YESI THE UNIVERSE

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YESI THE UNIVERSELESS THAN 30 ALTAIRIBLACK HOLES. SAVAGE ALIEN WARRIORTRIBES. Welfare planets ruled by dry-cleaning establishments, where even the mostbasic of human necessities are provided fora day late and with too much starch. Face it,the Universe is NO PLACE TO TRY ANDHAVE A GOOD TIME.Unless, that is, you're the proud ownerof that wholly remarkable object, The Hitchhiker's Guide to the Galaxy!Within the million-plus pages of TheGuide, which in many corners of the Galaxyhas already supplanted the EncyclopediaGalactica as the standard repository of allknowledge and wisdom, you'll find EVERYTHING YOU NEED TO KNOW about theUniverse, from the utmost trivia to the mostvital information pertaining to your healthand well-being. WE UNCONDITIONALLYGUARANTEE it will teach you how to surviveand even ENJOY THE UNIVERSE-ALLON ONLY 30 ALTAIRIAN DOLLARS PERDAY! * Just take a peek at this mere sampleof The Guide's MILLIONS OF USES and,like so many other satisfied customers, you'llbe convinced that this is truly THE MOSTWHOLLY REMARKABLE ITEM YOU'LLEVER BUY!PLANNING A HONEYMOON? Let TheGuide show you how to get the best ratesand accommodations on exclusive vacationparadises like Vortaqua, planet of the HeartShaped Hot Tub Lakes!TRIVIA BUFF? The Guide hasall the answers, as well asmost of the questions. Forexample: What titlescomprise OolonColluphid's trilogyof philosophicalblockbusters?

CAN BE YOURS FORAN DOLLARS PER DAYIAnswer: Where God Went Wrong, Some More from a Seven-Stomached Gorba Plant; whatto do if Aunt Clara has been devoured by aof God's Greatest Mistakes and Who Is ThisSeven-Stomached Gorba Plant; how toGod Person, Anyway?performthe Heimlich Maneuver on a SevenCONVENTION COMING UP? The GuideStomachedGorba Plant, and much ,knows where to find all the swankiest hotels,muchmore!the trendiest restaurants, the swingingestnightclubs, the friendliest escort servicesand the cheapest duty-free shops in which to *" 30 Altairian Dollars Per Day" is an estimated figure and is providedstrictly for purposes of comparison. Actual expenses may be higher. buy gifts for appeasing one's family and** In fact , we're su re of it. Quite frankly, if you're not absolutely preparedto lie, cheat, steal your food, pass rubber checks to unsuspecting hotelconscience!clerks, hoodwink customs officials, forge passports entitling you to diplomatic immu nity, utilize bog us student and/or elderly identification cardsNEED HELP FAST? In a flash , The Guideto get yourself into tourist attractions at reduced rates , stiff everyonepossible on tips and otherwise make a mockery of Intergalactic Law, justcan supply you with such useful tidbits ofabout the only way you 're going to get by on 30 Altairians per dieminformation as: how to tell your Aunt Clarais by staying home and camping out in your own backyard .

AND THAT'S NOT ALLIThe Guide is more than a super travelogue or an incredible answer machine-it's a lovelyaddition to any backpack or suitcase that fits in perfectly with every decor. It comes in awrinkle-proof, scratch-resistant plastic cover with THE LOOK AND FEEL OF REAL VINYL,handsomely inscribed with the words DON'T PANIC in large, friendly letters. And talk abouthandy-The Mark IV version of The Guide has MORE OPTIONS THAN A 20-ARMEDHRUGMUS HAS HANGNAILS! Just look what you can get .73-FUNCTION POCKET CALCULATOR OPTION lets you solve equations that have baffledmathematicians for eons, such as how to travelfaster than the speed of light without losingyour luggage.CUSTOM CHRONOMETER displays year,month, day and date, to within a fraction of asluub in civilian time and military time and HappyHour Time for the nearest pub in the Galaxy.TAN-0-MATIC REFERENCE TABLEtells you the exact coordinates of all the bestbeaches, the most up-to-date fashion tips onpolarized eyewear and reflectors, the preciselength of time you can sunbathe before yourfriends have to carry you home in an urn, andthe appropriate level of sunscreen to wear incase of a supernova.E-Z Press Buttons(standard)73-functionPocket Calculator (optional)***Custom ChronometerFeature (optional)***SIRIUS CYBERNETICS BAROME1T ER/NEO-DESCARTIAN RELATIVE TRUTHMONITOR indicates temperature, barometricpressure, high tide, low tide, wind direction andvelocity, prevailing weather conditions, amountof precipitation in the last 1,000 sluubs andwhether you're actually experiencing any of it orare simply being deceived by your imperfectsenses.SALAD-SLASHER/FOOD PROCESSOR/LEMON ZESTER ATTACHMENT slices, dices,chops and bludgeons even the most rubberyfruit or vegetable in seconds!Tan-0-MaticReference Table (optional)***Sirius Cybernetics Barometer/Neo-DescartianRelative Truth Monitor (optional)***

