42

The Towel
Flying
The Universe
Brockian Ultra Cricket
A Whale & a Bowl of Petunias


THE TOWEL

A towel, it says, is about the most massively useful thing an interstellar hitch hiker can have. Partly it has great practical value - you can wrap it around you for warmth as you bound across the cold moons of Jaglan Beta; you can lie on it on the brilliant marble-sanded beaches of Santraginus V, inhaling the heady sea vapours; you can sleep under it beneath the stars which shine so redly on the desert world of Kakrafoon; use it to sail a mini raft down the slow heavy river Moth; wet it for use in hand-to-hand combat; wrap it round your head to ward off noxious fumes or avoid the gaze of the Ravenous Bugblatter Beast of Traal (a mind bogglingly stupid animal, it assumes that if you can't see it, it can't see you - daft as a brush, but very very ravenous); you can wave your towel in emergencies as a distress signal, and of course dry yourself off with it if it still seems to be clean enough.

More importantly, a towel has immense psychological value. For some reason, if a strag (strag: non-hitch hiker) discovers that a hitch hiker has his towel with him, he will automatically assume that he is also in possession of a toothbrush, face flannel, soap, tin of biscuits, flask, compass, map, ball of string, gnat spray, wet weather gear, space suit etc, etc. Furthermore, the strag will then happily lend the hitch hiker any of these or a dozen other items that the hitch hiker might accidentally have 'lost'. What the strag will think is that any man who can hitch the length and breadth of the galaxy, rough it, slum it, struggle against terrible odds, win through and still know where his towel is is clearly a man to be reckoned with.

by Douglas Adams


FLYING

There is an art, it says, or, rather, a knack to flying.
The knack lies in learning how to throw yourself at the ground and miss. Pick a nice day, it suggests, and try it. The first part is easy. All it requires is simply the ability to throw yourself forward with all weight, and the willingness not to mind that it's going to hurt. That is, it's going to hurt if you fail to miss the ground. Most people fail to miss the ground, and if they are really trying properly, the likelihood is that they will fail to miss it fairly hard. Clearly, it is this second part, the missing, which presents the difficulties. One problem is that you have to miss the ground accindentally. It's no good deliberately intending to miss the ground because you won't. You have to have your attention suddenly distracted by something else when you are halfway there, so that you are no longer thinking about falling, or about the ground, or about how much it is going to hurt if you fail to miss it. It is notoriously difficult to prize your attention away from these three things during the split second you have at your disposal. Hence most people's failure, and their eventual disillisionment with this exhilarating and spectacular sport. If, however, you are lucky enough to have your attention momentarily distracted at the crucial moment by, say, a gorgeuos pair of legs (tentacles, psuedopodia, according to phyllum and/or personal inclination) or a bomb going off in your vicinity, or by suddenly spotting an extremely rare species of beetle crawling along a nearby twig, then in your astonishment you will miss the ground completely and remain bobbing just a few inches above it in what might seem to be a slightly foolish manner. This is the moment for superb and delicate concentration. Bob and float, float and bob. Ignore all considerations of your weight and simply let yourself waft higher. Do not listen to what anybody says to you at this point bacause they are unlikely to say anything helpful. They are most likely to say something along the lines of, "Good God, you can't possibly be flying!" It is vitally important to not believe them or they will suddenly be right. Waft higher and higher. Try a few swoops, gentle ones at first, then drift above the treetops breathing regularly.

DO NOT WAVE AT ANYBODY.

When you have done this a few times you will find the moment of distraction rapidly becomes easier and easier to achieve. You will then learn all sorts of things about how to control your flight, your speed, your maneuverability, and the trick usually lies in not thinking too hard about whatever you want to do, but just allowing it to happen as if it were going to anyway. You will also learn about how to land properly, which is something you will almost certainly screw up, and screw up badly, on your first attempt. There are private flying clubs you can join which help you achieve the all-important moment if distraction. They hire people with surprising bodies or opinions to leap out from behind bushes and exhibit and/or explain them at the crucial moments. Few genuine hitchhikers will be able to afford to join these clubs, but some may be able to get temporary employment at them.

by Douglas Adams


THE UNIVERSE - some information to help you live in it.

1. Area: Infinite.

The Hitch Hiker's Guide to the Galaxy offers this definition of the word 'Infinite'. Infinite: Bigger than the biggest thing ever and then some. Much bigger than that in fact, really amzingly immense, a totally stunning size, real 'wow, that's big', time. Infinity is just so big that by comparison, bigness itself looks really titchy. Gigantic multiplied by colossal multiplied by staggeringly huge is the sort of concept we're trying to get across here.

2. Imports: None.

It is impossible to import things into an infinite area, there being no outside to import things in from.

3. Exports: None.

See Imports.

4. Population: None.

It is known that there are an infinite number of worlds, simply because there is an infinite amount of space for them to be in. However, not every one of them is inhabited. Therefore, there must be a finite number of inhabited worlds. Any finite number divided by infinity is as near to nothing as makes no odds, so the average population of all the planets in the Universe can be said to be zero. From this it follows that the population of the whole Universe is also zero, and that any people you may meet from time to time are merely the products of a deranged imagination.

