This file contains two different solves.  --Stacy

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                              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!!
   * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

             ----------------
             PLANETFALL SOLVE
             ----------------

WARNING: THIS IS NOT A HINT SHEET!
THIS IS A STRAIGHT-FORWARD WALK THROUGH
OF THE GAME! EXIT OUT IF TOO MUCH IS
BEING GIVEN AWAY... AFTER ALL, SOLVING
IT ALONE IS MOST OF THE FUN!
MOST OF THE FUN!


DIRECTIONS ARE GIVEN AS SINGLE LETTERS,
AND ANYTHING OUT OF THE ORDINARY WILL
BE INDICATED IN 'QUOTES'. OTHERWISE,
JUST TYPE THE COMMANDS IN THE ORDER
GIVEN.

HERE GOES....


YOU START ON BOARD THE FEINSTEIN, WHERE
YOU ARE SUPPOSED TO BE SCRUBBING THE
DECK... NOT MUCH TO SEE HERE, EXCEPT
THAT MEAN &%$*#$ BLATHER. AN ALIEN MAY
STOP AND GIVE YOU AN AD BROCHURE. IF
HE DOES, JUST DROP IT AS IT'S JUST
INFOCOM'S TRADITIONAL TRADEMARK.

THEREFORE, YOU SHOULD JUST:

WAIT (KEEP WAITING UNTIL THE SHIP BLOWS
UP), THEN GO W INTO THE POD.

GET IN WEBBING, WAIT (KEEP 'WAITING'
UNTIL YOU LAND ON THE PLANET), GET OUT,
GET KIT, OPEN DOOR, EXIT POD, SWIM UP, 
U,U,U.

YOU SHOULD NOW BE IN THE COURTYARD.
YOU MIGHT WANT TO SAVE THE GAME HERE, 
IN CASE YOU GOOF HEREAFTER. NEXT GO:

N,NE,E,E,E (DOWN THE LONG HALL),S,S,S,
SE, TURN ON ROBOT (NOTHING WILL HAPPEN
AT FIRST, BUT HE'LL JOIN YOU SOON),
W,W, DROP BRUSH AND ID CARD, GET BAR,
NE,N,N,N,N, HOLD BAR OVER CREVICE,
DROP BAR,S, OPEN KIT, DROP KIT,W,W,
UNLOCK PADLOCK WITH KEY, REMOVE PAD-
LOCK, DROP KEY AND PADLOCK, OPEN DOOR,
N, GET LADDER, S,E,E,N,N, DROP
LADDER, OPEN LADDER, PUT LADDER
OVER RIFT, N,W,W, OPEN DESK, GET
SHUTTLE CARD, E, OPEN DESK, GET KITCHEN
CARD AND UPPER CARD, E,S,S,S,E, PUSH
BLUE BUTTON, W, EAT BROWN GOO, S,S,S,
SW, GET FLASK, E, PUT FLASK UNDER 
SPOUT, PUSH RED BUTTON, GET FLASK, 
N,N,N,N,E,N.

YOU SHOULD NOW BE IN THE UPPER ELEVATOR
WHERE YOU NEED TO:

'SLIDE UPPER CARD THROUGH SLOT','PUSH 
UP BUTTON'

*** NOW, KEEP WAITING (OR DO ANYTHING
    TO USE UP MOVES. I LIKE USING 'L'
    CONTINUOUSLY) UNTIL THE ELEVATOR
    DOOR OPENS UP. THEN:


S,NE, POUR LIQUID IN HOLE, SW,N, SLIDE
UPPER CARD THROUGH SLOT, PUSH DOWN
BUTTON, ('WAIT' UNTIL DOOR OPENS), 
S,W,S,S,S,S, PUT FLASK UNDER SPOUT,
PRESS GREEN BUTTON, GET FLASK, N,N,N,N,
E,N, SLIDE UPPER CARD THROUGH SLOT, 
PUSH UP BUTTON,(WAIT UNTIL DOOR OPENS),
S,NE, POUR LIQUID IN HOLE, SW,N, SLIDE
UPPER CARD THROUGH SLOT, PUSH DOWN 
BUTTON,(WAIT UNTIL DOOR OPENS), S,W,S,
S,S,S, PUT FLASK UNDER SPOUT, PUSH GRAY
BUTTON, GET FLASK, N,N,N,N,E,N, SLIDE
UPPER CARD THROUGH SLOT, PUSH UP
BUTTON, (WAIT...),S,NE, POUR LIQUID IN 
HOLE, DROP FLASK.