5 5/8-meef Screen(standard)SALAD-SLASHERAttachment (optional)******All optional features subject to avai lability and ou r total unwillingnessto turn a perfec tly good product into some kind of glorified all-purposeappliance for eve ry gizmo-happy customer who happens to fall for thistype of cheap swank.

BUT WAIT THERE'S MNow for a LIMITED TIME ONLY when you RUSH your Hitchhiker's Guide to the Galaxy orderto Megadodo Publications, you 'll also get as our SPECIAL GIFT to you ENOUGH THROWIN ITEMS TO FILL AN ATTIC! So act now and receive all these fabulous bonuses!FLUFF:Goes anywhere-under the bed ,behind the commode, at the bottom of yourpocket, inside your navel!DESTRUCT ORDERSFOR YOUR HOMEAND PLAN ET: Suitable forframing, and great gag gifts at any party!DON'T PANIC! BUTTON:Perfect for thosetimes when your planet is being bombarded by laser beams, yourtoaster starts talking to you and traces of radioactivity are discoveredin your breakfast cereal!

OREIJOO JANTA 200SUPER-CHROMATICPERIL-SENSITIVE SUNGLASSES: ****You'll look cool and stay cool even when attending a Vogon poetry reading!NO TEA: Just like the teaprofessional hitchhikers don't carry!MICROSCOPICSPACE FLEET:Just the thing for attackingmicroscopic civilizations.**** Not recomm ended for drivi ng.HOW MUCH WOULDYOUPAYNOW?ONE HUNDREDALTAIRIAN DOLLARS?TWO HUNDRED? THREE HUNDRED?!

JUST DA59.99!That's right! RUSH YOUR ORDER NOW and receive The Hitchhiker's Guide to the Galaxyand the fluff and the destruct orders and the Don't Panic! button and the sunglasses and thespace fleet and no tea ALL FOR THE INCREDIBLY LOW, LOW PRICE OF JUST DA59.99!To save c.o.d., handling charges and Imperial Galactic Government delivery serviceduties, PHONE IN YOUR ORDER TODAY!OPERATORS ARE STANDING BYICall 1-555-55-5-55555-555-5555.On Ursa Minor Beta, dial1-5-555-55-55555-555-5555, ext. 5.MAKE THAT CALL TODAYITHIS OFFER NOT AVAILABLE IN ANY STORE!***** Except Delu xe-0-Mat, Chai n-0 -Rama, Qwang's Drive-I n Asteroid , Tawd ry Merchandise Ki ng, House of Remai nders, Liqu idator 's Clearinghouse ,Mister Tawd ry, Galaxy o' Tawdry Merchandise , Tawd ry Merchandise-n-Such, 1-A Tawdry Sales & Service, Ye Old e Tawdry Merchand ise Shoppe andMegaMart outlets throughout the Un ive rse .

