                      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!!