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The Hitchhikers Guide To The Galaxy – Walkthrough (James Spanos/2009)

By Leon | May 25, 2010

The Hitchhikers Guide To The Galaxy Walkthrough Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



Earth:

You have a terrible headache.

Use the lamp next to the bed to switch it on (1/1). Now you need to get dressed. Pick up the GOWN from the chair (3/4) to notice there’s something in the pockets. Wear the gown (1/5) . Now you’re at least a bit decent. Search the gown and look at the contents. Take the buffered analgesic from the pocket and consume it (4/9).

On the floor next to the bed is a SCREWDRIVER. Take it (1/10) and also take the TOOTHBRUSH from the sink (1/11) and then you notice the bulldozer outside. Use the exit to go outside. There’s a pile of JUNK MAIL next to the front door. Pick it up (2/13) and use the exit on the south. There’s your bulldozer. Mr. Prosser next to it won’t listen to you so the only way to stop the bulldozer is to lie in the mud (2/15). The bulldozer can’t go further.

Wait until your friend Ford Prefect arrives at the scene. Talk to Ford and ask him: “What about my home?” He’ll talk to Prosser who will take your place (5/19).   Head to the country lane and then to the country pub. Ford tells you to drink the beer so drink the beer three times (2+2+2/25). Browse the shelf behind the bar and buy the SANDWICH (3/28).

Head outside the pub again where you should give the sandwich to the dog before it eats the microscopic space fleet (5/33). Head to your own house on the left to find Prosser standing in front of the gate. Use the gate to reach the porch and you’re in front of a pile of rubble. As soon as you arrive there, a huge space ship will rise. Ford will throw a device at your feet. Pick up the device (2/35) and look at it in your inventory. It’s a Thumb.

Stick out the thumb in your inventory and push the green button (2/37).

Darkness:

You’re now in a total darkness. Use your senses four times and see which sense isn’t mentioned anymore. That’s the one you can use. It’s the smell. So use your nose and you’ll notice a shadow. Look at the shadow to see it’s Ford shaped (2/39).

Vogon Spaceship:

Ford will wake you up and give you some PEANUTS .  Look at the peanuts in your inventory and eat them (2/41).

Take the gown from your inventory and use it on the hook at the end of the chain hanging from the ceiling. Ford will take a nap, dropping his satchel and his towel. Pick up the SATCHEL and pick up the TOWEL. Use the satchel on the panel left of the mattress.  Drop the pile of junk mail on top of the satchel. Take the towel from your inventory and use it on the grate in the middle of the room. Then press the button on the dispenser on the right.

The babel fish lands into your ear (22/63) making it possible to understand the announcement you hear over the intercom. Pick up the GOWN, the TOWEL and the SATCHEL again.  Put the towel in the satchel. The glass case on the left has a small switch. Press it to hear another message and listen carefully to which word you need from the poem (5/68).

Wait for the guard to take you to the Vogon captain and you’re forced to listen to a poem. Tell the Vogon captain you enjoy it and you’ll get the second poem (5/73). Now pay attention to the word you needed to get for the glass case. Once you’re back at the room and Ford is keeping the guard busy, use the keyboard in the glass case and type the word from the poem. If you have the right word (5/78), the case will open and you can take the PLOTTER (5/83).  You’re then thrown into the airlock. Use the thumb to see if there are spaceships in the vicinity that you can hitchhike with and press the green button to go into darkness (6/89).

Darkness:

You’re in the dark again. This time, use your ear to hear a passageway (2/91). Then look at the door and use the door to reach the space ship.

Heart of Gold:

Ford will go to the bridge. Open the door on the north to join him on the bridge. After everyone is gone into the sauna, take the MOLECULAR HYPERWAVE PINCER (1/92) and Trillians HANDBAG (1/93). Put the pincher in the handbag.

Go down the corridor on the right and enter  the galley on the left. On the table is a CARTON. Pick it up and you’ll also have a STRANGE GUN (1/94).  Order an advanced tea substitute by using the pad on the Nutrimat (2/96). Take the SUBSTITUTE from the Nutrimat (1/97). Open the door to the corridor and open the door on the south to the other corridor. Enter the engine room on the upper north. The door won’t open at first but with some perseverance you can enter the room.

As soon as the robot is gone you can use the light switch on the left. Again with perseverance, you need to do that three times (6/103).  Once you can see better, pick up the IONIC RASP on the floor on the right (5/108). On top of the generator you can find HYPERSONIC PLIERS. Take these (5/113) and use the generator to pick up the SPARE IMPROBABILITY DRIVE (4/117).