InstructionManual forTHEHITCHHIKER'SGUIDE TOTHE GALAXYInstruction Manual9

10 Instruction Manual

Instruction Manual forTHE HITCHHIKER'S GUIDETO THE GALAXYTable of ContentsAn OverviewPage 12 What is interactive fiction? Moving around Turns and scoringTips for Novices13Don't Panic!Nine useful pointers about interactiveRelax, because everything you need to knowfiction.about playing THE HITCHHIKER'S GUIDE TOTHE GALAXY is contained in the pages of thisCommunicating with HITCHHIKER'S14manual. In this story, you will be Arthur Dent, a Basic sentencesrather ordinary earth creature who gets swept up in Complex sentencesa whirlwind of interstellar adventures almost beyond Talking to characters in the storycomprehension. As the story begins, bulldozers are Vocabulary limitationswaiting to reduce your house to rubble to make wayStarting and Stopping16for a motorway bypass. While you attempt to deal Starting HITCHHIKER'Swith this problem, your rather strange friend FordPrefect drops by to tell you that the Earth is about to ("Booting Up")be demolished to make way for an interstellar bypass! Saving and restoring Quitting and restartingIf you survive this double threat, you'll embark on aseries of inter-galactic misadventures even funnierAppendix A: Quick Reference Guide17than your worst nightmares! And, because anythingThis is a brief summary of the mostis possible in THE HITCHHIKER'S GUIDE TOimportant things to know about interTHE GALAXY, you may soon not even be sureactive fiction. It is VITAL to know allof your own identity!these things before you begin playing.If you're experienced with Infocom's interactiveAppendix B: Important Commands18fiction, you may not feel like reading the entire manual. However, you should at least read the appenAppendix C: Some Recognized Verbs19dices of important commands (on page 18) andAppendix D: HITCHHIKER'S Complaints20recognized verbs (on page 19). The sample transcript, on page 21, will give you ideas for some ofAppendix E: Sample Transcript and Map21the weird things you can do in HITCHHIKER'S.Appendix F: We're Never Satisfied24A special note for people who have read the bookAppendixG:IfYouHaveTechnicalProblems24THE HITCHHIKER'S GUIDE TO THE GALAXY:Although the opening of the game is fairly similarAppendix H: Author Biographies25to the book, the story quickly diverges , with lots ofnew material and different twists. Familiarity with the Appendix I: Copyright and WarrantyInformation25story may make a few of the early puzzles easier, butif you rely too heavily on this previous knowledge,you will certainly befuddle yourself.Instruction Manual 11

An OverviewInteractive fiction is a story in which you are the mainc aracter. Y9ur own thinking and imagination deterrrune the actions of that character and guide thestory from start to finish.Each work of interactive fiction, such as HITCHHIKER'S, presents you with a series of locationsitems, characters, and events. You can interact withthese in a variety of ways.To move from place to place, type the directionyou want to go. When you find yourself in a new location, it's a good idea to become familiar with yoursurroundings by exploring the nearby rooms andreading each description carefully. (You may noticethat HITCHHIKER'S occasionally refers to a location as a "room," even if you are outdoors.) As youexplore, it is helpful to make a map of the geography.12 Instruction ManualAn important element of interactive fiction ispuzzle-solving. You should think of a locked door ora ferocious beast not as a permanent obstacle, butmerely as puzzle to be tackled. Solving puzzles willfrequently mvolve bringing a certain item with youand then using it in the proper way.In HITCHHIKER'S, time passes only in responseto your input. You might imagine a clock that ticksonce for each sentence you type, and the story progresses only at each tick. Nothing happens until youtype a sentence and press the RETURN (or ENTER)key, so you can plan your turns as slowly and carefully as you want.To measure your progress, HITCHHIKER'Skeel?s track of your score. You may get points forsolvmg puzzles, performing certain actions or visiting certain locations. Keeping track of what actionsincrease your score will help you learn what the goalof the story is.

5. Unlike other "adventure games" that you mayhaveplayed, there are many possible routes to the1. Draw a map. It should include each location, theend ofHITCHHIKER'S. Some puzzles have moredirections connecting it to other locations, and anyinteresting objects there. (See the small sample map than one solution; others don't need to be solved atall. Sometimes you will have to solve one puzzle inthat goes along with the sample transcript on pageorderto obtain the item(s) or information you need21.) Note that there are 10 possible directions, plustosolveanother.IN and OUT.6. You may find it helpful to play HITCHHIKER'S2. Mos objects that you can pick up are important th another person. Different people may findfor solvmg one or more of the puzzles you'll run intodifferent puzzles easy and often complement eachin the story.other.3. Save your place often. That way, if you get "killed"7. If you get really stuck, you can order a hint bookletor hopelessly mucked up, you won't have to startanda complete map using the order form in yourover from the beginning. See page 16 for instructions.package. You don't need this booklet to enjoy the4. Read the story carefully. There are often clues instory, but it will make solving HITCHHIKER'Sthe descriptions of locations and objects, as well as in easier.labels, engravings, books, and so on. Even strange8. Read the sample transcript on page 21 to get a feelor dangerous actions may provide clues, and mightforhow interactive fiction works.prove to be fun! You can always save your position9. You can word a command in many different ways.first if you want. Here's a silly example:For example, to put on the dressing gown, you could GIVE THE TARNISHED COIN TO THE USHERuse any of the following:The usher looks unimpressed, and begins leading youTips for Novicestoward the last row of the theatre.You've just learned there is something (such as thecrisp bill) which might convince the usher to give youa front row seat . perhaps even a front row seatn xt to Queen Isameera and her dreadfully expensive and easy-to-steal diamond-studded tiara.PUT ON THE GOWN.WEAR THE TATTY DRESSING GOWN.DON GOWN.In fact, if the gown is the only article of clothingpresent, just typing WEAR is enough, since HITCHHIKER'S will assume you mean the gown. But moreabout that in the next section .Instruction Manual 13

