Planetfall walkthrough

                       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!  

 

Please note that it is possible to finish the game in less than 2-1/2 days.  

But why rush it!!  

  

  your next adventure!  

 

Please note that it is possible to finish the game in less than 2-1/2 days.  

But why rush it!!  

 

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