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- PLANETFALL(Infocom)
-
- The third in Infocom's wonderful series of Science Fiction Adventures is
- Planetfall. You will be delighted by the humor of the game. It is always
- charming you somehow. The game features several logical puzzles that can be
- solved with no greater magic than common sense.
-
- The point of the game: You begin on the spaceship Feinstein. You are lowly
- cleaning help scrubbing the deck, when all of the sudden the ship explodes
- - and by an accident of fate you happen to be standing near the escape pod
- right at the moment. You jettison from the Feinstein and land on a nearby
- planet with a strange mystery. It seems to have been recently abandoned for
- no reason. Survival is point one. You'll need food and rest. Repair many of
- the broken machines that you find. And then figure out why everyone is
- missing. Let's get started!
-
- Deck Nine - All you have to do is keep waiting until the explosion - stay
- here - you'll be entertained (randomly) by the Ambassador from
- Blow'K-bibben-Gordo. After the ship explodes immediately go Port. Get in
- the Webbing. Wait - until the Pod lands and the Emergency Kit appears. Get
- out of Webbing. Take kit. Open Door. Go up. Keep going up until you get to
- Courtyard. Drop the brush and your ID. (You won't be needing the brush or
- the ID - they are excess baggage).
-
- Go north to the Plain Hall, then go NE. Go east until you get to the
- corridor Junction. Then continue south until you get to the Machine Shop.
- Go west to the Tool Room, take Laser (but drop the old battery) take the
- pliers and the flask and the Metal Bar. Then go back to the Machine Shop
- and put the flask under the spout.
-
- Then go north to the Corridor Junction. Then go east till you get to Booth
- 2. In Booth 2 drop the Laser and the pliers. Then go west to the elevator
- lobby and push both buttons. Then go west till you get to the Corridor
- Junction. (If you're hungry, open the kit and enjoy a treat of goo.) From
- the Corridor Junction, go south then go east. Take the box. Then go back to
- the Booth 2. Drop the box. Then go back to the Corridor Junction.
-
- Now go north to the Administration Corridor, go north and south between the
- South Administration Corridor and the Adminstration Corridor until you see
- the glint of light (random). Then search the crevice in the Administration
- Corridor South. Hold the bar near the key (it's a magnet) and bingo...you
- got it. (If you don't get the key the game can't even begin.) Now drop the
- bar once you have the key. (If the bar comes in contact with any of the
- cards you'll find that they get scrambled--something you will regret.) Now
- go to the Mess Corridor. Unlock the padlock with the key. Drop the padlock
- and the key and open the door. Drop everything except your uniform. Take
- the ladder and go back to the Administration Corridor. Drop the ladder.
- Open the ladder. Put ladder over the rift. Then go north over the ladder.
- Then go west into the offices. Open the drawers in the desks and take the
- kitchen card, the shuttle card, and the upper elevator card. By this time
- you should be getting tired. It's important that you find a place to sleep
- that is safe. Go back to the Dorm Area and get in bed. When you wake up
- you'll be bright and alert for tomorrow.
-
- Get out of bed and take your things. Go to the Mess Corridor. Go south into
- the Mess Hall. Take the canteen and open it up. Slide the kitchen card
- through the slot and go south. Put the canteen under the spout and push the
- button. Take the canteen. You've now found an unlimited source of food.
- Just make sure that you keep your canteen filled and you'll be O.K. Go back
- inside the Mess Hall and drop the Kitchen access card. Now go back to the
- Machine Room. From the Machine Room, go east to the Robot Room.
-
- Search the robot. Then turn it on. Go to the elevator lobby. Go south
- inside the lower elevator and drop the lower card and the shuttle card.
- Then go to the upper elevator. By this time your valuable friend Floyd
- should be bugging you for attention and loving. Eat when you are
- hungry...it's better to eat from your canteen than the kit. You might want
- to save the goo in the kit for emergencies. Just go back to the kitchen and
- refill your canteen when you need to. But don't forget to drop the kitchen
- card in the Mess Hall.
-
- Go to the Upper Elevator. Slide the upper card through the slot. Push the
- up button. Wait. When the elevator door opens go south then go northeast to
- the Comm Room. Pay attention to the colour of the flashing light. This will
- be the same colour koulant that you'll have to get in the Machine Room. Go
- back to the elevator, activate the elevator and go downstairs to the
- Machine Room. Fill the flask. Push the same colour button as the flashing
- light in the Comm Room, then take the flask.