Communicating with HITCHHIKER'SIn HITCHHIKER'S, you type your sentence in plainEnglish each time you see the prompt ( ). HITCHHIKER'S usually acts as if your sentence begins"I want to . ," although you shouldn't actually typethose words. You can use words like "THE" if youwant, and you can use capital letters if you want;HITCHHIKER'S doesn't care either way.When you finish typing a sentence, press theRETURN (or ENTER) key. HITCHHIKER'S will respond by telling you whether your request is possibleat this point in the story and what happened as aresult.HITCHHIKER'S recognizes your words bytheir first six letters, and all subsequent letters areignored. Therefore, BULLDOg, BULLDOgs,BU LLDOzer, and BU LLDOckpokingham (a small townin Dockpokinghamshire) would all be treated asthe same word by HITCHHIKER'S.To move around, just type the desired direction.You can use the eight compass directions: NORTH,SOUTH, EAST, WEST, NORTHEAST, NORTHWEST,SOUTH EAST, and SOUTHWEST. You can abbreviatethese to N, S, E, W, NE, NW, SE, and SW, respectively. You can use UP (or U) and DOWN (or D).INand OUT will also work in certain places. On board aship, you'll want to use the directions PORT (or P),STARBOARD (or SB), FORE (or F), and AFT.14 Instruction ManualHITCHHIKER'S understands many differentkinds of sentences. Here are some examples. (Notethat some of these items do not actually appear inHITCHHIKER'S.)WALK NORTHDOWNNEGO AFTuTAKE BOXPICK UP THE CARDBOARD BOXDROP ITPUSH THE BUTTONOPEN THE AIRLOCK DOOREXAMINE THE PRESSURE SUITLOOK UNDER THE TABLEENJOY THE RHODODENDRON BUSHSHOOT THE BEAST WITH THE PEA SHOOTERATTACK THE BUREAUCRAT WITH THE COURT ORDERPUT THE BANANA PEEL IN FRONT OF THE BEGGARYou can use multiple objects with certain verbs ifyou separate them by the word AND or by a comma.Some examples:TAKE PENCIL, PAPER, STAMPDROP THE MAP, THE FORK, AND THE THERMONUCLEAR WEAPONPUT THE EGGS AND THE BACON IN THEFRYING PANGIVE THE SHINY PENNY ANDTHE TARNISHEDPENNY TO THE MONKEYThe word ALL refers to every visible object exceptthose inside something else. If there were an appleon the ground and an orange inside a cabinet, TAKEALL would take the apple but not the orange.TAKEALLTAKE ALL STAMPSTAKE ALL THE STAMPS EXCEPT THE RED STAMPTAKE ALL FROM THE DESKGIVE ALL BUT THE PENCIL TO THE ROBOTDROP ALL EXCEPT THE PEA SHOOTER

