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SOLUTION_PLANET.ASC
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1989-12-31
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PLANETFALL
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.
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.
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!!