Exit the room on the left and go to the other corridor through the door on the upper left. Enter the bridge again by using the stairs on the upper left. Take the plotter from your inventory. Use the plotter on the console and the operate the plotter. Select the improbability drive from the inventory and use it on the small receptacle on the right side of the plotter.

Select the advanced tea substitute from your inventory and use it on the long dangly bit coming from the plotter and the device is all set. Use the switch on the right to enter total darkness again.

There are now five sequences you need to follow with all your senses: 

Darkness:

Use your nose several times until there’s a dragon’s tail. Look at the tail to reach the lair.

The lair:

Talk to the Bugblatter Beast Of Traal to let it learn your name (5/122). Use the upper right exit to go to the outer lair. Open the satchel and take the towel out. Use the towel on yourself to hide under (5/127). Next to the memorial stone is a small SHARP STONE. Pick it up (5/132). Since the beast thinks you’re no longer there, you can use the sharp stone on the memorial stone and when asked what to carve, carve “Arthur Dent” . The beast now thinks it already killed you and dozes off (5/137). Put the stone in the carton.

Go back to the lair on the left and head to the inner lair on the left. There’s another victim of the beast. Search the man to find an ASTEROID PAINT CHIPPER and a NUTRIMAT COMPUTER INTERFACE (6/143). You’ll return to the Heart Of Gold.

Heart of Gold:

Open the door on the north. Go to the bridge on the north. Operate the atomic plotter and use the switch to enter total darkness again.

Darkness:

Use your eyes several times and look at the sun. Look several times more and the light will become bright. Look at the bright light to return to Earth.

Earth (playing as Ford Prefect):

Walk to the left and visit Arthur who’s lying in the mud. Give the towel to Arthur (2/145). When you’re looking for the right word to describe how you feel, enter ‘idiot’ (1/146). Talk to Prosser to let him take Arthurs place.  You end up with Arthur in the pub (2/148).

Browse the shelf behind the bar and buy the PEANUTS (2/150) and the SANDWICH (3/153).  Talk to the barman and order several beer (2/155). Drink three of them (1+1+2/159). Leave the pub and follow Arthur to his own house. Give the SATCHEL FLUFF to Arthur (7/166).  Goto the porch on the south and watch the debris. Select the thumb from the inventory and it will fall on the ground at Arthur’s feet. Try to pick it up and the Vogon ship will arrive. Arthur will use the thumb and you’re beamed to Vogon’s ship.

Heart of Gold:

Open the door on the north. Go to the bridge on the north. Operate the atomic plotter and use the switch to enter total darkness again.

Darkness:

Use your eyes again and look at the sun again but this time look until it’s less bright. Then look at the sun to go to the speedboat.

Damogran (playing as Zaphod Beeblebrox):

Use the seat to look under it. You’ll find some SEAT CUSHION FLUFF and  a SMALL KEY (4/170). On deck is a TOOLBOX that you can pick up (2/172). Use the seat again to get up and get out of the boat on the right. You’re in front of a crowd now and Trillian joins you.

Talk to the guards and they’ll drop their rifles (3/175). Select the blaster from your inventory and use it to shoot the pile of photon rifles (5/180). In your inventory use the small key on the toolbox to unlock it (3/183). Put the seat cushion fluff in the toolbox (6/189) and return to the Heart of Gold on the right side (3/192).

Heart of Gold:

Open the door on the north. Go to the bridge on the north. Operate the atomic plotter and use the switch to enter total darkness again.

Darkness:

Feel the darkness several times until you notice a triangle. Use your tongue on the triangle to enter a party.

Party (playing as Trillian):

Examine Arthur. He has a ball of fluff on his jacket (6/198).  Use yourself to drop the plate and then talk to Arthur (9/207). Pick up the JACKET FLUFF from him (4/211). Pick up the PLATE with Hors  d’Ouvres (3/214) and pick up the glass of WINE again (3/217). You return to the Heart of Gold.

Heart of Gold:

Open the door on the north. Go to the bridge on the north. Operate the atomic plotter and use the switch to enter total darkness again.

Darkness:

Listen to the darkness several times and use the exit. You’re at the War Chamber.

