2774
JEU -> Aventure
© Infocom (1986)
 
 
 
Planetfall
cpc
 
 

SOLUTION

SOLUTION n° 1 : A VERIFIER
A TESTER !!!
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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!)
 


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