5. Monetary Units: None.

In fact there are three freely convertible currencies in the Galaxy, but none of them count. The Altarian Dollar has recently collapsed, the Flainian Pobble Bead is only exchangeable for other Flainian Pobble Beads, and the Triganic Pu has its own very special problems. Its exchange rate of eight Ningis to one Pu is simple enough, but since a Ningi is a triangular rubber coin six thousand eight hundred miles along each side, no one has ever collected enough to own one Pu. Ningis are not negotiable currency, because the Galactibanks refuse to deal in fiddling small change. From this basic premise it is very simple to prove that the Galactibanks are also a product of a deranged imagination.

6. Art: None.

The function of art is to hold the mirror up to nature, and there simply isn't a mirror big enough - see point one.

7. Sex: None

Well, in fact there is an awful lot of this, largely because of the total lack of money, trade, banks, art, or anything else that might keep all the non existent people of the Universe occupied.

However, it is not worth embarking on a long discussion of it now because it really is terribly complicated. For further information see Guide Chapters seven, nine, ten, eleven, fourteen, sixteen, seventeen, nineteen, twenty-one to eighty four inclusive, and in fact most of the rest of the Guide.

by Douglas Adams


BROCKIAN ULTRA CRICKET

A full set of rules is so massively complicated that the only time they were all bound together in a single volume they underwent gravitational collapse and became a Black Hole. A brief summary, however, follows:

Rule One: Grow at least three extra legs. You won't need them, but it keeps the crowds amused.

Rule Two: Find one extremely good Brockian Ultra Cricket Player. Clone him off a few times. This saves an enourmous amount of tedious selection and training.

Rule Three: Put your team and the opposing team in a large field and build a high wall around them. The reason for this is that, although the game is a major spectator sport, the frustration experienced by the audience at not actually being able to see what's going on leads them to imagine that it's a lot more exciting than it really is. A crowd that has just watched a rather humdrum game experiences far less life affirmation than a crowd that believes that it has just missed the most dramatic event on sporting history.

Rule Four: Throw lots of assorted items of sporting equipment over the walls for the players. Anything will do--cricket bats, basecube bats, tennis raquets, skis, anything you can get a good swing with.

Rule Five: The players should now lay about themselves for all they are worth with whatever they find to hand. Whenever a player scores a "hit" on another player, he should immediatly run away as fast as he can and apologize from a safe distance. Aplogies should be concise, sincere and, for maximum clarity and points, delivered through a megaphone.

Rule Six: The winning team shall be the first team that wins.

by Douglas Adams


A WHALE & SOME PETUNIAS

A whale and some petunias had suddenly been called into existence several miles above the surface of an alien planet as a result of Arthur momentarily switching on the Improbability Drive. This is their life story:

And since this is not a naturally tenable position for a whale, this poor innocent creature had very little time to come to terms with its identity as a whale before it then had to come to terms with not being a whale any more.

This is a complete record of its thought from the moment it began its life till the moment it ended it.

Ah...! What's happening? it thought.

Er, excuse me, who am I?

Hello?

Why am I here? What's my purpose in life?

What do I mean by who am I?

Calm down, get a grip now... oh! this is an interesting sensation, what is it? It's a sort of ... yawning, tingling sensation in my ... my ... well, I suppose I'd better start finding names for things if I want to make any headway in what for the sake of what I shall call an argument I shall call the world, so let's call it my stomach.

Good. Ooooh, it's getting quite strong. And hey, what about this whistling roaring sound going past what I'm suddenly going to call my head? Perhaps I can call that ... wind! Is that a good name? It'll do ... perhaps I can find a better name for it later when I've found out what it's for. It must be something very important because there certainly seems to be a hell of a lot of it. Hey! What's this thing? This ... let's call it a tail -- yeah, tail. Hey! I can really thrash it about pretty good, can't I? Wow! Wow! That feels great! Doesn't seem to achieve very much but I'll probably find out what it's for later on. Now - have I built up any coherent picture of things yet?

No.

Never mind, hey, this is really exciting, so much to find out about, so much to look forward to, I'm quite dizzy with anticipation ...

Or is it the wind?

There really is a lot of that now, isn't there?

And wow! Hey! What's this thing suddenly coming towards me very fast? Very very fast. So big and flat and round, it needs a wide sounding name like ... ow ... ound ... round ... ground! That's it! That's a good name - ground!

I wonder if it will be friends with me?

And the rest, after a sudden wet thud, was silence.

Curiously enough, the only thing that went through the mind of the bowl of petunias as it fell was Oh no, not again.

by Douglas Adams



Anything that happens, happens.

Anything that in happening, causes something else to happen, causes something else to happen.

Anything that in happening, causes itself to happen again, happens again.

It doesn't necessarily do it in chronological order, though.

First and foremost,
DON'T PANIC !

by Douglas Adams


The Towel
Flying
The Universe
Brockian Ultra Cricket
A Whale & a Bowl of Petunias



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