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Читы для Hitchhiker's Guide to the Galaxy, The

Чит-файл для Hitchhiker's Guide to the Galaxy, The

Hitchhiker's Guide to the Galaxy, The

 За игрой наблюдают: 1 человек

Выдержка из Энциклопедии игр

Даты выхода игры

вышла (дата выхода неизвестна)

Solution [ENG]

Информация актуальна для
     Ok  everyone,  hang on to your seats (and your towels!); this is probably
going to be the wildest adventure game you'll ever play...unless Infocom comes
out with a sequel, which they just might do!

     Before we get started, a few words of advice. This is not the only way of
getting  through  the  game.  Many of the problems and situations (such as the
whale's  belly)  have  more  than one solution. So, you might want to save the
game from time to time, and ex periment a little, to see if you can find other
ways of doing things (actually, it's wise to save the game anyway, in case you
make a mistake).

     Also, consult the Guide frequently during play; you will gain some useful
insights  to  some  of  the  objects  you  come  across, and even some helpful
information  (sometimes).  And  remember,  no  matter how bad things may look:
DON'T PANIC!

     Here  you are, mild-mannered Arthur Dent, about to start the worst day of
your  life,  although  you don't know that...yet! Actually, the day is already
getting  off  to  a  bad start, since you've just woken up in the dark, with a
really bad headache (and it's all downhill from here).

     The  first thing you need to do is stand up and turn on the light. That's
a little better, anyway! Or maybe not, since you're having a hard time getting
coordinated.  Grab  the  dressing gown and put it on, then look in the pocket.
Ah, an analgesic! Take tha t, then get the screwdriver and the toothbrush, and
head South to the porch (did you hear a tree fall? Rather omnious, isn't it?).

     Here you find something no modern home should be without: junk mail. Take
the mail, and go on outside. Uh-oh! There's a very big bulldozer on its way to
level  your  home,  and  there's Prosser standing by, watching it all. Are you
going to take this lying d own?

     You bet you are! That's the only way to stop it: lie down in front of the
bulldozer.  No  matter how close the thing gets, don't panic; it won't run you
over  (of  course, in a short time, it really won't matter what happens to the
house, but you don't know that yet). Just wait awhile until Ford Prefect shows
up (read the junk mail while you wait).

     Ford  seems  a trifle preoccupied with the sky, but he is aware enough of
you to try and give you back your towel. Don't take it, or he'll leave and you
will be a lot worse off than you ever imagined (can things be worse than this?
They sure can!).

     Instead of taking the towel, ask Ford about your home. He will eventually
come  to  his senses, and realize what is going on. When that happens, he will
be able to persuade Prosser to take your place in front of the bulldozer while
the two of you head off to the pub to hoist a few.

     As  soon as Prosser takes your place, go South and West to the pub. Buy a
cheese  (?)  sandwich  while  you  wait  for  him to arrive (when you read the
description, you'll understand about the "?"). When Ford gets there, he'll buy
you a few beers. Drink only th ree of them.

     Around about the time you've finished the third one, there will be a loud
crash.  In fact, it's the sound of your home being demolished by the bulldozer
(that  will  teach you to trust anyone who wears a digital watch!). Don't take
that  sitting  down,  leave the pub and return to where your house used to be.
Along the way, you'll see a starving dog.

     While  you  may  wonder  if anything could eat that sandwich and survive,
give  it  to  the  dog,  who  will (amazingly!) enjoy it immensely, ignoring a
microscopic space fleet that whizzes past (remember that fleet). Then continue
on to the ruins of your home (Fo rd will be right behind you).

     And  just  about now, to put a perfect ending to a perfect day (which has
just barely begun), the Vogon construction ships appear, to demolish the Earth
to make way for a new Hyper-space Bypass (hmmm, maybe Ford wasn't kidding when
he  said  he  was  from anot her planet, or that Earth would be destroyed in a
short time).

