The
Hitchhiker's Guide to the Galaxy
From:
Joseph Sutedja
Title: Capow, Tokyo, Japan, Earth
Summary: A Nice Place to
Live, But You Wouldn't Want to Visit There
Article Number: 8H668
Introduction
For those
of you not in the know, Capow, Tokyo, Japan,
Earth is a nice little village located in the
lower part of the city of Tokyo, Japan, Earth,
which probably accounts for its name. This
description may be suspect, given that Capow is
located in Tokyo, and Tokyo is not known for the
adjectives "nice" and "little" associated with
it. However, Capow deserves the recognition, if
only because the inhabitants are marginally less
hostile than the people living in the other
places around Tokyo, which is not saying
much.
Getting
To and Around Capow
Capow is
located in the CAPOW Dimension (#668), which can
be found manually by traveling to the GRIT
Dimension and moving two wormholes to the right.
However, observers state that it's a lot easier
to just walk in one general direction with the
intent of going there, as it conserves a lot of
effort. It should be stated the location of Capow
is universally agreed upon to be "down there".
Even the people who live in the sparse areas of
Tokyo _below_ Capow refer to it as "down there",
which ought to be enough to give you a general
feel of how the place works.
Firstly,
land anywhere. Saint John's Park, the middle of
the highway, the roof of the Retreat, anywhere.
This sort of phenomenon is both common and
expected in Capow, and the worst anyone will do
to space-traveling hitchhikers is give you a
warning for improper parking of a celestial
vehicle, and point the way to the
Spaceport.
If you
enter Capow without a map, don't bother asking
anyone on the street for directions. Chances
being what they are in Capow, they are probably
as lost as you are.
Places
to Go
The first
place you should go is the Lurker's Retreat, a
bar located in the center, or the hub, of Capow.
General consensus has agreed that the Retreat's
condition is "Mostly harmful". This is an
understatement. The Lurker's Retreat, however, is
probably the safest place in Capow, although this
means it is about as safe as putting your mouth
over an exhaust pipe and inhaling deeply. The
proprietor of the Retreat, Madoka Donguri, is a
temperamental, charismatic, and confident woman,
meaning in other words that if tabs don't get
paid, heads will not only roll, but
bounce.
On one
of the walls of the Lurker's Retreat lies the
Great Wall of Sake, a rather curious item of
note in that the bottles of sake placed
conveniently on it have a tendency to multiply.
Questions of how sake bottles are able to
identify each other as male or female
notwithstanding, Madoka has found the Wall
useful in perpetually increasing the bar tabs
of numerous visitors. Regardless, it does have
the best sake around, so feel free to order a
drink along with any of a variety of items for
consumption -- but for God's sake, don't make a
pass on the waitress.
Also on
one of the Retreat's walls is a Pan-Dimensional
Door into the slightly odd dimension called
GRIT. It is vitally important that this door is
not opened unless under dire circumstances, but
if you do enter the dimensional window, make
sure to duck periodically and intone "so mote
it be" upon meeting someone.
The
regulars of the Lurker's Retreat are varied and
colorful, or as someone once put it, "It would
be safer stepping into the bath with a
hairdryer than hanging around them too long."
Be sure to tell them hello when you meet
them.
Across
the street from the Retreat is the Lurker's
Retreat Annexe, a two-story complex of eight
rooms, most of which are filled, although it is
possible to make an arrangement with Shinobu,
who keeps tabs on most everyone. Other places
to glean sleeping arrangements are the Nittany
Inn, charging by the hour, or the Apartment
Complex With No Name, where an abnormally large
number of law-breaking officers of justice
reside. Don't even try getting a room at any of
the other hotels; you can't afford them.
Three
right turns from there will take you to
Ambrosia's Restaurant, the Retreat's only real
competition, run by the angelic Ambrosia and
her granddaughter, Pixel. These are the two
safest places to eat. Do _not_ buy food from
carts, especially ones with people advertising
things on sticks, unless you would like to
discover what the true meaning of "hot dog"
really is.
Be sure
to visit the Capow Natural History Museum. This
is a large museum. Do not be alarmed if you
find yourself wandering inside for several
days; just keep going in one direction and you
will eventually find an exit.
Another
good place to go is the Obligatory Secret
Dungeon. This place is virtually filled to the
brim with treasure and general magic items, so
it's a great place to go if you're looking for
some quick cash, as long as you overlook the
dead and decaying bodies of previous
adventurers.
If
you're looking for peace and quiet, you can
always go to Saint John's Park, where the weary
foot soldiers of the Cold War tend to collect.
Don't forget to feed the ducks in the pond, and
give your regards to any secret agents, or
representatives of Heaven and Hell, meeting
clandestinely.
If it
turns out that you need your spaceship, car,
bike, or cyborg arm fixed, take it down to
Katt's Garage, unless your physical
characteristics fall under the catagories
"cute" and "guy", in which case don't bother
coming. You are essentially guaranteed to get
back in good working order whatever you sent
in. Smile, be nice, ask for credit, and unless
you actually plan on _paying_, never come
back.
If
you're looking for firearms roughly the size of
Vancouver, which you'll probably need in Capow,
visit the local gun and comic book shop, run by
Rebecca "Beko" "Murphy" Hanley. In the morning,
at least. You don't want to see her at night.
