STATIONFALL
===========

             Well you are still stuck in a boring job. Only instead of
pushing a mop, now you're pushing a pencil! What a demeaning job for a
Lieutenant First Class and a HERO to boot!
 But things are looking up. You have an assignment form here (look in
your package) that tells you to go to Space Sation Gamma Delta Gamma.
Maybe you can find some excitement there. Might as well get going and
pick up your robot to do all the heavy work.
 There's a door aft, but it's a VERY boring room, contains nothing but
stacks and stacks of forms, so don't bother with it. Since you can't get
back to the main part of the ship until you've completed your
assignment, just ignore the port door and go starboard and then fore
into the Robot Pool. You'll get a description of the robots in the first
two bins, but the one in the third bin is playing marbles. Now, how many
robots do YOU know who play games?
 So INSERT ROBOT FORM IN SLOT and about then Floyd will stand up and
yell at you to pick him. TYPE 3 and you have your favorite adventure
companion back with you. Now go aft and then starboard again to the
Cargo Bay. There's your spacetruck waiting for you. OPEN HATCH and ENTER
SPACETRUCK. You'll immediately see a survival kit, and remembering your
experiences on Resida, you TAKE KIT. Then CLOSE HATCH, and SIT IN PILOT
SEAT. You might want to TURN ON RADIO to listen to some other truckers.
Then INSERT SPACECRAFT FORM IN SLOT. Floyd will beg you to let him
launch, and you can say FLOYD, LAUNCH if you want to see what will
happen. It's not dangerous, so go ahead.
 You will be told to enter the course heading, and here's where we
separate the Pirates from the good guys! Note the time on the upper
right of your screen, then look at your Assignment Completion Form
(included in package) and find the appropriate time. Note the number
next to that time frame and TYPE XXX and you're on your way!
 You have nothing to do but WAIT now, so you might want to OPEN KIT and
examine your provisions. They are very important because you can starve
to death later if you don't have them. You can also OPEN THERMOS now,
since you'll soon need it. Now all there is left to do is WAIT as many
times as it takes until you are told you have made STATIONFALL. About
this time you will be hungry, so DRINK SOUP.
 Kind of strange that nobody is here to meet you, but GET UP, OPEN HATCH
and LEAVE SPACETRUCK. Then east to Level Five.
 A few explanations are in order here. First of all, this walkthru is
written so that things are in LOGICAL order. There are ways to do the
game in less moves, but that would mean doing things that would make no
sense because you hadn't come across a REASON to do them yet.
 Next, there are a couple of variables which cannot be pinned down to
specific times. From time to time a Hull Welder will show up looking
menacing. He will KILL YOU if you hang around. All you have to do is
move to another room for one move and come back and he'll be gone. There
is no way to know when these welders will show, so they are not included
in the walkthru, just watch out for them.
 Another variable is hunger. It is impossible to know precisely when
hunger will strike. If you don't get delayed by too many hull welders,
and follow this walkthru, you should have enough food to last you. If
not, I'll point out where you can find more food along the way.
 Sleeping: If you don't get delayed, you should only have to sleep once
before finishing your mission. You can sleep safely in any of the
barracks or in the captain's quarters. Going too long without sleep will
cause you to sleep wherever you happen to be, and if you're exposed, you
might wake up DEAD!
 By the way, watch for Floyd's responses when you type things like SAVE,
RESTORE, or especially RESTART, QUIT, and SCRIPT.
 Okay, let's start solving this problem. Infocom has thoughfully
provided complete maps of all levels of the space station so things
should be easy to find. A good place to find out what's happening should
be the Control Room so go southeast then east to get there. LOOK AT
MONITORS and you'll find that some of the systems are failing. Now go
south to the Commanders Office and you'll see an empty Log Reader. Going
east again will put you in the Commander's Quarters where you'll see a
safe and the log. Ignore the safe and GET LOG then west and INSERT LOG
IN READER THEN TURN ON READER.
 Note: If a hull welder shows up while you are reading the log, TURN OFF
MACHINE before leaving the room. The log reader will explode after a
certain time and you don't want that to happen while you're there!