     Still,  don't  panic...wait  until  Ford  drops  the  Sub-etha signalling
device.  There  won't be much time after that, so pick up the device, push the
green  button  (if you dropped the Aunt's thing, have no fear: it will turn up
again later), and you will be in. ...the dark.

     Get  used  to  that,  you'll  be spending a lot of time there before this
adventure  is  over.  Notice  that, at first, you can't do much. All your five
senses  seem  to  be  out  of  order.  However,  if  you  wait,  and  read the
descriptions very carefully, you will see t hat eventually, it mentions only 4
of  your  senses.  The one that's missing is the one you can use. Keep this in
mind, it will come in handy later.

     Right  now,  your nose seems to be working again, so smell. Sniff, sniff.
Ugh!  Whatever  it  is,  it  sure is strong! You are also now dimly aware of a
shadow,  so  look  at  it.  Well,  well, it turns out to be Ford Prefect! And,
looking  around,  you  find  yourself  i n the hold of a Vogon ship. Certainly
better than being on Earth (or where Earth used to be).

     There's  a  glass  case  with  an Atomic Vector Plotter inside, but don't
bother  with  it  yet.  You  have something else to do first, namely, obtain a
Babel  Fish.  That  shouldn't  be  hard, right? All you need to do is push the
button on the dispensing machine, and you'll have one, right? Hehehehehehe!

     Those  Babel Fish are pretty slippery characters (but, you may have found
that  out  already  for  yourself!).  And the cleaning robots are certainly no
help; they seem to have only one mission in life: grabbing your Fish away from
you. Well, we really can't l et that happen!

     So,  first  thing to do is remove your gown and hang it on the hook. Now,
wait  for  Ford  to curl up, then get the towel and the satchel. Put the towel
over  the  drain,  and  the satchel in front of the robot panel. Now comes the
part  that  drives  most  people  cr  azy:  they  don't  know  how to stop the
upper-half-of-the-room  cleaning robot. But, it's so simple: just put the junk
mail on top of the satchel.

     Now  you  can push the button! Then step back and watch the Rube Goldberg
shenanigans,  which  end  with  the  Babel  Fish  stuck  solidly  in  your ear
(squish!).  Bet you never thought outer space would be like this! However, now
that you have the Fish, you'll be a ble to understand anyone who talks to you.

     By  the way, somewhere along the line, you will get a message that one of
the phrases you've used was instrumental in starting a war that wiped out most
of  a  small galaxy. There is nothing you can do about this; no matter how you
try, it will come to pass .

     Rather unfortunate, isn't it? Even more unfortunate, sooner or later, the
survivors  will  figure  out  how  that happened, and they will be looking for
revenge....but more about that charming prospect later.

     Right now, press the switch on the case. This will tell you what the code
word  is  that  will open the case so you can snatch the plotter. Make careful
note  of  what  word is required; it is chosen randomly each time. Too bad you
have to listen to some prett y rotten poetry to get the word.

     Speaking  of  poetry, in a short while, you and Ford will be hustled into
the  Captain's  quarters, and strapped into Poetry Appreciation Chairs (worser
things  could  happen,  but right now, you probably can't think of any). After
the  Vogon Captain has torture d you with the first verse, grit your teeth and
enjoy the poetry. He will then, to your dismay, read you the next verse.

     While you could easily live without hearing it, in this case, you do need
to  listen  so  you  know  the  word to type in. Fortunately, after the second
verse,  you  don't have to enjoy the poetry. Unfortunately, since you survived
both verses, the Captain is go ing to have you and Ford shoved out the airlock
(you have now found something worse than appreciating Vogon poetry).

     While Ford tries to talk the guard out of spacing the two of you, type in
the  word  from  the poem. You must put quotes around the word, or it won't go
through.  Then  get the plotter when the case opens. Now just wait awhile, and
you and Ford will soon be i n the airlock, with very little time left.

