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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.
- 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 youin 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 verygood 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.
- 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!
- Please note that it is possible to finish the game in less than
- 2-1/2 days. But why rush it!!
- The game "Planetfall" is
- copyrighted by Infocom, 1983.
- This walkthru is copyrighted
- by John L. Moss, 1983.
-