it on sends you to | |
| Dark. From there you can go to all sorts of neat new places. | |
| How can I get past the screening door in the Corridor, Aft End? | |
| A. This is a very difficult problem. | |
| B. Furthermore, you won't be able to tackle it until you're pretty far | |
| into the game. Don't let it worry you until you get up around 200 | |
| points. | |
| C. Don't read any further unless you've gotten the cup of tea (_real_ tea, | |
| not Advanced Tea Substitute). | |
| D. Don't go any further unless you've been in the Maze. | |
| E. Presumably you've tried OPEN THE DOOR. | |
| F. You have to show an example of your intelligence to the screening door. | |
| G. Read the Guide entry on INTELLIGENCE. | |
| H. Can you think of anything contradictory that you could have or do? | |
| I. To show your intelligence, there are two specific items that you must | |
| be holding at the same time. | |
| J. Have you noticed what happens when you take or drop the (real) tea? | |
| K. To prove your intelligence to the door, you must be holding TEA and NO | |
| TEA at the same time. | |
| L. Try going back to the beginning of the game and taking or dropping NO | |
| TEA. | |
| M. Does the response to that ring any bells? | |
| N. Have you ever read or examined the black particle in the Maze? | |
| O. Do you know where you are when you are in the Maze? If not, see the | |
| questions on the Maze. | |
| P. The Maze is your own brain, and the particle is your common sense. Once | |
| you have removed the particle, you will no longer be fettered by common | |
| sense... | |
| Q. ...and can take NO TEA. | |
| R. Spelling it out step by step: First, acquire a cup of tea. Then get rid | |
| of the common sense particle in the Maze. TAKE TEA THEN TAKE NO TEA. | |
| Finally, show the tea and then the no tea to the screening door. Or, | |
| you could save time on the last step and just KNOCK ON THE DOOR while | |
| holding the two items. | |
| S. Did you die upon passing through the screening door? It's because | |
| Marvin lives in the room beyond the door, and his awesome depression | |
| pervades the place. | |
| T. You'll have to make yourself very happy before entering. | |
| U. Have you ever done anything that made you very happy and contented? | |
| V. Drink the cup of tea before you enter. | |
| Is Marvin important? | |
| A. Yes, but not right away. | |
| B. Until a point, he won't do anything you tell him to do. | |
| C. After that point, he'll grudgingly consent to ONE task. | |
| D. Have you ever followed Marvin when he appears around the Heart of Gold? | |
| E. He always disappears through a certain door. | |
| F. Before Marvin will perform his one task, you must get past the | |
| screening door near the aft end of the corridor. | |
| G. Don't go on until you've been in Marvin's Pantry. | |
| H. Congratulations. You've now impressed Marvin enough for him to listen | |
| to one request from you. Do you have any idea what order to give him? | |
| I. What puzzles or obstacles still remain that he might help with? | |
| J. Try examining the mechanism in the Access Space. | |
| K. If you've ever seen the fruit, eating it would provide a big hint. | |
| L. You want to order Marvin to open the hatch (as in MARVIN, OPEN THE | |
| HATCH). See the question about opening the hatch for more information. | |
| Is the Access Space important? | |
| A. It houses the mechanism that opens and closes the hatch. Have you ever | |
| examined the mechanism? | |
| B. See the next question. | |
| How can I open the hatch? | |
| A. Have you tried OPEN THE HATCH? | |
| B. If sirens and lights went off when you tried to open the hatch, then | |
| the ship is still in space. You can't open the hatch while the ship is | |
| in space, of course. Don't go on to the next hint until the ship has | |
| landed. | |
| C. Do you remember an announcement when the Heart of Gold landed on | |
| Magrathea? | |
| D. Eddie (the shipboard computer) is jamming the hatch to prevent anyone | |
| from leaving the ship until he's checked to make sure the environment | |
| is safe. | |
| E. If you wait the 17 years such a check will take, you'll probably die of | |
| boredom. | |
| F. You'll have to figure out how to override Eddie's wishes by fixing the | |
| hatchway mechanism in the Access Space. | |
| G. You don't have the necessary intelligence for the task. | |
| H. Someone else does. | |
| I. Marvin. See the question about Marvin to figure out how to get him to | |
| open the hatch. | |
| J. Once Marvin has agreed to open the hatch, he tells you to meet him in | |
| the Access Space in twelve turns. Make sure you're on hand for that | |
| meeting. (Hell hath no depression like a paranoid android scorned.) | |
| K. Marvin will ask you for the tool he needs to fix the mechanism. | |
| L. You must give him the proper tool or you've blown your one chance to | |
| get the hatchway open. | |
| M. There are a total of ten tools scattered throughout the game. For a | |
| complete list of them, see the question about the tools in the General | |
| Questions section. | |
| N. Even if you've collected all ten tools, you can only carry one at a | |
| time into the Access Space... | |
| O. ...and you don't have time to go out and get a different one before | |
| Marvin gives up and leaves... | |
| P. ...and the chance of you bringing in the correct tool is very low. | |
| Q. In fact, Marvin will _never_ ask for any tool you happen to be holding. | |
| R. There's a way to figure out in advance what tool Marvin will ask you | |
| for. | |
| S. See the question about the fluff. | |
| T. Don't go on until you've seen the fruit. | |
| U. Eat the fruit. | |
| V. The glimpse of the future provided by the fruit tells you what tool to | |
| bring into the Access Space. | |
| W. If you meet Marvin there and give him that tool when he asks for it, he | |
| will fix the mechanism and open the hatch. | |