*** O.K., THE COMM SYSTEM IS REPAIRED.
    YOU ARE PROBABLY VERY TIRED BY NOW,
    SO LET'S GET TO BED!...TRY:

SW,N, SLIDE UPPER CARD THROUGH SLOT,
PUSH DOWN BUTTON, (WAIT...), S,W,W,N,
GET IN BED, SLEEP (YOU MAY NEED TO WAIT
A MOVE OR TWO).


*** NOW, IN MY EARLY VERSION, THERE'S
    A BUG THAT TAKES ALL OF THE ITEMS
    THAT YOU AREN'T WEARING AND PUTS
    THEM IN THE ROOM OUTSIDE YOUR BED.
    THEY ALSO AREN'T VISIBLE UNLESS YOU
    'LOOK' OR GO OUT OF THE ROOM AND
    RE-ENTER. IF YOU FIND YOU'RE MIS-
    SING YOUR ACCESS CARDS, THEY ARE
    RIGHT THERE IN THE ROOM NEXT TO THE
    BUNK. O.K., NOW ON TO THE OTHER
    COMPLEX!!! (YOU MIGHT WANT TO SAVE
    THE GAME AGAIN!)


GET UP, (LOOK AND GET YOUR CARDS IF YOU
NEED TO), S,W,S, GET CANTEEN, OPEN 
CANTEEN, SLIDE KITCHEN CARD THROUGH 
SLOT, DROP KITCHEN CARD, S, PUT CANTEEN
IN NICHE, PUSH BUTTON, GET CANTEEN,
N,N,E,E,S,E, GET BEDISTOR, W,S,S,SW,
GET LASER AND PLIERS, NE,N,N,N, EAT RED
GOO, E,N.

*** NOW, THE NEXT THING YOU NEED IS THE
    LOWER ELEVATOR ACCESS CARD. FLOYD
    HAS IT, BUT THE ONLY WAY TO GET IT
    FROM HIM IS TO BE IN THE UPPER
    ELEVATOR WITH HIM AND KEEP SAYING
    'SLIDE UPPER CARD THROUGH SLOT'.
    EVENTUALLY, HE WILL SHOW YOU HIS
    CARD, AT WHICH POINT YOU SHOULD 
    'GET LOWER CARD'. THEN YOU SHOULD:

S, PUSH RED BUTTON, DROP UPPER CARD,
(WAIT UNTIL THE ELEVATOR OPENS), S,
SLIDE LOWER CARD THROUGH SLOT, PUSH 
DOWN BUTTON, DROP LOWER CARD, (WAIT 
UNTIL DOOR OPENS), N,E,S,E.

*** YOU SHOULD NOW BE IN THE SHUTTLE.
    ALFIE CONTROL EAST, TO BE EXACT.
    THIS LITTLE HONEY WILL TAKE YOU TO 
    THE LAWANDA COMPLEX ON THE OTHER
    ISLAND. THE SHUTTLE CONTROLS ARE 
    VERY SIMPLE. THE LEVER CONTINUALLY
    ACCELERATES THE SHUTTLE WHEN IN THE
    UP POSITION. IT MAINTAINS CURRENT
    SPEED WHEN IN THE MIDDLE POSITION
    AND DECELERATES THE SHUTTLE WHEN
    IN THE DOWN POSITION. TO ACTIVATE 
    THE CONTROLS, INPUT:

SLIDE SHUTTLE CARD THROUGH SLOT, DROP
SHUTTLE CARD, PUSH LEVER UP.

*** O.K. NOW, KEEP HITTING 'L' AND
    YOU'LL NOTICE YOUR SPEED INCREASING
    EACH TIME IN INCREMENTS OF 5. KEEP
    HITTING 'L' UNTIL YOUR SPEED HITS
    55 MPH. (NEVER MIND THE SIGN YOU
    SEE). THEN, 'PULL LEVER DOWN'. IT
    WILL NOW BE IN THE MIDDLE POSITION
    AND YOU WILL BE STEADY AT 55 MPH.
    SOON YOU WILL SEE A SIGN MARKING
    THE HALFWAY POINT. WHEN YOU SEE IT,
    HIT 'L' ONE MORE TIME, THEN INPUT
    'PULL LEVER DOWN'. THE SHUTTLE WILL
    DECELERATE (IGNORE THE SPEED LIMIT
    SIGNS) AND SHOULD STOP RIGHT WHEN
    YOU'VE ENTERED THE LAWANDA STAION!

