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    Walkthrough by Anonymous

    Updated: 06/27/08 | Search Guide | Bookmark Guide

                   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!
    It was my first Infocom adventure, and I was truely charmed by
    FLoyd, the little robot!

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