| X. You're now awesomely close to the end of the game. | |
| Y. Go down through the hatch. | |
| Z. Start waiting for the next exciting Hitchhiker's game. | |
| Help! The Heart of Gold is being attacked by nuclear missiles! | |
| A. This is a good point for a SAVE. | |
| B. The computer is helpless because you've tied it up with the Nutrimat | |
| Interface. | |
| C. You'll have to save the ship yourself. | |
| D. The computer is tied up, so it can't turn on the main Drive during this | |
| emergency. | |
| E. There's a spare Drive for use during emergencies. | |
| F. Turn on the spare Drive. | |
| G. That didn't work? Have you examined the spare Drive and the control | |
| console on the Bridge? | |
| H. If there are fused spots where the large plug and large receptacle used | |
| to be, you plugged the Drive in at the wrong time. | |
| I. Note that when the spare Drive is _not_ connected to the control | |
| console and you turn it on, the effect is always directed at you | |
| personally. When the spare Drive _is_ connected to the console, | |
| activating it has an effect on the entire ship. | |
| J. Turning on the spare Drive while it's plugged into the control console | |
| destroys the large plug and large receptacle, so you can only do it | |
| once during the game. The one time you want to activate the drive while | |
| plugged into the control console is during the missile attack. | |
| On Traal | |
| ******** | |
| (The map for this area of the game can be found on page 51.) | |
| Is it possible to enter the room that lies southwest from the Lair? | |
| A. Yes. | |
| B. Figuring out how to subdue the Beast would help. | |
| How can I stop the Ravenous Bugblatter Beast of Traal from killing me? | |
| A. The Beast will devour you about five turns after you pop up in its | |
| Lair. | |
| B. Leaving the room (EAST) will buy you some time. | |
| C. Have you read the Guide entry on the Ravenous Bugblatter Beast of | |
| Traal? | |
| D. You must find a way to prevent yourself from seeing the Beast. The | |
| Beast will then decide that since you can't see it, it can't see you! | |
| E. Closing your eyes isn't obvious enough for the Beast to notice. | |
| F. You have to cover your head with something. | |
| G. It's something important, which no interstellar hitchhiker should ever | |
| be without. | |
| H. The towel. COVER MY HEAD WITH THE TOWEL or PUT THE TOWEL OVER MY EYES | |
| or WRAP THE TOWEL AROUND MY HEAD or, well, you get the idea. | |
| I. Unfortunately, you can't move around very well with a towel over your | |
| eyes. Furthermore, as you may have already noticed, this method is also | |
| only temporarily effective. | |
| Why does the beast ask me to say my name? | |
| A. A good question. Have you tried figuring out the answer yourself? | |
| B. Have you been in the Beast's Outer Lair? | |
| C. Have you ever tried saying your name as the Beast demands? | |
| D. There are at least a dozen ways to say your name: SAY MY NAME or SAY | |
| "ARTHUR DENT" or SAY "MY NAME IS ARTHUR DENT" or SAY "I AM ARTHUR DENT" | |
| or TELL THE BEAST MY NAME or TELL MY NAME TO THE BEAST. You could also | |
| say BEAST, MY NAME IS ARTHUR DENT or BEAST, I'M ARTHUR DENT. There are | |
| some others but you've probably got the general idea by now. | |
| E. You have to give your correct name to the Beast, or (in a rare moment | |
| of Bugblatter Beast perceptivity) it will be able to tell that you're | |
| lying. In addition, you can't tell the Beast your name if the Beast | |
| thinks it can't see you. | |
| F. The Beast's response when you told it your name should provide an | |
| additional hint toward why the Beast wants to know your name and how to | |
| solve this entire Traal puzzle. | |
| G. Still stuck? Go on to the next question. | |
| What is the significance of the sandstone memorial? | |
| A. Have you figured out why the Beast wants to know your name? | |
| B. The Beast wants to carve your name in this, his memorial of | |
| remembrance, after he has devoured you. | |
| C. Have you figured out how to stop the Beast from attacking you, at least | |
| on a temporary basis? | |
| D. Don't go on until you have figured out how to convince the Beast that | |
| it can't see you. | |
| E. There's a way to confuse the Beast... | |
| F. ...into thinking that it has already eaten you. | |
| G. You want to carve your name in the memorial, as in CARVE MY NAME ON THE | |
| SANDSTONE MEMORIAL. | |
| H. Of course, you'll need something to carve with. | |
| I. It's not any of the tools. | |
| J. It's something found on Traal. | |
| K. Use one of the sharp stones that are lying on the ground. | |
| L. First you have to tell the Beast your name and cover your head with the | |
| towel. | |
| M. It is now safe to remove the towel from your head, and to go southwest | |
| from the Lair. | |
| Are the tall walls around the courtyard important? | |
| A. If you could climb them, you might be able to escape the Beast. | |
| B. If you could collapse them onto the Beast, that just might do it in. | |
| C. If you could transmute them into steaming mounds of Qurmeesian | |
| Mega-Rhino flank steaks, the Beast might start in on those and ignore | |
| your few measly pounds of stringy flesh. | |
| D. Unfortunately, you can't do any of the above. | |
| Are the bleached bones important? | |
| A. Don't go on until you've found the black paint. | |
| B. Have you tried painting the bones with the paint? | |
| C. Where does the Beast go when he sees the black bones? | |
| D. Black paint? Remember the warning in the introduction! Developing the | |
| hints to random questions will spoil the game for you. Stick to just | |
| those points where you're stuck. | |
| Are the sharp stones important? | |
| A. Yes. | |
| B. Have you examined them? | |
| C. See the question about the sandstone memorial. | |
| What is the point of this whole Traal scene? | |