-
- Go back to the Comm Room and empty the flask in the hole. Pay attention to
- the new colour light. Take the flask back downstairs to the Machine Room
- and push the new coloured light koulant code. Take the filled flask back
- upstairs and empty the flask in the hole again. Do this one more time
- (there are three lights in all). This will fix the Comm Room. You can drop
- the flask since you won't be needing it any more. Now go back downstairs to
- the elevator lobby. Don't forget to drop the upper card in the upper
- elevator. Eat if you have to, but try to only eat from the canteen. If the
- canteen needs to be filled, do it now.
-
- Go to the lower elevator. Slide the lower card through the slot. Then push
- the down button. Wait. Drop the lower card and take the shuttle access
- card. When the elevator stops get out by going north. Then go east. Go
- south and then go east. Slide the shuttle card through the slot. Push the
- lever up. Do it again. Wait until the display says 60. Then push the lever
- down. Again. Wait until the shuttle slides into the station.
-
- Go west and drop the shuttle card. Go north, then go east. Go east again.
- At the fork go southeast to the Project Corridor West. Go east to the
- Project Corridor. Then go south to the Projcon Office. Go east to the
- Computer Room. Take the output and read the output. (By the way make sure
- that Floyd joins you in the Computer Room.) With Floyd go south. Then go
- north until the Project Corridor east. Then go east to the Main Lab. From
- the Lab go south.
-
- Search the lab uniform pocket and take the card and the paper and the
- battery. The paper has the clue for opening up the combination lock in the
- Rec Corridor (a puzzle that you'll never need). Go back to the Project
- Corridor East. Then go north to the Library Lobby. Play with the machine if
- you want. It's very good for clues about the 'whys' of the story, and a lot
- of fun to translate. But time is of the essence. Go east to Booth 3. Slide
- the card through the slot and push the beige button.
-
- Zap!!! You find yourself back in Booth 2. Take a look around; everything
- you put inside the Booth is waiting for you. Slide the card through the
- slot again and this time push the tan button. Wheeeeee! Now you and your
- supplies are back in Booth 3. Take the pliers and the bedistor. Go west.
- Then go north. Then go north again to the Course Control. Open the cube.
- Remove the fused bedistor with the pliers. Drop the fused bedistor and the
- pliers. Take the good bedistor and put it in the cube. Close the cube.
-
- Go to Systems Corridor West. Go down into the Repair Room. Make certain
- that Floyd is with you here. If he's not, just wait and he'll turn up. When
- Floyd shows, tell him to go north. When he comes back, tell Floyd to take
- the Fromitz. Go back to the Systems Corridor. Then go north to the
- Planetary Defense. Open the panel. Take the second board. Put the shiny
- Fromitz in the socket. Close panel. You have now completed the middle
- portion of the game. Eat when you have to. Now go to the Main Lab.
-
- Open the Bio-Lock, go southeast then go east. Make sure that Floyd is with
- you. He'll volunteer for an important mission; let him. Open the door,
- close the door, wait, open the door, close the door. Floyd will be out of
- commission. Take the card and sing your song about the legend of Starcross.
- Go back to Booth 3. By now it's late in the day and time for rest. Once in
- Booth 3, slide the teleportation card through the slot and push the beige
- button. If you still have time before you rest, go ahead and fill your
- canteen in the kitchen, then go to sleep in the dorm area.
-
- By now you're starting to feel pretty sick. If you didn't get a chance last
- night to fill your canteen, you'd better do that now. Head down to the
- Booth 2. Do your teleportation routine. Drop the teleport card, and make
- certain that you have the miniaturization card. Take the laser with the new
- battery. Go to the miniaturization booth. Slide the card through the slot
- then - type 384 (that was the number from the computer output).
-
- Please do a game save at this point because you won't be able to waste any
- moves after this.
-
- You have shrunk down to the size of a chip. At Station 384 go east to the
- Strip near the station. Then go north to the Strip near the relay. Look
- inside the relay. Make sure that your laser is set to 1. Fire the laser at
- the speck. Keep on doing that until the speck is no more. Once that's done,
- turn the dial on the laser to 6. Now head back south. Oh no! A killer
- microbe!
-
- Fire the laser at the microbe. Keep firing until you find yourself holding
- a HOT laser. Once the laser is HOT, throw the laser over the side. The
- microbe will follow the laser and vanish to its death. Now head back to the
- Booth. From the Auxiliary Booth go north to the Lab Office. Do another game
- save at this point (this will be your last chance to take a rest). Search
- the desk, then take and wear the gas mask. Push the red button. Open the
- door. Go west into the Bio Lab. Open the lab door. Go west to the Bio-lock
- west. Open the Bio-lock and go west into the Main Lab. Run back to the
- Projcon office. Go south into the Cryo-elevator. Push the Button. Whewww!!
- Just wait a little bit and now all will come clear. The game is over. You
- are a hero! And all is well in the universe until your next adventure!
- Please note that it is possible to finish the game in less than 2.5 days,
- but why rush it!!
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