:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:..:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. ADVENTURE A: PLANET OF DEATH - Sinclair ZX Spectrum Version 1.0 (11/06/2008) Version History: 1.0: Basic Guide Complete - (11/06/2008) .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:..:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Legality: This Guide is Copyright, 2007, Matthew McIntyre This guide may not be used on a website or in any public forum where it is protected by copyright without the consent of the author. To contact me: entropiclobo(at)yahoo(dot)ca or chaos(dot)wolf(at)gmail(dot)com Websites with permission to use this Guide: www.GameFAQS.com www.neoseeker.com faqs.IGN.com www.1up.com www.honestgamer.com Game by Artic Computing ****************************************************************************** * Table of Contents * ****************************************************************************** *To jump to a section, hold the Control Key and press F, then type in the section number as it appears (ie type DDD1) POD1: Intro POD2: Gameplay POD3: Walkthrough FOD4: Prison POD5: Credits Planet of Death is rated "A" for "Adventure." It contains scenes of wistful waltzing and dubiously slimy aliens. Player discretion is advised. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | POD1: Intro | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= What is it that's so compelling about text adventures? Is it the unusually inspired writing and the need to imagine. The need to wrench the information from the game, and then use it to avoid an ignomious death? I'd like to think so. Adventure A: Planet of Death isn't so hot on the writing, and it's actually very short. You'll probably solve it in an afternoon, and once you know how to play it, it can be beaten in under five minutes. Seriously. But that's not so much an issue. There are many ways to play this game, and the solution presented here will get you from point A to point The End but it doesn't take you everywhere. for what it is, Planet's an enjoyable game. Give it a shot. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | POD2: Gameplay | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Pnaet of Death is a text adventure and is therefore reliant on your input and the game's descriptions to successfully guide the player throughout its bulk. Main commands include: get _____ - pick up an item drop _____ - drop an item use _____ - use an item push _____ - push an object north, west, east, south: directions enter _____ - enter a specific area, like a door or lake. look - look around, usually useless. help - sometimes gives a hint inventory - display your inventory. For some characters, if youw ant to killt hem you can use laser (if you have the gun) or "kill _____." Normally if youa pply a verb like that to an item, it will ask you "how?" So then you must type "with _____" There aren't many commands to memorize, and there a few specific to certain areas. tHey are covered in the walkthrough. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | POD3: Walkthrough | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Adventure A is not a terribly long game, and it's much shorter with a solution. However, that's not to say there's no confusion in solving this game. Like all text adventures, you have to know syntax and you should take notes. Here we go. For commands, I will write them as >>COMMAND, with syntax and required object. ----From the Start---- "I am on a mountain plateau. To the north there is a steep cliff." You can go down, east or west. There is a sharp flint. >>get flint Alright, the flint is added to your inventory. >>inventory You can see you have a piece of flint. Use this command if you ever forget what you have on you. Let's get this party started. >>down You will climb down a rope. >>use flint "It has fallen to the floor." This refers to the rope we just climbed down. >>get rope >>inventory As you can see, you now have the rope in your invetory. This is the last time I'll tell you to bring it up! >>look There's "nothing special," so it's time to get moving. >>south ----At the Lake---- "I am beside a lake. Exits are east and north. There is a ravine to the west." We're not sticking around here for very long. Exit to the East. >>east ----Strange House---- "I am in a strange house. The door is to the north. I can also see: A pair of boots. A floor board." >>get boots >>get board >>north ----At the Lake---- >>wear boots >>enter lake >>inventory You have a gold coin. You can use this to bribe your way out of prison. >>use board This board lets you cross the ravine, and arrive at an old shed. ----Old shed---- "I am in an old shed. The exit is to the east. I can also see: a laser gun." Oh, really? Well, isn't that pleasant! >>get laser Alright, brilliant. Let's cross the ravine again. >>use board ----At the Lake---- It's time to get moving with laser in hand. Let's get going. >>north ----Dense Forest---- "I am in a dense forest. Obvious exits are south and west." Since we came from the south, we will be going west. >>west ----Mountain Plateau---- "I am on a mountain plateau. To the north there is a steep cliff. Obvious exits are down, east, and west." We're back here, yes? We have already been down, and we came from the east. So that only leaves west. >>west ----Pit's Edge---- "I am at the edge of a deep pit. Obvious exits are east. I can also see: some stones." While the stones don't seem to have any function, let's