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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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