Planetfall - Infocom (Part 2) Sent in by Martin Gardiner @~Continued from the last issue of SynTax where you had just fixed @~two of the planetary systems.... "S", "E", "S", "S", "E", "S" - in Lab Storage, you see a lab uniform and a fresh laser battery. "GET BATTERY", "SEARCH LAB" - find a miniaturization card and a piece of paper. The paper contains the combination to the door in the Rec Room. The number is random and will be different for each game, but there is only Teleport Booth 1 beyond it. "GET MINI", "N", "PUT MINI IN POCKET", "W", "N", "E" - in Teleport Booth 3. "SLIDE TELEPORT THROUGH SLOT", "PRESS 2" - now in Teleport Booth 2 where you left the laser and pliers. "GET LASER", "PUT BATTERY IN LASER", "GET PLIERS", "SLIDE TELEPORT THROUGH SLOT", "PRESS 3" - back in Teleport Booth 3. "W", "N", "N" - in Course Control, you see a large closed cube, and two lights blinking. The first one indicates that a bedistor has failed, the second indicates a critical diversion from the planned course. "OPEN CUBE" - you see a fused bedistor. "REMOVE FUSED WITH PLIERS", "DROP FUSED", "PUT BEDISTOR IN CUBE" - the warning light goes out and a new message indicates that the course diversion is minimising. There is now only one system left to fix. "CLOSE CUBE", "DROP PLIERS". "S", "S", "S", "S" in the Project Computer Room, you see a flashing red light and some computer output. Floyd will tell you that the computer is broken and that he was told that it was the most important part of the project. "EXAMINE OUTPUT" - you learn of a successful drug testing, and that sector 384 is damaged. "NE" - in the Main Lab, there are two heavy-duty doors. One to the Radiation Lab, the other to the Bio-Lab. The former is fatal, you don't have access to a radiation suit, it's the latter you must visit. "OPEN BIO-LOCK", "SE" - in Bio-Lock West, you must have Floyd with you. "CLOSE BIO-LOCK", "E" - in Bio-Lock East by lab door. "LOOK AT WINDOW" - in the laboratory you see shadowy shapes and a magnetic-striped card on the floor just inside the door. Floyd will volunteer to get the card, let him. Follow his instructions. "OPEN DOOR" - Floyd jumps into the room and is set upon by hideous mutated monsters. "CLOSE DOOR", "LOOK AT WINDOW" - you hear Floyd's knocks on the door. "OPEN DOOR" - Floyd stumbles into the Bio-Lock, clutching the magnetic-striped card. The mutants rush towards you. "CLOSE DOOR" - you are safe but Floyd is mortally damaged, you sing his favourite song as he dies. "GET MINIATURIZATION CARD", "W", "OPEN BIO-LOCK", "W", "CLOSE BIO-LOCK" - in the Computer Room, you should be due for another hunger message soon so drink the liquid in the canteen. "S" - in the Miniaturization Booth, you see a small slot and a numeric keypad. You know from the computer output that it is Sector 384 that is damaged. It is a good idea to save the game at this point because you won't be able to waste any moves after this. "SLIDE MINI THROUGH SLOT", "TYPE 384" - you have been miniaturized and transported to the faulty sector within the computer. "E", "N", "N" - by the site of a micro-relay. "LOOK AT RELAY" - it has a speck of impurity wedged between the contact points of the relay. "SET LASER TO 1" - lowest setting. "SHOOT SPECK WITH LASER" - repeat until you have hit the speck twice and destroyed it. "SET LASER TO 6" - highest setting. "S" - you encounter a microbe. "SHOOT MICROBE WITH LASER" - repeat until the microbe has tried to snatch the laser away from you. "THROW LASER OVER EDGE" - the microbe tries to catch the laser but follows it over the edge into the void. "S", "W" - you hear a voice whisper that both the Main Miniaturization and Teleportation Booth have malfunctioned and that you are being sent to the Auxiliary Booth. The Auxiliary Booth does not have a slot or a keypad and is only a receiving station. "N" - in the Bio-Lab Office. Through the closed door to the west you see into the mutant-infested Bio-Lab. "SEARCH DESK" - you find a gas mask. "GET MASK", "WEAR MASK". Do another game save at this point as all the following moves must be exact, one wrong move is fatal. "PUSH RED BUTTON" - you hear a hissing from beyond the door. "OPEN DOOR" - the Bio-Lab is filled with a light mist, the mutants stagger about choking. "W" - in Bio-Lab, the air is filled with mist which is affecting the mutants. But they appear to be slowly recovering. "OPEN LAB DOOR" - the mutants appear to be slowly recovering. "W" - in Bio-Lock East, the mutants burst into the lock right on your heels! "W" - in Bio-Lock West, the mutants are after you. "OPEN BIO-LOCK", "W" - you don't have time to shut the door. "SW", "W" - in the Projcon Office, the mural that previously adorned the south wall has slid away, revealing an open doorway to a large elevator. "S" - in the Cryo-Elevator with one button, the mutants are storming straight toward the elevator door. "PRESS BUTTON" - the elevator door closes just as the mutants reach it. "WAIT" - until the elevator stops and the door opens. "N" - in the Cryo-Anteroom, you see a single cryo-unit, but through a wide arch to the north you can see thousands more. A medical robot approaches the cryo-unit and administers an injection to its occupant. After a while a woman rises from the cryo-unit, as the other cryo-units in the chamber beyond begin opening she explains that she is called Veldina, and is the leader of Resida. She says that thanks to you a cure has been discovered, and the planetary systems repaired. A landing party from the S.P.S. Flathead materializes. Captain Sterling informs you of your promotion to Lieutenant First Class. You feel a sting in your arm as a medical robot administers the antidote for the disease that you have contracted. A team of robot technicians appears bringing with them a completely repaired Floyd. Your score would be 80 (out of 80 points). It is day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 6822. This score gives you the rank of Galactic Overlord. NOTES. This walkthrough avoids all the scenic aspects of the adventure keeping only to that which is necessary for completion. Greater insight of what has taken place on Resida can be gained by fully exploring other locations. Go to the Library Lobby and play with the vide-machine if you want. It's very good for clues about the 'whys' of the story, and a lot of fun to translate. Visiting the Systems Monitors will show you which systems are OK and which still need fixing.