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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 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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