     In fact, time has just run out, and there you are in the depths of space.
Lucky for you, the Guide explained how to survive all of 30 seconds out there!
Well,  perhaps  not  so  lucky, since, considering the vastness of space, it's
quite  improbable that anot her ship will come by to pick you up before the 30
seconds  run  out. So naturally, 29 seconds later, the Heart of Gold (the HOG)
comes past and picks you up.

     There  you are in the dark again. Wait and watch the display, until it no
longer  says  you  can't hear. Then listen, and you will hear the sound of the
star drive. Now it gets cute: the program will lie to you, and say there is an
exit  to port. Don't you be lieve it! Go Aft instead, and you will be in Entry
Bay 2. You can ignore the brochure, if you like.

     Go Aft again, and you're in the Fore End of the corridor. Here, Ford will
find  you  you,  and  take  you  up  to  the bridge, where you meet Zaphod and
Trillian.  Actually,  you've  seen them both before, at a party you attended a
short  time  ago. While you listen to the chatter between Zaphod and Ford, you
can begin to drop some items here.

     You  can  drop  the plotter, screwdriver, gown, and signalling device. By
this  time,  everyone  else  has  gone  to the sauna, leaving you alone on the
Bridge  with  Eddie,  the  shipboard computer. Don't mind Eddie, he's a little
over-protective,  but he's a good so rt at heart. In fact, you can pretty much
ignore  him,  as  well  as  Marvin the Paranoid Robot, although Marvin will be
important much later on (depressing as that may sound).

     Ok,  time  to prepare for some pretty weird happenings! First you'll need
the  spare  improbability  drive.  So,  go down, then Aft. Keep going Aft. The
program will tell you that the Engine Room is dangerous. It LIES! Don't listen
to it, just keep going Aft. E ventually, you'll get there.

     Of  course,  as  soon  as  you're  there, you'll want to look around. The
program  will  tell  you  there  is  nothing to see. That, too, is a lie! Keep
looking,  and  you'll  find that there are some things to see here, especially
the  spare  drive.  Don't  worry  about th e tools for now; you can leave them
where they are.

     Once you have the drive, go back to the Fore End corridor, then head Port
where  you'll find the Nutrimat (try consulting the Guide about the Nutrimat).
Touch  the  pad, and you will be provided with a delicious (?) cup of advanced
tea substitute. Fortunate ly, you don't have to drink it. Take the cup (ignore
the carton, it's useless) and return to the bridge.

     Drop  the  cup  and  the  drive. Now, plug the small plug in to the small
receptacle,  and put the plotter's dangly bit into the tea substitute. Ok, you
are  about  to  have some pretty strange experiences, but before you throw the
switch, some words of advice an d caution.

     There  are  five scenarios (all rather short, but all of them important),
that  have  to be completed. They come up in random order, so each one has its
own  little  section  of  the  walkthru.  The  lead-in to each of them is that
familiar  dark  area,  where  you  hav  e  to wait until one of your senses is
working  again. You will be in the dark area again when the scenario ends (and
you  will  have to listen for the drive sound), which will then bring you back
to the HOG.

     Also, be aware there are times that you may briefly go back to one of the
scenarios  you  have  already completed. You just sort of bounce in and out of
those,  but  you  do have to spend time waiting in the dark. I couldn't find a
way  around  this,  so you'll j ust have to live with it. Finally, it's a good
idea  to  save  the  game after you complete each scenario, just in case. With
that said, it's time, so push the switch!

The Bugblatter Beast

     When  you  come  out  of  the  dark, you find yourself in the Lair of the
dreaded  Bugblatter  Beast.  There  are, perhaps, better places you could wish
yourself to be in, considering that, among its many charms, the Bugblatter has
those tungsten-carbide vast-pain claws (perhaps he was a dentist in a previous
life).

     However,  you are here for a purpose, so you'll just have to do something
about  the  Beast.  Consulting  the  Guide  tells  you  that  Bugblatters  are
incredibly  stupid, which is certainly the case. In the meantime, the Beast is
bearing  down  on you, demanding you r name. Don't be shy, introduce yourself,
then run like heck East out of the Lair.

