                                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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