| A. First, you'll have to figure out how to "neutralize" the Beast. | |
| B. Don't go on until the Beast is sleeping. | |
| C. Have you been in the Inner Lair? | |
| D. Go southwest from the Lair. | |
| E. The entire point of this scene is to get that Nutrimat/Computer | |
| interface. | |
| F. You have a limited number of moves to get the Interface, after the | |
| Beast falls asleep and before the Fronurbdian Beasthunters arrive. | |
| On Damogran | |
| *********** | |
| (The map for this area of the game can be found on page 52.) | |
| Who am I? | |
| Ask the game! (Type WHO AM I?) | |
| Where am I? | |
| You're on Damogran. If you'd like to know more about it, consult the | |
| Hitchhiker's Guide. | |
| How can I open the toolbox? | |
| A. Have you tried OPEN THE TOOLBOX? | |
| B. Since it's locked, you'll need to find a key. | |
| C. Try typing WHERE IS THE KEY while on the speedboat. | |
| D. There aren't a lot of hiding places around the boat. | |
| E. SEARCH THE PILOT SEAT or LOOK UNDER THE CUSHION. | |
| How can I stop myself from cracking up against the rocks? | |
| A. Have you tried to EXAMINE THE CONTROLS? | |
| B. Try PUSH THE AUTOPILOT BUTTON. | |
| C. The autopilot doesn't seem concerned about your situation, since it | |
| just takes a look around and then shuts itself off. | |
| D. You need to give the autopilot some impetus to go to work. | |
| E. Instead of steering toward the channel, try steering toward the cliff | |
| or the rocky spire. | |
| F. After three turns of heading toward an obstacle, the autopilot will | |
| kick on and navigate you safely to your destination. | |
| What should I do when the boat docks? | |
| Leave the boat. Type NORTH or LEAVE THE BOAT. | |
| What should I do when I reach the Dais? | |
| A. You're here for the dedication ceremonies of the Heart of Gold. You | |
| obviously have the crowd eating out of your hands. | |
| B. You might try smiling, or waving, or making a speech. | |
| C. Mainly, though, you just need to wait until Trillian shows up. | |
| What do I do about the Guards? | |
| A. Don't go on unless you're on the Dais and Trillian is there. | |
| B. Trillian isn't really attacking you. It's just part of your plan to | |
| steal the Heart of Gold. | |
| C. The guards don't know that you're planning to steal the Heart of Gold, | |
| so they're on your side. | |
| D. You're President of the Galaxy! The guards will probably listen to your | |
| orders. | |
| E. You should say GUARDS, DON'T SHOOT or GUARDS, DROP THE PHOTON RIFLES. | |
| F. If you're still having troubles with the guards, see the next question. | |
| Is there any way to enter the Heart of Gold from the Dais? | |
| A. Until Trillian shows up, the game won't even let you try. | |
| B. After Trillian shows up, attempting to enter the Heart of Gold is | |
| deadly. | |
| C. Don't go on unless you've disarmed the guards (see the previous | |
| question). | |
| D. This isn't helpful all by itself, since the guards pick up their rifles | |
| and still shoot you if you break for the ship. | |
| E. You must figure out a way to get rid of the guards or the rifles | |
| permanently. | |
| F. The guards will _not_ leave the scene, no matter what you do. | |
| G. Trying to shoot the guards doesn't work either. | |
| H. There is, however, a way to dispose of the rifles. | |
| I. Take the blaster from Trillian and shoot the rifles. Alternatively you | |
| can just ASK TRILLIAN TO SHOOT THE PILE OF RIFLES. | |
| J. Once you've destroyed the rifles, it's safe to enter the ship. | |
| What's the point of the whole Damogran scene? | |
| A. Don't go on until you've ended the scene by successfully entering the | |
| Heart of Gold. (If you were killed by the guards while attempting to | |
| enter, you did _not_ enter "successfully.") | |
| B. Have you opened the toolbox? | |
| C. If you've opened the toolbox, then you've certainly found both the seat | |
| cushion fluff and the laser-assisted monkey wrench. Getting these two | |
| items are [sic] the ultimate goal of the Damogran scene. | |
| At the Party | |
| ************ | |
| (The map for this area of the game can be found on page 52.) | |
| Who am I? | |
| Ask the game. (Type WHO AM I?) | |
| Where am I? | |
| A. Remember what happened when you first reached the Bridge of the Heart | |
| of Gold? | |
| B. This is the Party where Arthur Dent tried to pick up Tricia MacMillan | |
| (but, you'll recall, failed completely). | |
| C. Thanks to the wild vagaries of Improbability Physics, you have not only | |
| travelled back in time, you have changed your identity as well. | |
| What should I do about Phil? | |
| A. If you try to talk to Phil, he doesn't notice, and invariably leaves | |
| the room. | |
| B. Have you examined him? | |
| C. The draped cage on his shoulder does _not_ contain a bird. | |
| D. The cage is hiding Phil's second head. | |
| E. Phil is actually Zaphod Beeblebrox in disguise. He has undoubtedly | |
| dropped by this Islington party as part of some interstellar | |
| party-crashing hop. | |
| F. If you recall from the events on the Bridge of the Heart of Gold, you | |
| (Trillian) eventually left...er, will leave...the party with | |
| Zaphod/Phil. | |
| G. But that won't happen until you do something else. See the question | |
| about the point of the party scene. | |
| What should I do about Arthur? | |
| A. Arthur keeps trying to start a conversation with you, but he's too shy | |
| and embarrassed. If you try to talk to him, he finds your tone rather | |
| cool, and moves away. | |
| B. Have you examined him? | |
| C. Notice the fluff? | |
| D. If you take the fluff from his jacket, it will "break the ice" and | |
| Arthur will begin jabbering. | |
| E. Did you notice that you can't take the fluff until you drop one of the | |
| other things you're carrying (handbag, wine, hors d'oeuvres)? You can't | |
| hold more than three things while you're at the party. | |