     Pick up one of the sharp stones, and then cover your head with the towel.
Old  Buggy  is  so dumb, he thinks that, since you can't see him, he can't see
you. But, this won't last for very long, so you have to fool him, and quickly.
Lucky for you, this isn't hard.

     Carve  your  name  on  the  Bugblatter's  memorial. When he sees the name
there,  he  will  think  he's already eaten you, which is why he can't see you
(dumb  may  be an understatement here). The Beast will then curl up for a nap,
leaving you free (after removing t he towel!) to re-enter the Lair and then go
SouthWest.

     Here  you  will  find the skeleton of some poor soul clutching a Nutrimat
Computer  Interface  Card. Take the card, and just wait around for awhile. You
will  be  mistakenly captured as a Bugblatter Beast (talk about insults!), but
you  will  eventually  be freed, and have some other adventures along the way,
before you find yourself back in the dark again.

     When you get back to the HOG, you can drop the asteroid paint chipper and
the  interface card in the Fore End before going up to the Bridge (you'll need
the interface later, but there's no need to drag it around with you now). Once
on the Bridge, push the switch again, and you'll be back in the dark.

Trillian
                                        
     The dark ends with something liquidy to the touch. In fact, you find your
fingers  bathing  in  a glass of wine. Coming to your senses, you realize that
you  are  now  Trillian,  and  you  are at the party where you (she?) met both
Arthur and a mysterious man nam ed Phil.

     Take  a good look at Arthur, and you will see he has a huge ball of fluff
on  his  jacket.  Just  what you want, but your hands are full. Drop the plate
you're  holding, and get the fluff. Open your handbag and put the fluff in it,
then  get  the  plate  again  (ot  herwise,  the pushy hostess won't leave you
alone).

     Now,  all  you  need  to  do  is wait, trying not to be bored to tears by
Arthur's  feeble  attempts  at  conversation. Give Phil a look, and shortly he
will  come over, and take you out to his scooter. As you blast off, everything
once again becomes.....dark.

Ford

     Now  you find yourself standing in a country lane, holding a satchel. The
place  looks  familiar. In fact, it's the lane outside Arthur's home, and this
time you seem to be Ford Prefect.

     Those  Vogons  will  be arriving soon, so there's not much time. Open the
satchel,  and  take  the satchel fluff, the towel, and the sub-etha signalling
device.  Go  North,  and  there  you  will  see  Arthur  lying in front of the
bulldozer.

     With  a  certain  feeling  of  deja vu, you offer him the towel. However,
instead of taking it, he asks you about his home. You suddenly realize what is
going  on (not that it really matters, considering what will shortly happen!).
In  a  moment of magnanimity ( or possibly madness), you decide to take Arthur
hitchhiking with you.

     But  first, you have to deal with Prosser. Go over to him, and ask him to
lie  down  in  front  of  the  bulldozer. He'll make a little fuss, but you'll
manage  to  persuade  him.  Now, you and Arthur can hurry over to the pub, and
drink some beer (remember to buy peanuts).

     Sit  there,  drinking  your beer (no more than three!), meditating on why
Arthur  is  taking the imminent demise of the world so calmly, until the house
falls and Arthur goes tearing out.

     Follow  him  to  the  ruins  of  his  home. Drop the satchel, and put the
satchel  fluff  on top of it. Now wait. The Vogon ships will appear, the winds
will pick up, and you'll start fumbling with the device.

     Oops!  You  just  dropped  it!  Fortunately, it rolls over by Arthur, who
picks  it  up  and  looks  at it. Also fortunately, Arthur manages to push the
right button, and everything becomes....dark.

Zaphod

     You  come  out of the dark to find that you're now Zaphod Beeblebrox, the
Presi  dent of the Universe. In fact, you're on your way to steal the Heart of
Gold (with a little help from Trillian).