,· --r- r I - ·· ---;-· ,- ' ·- --.- --· -- '-- .il:i.:'.;;-. -;;:b -,1;·,li :: .:.·Jl ·::L:.;.:i'.:J.··.r-.· 1 ;-.,.i:'., :· . ·l".:!-: · .· -··.-.: . .-;r . .::"Jlt. ,-- i:o I; .You can include several sentences in one inputline if you separate them by the word TH EN or by aperiod. (Note that each sentence will still count as aturn.) You don't need a period at the end of the inputline. For example, you could type all of the followingat once, before pressing the RETURN (or ENTER)key:EAST.TAKE THE GUN THEN PUT THE BULLET IN IT.SHOOT GERTRUDEIf HITCHHIKER'S doesn't understand one of thesentences on your input line, or if something unusualhappens, it will ignore the rest of your input line (see"HITCHHIKER'S Complaints" on page 20).There are three kinds of questions that HITCHHIKER'S understands: WHAT, WHERE, and WHO.Here are examples that you can try in HITCHHIKER'S:WHAT IS ADVANCED TEA SUBSTITUTE?WHERE IS THE TOWEL?WHO IS ZAPHOD BEEBLEBROX?You will meet other people and creatures inHITCHHIKER'S. You can "talk" to some of thesebeings by typing their name, then a comma, thenwhatever you want them to do . Here are someexamples: ·-.1.Li.::.---. -.,.--- · ih.i i SHOOT THE DOGGIE(with the ray gun)The cute little doggie is incinerated.or GIVE THE TOWEL(to the hitchhiker)The hitchhiker naturally already has a towel, but thanksyou politely for your offer.If your sentence is ambiguous, HITCHHIKER'Swill ask what you really mean. You can answer mostof these questions briefly by supplying the missinginformation, rather than typing the entire inputagain. You can do this only at the very next prompt.Some examples: CUT THE BREADWhat do you want to cut the bread with? THE KNIFEThe bread is stale to the point of being petrified .orNotice that in the last two examples, you are givinga person more than one command on the sameinput line.You can use quotation marks to answer a question,say something "out loud," or type something on akeyboard. For example:The Ay expires.""' '.a.::::i. ·:·:::-;.:,!.- · L-·-·,HITCHHIKER'S tries to guess what you reallymean when you don't give enough information. Forexample, if you say that you want to do something,but not what you want to do it to or with, HITCHHIKER'S will sometimes decide that there is onlyone possible object that you could mean. When itdoes so, it will tell you. For example:BARTENDER, GIVE ME A BEERFORD, OPEN THE SATCHELCAPTAIN, WHAT ABOUT THE METEOR HOLE?FRED, TAKE THE TOWEL THEN FOLLOW MEMARVIN, KILL THE ALIEN.ENTER THE CLOSETSAY "HELLO"ANSWER "ZEKE FITZBERRY"TYPE "LOGOUT"I .&. KILL THE FLY WITH THE AXEWhich axe do you mean, the teensy axe or the atomicpowered supersonic planet-smashing axe? TEENSYHITCHHIKER'S uses many words in its descriptions that it will not recognize in your sentences. Forexample, you might read, "Disgusting gobs of yellowgoo ooze out of the monster's elbows." However, ifHITCHHIKER'S doesn't recognize the words GOOor ELBOWS in your input, you can assume that theyare not important to your completion of the story,except to provide you with a more vivid descriptionof where you are or what is going on. HITCHHIKER'S recognizes over 800 words , nearly all thatyou are likely to use in your sentences. If HITCHHIKER'S doesn't know a word you used, or any ofits common synonyms, you are almost certainlytrying something that is not important in continuingthe story.Instruction Manual 151

Starting and StoppingStarting the Story: Now that you know what toexpect when you venture into HITCHHIKER'Sit's time for you to "boot" your disk. To load HITCHHIKER'S, follow the instructions on the ReferenceCard in your package.Following the copyright notice and the releasenumber of the story, you will see the openingmessage.Here are a couple of quick exercises to helpyou get accustomed to interacting with HITCHHIKER'S. Try typing the following next to theprompt( ):TURN ON THE LIGHTThen press the RETURN (or ENTER) key. HITCHHIKER'S will respond with:Good start to the day. Pity it's going to be the worst oneof your life. The light is now on.You will also now see the description of the Bedroom, the opening location of the story. Try typing:TAKE THE TATTY DRESSING GOWNAfter you press the RETURN (or ENTER) key,HITCHHIKER'S will respond:You can't reach it from the bed. The effort of reaching isalmost too much for you to stand.16 Instruction ManualSaving and Restoring: It will probably take you manydays to complete HITCHHIKER'S. Using the SAVEfeature, you can continue at a later time withouthaving to start over from the beginning, just as youcan place a bookmark in a book you are reading.SAVE puts a "snapshot" of your place in the storyonto another disk. If you are a cautious player, youmay want to save your place before (or after) tryingsomething dangerous or tricky. That way, you can goback to that position later, even if you have gottenlost or "killed" since then.To save your place in the story, type SAVE at theprompt ( ), and then follow the instructions forsaving and restoring on your Reference Card. Somesystems require a blank disk, initialized and formatted,for saves. Using a disk with data on it (not countingother HITCHHIKER'S saves) may result in the lossof that data, depending on what kind of computeryou have .You can restore a saved position any time youwant. To do so, type RESTORE at the prompt( ) ,and follow the instructions on your Reference Card.You can then continue the story from the pointwhere you used the SAVE command. You can typeLOOK for a description of where you are.Quitting and Restarting: If you want to start overfrom the beginning, type RESTART. (This is usuallyfaster than re-booting.) Just to make sure, HITCHHIKER'S will ask if you really want to start over. Ifyou do, type Yor YES.If you want to stop entirely, type QUIT. Onceagain, HITCHHIKER'S will ask if this is really whatyou want to do.Remember when you RESTART or QUIT: if youwant to be able to return to your current position,you must first do a SAYE.

