Planetfall          


                                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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