 The log will begin to play. Each time you hear the word "More," PUSH
RED BUTTON until the log ends. You will learn a LOT of useful stuff from
the log. First of all the Captain has hidden fuel cells in the Bin on
Level One and the key is locked in the safe. You'll also learn about an
Alien Spacecraft in Bay One and that Shady Dan is altering ID cards.
You'll also learn about the hull welders going berserk and that there is
a validation stamp under the captain's bed. When the log is over, TURN
OFF READER, then go east again and LOOK UNDER BED then GET STAMP. You
never know when it might come in handy.
 Let's start investigating. Go west, northwest, northwest, and north and
you'll be in the Workshop. You really have no use for the bedistor so
ignore it and go north again. Hmmm awfully dark in here, but don't
worry, there apparently are no Grues in outer space so just go east and
north four times to the Engineering Office. READ DIARY THEN DROP IT.
You'll get some interesting information about the alien language being
NONVISUAL. Now south and up and you'll find a 20-prong fromitz board.
You never know when you might need one of those, so TAKE FROMITZ and
down, south three times and northeast to the PX. If you LOOK AT SCREEN
you'll find that everything is sold out except timers. Well, you don't
have any money anyway, so forget it for now.
 Somewhere about here Floyd will show up with a new friend, Plato. As
far as I can tell, Plato is more or less just window dressing. You don't
need to talk to him or worry about him at all. He will become a part of
the story a little later, but for now, just ignore him.
 Usually Floyd (and Plato) will follow you, but you're going to need
him, so to be safe, say FLOYD, FOLLOW ME and head southwest three times,
south and west where you'll find the Robot Lab. Ignore Oliver for now,
he's not awake yet. You see a drill bit in a heating chamber and it's
too hot for you to get, but say FLOYD, GET DRILL BIT. Floyd will take it
out of the chamber and then drop it because it's hot, so GET BIT THEN
EXAMINE IT (note the description of the size) and then head for the
elevator, east, north, and northwest. PUSH BUTTON to call the elevator.
 You've explored everything of interest on this deck, so let's look
around at the rest of this lonely space station.
 STATIONFALL is published by Infocom, Inc, and distributed by
Activision, Inc.

 STATIONFALL 
   Part 2
 Go east into the elevator and you'll find another of the ever-present
keyboards. TYPE 9 and you'll discover that the elevator doesn't want to
go to that level -- the same results will occur if you try to go to Deck
8. Looks like we'll have to start our exploration on Deck 7 so TYPE 7
and you're there. Leave the elevator by going west and you'll find
yourself in the Printing Plant where you see a nanofilm spool and a
trashcan. You can ignore the spool (unless you just want to read it
later for kicks) but OPEN TRASH CAN and you'll find a crumpled form. GET
FORM and EXAMINE FORM and you'll discover it's one of those Illegal
Space Village Entry Forms you heard about in the log. You'll also notice
that it isn't validated. It's too crumpled to fit in the slot where it
belongs, so just keep it for now. Going northwest will put you in the
Recycling Plant where you'll discover a drill with a small bit in it.
Never know where you might need one, so TAKE DRILL.
 There's nothing else of interest on this level so go southeast and up.
(It's easier to use the ladder for short trips.) There are a lot of beds
and bathrooms on this deck, none of which are useful (unless you need
sleep) but if you go southeast you'll find a security door. If you PUT
ID IN READER you'll discover that you are not authorized in the Armory.
This is important information for you to have, which is why we made this
trip. Now northwest twice to the Docking Bay One.
 Here's the alien ship that you heard about in the log. ENTER SHIP and
you'll see a skeleton and some strange writing. EXAMINE SKELETON and
you'll see that it has an overdeveloped tongue case. Remember what the
diary said about "NONVISUAL" communication? You can try your other
senses if you want, but the skeleton gives it away, so grit your teeth
(no pun intended) and TASTE DOTS. Bingo!
 Of course what you now have is about as meaningless as the dots, but
you've made some progress. Write down or SCRIPT what you find for future
reference. (You'll have to come back to this level anyway, to deal with
the Armory, so you can look at them again at that time if you don't want
to write it down now.) You've seen everything worth seeing on this level
so LEAVE SHIP, east, PUSH BUTTON, and go east then TYPE 3 (there's
absolutely NOTHING of value on level four, but you may be sleepy by this
time and you can sleep there if you wish.)