--- ----,. ILAppendix AQuick Reference Guide1. To start the story ("boot up"), see the separateReference Card in your HITCHHIKER'S package.2. When you see the prompt ( ) on your screenHITCHHIKER'S is waiting for your input. Ther arefour kinds of sentences or commands that HITCHHIKER'S understands:A. Direction commands: To move from place toplace, just type the direction you want to go: N (orNORTH) , E, S, W, NE, SE, NW, SW, U (or UP),D, IN, OUT, P (or PORD, SB, F, AFT.B. Actions: Just type whatever you want to do.Some examples: READTHE BOOK or OPEN THEDOOR or LOOK THROUGH THE WINDOW.Once you're familiar with simple commands, you'llwant to use more complex ones as described in"Communicating with HITCHHIKER'S" onpagel4.C. Commands given to people: To talk to characters in the story, type their name, then a comma,then what you want to say to them. For example:RALPH, GIVE ME THE WELDING TORCH or --O.··. - ·:· . J''I' 'J"'!1o ll-3. Important! After typing your sentence or command, you must press the RETURN (or ENTER) keybefore HITCHHIKER'S will respond.4 . 0!1 most computers, your screen will have a special line called the status line. It tells you the name ofyour current location, your score, and the number ofturns you have taken.5. Y u can pick up and carry many of the items you'llfind m the story. For example, if you type TAKE THESPOON, you will be carrying it. Type INVENTORY tofind out what you have.6. When you want to stop playing, save your place forlater! or start over, read the "Starting and Stopping"sectlon on page 16.7. If you have trouble playing, refer to the specificsectlon of the manual for more detailed instructions.YOUNGMAN, GOWEST.D. Special one-word commands such as INVENTORY or DIAGNOSE: A list of these appears in the"Important Commands" appendix on page 18.Instruction Manual 17.''J·.

AppendixBImportant CommandsThere are a number of one-word commands whichyou can type instead of a sentence. You can use themover and over as needed. Some count as a turn,others do not. Type the command after the prompt( )and press the RETURN (or ENTER) key.AGAIN-HITCHHIKER'S will usually respond as ifyou had repeated your previous sentence. Amongthe cases where AGAIN will not work is if you werejust talking to another character. You can abbreviateAGAIN to G.BRIEF-This tells HITCHHIKER'S to give you thefull description of a location only the first time youenter it. On subsequent visits, HITCHHIKER'S willtell you only the name of the location and the objectspresent. This is how HITCHHIKER'S will normallyact, unless you tell it otherwise using the VERBOSEor SUPERBRIEF commands.DIAGNOSE-HITCHHIKER'S will give you a briefmedical report of your physical condition.18 Instruction ManualFOOTNOTE-Occasionally, the text in HITCHHIKER'S will mention the existence of a footnote. Toread the footnote , simply type FOOTNOTE followedby the appropriate footnote number (for example,FOOTNOTE 7). This will not count as a turn.INVENTORY-HITCHHIKER'S will list what youhave. You can abbreviate INVENTORY to I.LOOK-This tells HITCHHIKER'S to describeyour location in full detail. You can abbreviate LOOKto L.QUIT -This lets you stop. If you want to save yourposition before quitting, follow the instructions in the"Starting and Stopping" section on page 16. You canabbreviate QUIT to Q.RESTART -This stops the story and starts it overfrom the beginning.RESTORE-This restores a saved position madeusing the SAVE command. See "Starting and Stopping" on page 16 for more details.SAVE-This makes a "snapshot" of your currentposition onto your storage disk. You can return to asaved position in the future using the RESTORE command. See "Starting and Stopping" on page 16 formore details.SCORE-HITCHHIKER'S will show your currentscore and the number of turns you have taken.