Remember to take some silver bullets with you,
just in case.
Places
Not to Go
One good
place not to go is Washu-chan's Used Bookstore
(and Subspace Laboratory), a place where you can
buy books on almost any given subject. Normally
this would be a good place to go, except for the
aforementioned Washu-chan, the super-intelligent
perverted mad scientist who lives there. So, it's
safe to say that this is a good place not to go
if you happen to possess the chromosomes
XY.
Occasionally, a field researcher for the
_Guide_ can be found there. Don't hesitate to
tell him hello, or, if it appears to be a
red-haired girl holding the satchel, lend her a
pot of hot water if necessary. However, if
either appears to be arguing with a
blonde-haired tomboy-ish girl, don't hesitate
to run before the explosion hits.
You can
also not go to Ye Olde Curiosity Shop, where
you can buy magic for almost any given effect.
Like Washu-chan's Used Bookstore, this would be
a good place to go except for Mr. X, the
perverted old magician who lives there, so
going there with XX chromosomes is unadvised.
Some hitchhikers suspect that if Mr. X ever met
Washu-chan, there would probably be some sort
of explosion, although others believe that they
would cancel each other out and be replaced by
something more perverted.
Another
great place not to go is the Large Hulking
Military Base owned by Commander Thickett. Be
sure to avoid the experiments which
occasionally make their way out and attempt to
copulate with the fire hydrants, as well as
looking out for any suspicious-looking atomic
bombs.
One of
the best places not to go, especially if you
are of the feminine persuasion, is the small
slum area, where the yakuza tend to reside. If
you do need to go into this area for any
reason, you should preferably leave all of your
valuables in a safe place, like a locker, or a
safe. Also, don't wear any excess clothing,
like hats or watches. Do, however, carry some
sort of weapon with you; it doesn't matter what
kind, as long as it works. It is vitally
important that running be your main form of
transportation in this area of the village.
Always try to keep a safe place in mind, and
don't run without a clear purpose, unless you
accidentally run into a not-so-safe alleyway to
discover that someone is smashing your head
repeatedly into the wall.
Law
Enforcement
Law and
order in Capow are usually kept at a minimal
level. Physically attacking members of the
Yakuza, magical girls, wizards, spiritualists,
accursed hitchhikers, cyborgs, celestial beings,
etc. are generally regarded as suicide attempts
by the local police force, for obvious reasons.
Mainly the philosophy is, "If you don't hurt me,
I won't crush you into your component atoms. So
let's all just get along!"
If you
_do_ find yourself needing help, you can go to
the police department, where the police seldom
are, or you can try Nuffy's Donuts, where most
of the cops hang around at least 25 out of any
given 24 hours of every day -- except for Ryan
Matheuszik (MPD), who can be found at the
Lurker's Retreat, and Diskan and Sparky, who
keep the general peace, as well as locking up
errant RLs.
Speed
limits in Capow are not what they seem. The
posted speed limit is 30, which is the limit
most drivers observe on the sidewalk. The
actual observed speed limits are:
-
Traveling Uptown or Downtown Capow: 150 miles
per hour, unless the policeman doesn't like
the way you look, in which case the speed
limit is zero.
-
Traveling Across Capow: No-one has ever
successfully traveled across Capow in a motor
vehicle.
And
speaking of cars, _never_ walk into the street
and expect them to stop for you. If they see a
pedestrian or hitchhiker, drivers assume they
have special dispensation to go 175. Also, do
not dent, hit, scratch, or otherwise damage a
parked car, as most of the citizens are
frequently armed.
General
Tips
-
Should
you ever hear the word "BAKA!" being screamed
by a female, run -- don't walk -- to the
nearest cover. Duck.
-
Avoid
any and all magical girls, unless you
consider your depression forfeit.
-
Never
go into an alley without at least possessing
a rocket launcher and two hand grenades; even
then, you may be outgunned.
-
If you
see a group of people attacking each other
with swords, magical spells, or guns roughly
the size of Brazil, it is vitally important
that you avoid them. The exact purpose of
these sorts of battles is unknown, and
attempts to find out have always resulted in
suspicious stains found on the ground.
-
Remember, appearences can be deceiving. What
appears to be someone's sex, gender, age,
etc., might not be who they really are --
girls may in reality be boys, and children
may have once been adults. It's always
important to note deviance in mannerism and
personality. Or, if all else fails, keep some
hot and cold water with you.
-
Carry
as little money as possible with you on your
trip. It is vitally important to be able to
prove at any given moment that you have
nothing worth stealing.
-
Always, _always_ know where your towel
is.
Leaving
Capow
This is
probably the most simple part of your hitchhike.
Whenever you want to leave Capow, simply pick a
car that looks like it's going in the direction
of home, and stick out a thumb.
Conclusion
The
village of Capow is a hitchhiker's paradise, a
place where misfits roam, and magical items are
sold freely in shops. However, for those
unenlightened amateur hitchhikers, a place such
as this can be an abode of danger, death, and
general weirdness.
Hey,
someone's got to live there.
And as
with all situations, if you find yourself in a
tight spot:
Don't
Panic.
Remember:
The _Guide_ is definitive. Reality is frequently
inaccurate.
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