PLANETFALL (Infocom) (?)
Complete solution:
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!!
THE END!
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