get them. >>get stones Alright, the obvious exit is east, but there's a pit right in front of us. Pits are inviting when not home to grues! >>use rope You will climb down into the pit. ----Quiet Cavern---- "I am in a quiet cavern. There are exits west, east and south. I can also see: A mirror A small green man sleeping on the floor The mirror" Alright, our first encounter of the third kind. We need to kill the man, but he is holding the mirror. Normally, the man is infectious. But that's not the case in the Spectrum version. Let's take advantage of that fact and deal with him now. If you are NOT playing the Spectrum version, get the gloves from the east first. >>get man "Ugh! He is all slimy!" Wow, he must be having some dream... >>drop man >>use laser He vanished in a puff of smoke. Oh my, what power we wield. Let's not let it go to our head. >>get mirror >>east Great. ----Wind Tunnel---- "I am in a wind tunnel. There is a closed door at the end. There is also an exit to the west. I can also see: A pair of slimy gloves." If you are not playing Spectrum: >>get gloves Then, it's time to continue. >>open door ----Computer Room---- "I am in a room with a computer in the computer is working and has a keyboard. The exit is west. I can also see: A key" Time to drop anything you don't need. Drop the stones, gloves, boots, if you still have any of them. Drop the board if you kept it. >>get key >>west ----Wind Tunnel---- We're just passing through. >>west ----Quiet Cavern---- Time to take a different path. >>south ----Passage---- "I am in a passage. There is a force field to the south: beware of security. There are exits to north, east, and west. I can also see: A loudspeaker with dance music coming out" Wow, a lot going on. We need to destroy the force field. >>destroy force field >>destroy force field >>destroy force field To pass the weak force field we have to waltz. Yeaaaaah. Let's do it. "Vanity waltz!" >>waltz ----Hanger---- "I am in a large hanger. There is a locked door to the west. There are also exits east, north, and south. You can also see: A small but powerfull space ship A sleeping security man" Security, eh? We can't seem to "use laser" here, but... >>kill security Will kill the security guard. Swallow your moral pride and do it. Heh. There is something about the game's usual "Okay..." that casts this situation in a totally different light though. I admit, I felt kind of bad for him. >>use key Luck for us that key was so well hidden, yes? Ha ha ha. Let's not look a gift horse in the mouth. You will have to go north if you forgot the key. ----Control Room---- "I am in the lift control room. There are three switches on the wall. They are all off. A sign says: 5,4 no dusty bin rules. The exit is east." Well game, that's a blithing mouthful isn't it? It's pretty simple to activate the lift. The 5, 4 belies the countdown procedure here. >>push 3 >>push 2 >>push 1 "The lift has been activated." Push it in that order. Otherwise, you will have to find soem way of repairing the fuse. You can repair a fuse by using a bar from the prison (west in the quiet cavern). Note that if you push the buttons after the proper sequence is input, then you WILL blow the fuse. Congrats. >>east ----Hanger---- We are back in the Hanger. Let's try one of its exits. >>east ----The Lift---- "I am in a tall lift. The buttons are very high. The exit is west. I can also see: A starter motor" Drop something if your inventory is full. Either the key or flint or coin. >>get starter >>west ----Hanger---- This is our last time here. >>enter ship ----The Ship---- "I am in a space ship. There is no visible exit. There is a small open window in the side. There are also two buttons, one marked main and one marked aux. >>push aux ----The Lift---- "The ship has flown into the large lift and is hovering there. There are four buttons outside the window marked 1, 2, 3, and 4." >>push 4 IF you didn't blow the fuse in the control room, you will have beaten the game with this action. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | POD4: Prison | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= You can land in prison just as simply as walking west in the Quiet Cavern. If you do, you will suddenly find yourself incapable of moving in any of the directions. But all is not lost if you land in prison, and indeed their can be advantages to it if you get one of the bars. You can also simply walk into the cell moving south at the security man. But when you leave, you're back at Quiet Cavern. "I am in a prison cell. I can also see: A locked door. A barred window." >>break bars This allows you to break the bars. And leaves a metal bar as an item. >>get bar >>up If you return to the prison, these values are reset meaning you can get more metal bars. I'm not sure if the security man can take you to prison. He usually wakes up and outright shoots you. It's best to plainly kill him before he gets the chance to. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | POD5: Credits | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "The Planet of Death Home Page" For info regarding the gloves and the alien. Artic Computing for the game. It's very basic, but fun. Thanks of course go out to my hosts, as without them you would not be reading this guide. Websites with permission to use this Guide: www.GameFAQS.com www.neoseeker.com faqs.IGN.com www.1up.com www.honestgamer.com www.gamesradar.com www.cheatplanet.com http://www.cheathappens.com Game by Artic Computing