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- PLANETFALL Part One
-
- 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 chipper for tomorrow.
-
- PLANETFALL Part Two
-
- 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 color of the flashing light. This will be the
- same color 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 color 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 color light. Take the flask back downstairs
- to the Machine Room and push the new colored 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.
-
- PLANETFALL Part Three
-
- 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!
- It was my first Infocom adventure, and I was truely charmed by
- FLoyd, the little robot!
-