     As  your  speedboat  zooms  towards  its  destination,  search  the  seat
carefully  and  you will find seat fluff and a key. The key opens the toolbox,
but  you don't need to do that now. Just make sure you take the box; you might
be needing it later.

     Now, if you continue on your present course, you'll never make it between
the  cliffs  and  the  spire (or maybe you know that already). The trick is to
make  the  auto-pilot  do  the  hard work, so steer the boat towards the rocky
spire.

     The  spire  gets  closer...closer....closer....and  then,  at  last!  the
auotpilot  wakes  up, just in time, and steers you to safety! Whew, that was a
close  one.  Ok,  now  you  can  stand  up and go North to the Dais, where the
dedication ceremonies will be held.

     Wait  around,  enjoying  the  cheers of the crowd (read the banner if you
like),  until Trillian appears. She will jump out of the crowd, and hold a gun
to  one  of  your heads. The guards are a little hesitant about what to do, so
now's your chance: tell them n ot to shoot.

     After  a  few moments, they will drop their rifles into a pile..just what
you've  been  waiting  for.  Tell Trillian to shoot the rifles. As the weapons
disappear,  you  and  Trillian  make  a  break  for  the  HOG!  You  made it!!
But...everything seems to be getting... .dark.

The War Room

     Ah  ha,  fooled ya! I bet when you heard the sound of the star drive, you
thought  you  were back on the HOG. But, surprise! you're in the War Room of a
mighty war fleet approaching Earth (at least you're yourself this time!).

     Hmmmm,  looking around, you see an ultra-plasmic awl. Pick that up, since
it  might  come  in handy later. Now, take a good look at the aliens. They are
Vl'hurg  and  G'guvunt.  Sound  familiar?  Ring any bells? Remember that small
galaxy you pretty much wiped ou t with your careless words?

     Well,  they  finally figured out what happened, and now they are on their
way to Earth to take revenge! (Uh oh) You can't really stop them, so just wait
around and hope for the best.

     The  fleet gets closer and closer, and then arrives. Amazingly, the first
thing  they  see  is....a huge dog happily munching a cheese (?) sandwich! The
sight  of  this  giant  monster, contentedly eating, softens the hearts of the
Vl'hurgs and G'guvunts.

     With  a new mission in life, they turn around and go home. Along the way,
they  transport  you  back  to  the  HOG.  Unfortunately, since the aliens are
microscopic, so are you.....and you end up materializing inside your own head!

     But  wait....maybe  there  is  a madness in this method, after all (or is
that  the  other  way around?). Move along the mazy of synapses (any direction
will do, they're all alike), until you come to the particle.

     Look at the particle, and you will see it's your common sense. If there's
one  thing you surely don't need in THIS adventure, it's common sense, so take
the particle. Whoops! Everythig just went.....dark.

     Ok, now you should have collected the four fluffs, the ultra-plasmic awl,
the  paint  chipper,  the nutrimat computer interface, and the tool box. After
you  have done the last scenario (whichever one that is), don't go back to the
Bridge. Pick up the interf ace, and go to the Nutrimat. It's tea time!

     Open  the panel on the Nutrimat, remove the circuit board, and replace it
with the interface. Now, touch the pad. With a clearer idea of just what it is
you want, the Nutrimat begins to have some problems. Its own limited circuitry
can't  handle  it (well, it's just a dumb machine, after all), so it ties into
the main shipboard computer.

     Don't  spend  time  here  watching the Nutrimat go through its gyrations.
Head  for  the  bridge, and plug the large plug into the large receptacle. The
moment  is  almost  here:  the HOG has arrived at the legendary lost planet of
Magrathea, and the natives aren't friendly.

     In  fact,  they  are  sending  up a bunch of missiles to vaporize the HOG
(hmmm, they really AREN'T friendly!). Now, push the switch on the spare drive.
Wow!  Talk  about improbabilities! The missiles have turned into a giant sperm
whale!