| What should I do about the hostess? | |
| A. You're usually able to avoid her. | |
| B. If you try to talk to her, you'll learn the meaning of the phrase | |
| "bored to death." | |
| C. If you drop your glass of wine, your handbag, or your plate of | |
| hors d'oeuvres, the hostess will come over and pester you about it. She | |
| won't leave you alone until you take the item that you dropped. | |
| How can I leave the apartment? | |
| A. Try going south from the Living Room. | |
| B. Dying will get you back to Dark, but that's probably not what you had | |
| in mind. | |
| C. There is a way to leave the apartment, but you'll have to solve a | |
| puzzle first. See the next question. | |
| What is the point of the party scene? | |
| A. There's an item at the party that you have to get back to the Heart of | |
| Gold. | |
| B. That item is the unsightly piece of jacket fluff. | |
| C. Read all the previous questions in this section of the hint booklet. | |
| D. You want to get "picked up" by Phil. However, he won't take any notice | |
| of you until you take the fluff and get Arthur talking to you. | |
| E. In order to take the fluff, though, you'll have to drop something. This | |
| will cause the hostess to start hovering around you. Phil is much too | |
| smart to approach you when you're with the hostess. | |
| F. So, to get Phil to come over, you'll have to take the item that the | |
| hostess keeps offering you. To do so, you'll have to drop something, | |
| and the piece of fluff is the only thing you have that you can drop | |
| without setting off the hostess again. | |
| G. There _is_ a way to stop holding the fluff _without_ dropping it. | |
| H. Look at what you're carrying again. | |
| I. You can put the fluff in your handbag. | |
| J. Naturally, the fluff is still in the handbag when you eventually get | |
| back to the Heart of Gold. You need only go to the Bridge or wherever | |
| you left the handbag, open it, and take the jacket fluff. | |
| K. If you're still confused, one sequence of moves that will "solve" the | |
| party scene is: EXAMINE ARTHUR. DROP THE WINE. TAKE THE JACKET FLUFF. | |
| OPEN THE HANDBAG. PUT THE FLUFF IN THE HANDBAG. TAKE THE WINE. Then | |
| just WAIT until Phil comes up and escorts you away. You will end up in | |
| Dark. | |
| The Earth, Revisited | |
| ******************** | |
| (The map for this area of the game can be found on page 50.) | |
| Who am I? | |
| Ask the game. (Type WHO AM I?) | |
| Where should I go? | |
| A. You are reliving the last few minutes before the destruction of the | |
| Earth... | |
| B. ...this time as Ford Prefect rather than Arthur Dent. | |
| C. The Improbability Drive has sent you back in time and has also changed | |
| your identity. | |
| D. You want to do what Ford did when you were Arthur. | |
| E. Go north to Front of House. | |
| What should I do about that feeling of uneasiness? | |
| A. Have you tried waiting a few turns? | |
| B. Obviously, you're doing the wrong thing. | |
| C. You shouldn't be in the Pub at this point. | |
| D. See the previous question. | |
| What should I do about Arthur? | |
| A. According to the introductory text for this scene, why did you come | |
| here? | |
| B. What did Ford do at this point when you were Arthur? | |
| C. Try to give the towel to Arthur. | |
| D. The towel is inside your satchel. | |
| What should I do about Prosser? | |
| A. Don't go on until you've done the step called for by the previous | |
| question. | |
| B. You want Arthur to come with you to the Pub. | |
| C. If you recall from when you were Arthur, it would mean the destruction | |
| of Arthur's house if he stood up at this point. | |
| D. He won't stand up until you've safeguarded his house. | |
| E. You have to talk to Prosser. | |
| F. But he can't hear you from here. | |
| G. So you have to APPROACH PROSSER or WALK AROUND THE BULLDOZER. Now you | |
| can talk to him, | |
| H. You want him to lie down in front of the bulldozer. | |
| I. Try PROSSER, LIE DOWN IN FRONT OF THE BULLDOZER. | |
| J. Arthur is now willing to follow you to the Pub. | |
| What should I do in the Pub? | |
| A. Unless Arthur is with you, you are here prematurely. | |
| B. Once again, think back to what Ford did when you were Arthur. | |
| C. The first thing to do is BUY SOME BEER. | |
| D. Then DRINK THE BEER. Arthur will follow your example. You need to do | |
| this twice. | |
| E. You can BUY SOME PEANUTS, but it isn't necessary to do so. | |
| F. When Arthur's house is destroyed, he will rush out of the Pub. It would | |
| be a good idea to stay with him. | |
| What should I do about the dog? | |
| A. There's not much you can do about the dog at this point. | |
| B. You may find out more about the dog later. | |
| What's the point of this second Earth scene? | |
| A. You learn a lot about Ford's motivations, thus making for a more | |
| cohesive, internally consistent story line. | |
| B. Oh, right. You're more interested in puzzle solutions. The entire point | |
| of this scene is acquiring one particular item for use on the Heart of | |
| Gold. | |
| C. It's in the satchel. | |
| D. It's the satchel fluff. | |
| E. There's a way to transfer it to something, other than the satchel, so | |
| that it will be accessible when you get back to the Heart of Gold. | |
| F. That something is Arthur Dent. | |
| G. Give the fluff to Arthur. | |
| H. This is a rather weird action, and Arthur won't accept the fluff until | |
| he's had enough beer. | |
| I. After Arthur runs back to his house (now rubble), follow him and give | |
| him the fluff. He'll accept it at this point and put it in his pocket. | |
| Then just wait for events to run their course, and you'll soon find | |
| yourself back in Dark. When you get back to the Heart of Gold, the | |
| satchel fluff should be in the pocket of your gown. | |
| The War Chamber and Maze | |