 Leave the elevator by going west and then northwest will put you in the
Laundry with a couple of machines. A glimmer of an idea begins to shine
and you TURN ON PRESSER then OPEN PRESSER. Now PUT CRUMPLED FORM IN
PRESSER and CLOSE PRESSER THEN OPEN IT. Now you have a neatly pressed
Illegal Space Village Entry Form! GET VILLAGE FORM THEN VALIDATE IT and
you can DROP STAMP since you won't need it anymore. You should also TURN
OFF MACHINE since they seem to have a habit of blowing up or attacking
you if you leave them on.
 Now east and southwest to the chapel. If you EXAMINE PULPIT you'll
discover that you can OPEN PULPIT. Aha! A switch. Pushing the switch
turns off the flame. Being very curious, you could try getting the star,
but it's out of reach and standing on the pulpit ends in a pratfall.
There's also a puce nanofilm spool here and it might help you get the
star so TAKE PUCE (where did he GET these colors?) and go east and north
to the Gym. Read the sign and keep it in mind, it might be important
later. Go south.
 The Theatre is of no use, and you CAN'T open the Projection Booth so
we'll ignore it. Up will take you to the Mess Hall where you'll see a
steaming cup of coffee. No matter HOW hungry you are, DON'T drink it!
It's acid as is everything dispensed by the Food Processing machines, so
ignore them. Instead, go south into Main Storage where you'll see a
Detonator. GET DETONATOR THEN EXAMINE IT and you'll find it can be
opened. When you OPEN DETONATOR you'll discover a blackened hyperdiode
which you can REMOVE and DROP. Going north and then southeast will bring
you to the Library and a nanofilm reader. PUT PUCE IN READER and TURN ON
READER. In the somewhat sketchy description that follows, you will learn
that there is a DIODE in the Star! Keep that in mind.
 Go west and PUSH BUTTON, then east and TYPE 5. When you arrive at Level
5, go west, southwest twice, and east. Now DROP ALL BUT VILLAGE FORM AND
KIT, and you're ready to tackle the Illegal Space Village. By the way,
from here on you have to draw your own map. There are several "rooms"
not described here since they contain nothing vital, but you should
explore them anyway, some of them are fun.
 West, south, west will bring you to the South Connection where you
should PUT VILLAGE FORM IN SLOT and the door will open. South twice and
up will lead you to the Mayor's Office. EXAMINE TEXTBOOK and a paper
will flutter out. GET PAPER AND READ IT and Voila! You now have the
means to decipher the dots in the alien spaceship! Down and south will
lead you to the Bank, where you'll find a Platinum Detector (Platinum
happens to be Element 78, mentioned in the dots!). Turn on Detector (it
will last only so long before overheating so if you vary from this
walkthru you might lose it.).
 North, southeast, and southwest will take you to the Pawnshop. TAKE
SPRAY CAN and read it. You'll have no idea at this point what it's good
for, but take it anyway. Northeast and south will take you to the Loan
Shark where you'll find a strongbox you can't open, so north again and
southeast. Well, what have we here? An ostrich in space? Well, GET
LETTER THEN READ IT and then PET OSTRICH. Observe what happens for
future reference. The letter tells you that what you need to deal with
the ostrich is in a ceiling panel somewhere. Maybe you'll come across it
later. It would sure help if you knew WHO wrote the letter!
 Now go northeast then east and you'll see a pair of magnetic boots.
These might come in handy, but DON'T TOUCH THEM! You're carrying your ID
card and the magnetic stripe would be destroyed by the boots. Leave them
for now and go up. 
 Hmmmm, Shady Dan. Where have you heard that name before? Looking around
you spot a machine that looks like it would hold an ID card. PUT ID IN
SLOT then TURN MACHINE ON and it will ask you what rank you'd like to
be. I've never tested to see the lowest rank that will get you in the
Armory, but if you're going to impersonate an officer you might as well
go for broke. TYPE 10 and Presto! You're a Grand Fleet Hyperspace
Admiral. GET ID THEN TURN MACHINE OFF and northwest. The 12-prong
fromitz is useless but GET INSTRUCTION THEN READ IT and you'll learn all
you need to know about blowing things up. Let's see, you have the
detonator. All you need now is a timer and some explosive.