     After  accepting  the  congratulations of Ford, Zaphod, and Trillian (who
conveniently  disappear  into  the sauna again), return to the Nutrimat, where
you  will  find, at last, a cup of REAL tea. Get the cup (you will drop the No
Tea), but don't drink it!! Bri ng it to the Bridge.

     Drop the real tea (you will automatically pick up the No Tea). Remove the
dangly  bit  from the tea substitute, and put it in the real tea. You have one
more  little  trip  to  make. First, however, drop everything you are carrying
except  the Babel Fish and th e Aunt's Thing (yes, you have it again, you just
can't get rid of it).

     Push  the  switch  on the Drive. After a short stay in the dark, you will
find yourself in the whale's tummy (it may, however, take more than try to get
here, but you will make it eventually). There's a flowerpot here! Get the pot,
and  put  it  in  the  Aunt's Thing. Now, wait around (you really don't have a
choice), and soon you will be in the dark again.

     Ah,  back  on  the  HOG at last. If you take inventory, you'll notice you
don't  have the Aunt's Thing. Don't panic! It will, as always, turn up. In the
meantime,  go  around  picking  up the various fluffs. The Zaphod fluff, along
with  the  tool  box,  will be by t he hatch. Trillian's, of course, is in her
handbag,  and  Ford's  is on the satchel, and the last one is in the pocket of
your gown (unless you took it out earlier and dropped it somewhere).

     The  Aunt's Thing has reappeared by now, so go up to the Bridge. Take the
flowerpot,  plant all four fluffs, drop the pot, and wait awhile. When you see
a  tiny  sprout  has  formed,  take the pot into the sauna. When you emerge, a
changed man, you will also ha ve a changed plant.

     However,  there  is another problem! The HOG has landed on Magrathea, but
Eddie, overprotective as usual, has jammed the hatch shut. And, he's not going
to open it, no matter how long it takes him to check for dangers on the planet
(which will be quite a f ew years).

     You  are almost ready! First, eat the fruit from the plant (mmm, tasty!).
You  have  a  vision, and pay close attention to it: the vision shows you what
tool  Marvin  will  need to open the hatch. This varies from game to game, and
there  is no way to know which one it is until you eat the fruit. That is also
why  you  have  to  collect  all those tools. Get the tool that you saw in the
vision.  If  it happens to be one you haven't seen yet, then you'll find it in
Marvin's pantry.

     The  trick  now  is  to  find  Marvin, and he's in his pantry, behind the
screening  door.  First,  get the real tea. You automatically drop the No Tea.
But,  you don't have your common sense anymore, so....pick up the No Tea! Now,
you have both Tea and No Tea at the same time!!

     Go to the Screening Door. Open it. The Door, impressed by your being able
to  have  both  Tea and No Tea will let you through! However, WAIT!!! Don't go
through  the  door yet! If you set foot in the pantry, you will be overwhelmed
by  depression!  So,  that  mag  ic moment has arrived, the moment you've been
waiting  for ever since you left Earth: drink the real tea!! (Ahhhhhh, good to
the last drop!)

     All  right!  Now  you can go into the Pantry (yay)! Marvin will be there,
sulking  as usual. Tell him to fix the hatch. Marvin will grumble, but he will
agree  to  it,  and  tell  you to meet him at the Hatch Access Space, with the
proper tool, in twelve moves.

     As  you  already have the tool (thanks to the fruit), you can go directly
to  the Access space (drop everything but the tool and the Fish), and wait for
Marvin.  When  he  arrives  and asks for the tool, give it to him. Marvin will
fiddle briefly, and the hatch will slide open.

     Go  out to the Hatch, and then down the Hatch. Wow! You have now set foot
on the legendary lost planet of Magrathea, and........

     And  what comes next, will have to wait for the sequel (and let's hope it
isn't too long a wait!!!)!

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