---- -,, .'- --0 '. -L 'f'.:.1.SCRIPT -This command tells your printer to beginmaking a transcript of the story as you go along. Atranscript may aid your memory but is not necessary. It will work only on certain computers; readyour Reference Card for details.SUPERBRIEF-This commands HITCHHIKER'S todisplay only the name of a place you have entered,even if you have never been there before. In thismode, HITCHHIKER'S will not even mention whichobjects are present. Of course, you can always get adescription of your location, and the items there, bytyping LOOK. In SUPERBRIEF mode, the blank linebetween turns will be eliminated. This mode ismeant for players who already know their wayaround. Also see VERBOSE and BRIEF.UNSCRIPT- This commands your printer to stopmaking a transcript.VERBOSE-This tells HITCHHIKER'S that youwant a complete description of each location, and theobjects in it, every time you enter a location, evenif you've been there before. Also see BRIEF andSUPERBRIEF.VERSION-HITCHHIKER'S responds by showing-------· ,-.J : r"'- - -' 'r-J .,:,.: . .h . ; ::::AppendixCSome Recognized VerbsThese are only some of the verbs that HITCHHIKER'S understands. There are many more . Remember that you can use a variety of prepositionswith them. For example, LOOK can become LOOKINSIDE, LOOK BEHIND, LOOK UNDER, LOOKTHROUGH, LOOK AT, and so on.SAYANSWERENJOYLIGHTSHOOTAPPROACH TAKECLOSEFOLLOWPICKTASTECONNECT AXWALKDROPLIEREMOVEyou the release number and the serial number ofyour copy of the story. Please include this information if you ever report a "bug."WAIT -This will cause time in the story to pass.Normally, between turns, nothing happens in thestory. You could leave your computer, have a snack,take a walk around the block, hitchhike to ProcyonVII, spend fourteen years working in the slime pits,and return to find that nothing has changed. You canuse WAIT to make time pass in the story withoutdoing anything. For example, if you encounter analien being, you could WAIT to see what it will do.Or, if you are in a moving vehicle, you could WAIT tosee where it will go. You can abbreviate WAIT to Z.Instruction Manual 19:1

.-·.- -.1f : .· -.·· . . -- 'AppendixDHITCHHIKER'S ComplaintsHITCHHIKER'S will complain if you type a sentencethat confuses it completely. HITCHHIKER'S willthen ignore the rest of the input line. (Unusualevents, such as being attacked, may also causeHITCHHIKER'S to ignore the rest of the sentencesyou typed, since the event may have changed yoursituation drastically.) Some of HITCHHIKER'S'scomplaints:I DON'T KNOW THE WORD "(your word)." Theword you typed is not in the story's voc; bulary.Sometimes using a synonym or rephrasmg will help.If not, HITCHHIKER'S probably doesn't know theidea you were trying to get across.YOU USEDTHEWORD "(your word)" IN AWAYTHAT I DON'T UNDERSTAND. HITCHHIKER'Sknows the word you typed, but couldn't use it in thatsense. Usually this is because HITCHHIKER'Sknows the word as a different part of speech. Forexample if you typed PRESS THE LOWER BUTTON ,you are sing LOWER as an adjective, but HITC HIKER'S might know LOWER only as a verb, as mLOWER THE BOOM.THAT SENTENCE ISN'TONE I RECOGNIZE. Thesentence you typed may have been gibberish, suchas GIVE TROLL WITH SWORD. Or, you may havetyped a reasonable sentence but used a syntax thatHITCHHIKER'S does not recognize, such as SMELLUNDER THE ROCK. Try rephrasing the sentence.THERE WAS NO VERB IN THAT SENTENCE! Unlessyou are answering a question, each sentence musthave a verb (or a command) in it somewhere.THERE SEEMS TO BE A NOUN MISSING IN THATSENTENCE! This usually means that your sentencewas incomplete, such as EAT THE BLUE.THERE WERE TOO MANY NOUNS IN THAT SENTENCE. An example is PUT THE SOUP IN THE BOWLWITH THE LADLE, which has three noun "phrases,"one more than HITCHHIKER'S can digest in asingle action.YOU CAN'T USE MULTIPLE (IN)DIRECTOBJECTSWITH "(your verb)." You can use multiple objects(that is nouns or noun p

THE HITCHHIKER'S GUIDE TO THE GALAXY Don't Panic! Relax, because everything you need to know about playing THE HITCHHIKER'S GUIDE TO THE GALAXY is contained in the pages of this manual. In this story, you will be Arthur Dent, a rather ordinary earth creature who gets swept up in a whirlwin