| ************************ | |
| (The map for this area of the game can be found on page 52.) | |
| What's going on in the War Chamber? | |
| A. Have you tried listening to the conversation? | |
| B. Have you examined the approaching star system? | |
| C. Do you remember the long piece of text that appeared when your careless | |
| words set off an interstellar war? | |
| D. Those two warring races have now set off on a quest for vengeance | |
| against the world (Earth) that spawned the person (you) whose remark | |
| set off their war. | |
| How can I get the awl out of the War Chamber? | |
| A. Just TAKE AWL! | |
| B. Then solve the puzzle involving the giant dog. | |
| How can I prevent being swallowed by that giant dog? | |
| A. The dog really isn't a giant dog. | |
| B. It's a normal-sized dog. The spaceship you're aboard is microscopic. | |
| C. Have you seen a dog anywhere else? | |
| D. This is the very same dog you ran into in the Country Lane back at the | |
| beginning of the game. | |
| E. The dog swallows the space fleet for one particular reason. | |
| F. If you examine the dog at the beginning of the game, you'll notice that | |
| it's very hungry. | |
| G. You need to feed the dog back at the beginning of the game. | |
| H. If you want to avoid starting over, there's another way to feed the | |
| dog. | |
| I. You must become Ford Prefect first. | |
| J. During the scene where you're Ford, buy a sandwich, then give the | |
| sandwich to Arthur. When Arthur dashes out of the Pub, he'll feed the | |
| sandwich to the dog. | |
| K. Once the dog has been fed, you can survive the War Chamber scene and go | |
| on to the Maze. | |
| Where is this Maze? | |
| A. Synapses? Gray matter? | |
| B. Remember you were just teleported over from a microscopic space | |
| fleet... | |
| C. ...so you must be microscopic-sized yourself. | |
| D. You're inside a brain. | |
| E. Ah, but whose brain? | |
| F. Remember, the Vl'Hurgs and G'Gugvunts were teleporting you back to the | |
| Heart of Gold. | |
| G. You are, improbably enough, inside your own brain! | |
| Can the Maze be mapped? | |
| A. The usual way of mapping a maze in this sort of a game is to drop one | |
| object in each room of the maze. That way, when you return to the room, | |
| the game will mention that "there is a (whatever) here," and the rooms | |
| will no longer look exactly alike. | |
| B. However, that method doesn't work in this Maze, since anything you drop | |
| just sails away and vanishes. | |
| C. The Maze is totally unmappable. | |
| D. In fact, the directions you can go in the Maze on any given turn are | |
| totally random, so it makes absolutely no difference which direction | |
| you try to move in. | |
| E. The third time you successfully move to a new Maze room (as opposed to | |
| being blocked by a synaptic discharge), you'll run across the black | |
| particle. | |
| F. If you ignore the particle, you'll run across it again 14 successful | |
| movements later, and then again after another 19. | |
| What's this black particle? What should I do about it? | |
| A. Have you read the markings on the particle? | |
| B. The particle is your own common sense! | |
| C. You have an opportunity here to remove your own common sense. | |
| D. Does that ring a bell? | |
| E. See the question about no tea in the General Questions section. | |
| F. Taking the particle also has the beneficial side effect of getting you | |
| out of the Maze. | |
| What's the point of the War Chamber and Maze scene? | |
| A. You should be able to figure it out for yourself. | |
| B. Do you know the answers to all the other questions in this section? | |
| C. There are two goals for the War Chamber/Maze scene. | |
| D. The first goal is to get the awl. | |
| E. The second goal is to remove your particle of common sense. | |
| Inside the Whale | |
| **************** | |
| (The map for this area of the game can be found on page 52.) | |
| Who am I? | |
| You're still Arthur in this scene. | |
| Where am I? | |
| A. You're inside a sperm whale, obviously. | |
| B. Note the sound of rushing air. | |
| C. The Improbability Drive, in one of its nastier coincidences, has | |
| transported you inside the very same whale you created when you used | |
| the Drive to save the ship during the missile attack. | |
| D. If you recall, the missiles were turned into a sperm whale, which was | |
| last seen plummeting through the atmosphere of Magrathea. This explains | |
| why, after a few turns, the whale invariably splats (and you along with | |
| it). | |
| Who's the old man with the wooden puppet? | |
| A. The old man is Gepetto the carpenter. | |
| B. The puppet is his creation, Pinocchio. | |
| C. Their boat was swallowed by the whale. If you hide in the Cargo Hold, | |
| perhaps you'll be able to escape. | |
| D. Don't go on until you've met the evil ice queen, the seven dwarfs, and | |
| the talking dragon. | |
| E. What game are you playing? | |
| How can I get out of the whale? | |
| A. There are no exits in any direction. | |
| B. If you wait long enough, you'll splat and return to Dark. | |
| C. There's one other way to get out of the whale. | |
| D. It's a method you've used before. | |
| E. It will also leave you in Dark. | |
| F. Hitchhike using the Thumb. | |
| G. The Thumb is probably broken, though. You'll have to get it fixed by an | |
| Engineer robot. | |
| How can I prevent the whale from splatting? | |
| A. You can't. | |
| B. No matter what you do, you've only got ten moves in the whale before it | |
| splats. | |
| How can I get the flowerpot out of the whale? | |
| A. There are two ways to do this. | |
| B. One way involves the Thumb. | |
| C. The other method involves the thing your aunt gave you which you don't | |
| know what it is. | |
| D. To obtain the flowerpot using the Thumb, just pick up the pot and | |
| hitchhike. | |