 North will find you in the Grocery where you see a bag. The bag
contains some Space Taffy which is very nutritious. Depending on how you
stand with food, you can either take it or leave it. Go east and your
Platinum Detector will start beeping. About the only thing obvious here
is the mirror, so KICK MIRROR and TAKE FOIL (which apparently is made of
platinum). Now go northwest and east and you'll find another useful
gadget. TAKE HEADLAMP THEN WEAR IT, and let's go back to the space
station.

 STATIONFALL 
   Part 3
 You now have some information and equipment that will help you
accomplish some more things so go west four times, northwest, southwest,
and down to level six. Then southeast will take you to the Armory
security door. PUT ID IN READER and the door will open for you. Now
north and GET GUN, then south and northwest and up.
 About this time you should hear an announcement that a message has been
received in the CommCenter. When you go by there (Level Five) you can
drop in and take a peek if you wish, but it's only window dressing.
 Let's deal with the dark Storeroom now, so go north twice and TURN ON
HEADLAMP. Hmmmm a jammer. Wonder what this could be used for? Let's
conserve our light (remember ZORK?) so GET JAMMER, east, TURN OFF
HEADLAMP, south, southwest, southeast twice, east, and let's start
getting organized.
 EXAMINE JAMMER and you'll discover 20 sockets. Remember the fromitz
board? Well, GET FROMITZ THEN PUT IT IN JAMMER. DROP JAMMER.
 Now DROP ALL BUT GUN, SPRAY AND KIT. Time for another trip back to the
Village. West, northwest, south three times, southeast, south will take
you back to the Loan Shark. Now SHOOT STRONGBOX WITH GUN and you'll
discover a coin. GET COIN and go north and east. Since you don't have
the ID card it's safe to GET BOOTS. Continue up, northwest twice and
you'll find yourself in the Pet Store. It's quite probable that the
letter about the ostrich came from here, so EXAMINE CEILING. There it
is! OPEN PANEL then GET NIP. Now READ SIGN. You learn two things: That
they are like hydrogen balloons and they like Spores. OPEN CAGE. The
beast has a leash, but if you grab it now you'll drop everything you own
so let's just lure him where we need him.
 This procedure is really simple; you want to move one move AHEAD of the
creature and then have him follow you. Here we go.
 Northeast, SPRAY CAN, west, SPRAY CAN, west, SPRAY CAN, west, SPRAY
CAN, northwest, SPRAY CAN, southwest, SPRAY CAN, east, SPRAY CAN, TYPE
3, west, SPRAY CAN, southwest, SPRAY CAN. Now you have the little bugger
in the chapel, so GRAB LEASH and you'll find yourself able to GET STAR.
Then DROP LEASH. EXAMINE STAR and you'll discover it can be opened. So
OPEN STAR, GET DIODE, DROP CAN AND STAR.
 A note: Somewhere around here Plato will suddenly become nasty. He will
tell you he is going to kill you and then launch into a long story about
what is going on here. Don't panic! Each time he pauses, type FLOYD,
HELP. Floyd will become very confused because he likes Plato but is
loyal to you; but in the end, when Plato is really going to kill you,
Floyd will come to the rescue. Just sit back and watch the action --
you'll survive. After the scenario with Plato you will have dropped
everything so be sure to GET ALL.
 Now back to Level Five. East twice, TYPE 5, west, northeast twice, and
you're in the PX. PUT COIN IN SLOT and TYPE 6 to get the timer. Typical!
The damn thing is stuck in the chute and neither you nor Floyd can get
it out. Suddenly you remember what happened when you scared the ostrich.
 Go southwest twice, southeast, south three times, southeast twice.
Since you have the ostrich nip, the ostrich will now follow you so back
to the PX. Northwest twice, north three times, northwest, northeast
twice. Now simply PET OSTRICH and he'll stick his head in the hole. When
he pulls it out, you have your timer! DROP NIP and GET TIMER then
southwest twice, southeast twice, and east. Now PUT DIODE in DETONATOR.
Then CLOSE DETONATOR. Then DROP ALL BUT KIT AND BOOTS and you're ready
for your last trip to the Village.