    (THIS IS ANOTHER GOOD TIME TO SAVE
    THE GAME!)


*** O.K., NOW TO FINISH FIXING THE REST
    OF THE SYSTEMS AND FINISH THE GAME.
    NOTE >>> SOMETIME BETWEEN NOW AND
    THE END OF THE GAME (DEPENDING UPON
    HOW LONG IT TOOK FLOYD TO GIVE YOU
    THE LOWER CARD), YOU WILL GET
    HUNGRY. WHEN YOU DO, JUST 'DRINK
    LIQUID' AND DISCARD THE CANTEEN.
    O.K., FROM ALFIE CONTROL EAST GO:

W,N,U,U,NE,N, TELL FLOYD TO GO NORTH,
TELL FLOYD TO GET SHINY BOARD, S,E,N,
OPEN PANEL, REMOVE SECOND BOARD, INSERT
SHINY BOARD IN PANEL, DROP FRIED BOARD.

*** O.K., THE PLANETARY DEFENSES ARE
    REPAIRED! NEXT:

S,E,N, OPEN LID, REMOVE FUSED BEDISTOR
WITH PLIERS, INSERT GOOD BEDISTOR IN
CUBE, DROP FUSED BEDISTOR AND PLIERS.

*** COURSE CONTROL IS FIXED!  NOW GO:

S,S,S,S.

*** YOU SHOULD NOW BE IN THE COMPUTER
    ROOM. YOU MUST NOW WAIT UNTIL FLOYD
    ENTERS AND NOTICES THAT THE COM-
    PUTER IS BUSTED. THEN:

NE, OPEN BIO-LOCK DOOR,SE,E, LOOK IN
WINDOW.

*** FLOYD SHOULD NOW BE WITH YOU AND
    THE BRAVE LITTLE SOUL WILL SEE THE
    MINIATURIZATION CARD IN THE LAB AND
    WILL VOLUNTEER TO GET IT. YOU NEXT
    SHOULD:

OPEN DOOR, CLOSE DOOR, L, OPEN DOOR,
CLOSE DOOR, (DEAR LITTLE FLOYD WILL
PERISH), GET MINIATURIZATION CARD, W,
OPEN DOOR, W,S, REMOVE OLD BATTERY,
DROP OLD BATTERY, INSERT NEW BATTERY IN
LASER, N,SW,S, SLIDE MINIATURIZATION
CARD THROUGH SLOT, TYPE 384, SET DIAL
TO 1, E,N,N, SHOOT BOULDER WITH LASER,
(YOU WILL NEED TO KEEP SHOOTING THE
BOULDER UNTIL YOU DESTROY IT), SET DIAL
TO 6, S.

*** A LARGE MONSTER WILL NOW BLOCK YOUR
    PATH. YOU HAVE TO KEEP TYPING
    'SHOOT MONSTER WITH LASER'. THE
    WOUNDS WILL KEEP HEALING, BUT SOON
    YOU WILL SEE IN THE DESCRIPTION
    THAT THE MONSTER IS ATTRACTED TO
    THE HEAT OF THE LASER. WHEN YOU SEE
    THIS DESCRIPTION, YOU NEED TO
    'THROW LASER INTO VOID'. THE BEAST
    WILL FOLLOW AFTER IT. NEXT:

S,W, (YOU WILL FIND YOURSELF IN AN
AUXILARY BOOTH), N, OPEN DESK, WEAR
MASK, PUSH RED BUTTON, OPEN DOOR, W,
OPEN LAB DOOR, W,W, OPEN DOOR, W,SW,W,
S, PUSH BUTTON.


*** ALL RIGHT, YOU'VE DONE IT!!!!!
    ALL YOU HAVE TO DO IS WAIT FOR THE
    DOOR TO OPEN, THEN GO NORTH AND THE
    REST TAKES CARE OF ITSELF!!!!

(PLEASE REPORT ANY INCONSISTANCIES TO
THE SYSOP SO THIS TUTORIAL CAN BE
KEPT UP-TO-DATE!)