| E. For more details, see the question on getting out of the whale. | |
| F. To obtain the flowerpot using the aunt's gift: the aunt's gift has an | |
| unusual property you may not have discovered. See the question about | |
| the aunt's gift. | |
| G. Just put the flowerpot inside the aunt's gift and then wait until the | |
| whale splats. Within a few turns after leaving Dark, the aunt's gift | |
| should reappear, containing the pot. | |
| What's the point of this scene inside the whale? | |
| A. Isn't it obvious? | |
| B. There really isn't much here. | |
| C. The only point of this scene is to get the flowerpot. | |
| General Questions | |
| ***************** | |
| Is there any significance to "no tea"? | |
| A. Yes. | |
| B. It's a hint that at some point, getting tea will be important. | |
| C. Also, see the question about the screening door in the Corridor, Aft | |
| End in the Heart of Gold section. | |
| What the Zark is the thing my aunt gave me which I don't know what it is? | |
| A. Have you tried examining it? | |
| B. Have you tried getting rid of it? | |
| C. You've probably noticed that it keeps turning up. | |
| D. If you leave it behind, it will pop up about a dozen moves later, | |
| sometimes on the ground where you are, sometimes in your inventory, and | |
| sometimes in your gown pocket. (The thing will only "follow" you when | |
| you are Arthur.) | |
| E. There's something else that you probably haven't noticed about the | |
| thing your aunt gave you. | |
| F. You can put things in it. In fact, you can put almost every takeable | |
| item into the thing at the same time. | |
| G. This is useful for transporting more objects than you carry [sic], but | |
| it isn't ever necessary to do so. | |
| H. Because of these two properties (auto-return and containment) the thing | |
| your aunt gave you provides an alternate solution of one of the puzzles | |
| in the game. | |
| I. It's a puzzle toward the very end of the game. | |
| J. It's the puzzle of getting the flowerpot out of the whale. | |
| Is the Hitchhiker's Guide important? | |
| A. Well, the game _is_ named after it... | |
| B. The various entries in the Guide contain all sorts of useful | |
| information and hints that you'll need to solve the puzzles in the | |
| game. | |
| C. The proper syntax for reading a particular Guide entry is CONSULT GUIDE | |
| ABOUT (item). For example, you could type CONSULT GUIDE ABOUT | |
| MUSHROOMS. | |
| D. Once you know the solutions to all the puzzles, you could play to the | |
| end of the game without ever using the Guide. | |
| E. There are 39 Guide entries in the game. A complete list of the topics | |
| appears in the Guide Entries section. | |
| What is the Thumb? How does it work? Is it important? | |
| A. The Thumb is an electronic Sub-Etha Auto-Hitching Device. If used | |
| properly, it will allow you to hitch rides aboard passing spaceships. | |
| B. You should read the Guide entry on the Thumb. | |
| C. You can examine the Thumb to determine whether a spaceship is within | |
| range. (If the lights are flashing, a ship is nearby.) | |
| D. If a ship is within range, you can transport yourself to the ship (via | |
| a matter transference beam) by pushing the green button. | |
| E. If you press the green button when there is no ship around, you'll | |
| break the Thumb. | |
| F. Also, the Thumb will break down on its own over the course of the game. | |
| G. If the Thumb is broken, you will not be transported when you press the | |
| green button, even if a ship is nearby. | |
| H. A broken Thumb can be mended. | |
| I. To do so, push the red button to summon a repair robot. See the | |
| following question for further details on repairing the Thumb. | |
| J. There are three points in the game when you can use the Thumb. | |
| K. The first time is near the very beginning of the game, when you use it | |
| to get to the Vogon ship. | |
| L. The second time is when you're in the Airlock of the Vogon ship. It | |
| isn't necessary to use the Thumb here, because simply waiting a few | |
| turns has the same result. | |
| M. The third time is when you're Inside the Sperm Whale. Once again, | |
| there's an alternative to using the Thumb, but in this case it's not as | |
| simple as just waiting. See the section entitled "Inside the Whale" for | |
| more information. | |
| Is the Engineer robot important? | |
| A. Only the Engineer robot can fix the Thumb. | |
| B. Once you've summoned the Engineer robot, SHOW (or GIVE) THE THUMB TO | |
| THE ENGINEER ROBOT. | |
| C. If the robot claims that there's nothing wrong with the Thumb, then it | |
| wasn't broken. | |
| D. If the Thumb is broken, the Engineer robot won't agree to fix it unless | |
| you also SHOW THE GUARANTEE TO THE ENGINEER ROBOT. | |
| E. Actually, you can shortcut by showing the guarantee first. | |
| What's all this nonsense about fluff? | |
| A. There does seem to be a lot of it scattered throughout the game. | |
| B. Have you consulted the Guide about fluff? | |
| C. The ancient legend is of particular interest. | |
| D. There are a total of four pieces of fluff in the game. You'll have to | |
| find and obtain all four. | |
| E. Try finding them yourself. When you're stumped, return to this | |
| question. | |
| F. Hint: You have four different roles over the course of the game: | |
| Arthur, Ford, Trillian, and Zaphod. | |
| G. You can obtain one piece of fluff during each role. | |
| H. A list of all four, and their locations, follows. You shouldn't look at | |
| this list unless you're completely stumped, because it will give away a | |
| lot. | |
| I. Pocket fluff: in the pocket of your gown at the start of the game. | |
| Satchel fluff: inside Ford's satchel (see The Earth, Revisited). Jacket | |
| fluff: on Arthur's jacket (see At The Party). Seat cushion fluff: under | |
| the pilot seat of the speedboat (see On Damogran) | |
