| 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! | |
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