Lord's Cricket Ground and the Campaign for Real Time
Arthur Dent, still recovering from events on Brontitall, finds himself at Lord's Cricket Ground in London, seemingly moved through time and space. He meets Slartibartfast from Magrathea, who reveals a serious threat to the universe. Slartibartfast explains that the planet Krikkit, a world of pure white, lived in isolation until a spaceship crashed, showing them the rest of the universe. Upset by the 'mess' of stars, the Krikkiters began a mission to destroy everything that is not Krikkit. Slartibartfast, representing the Campaign for Real Time, needs Arthur's help to stop the Krikkiters from reassembling the Wikkit Gate and using a superweapon. He reveals that the Key to the Wikkit Gate is hidden within the Ashes of cricket.
Ford Prefect and the Infinite Improbability Drive
Ford Prefect, having somehow escaped the previous dimension, crashes into Lord's Cricket Ground in a sofa, using a localized Infinite Improbability Drive. He is surprised to find Arthur and Slartibartfast there. Slartibartfast explains the Krikkit threat to Ford, saying the Krikkiters were imprisoned in a 'fast-time' bubble, but their release is near. The trio realize they must get the Ashes, which are a part of the Wikkit Gate, before the Krikkiters or their robots do. Their journey begins, powered by Slartibartfast's ship, which runs on illogical behavior. Their destination is Krikkit itself, or rather, where the Wikkit Gate parts are scattered across the universe.
Zaphod Beeblebrox and the Heart of Gold
Meanwhile, Zaphod Beeblebrox, Trillian, and the sad robot Marvin are on the Heart of Gold. Zaphod is having a deep personal crisis, made worse by his two heads constantly arguing. Trillian tries to handle his wild behavior while dealing with her own worries about the universe. Marvin, as always, is very unhappy. They get strange messages and are pulled into the growing crisis. Zaphod, despite his current state, still has a knack for getting into important events and a strange link to the Krikkit problem, though he does not fully understand it yet. Their path will cross with Arthur, Ford, and Slartibartfast as the Krikkit threat grows.
The Search for the Wikkit Gate Components
Arthur, Ford, and Slartibartfast start their risky journey across the universe to find the five parts of the Wikkit Gate. These parts are disguised as ordinary objects and hidden in odd places, protected by old spells and traps. Their first stop is a planet where they must find a 'silver thingy' that is part of a complex puzzle. They meet various strange alien species and navigate dangerous places, all while being chased by Krikkit robots, who are also set on reassembling the Gate. The race against time is on, with the universe's fate at stake. Arthur, still trying to understand the craziness of it all, finds himself more and more involved in the quest.
Encountering the Thunder God
Trillian, separated from Zaphod for a time, is chased by Thor, the Norse God of Thunder. Thor is a loud, somewhat proud god who believes Trillian is meant to be his. Trillian, while a bit flattered, finds his advances annoying and his personality overwhelming. This side story adds a comedic break from the main plot, showing Trillian's independence and her dislike of typical ideas of heroism or romance. Thor's presence also shows a glimpse into the more mythical parts of the universe, expanding the scope of Adams's comedic cosmic story. Her interactions with Thor ultimately confirm her decision to rejoin Zaphod and the others.
Arthur's Flying Lessons and the Planet of the Hairdressers
Arthur, frustrated by his lack of control, decides to learn to fly by falling and missing. This absurd effort, while not immediately successful, slowly develops his character as he deals with the impossible. Later, the group lands on a planet inhabited only by hairdressers, a civilization focused entirely on hair styling. This meeting is a typical Adamsian digression, offering comic relief and exploring the strange extremes of alien cultures. They manage to get another Wikkit Gate part from this planet, hidden among old styling tools, further showing the unexpected nature of their quest and the universe's absurdity.
The War Games of the Krikkiters
The heroes, now with Zaphod, Trillian, and Marvin, watch a Krikkit war game. This simulation shows the Krikkiters' chillingly effective and ruthless way of destroying the universe. They are not just destructive; they are systematically taking apart the universe, atom by atom, with a horrifying lack of regret or understanding of beauty. This scene highlights the true seriousness of the threat and the Krikkiters' single-minded, almost childish, resolve to create an empty cosmos. It strengthens the heroes' determination, even Zaphod's, to prevent the Wikkit Gate's reassembly and stop the Krikkiters' destructive mission.
The Planet of the Great Cirrus of Betelgeuse
The quest takes the group to a planet that is a giant cloud, the Great Cirrus of Betelgeuse. Navigating this ethereal place is hard, and they meet strange, gaseous lifeforms. Another Wikkit Gate part is hidden in this cloudy world, requiring them to use their cleverness and some improbable luck to find it. This part emphasizes the diverse and unpredictable nature of the universe and the increasingly surreal challenges the heroes face. Marvin, despite his usual sadness, sometimes offers a surprisingly insightful, though still miserable, comment that helps them.
The Final Component and the Wikkit Gate
With four parts found, the race for the final piece becomes more intense. The Krikkit robots are closing in, and the Krikkiters' full release from their time-bubble prison is near. The last part leads them to a desolate, ancient planet, where they must face a Krikkit robot guardian. After a wild fight, they get the last piece. They then must transport all the parts to the Wikkit Gate itself, a huge, imposing structure that has been inactive for ages, waiting to be turned on. Tension rises as they realize the Krikkiters are only moments away from their goal.
Confrontation at the Wikkit Gate
The heroes arrive at the Wikkit Gate, finding themselves in a desperate fight with the Krikkiters and their leader, a figure of chilling, innocent evil. The Krikkiters are about to activate the Gate, which is a superweapon that can destroy stars. A chaotic battle follows, mixing improbable gadgets, philosophical arguments, and slapstick. Arthur, surprisingly, plays a key role, using his decency and some accidental cleverness to disrupt the Krikkiters' plans. The universe's fate is at stake as the heroes try to stop the ultimate act of cosmic destruction.
The Resolution and the Ashes
Through quick thinking, improbable luck, and Slartibartfast's strategy, the Wikkit Gate is disarmed, stopping the Krikkiters from using their weapon. The Krikkiters are again contained, though the chance of their return remains. The 'Ashes' of cricket are not just a part, but a symbol of the universe's strength and life's absurdity. The heroes, tired but successful, think about their adventure. Arthur, though still confused, has a deeper, though still puzzled, understanding of the universe's complexities and its inherent strangeness. The immediate crisis is over, but the universe remains a confusing and dangerous place.
Arthur's Continued Journey
Afterward, the heroes go their separate ways, for now. Arthur Dent is left to think about the meaning of the universe, Krikkit, and why he still cannot get a good cup of tea. He has been changed by his travels, growing from a simple Earthman into a reluctant space adventurer, though he still misses the ordinary comforts of his old life. The story leaves him with a sense of an ongoing journey, forever caught in the unpredictable flow of time and space, forever looking for answers in a universe that refuses to give them in any clear form. His search for understanding, and perhaps a good drink, continues.