| J. Now that you have all four pieces of fluff, any idea what to do with | |
| them? | |
| K. Don't continue until you have the flowerpot. | |
| L. You should plant each piece of fluff in the flowerpot. | |
| M. Now wait. | |
| N. A tiny plant will sprout around ten moves later. | |
| O. For more information, see the next question. | |
| What do I do about the plant? | |
| A. Left to itself, the tiny sprout will never grow any further. | |
| B. You have nothing to water the plant with. | |
| C. Read the Guide entry on fluff again. | |
| D. Notice that this rare plant once grew on a tropical world. | |
| E. Can you think of anything around that's similar to a tropical | |
| environment? | |
| F. Carry the plant into the sauna. | |
| G. Now examine the plant. | |
| H. Now see the question about opening the hatch in the Heart of Gold | |
| section. | |
| What are all these tools scattered throughout the game? | |
| A. Have you examined them? | |
| B. Many of them are rather excitingly high-tech, aren't they? | |
| C. They don't really have much use... | |
| D. ...until the very end of the game. | |
| E. See the question about opening the hatch in the Heart of Gold section. | |
| F. Marvin will ask for one of ten different tools. | |
| G. A list of all ten, and their locations, follows. You shouldn't look at | |
| this list unless you're completely stumped, because it will give away a | |
| lot. | |
| H. Flathead screwdriver: in your Bedroom. Toothbrush: in your Bedroom. | |
| Tweezers: inside Trillian's handbag. Molecular hyperwave pincer: on the | |
| Bridge. Ionic diffusion rasp: in the Engine Room. Hypersonic pliers: in | |
| the Engine Room. Thermo-fusion chisel: in Marvin's Pantry. | |
| Laser-assisted monkey wrench: inside the toolbox on the speedboat. | |
| Ultra-plasmic vacuum awl: in the War Chamber. Number twelve asteroid | |
| paint chipper: you're holding it when you return from your adventure at | |
| the end of the Traal scene. | |
| What is the goal of the game? | |
| A. Have you tried asking some of the other characters in the story? | |
| B. Have fun, be happy. | |
| C. Solve all the puzzles, reach the end. | |
| D. The ultimate goal of the game is to step out onto the surface of | |
| Magrathea. | |
| E. Knowing this fact is of virtually no help in getting through the game. | |
| How can I read the footnotes? | |
| You obviously didn't read your manual very carefully. That's explained | |
| in the section entitled Important Commands. | |
| How All the Points Are Scored | |
| ***************************** | |
| This section should only be used as a last resort, or for your own interest | |
| after you've completed the game. | |
| Action Points | |
| Taking the buffered analgesic 10 | |
| Drinking or enjoying the beer (first time, as Arthur) 5 | |
| Drinking or enjoying the beer (second time, as Arthur) 5 | |
| Drinking or enjoying the beer (third time, as Arthur) 5 | |
| Arriving at the Vogon Hold 8 | |
| Getting the babel fish in your ear 12 | |
| Enjoying the Vogon poetry 15 | |
| Opening the glass case in the Vogon Hold 25 | |
| Entering the Engine Room of the Heart of Gold 25 | |
| Getting the Nutrimat/Computer Interface 25 | |
| Drinking or enjoying the beer (as Ford) 15 | |
| Leaving the party with Phil 25 | |
| Stealing the Heart of Gold on Damogran 25 | |
| Taking the common sense particle 25 | |
| Drinking the tea 100 | |
| Entering Marvin's Pantry 25 | |
| Blooming the plant by entering the sauna 25 | |
| Getting Marvin to open the hatch 25 | |
| TOTAL POINTS 400 | |
| NOTE: You _lose_ 30 points each for eating the cheese sandwich, drinking | |
| the Advanced Tea Substitute, or turning on the spare Drive while plugged | |
| into the large receptacle before the missile attack begins. | |
| For Your Amusement | |
| ****************** | |
| You shouldn't develop anything in this section until you've finished the | |
| game. Things in the section will invariably give away the answers to puzzles | |
| in the game. | |
| Have you tried... | |
| looking under your bed? | |
| enjoying the mud while you're lying in front of the bulldozer? | |
| to PHONE HOME from your bedroom? | |
| asking Prosser for the time? | |
| to GET DRUNK in the pub? | |
| buying peanuts (as Arthur)? | |
| listening to the jukebox music (several times, then again when you're | |
| Ford)? | |
| petting or kicking the dog? | |
| feeding peanuts to the dog? (You can only do this as Ford, of course.) | |
| hitting Prosser (before and after your house is demolished)? | |
| enjoying your house after it's been demolished? | |
| asking PROSSER, WHAT ABOUT MY HOME after it's been demolished? | |
| giving the towel, the thing your aunt gave you, or the satchel to Prosser? | |
| (You can only do the last one when you're Ford, of course.) | |
| talking to Prosser after the Vogon fleet has arrived? | |
| eating the cheese sandwich when you're Ford? | |
| going straight to the Pub when you're Ford, instead of giving Arthur the | |
| towel, and then waiting a few turns? | |
| yelling in the Dark? | |
| waiting about 60 turns in Dark to see the hints you get? | |
| not eating the peanuts in the Vogon Hold? | |
| drinking the Santraginean Mineral Water? | |
| asking FORD, WHAT ABOUT THE EARTH once it's been destroyed? | |
| developing the invisible printing in this booklet with a mixture of | |
| shampoo and apple cider instead of the developing marker? | |
| (Doesn't work very well, does it?) | |
| enjoying the Vogon poetry without the babel fish? | |
| opening the hatch in the Heart of Gold before landing on Magrathea? | |
| kicking the screening door, then entering Marvin's Pantry? | |
| closing the screening door once you've opened it? | |
| reading the tiny message on the circuit board with the magnifying glass? | |
| smashing the circuit board? | |
| turning on the spare Drive, plugged into the control panel, before the | |
| missile attack begins? | |