War Chamber:

Pick up the ULTRA-PLASMIC VACUUM AWL (1/218).  After a while you’re transported to a strange room. There are objects but the descriptions don’t match. Since they are random there’s not much help but the easiest is to select one object and interact with it. It’s description will disappear. Then interact with the object that has the description of the object you initially blanked. The names will swap. The objects are: window, puddle, book, bookcase, flowerpot and puddle.

When they all have the right names, open the door in the ceiling on the upper right. You’ll return to the exact same room but this time there’s a particle on the table.  Pick up the PARTICLE and you’ll be sent back to the Heart of Gold (15/233).

Heart of Gold:

Open the door on the north. Use the door on the left to the galley. Use the Nutrimat Interface on the Nutrimat (9/242). Use the Nutrimat to take the CIRCUIT BOARD out (2/244). Then use the pad on the Nutrimat to order another tea. The Nutrimat can’t handle that and the computer goes into failure (4/248). Eddie can’t handle the attack. Open the door on the right to the corridor and use the stairs on the upper left to go to the bridge.

Operate the atomic plotter again and use the large receptacle on the left to plug it into the plotter. Use the switch and Zaphod, Trillian and Ford return. They look at the situation and it seems that you have saved their lives (6/254). Use the exit on the right to leave the bridge and use the door on the left to return to the galley. There’s your nice cup of tea. Drop the black particle  from your inventory and take the TEA (9/263). Leave the galley on the right.

Return to the bridge by using the stairs in the upper left. Operate the plotter again and take the BROWNIAN MOTION from the plotter with a right click. Take the real tea from your inventory and use it on the long dangly bit. Use the switch to enter the darkness again.

Darkness:

Feel the darkness several times and you’ll notice a yellow triangle. Use your tongue on the triangle to enter the whale.

Sperm Whale:

You’re inside a sperm whale. Pick up the FLOWER POT (3/266).  Select the pocket fluff from your inventory and put it in the flower pot (3/269).  Take the satchel fluff and put it in the flower pot (3/272). Take the jacket fluff and put it in the flower pot (3/275). Finally take the seat cushion fluff and put it in the flower pot (3/278).

Use the thumb from your inventory and push the red button to call an engineer. Take the thumb from your inventory and give it to the engineer so he can repair it. He then hands it back to you (3/281). Stick out the thumb again and use the green button this time. You’ll then return to the Heart of Gold (3/284).

Heart of Gold:

Open the door on the north. Go to the bridge on the north. Use the door on the left to enter the sauna. After a few hours you come out completely changed and so did your your plant (4/288).  Look at the flower pot in your inventory and touch the soil to take the FRUIT out (1/289). Eat the fruit and in your vision carefully listen to what tool Marvin is asking for (5/294).

Drop everything you don’t need. On your inventory should be your gown and the Babel fish. Operate the plotter again and remove the TEA from it. Leave the plotter and wait for Eddie to announce you’re about to land. Talk to Eddie and ask him to open the hatch. He won’t.  Exit the bridge on the right, use the door on the south to the other corridor and  talk to Marvin’s pantry door. Since you have the tea and lack of tea you’re allowed to enter (12/306). Enjoy the tea (75/381) and enter the room.Take the CHISEL from the floor (1/382) and talk to Marvin. He’s willing to open the hatch in the access space (3/385).

Leave the room on the right and open the door on the hatchway on the right. Drop everything you’re still carrying except the right tool and enter the access space on the left. Marvin is waiting already. Give him the tool he needed and he’ll fix the hatch (15/400). Go back to the hatchway on the right and use the hatch to leave the Heart of Gold and enter Magrathea.

Game source: A copy of the game was found here on the internet.

Topics: AGS, Walkthrough | 2 Comments »

2 Responses to “The Hitchhikers Guide To The Galaxy – Walkthrough (James Spanos/2009)”

  1. Rodolfo Says:
    May 26th, 2011 at 11:21 pm

    Hi there,
    I seem to be stuck in this situation with the nutrimat and the missile atack. I tried to follow your hints, but when I get to this part – “Operate the atomic plotter again and use the large receptacle on the left to plug it into the plotter” – apparently the large receptacle is useless, it’s not possible to interact with it. In the end, I’m always blown up. Could you help me with this?
    Thanks in advance

  2. ruwth Says:
    October 25th, 2011 at 5:50 pm

    How do you prove that you are intelligent to get the intelligence door to open. It has been a very long time since my kids and I played this game on our Commodore 64 but I remember that there was a door that would not open unless a person could prove that they were intelligent. How do you open that door . . . or can you?

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