 West, northwest, northeast, east three times, south, southeast, and
east will put you in the Casino. The dice are of no interest; but the
roulette wheel might be fun, so TURN WHEEL. Aha! Go UP and OPEN LOCKER
and you'll find a space suit. Just the thing for visiting vacuum storage
facilities (keeps all the body parts where they belong, y'know). GET
SUIT THEN WEAR IT, WEAR BOOTS and go down, west twice, and down again.
 READ THE SIGN and you'll discover that there might be something
interesting below. Now OPEN DOOR, down and CLOSE UPPER DOOR. Then OPEN
UPPER DOOR and down again and you're in the dark so TURN ON HEADLAMP.
You'll see a tiny cylinder. READ LABEL and you'll find that you have to
keep it cold. EXAMINE CYLINDER will tell you that it is about the size
and shape of a pencil so now you know what size hole you need.
 PUT CYLINDER IN THERMOS THEN CLOSE THERMOS. (The thermos will not
protect the explosive FOREVER, but it will last long enough to
accomplish its purpose). Now go up, CLOSE DOOR, then TURN OFF HEADLAMP,
REMOVE SUIT AND BOOTS, and DROP SUIT AND BOOTS since you won't need them
anymore. OPEN UPPER DOOR and back to the safe by going up, up, north
twice, west three times, southwest, southeast, and east. Now to become a
safecracker.
 Before you start this, make SURE you are NOT carrying the detonator or
timer. If you are carrying them, you get some strange responses. REMOVE
SMALL BIT FROM DRILL AND DROP IT. GET DRILL AND MEDIUM BIT. PUT MEDIUM
BIT IN DRILL THEN DRILL HOLE IN SAFE. You now have the right size hole.
Now OPEN THERMOS and GET EXPLOSIVE THEN PUT IT IN HOLE. Then ATTACH
DETONATOR TO EXPLOSIVE, then ATTACH DETONATOR TO TIMER and SET TIMER TO
10. Immediately go west and you will hear an explosion.
 Go east and you will see the safe has been blown open and there is the
key you needed. DROP ALL then GET KEY, FOIL, JAMMER, AND GUN. You're now
ready to tackle the Storage Bin so go west, northwest, east, TYPE 1, and
west. Now UNLOCK BIN WITH KEY THEN OPEN BIN. You will be knocked on your
butt by an explosion and also (though unrelated) the lights will go off
somewhere around this time. When they do, simply TURN ON HEADLAMP. When
you wake up, be sure to GET ALL. The air shaft grating has been damaged
so OPEN GRATE then ENTER GRATE and start your journey down. Just keep
going down until you reach the Bottom of Shaft.
 KICK GRATING and you'll find yourself dumped into the Computer Control
room where you are facing a berserk exercise machine! Instead of your
life flashing in front of your eyes, you see a vision of a sign in the
Gym. So you quickly SET JAMMER TO 710 and then TURN ON JAMMER. This will
effectively deal with the exercise machine, but now a forklift has
picked it up and is going to lift you farther than you care to go.
Simple. The exercise machine is not dead, only disabled, so TURN ON
JAMMER and it will take care of the forklift.
 You (and the rest of humanity) are running out of time so quickly go up
to the Factory where you meet up with your old buddy Floyd. But wait a
minute! Floyd doesn't look quite right. Unbelievable as it sounds, he
WILL kill you if you aren't careful -- he's not himself these days. You
have NO CHOICE here. You have to SHOOT FLOYD. You don't even have time
to mourn because the pyramid is quickly reaching its full power. So
COVER PYRAMID WITH FOIL and you are finished.
 Floyd will tell you that he understands that you had to kill him, and
the young robot Oliver will appear on the scene. The game is over. A
personal note:
 I imagine most gamers will have the same reaction to this endgame that
I had: anger and sadness. Steve Meretsky has said that he ended the game
this way because he did NOT want to do another sequel. I guess we have
to respect his wishes; but I, for one, am very unhappy with the way the
game ended. The game was so enjoyable throughout, and I was so happy to
finally have Floyd back again, that I couldn't help feeling betrayed at
the ending.
 STATIONFALL is published by Infocom, Inc., and distributed by
Activision, Inc.
 This walkthru is copyright (c) 1987 by Merlin (Art Lewis Kimball).