| turning on the spare Drive during the missile attack, without first | |
| plugging it into the control panel? | |
| asking Eddie to open the hatch after the ship has landed? | |
| not going to the Access Space after asking Marvin to fix the hatch? | |
| saying something other than your name when the Beast asks for it? | |
| saying your name with the towel over your eyes? | |
| to CARVE NAME ON MEMORIAL (rather than CARVE MY NAME ON MEMORIAL)? | |
| carving one of the names suggested by the previous item? | |
| carving the Beast's name on the memorial? | |
| reading the memorial (both before and after carving your name)? | |
| showing the thing your aunt gave you to the Beast? | |
| waking the sleeping Beast? | |
| drinking the wine at the party? | |
| eating one of the hors d'oeuvres? (Try several times.) | |
| throwing the glass of wine or the plate of hors d'oeuvres? | |
| to PICK UP ARTHUR or PICK UP PHIL at the party? | |
| jumping into the water from the Presidential Speedboat? | |
| throwing something into the water from the boat? | |
| shooting the crowd, the guards, Trillian, yourself, the toolbox... | |
| ordering GUARDS, SHOOT both before and after they've dropped their photon | |
| rifles? | |
| examining the approaching star system and the third planet from the War | |
| Chamber of the battle fleet? | |
| talking to the Vl'Hurg leader or G'Gugvunt leader? | |
| dropping something in the Maze (your brain) and then walking around once | |
| you've gotten out? | |
| talking to the bulldozer driver, the Vogon Captain, or the hostess? | |
| closing the thing your aunt gave you? | |
| wrapping the towel around your head anywhere except Traal? | |
| typing I AM ARTHUR DENT to the game (as opposed to while talking to a | |
| character in the game)? | |
| typing PANIC? How about DON'T PANIC? | |
| pushing the red button on the Thumb when an Engineer robot is already | |
| present? | |
| counting the hors d'oeuvres, the crowd at the Dais, or the guards (at | |
| various points)? | |
| typing DON'T LOOK or DON'T WAIT or DON'T (anything else)? | |
| examining the bulldozer, the Vogon fleet, the flowerpot, the mechanism in | |
| the Access Space, or various tools? | |
| typing GIVE UP or THROW IN THE TOWEL or PULL MYSELF TOGETHER? | |
| brushing your teeth with the toothbrush? | |
| typing ESCAPE at any point? | |
| filling anything? | |
| returning to various scenes after you've successfully completed them? | |
| (Examples: returning to Damogran after stealing the Heart of Gold, | |
| returning to Traal after getting the Interface...) | |
| typing APPLAUD at any point (other than during the poetry reading)? | |
| answering the game's various rhetorical questions, such as "Did you have a | |
| particular direction in mind?" or "Don't you think it would be a bad | |
| idea to leave the ceremonies?", by typing YES or NO? | |
| typing APPRECIATE [something]? | |
| asking various characters about the object of the game? (Especially | |
| Prosser, Ford, Marvin, Eddie, the Nutrimat, the screening door, and the | |
| Beast.) | |
| calling Infocom's Technical Hotline and trying to convince them that | |
| you're Winston Churchill? | |
| Guide Entries | |
| ************* | |
| Here's a complete list of all the things that you can CONSULT the | |
| Hitchhiker's Guide about. You should use it only as a last resort, or for | |
| your interest once you've finished the game. | |
| ALCOHOL | |
| ATOMIC VECTOR PLOTTER | |
| BABEL FISH | |
| DAMOGRAN | |
| EARTH | |
| FLUFF | |
| FRANCE | |
| GALACTIC SECURITY AGENCY | |
| GALAXIA WOONBEAM | |
| GREEN BUTTON | |
| HEART OF GOLD | |
| INFOCOM | |
| BROWNIAN MOTION | |
| GENUINE PEOPLE PERSONALITIES | |
| MAGRATHEA | |
| HITCHHIKER'S GUIDE | |
| IMPROBABILITY DRIVES | |
| INTELLIGENCE | |
| LARGE PLUG | |
| LONG DANGLY BIT | |
| MATTER TRANSFERENCE BEAMS | |
| PAN-GALACTIC GARGLE BLASTER | |
| PERIL-SENSITIVE SUNGLASSES | |
| PROTEIN | |
| NUTRIMAT | |
| RAVENOUS BUGBLATTER BEAST OF TRAAL | |
| RED BUTTON | |
| SANTRAGINEAN MINERAL WATER | |
| SIRIUS CYBERNETICS CORPORATION | |
| SMALL PLUG | |
| SMALL RECEPTACLE | |
| SPACE | |
| THUMB | |
| TOWEL | |
| VOGON POETRY | |
| VOGONS | |
| WALKING | |
| various tools | |
| various weapons | |
| Footnotes | |
| ********* | |
| The section tells how to find the place where each footnote is referenced in | |
| the game. Once again, you shouldn't develop this section until you finished, | |
| because it will probably ruin some puzzles for you. | |
| Footnote 1 RELAX or ENJOY THE DARKNESS in Dark | |
| Footnote 2 Refer to your home as a HOUSE while talking to Ford | |
| Footnote 3 Upon arrival at the Presidential Speedboat | |
| Footnote 4 Listen to the music in the Pub several times, until "Hey | |
| Jude" is the song that is playing | |
| Footnote 5 Remove the towel in the Beast's Outer Lair after the Beast | |
| has gone to sleep | |
| Footnote 6 Type FOOTNOTE without any number after it to see where this | |
| footnote is referenced | |
| Footnote 7 Shoot the Beast three times with the anti-Beast gun | |
| Footnote 8 Consult the Guide about fluff | |
| Footnote 9 Get the Guide entry on SPACE by having the Guide with you | |
| when you're blown out of the Airlock | |
| Footnote 10 When the game finally gives in and describes the Engine Room | |
| Footnote 11 This footnote is not referenced anywhere in the game | |
| Footnote 12 This footnote is referenced only by itself | |
| Footnote 13 Push the boat's autopilot button three times | |
| Footnote 14 When Ford hands you the Guide in the Vogon Hold | |
| Footnote 15 Read the banner at the Dais | |
| Maps | |
| **** | |
| [The following maps are included in the hintbook: | |
| page 50: Earth, Vogon Ship | |
| page 51: Heart of Gold, Traal | |
| page 52: Party, Whale, Damogran, War Chamber and Maze | |
| They are not included in this text-only version.] | |
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