362 lines
22 KiB
Plaintext
362 lines
22 KiB
Plaintext
STATIONFALL SOLVE
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=================
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Well, here you are, still stuck in a boring job. Only instead of pushing a
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mop, now you're pushing a pencil! What a demeaning job for a Lieutenant First
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Class and a HERO to boot!
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But things are looking up. You have an assignment form here (look in your
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package) that tells you to go to Space Sation Gamma Delta Gamma. Maybe you can
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find some excitement there. Might as well get going and pick up your robot to
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do all the heavy work.
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There's a door aft, but it's a VERY boring room, contains nothing but stacks
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and stacks of forms, so don't bother with it. Since you can't get back to the
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main part of the ship until you've completed your assignment, just ignore the
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port door and go starboard and then fore into the Robot Pool. You'll get a
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description of the robots in the first two bins, but the one in the third bin
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is playing marbles. Now, how many robots do YOU know who play games?
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So INSERT ROBOT FORM IN SLOT and about then Floyd will stand up and yell at
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you to pick him. TYPE 3 and you have your favorite adventure companion back
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with you. Now go aft and then starboard again to the Cargo Bay. There's your
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spacetruck waiting for you. OPEN HATCH and ENTER SPACETRUCK. You'll
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immediately see a survival kit, and remembering your experiences on Resida, you
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TAKE KIT. Then CLOSE HATCH, and SIT IN PILOT SEAT. You might want to TURN ON
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RADIO to listen to some other truckers. Then INSERT SPACECRAFT FORM IN SLOT.
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Floyd will beg you to let him launch, and you can say FLOYD, LAUNCH if you want
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to see what will happen. It's not dangerous, so go ahead.
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You will be told to enter the course heading, and here's where we separate
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the Pirates from the good guys! Note the time on the upper right of your
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screen, then look at your Assignment Completion Form (included in package) and
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find the appropriate time. Note the number next to that time frame and TYPE
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XXX and you're on your way!
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You have nothing to do but WAIT now, so you might want to OPEN KIT and
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examine your provisions. They are very important because you can starve to
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death later if you don't have them. You can also OPEN THERMOS now, since
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you'll soon need it. Now all there is left to do is WAIT as many times as it
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takes until you are told you have made STATIONFALL. About this time you will
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be hungry, so DRINK SOUP.
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Kind of strange that nobody is here to meet you, but GET UP, OPEN HATCH and
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LEAVE SPACETRUCK. Then east to Level Five.
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A few explanations are in order here. First of all, this walkthru is written
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so that things are in LOGICAL order. There are ways to do the game in less
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moves, but that would mean doing things that would make no sense because you
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hadn't come across a REASON to do them yet.
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Next, there are a couple of variables which cannot be pinned down to specific
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times. From time to time a Hull Welder will show up looking menacing. He will
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KILL YOU if you hang around. All you have to do is move to another room for
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one move and come back and he'll be gone. There is no way to know when these
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welders will show, so they are not included in the walkthru, just watch out for
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them.
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Another variable is hunger. It is impossible to know precisely when hunger
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will strike. If you don't get delayed by too many hull welders, and follow
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this walkthru, you should have enough food to last you. If not, I'll point out
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where you can find more food along the way.
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Sleeping: If you don't get delayed, you should only have to sleep once
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before finishing your mission. You can sleep safely in any of the barracks or
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in the captain's quarters. Going too long without sleep will cause you to
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sleep wherever you happen to be, and if you're exposed, you might wake up DEAD!
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By the way, watch for Floyd's responses when you type things like SAVE,
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RESTORE, or especially RESTART, QUIT, and SCRIPT.
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Okay, let's start solving this problem. Infocom has thoughfully provided
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complete maps of all levels of the space station so things should be easy to
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find. A good place to find out what's happening should be the Control Room so
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go southeast then east to get there. LOOK AT MONITORS and you'll find that
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some of the systems are failing. Now go south to the Commanders Office and
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you'll see an empty Log Reader. Going east again will put you in the
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Commander's Quarters where you'll see a safe and the log. Ignore the safe and
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GET LOG then west and INSERT LOG IN READER THEN TURN ON READER. Note: If a
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hull welder shows up while you are reading the log, TURN OFF MACHINE before
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leaving the room. The log reader will explode after a certain time and you
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don't want that to happen while you're there!
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The log will begin to play. Each time you hear the word "More," PUSH RED
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BUTTON until the log ends. You will learn a LOT of useful stuff from the log.
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First of all the Captain has hidden fuel cells in the Bin on Level One and the
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key is locked in the safe. You'll also learn about an Alien Spacecraft in Bay
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One and that Shady Dan is altering ID cards. You'll also learn about the hull
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welders going berserk and that there is a validation stamp under the captain's
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bed. When the log is over, TURN OFF READER, then go east again and LOOK UNDER
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BED then GET STAMP. You never know when it might come in handy.
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Let's start investigating. Go west, northwest, northwest, and north and
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you'll be in the Workshop. You really have no use for the bedistor so ignore
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it and go north again. Hmmm awfully dark in here, but don't worry, there
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apparently are no Grues in outer space so just go east and north four times to
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the Engineering Office. READ DIARY THEN DROP IT. You'll get some interesting
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information about the alien language being NONVISUAL. Now south and up and
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you'll find a 20-prong fromitz board. You never know when you might need one
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of those, so TAKE FROMITZ and down, south three times and northeast to the PX.
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If you LOOK AT SCREEN you'll find that everything is sold out except timers.
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Well, you don't have any money anyway, so forget it for now.
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Somewhere about here Floyd will show up with a new friend, Plato. As far as
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I can tell, Plato is more or less just window dressing. You don't need to talk
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to him or worry about him at all. He will become a part of the story a little
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later, but for now, just ignore him.
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Usually Floyd (and Plato) will follow you, but you're going to need him, so
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to be safe, say FLOYD, FOLLOW ME and head southwest three times, south and west
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where you'll find the Robot Lab. Ignore Oliver for now, he's not awake yet.
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You see a drill bit in a heating chamber and it's too hot for you to get, but
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say FLOYD, GET DRILL BIT. Floyd will take it out of the chamber and then drop
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it because it's hot, so GET BIT THEN EXAMINE IT (note the description of the
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size) and then head for the elevator, east, north, and northwest. PUSH BUTTON
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to call the elevator.
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You've explored everything of interest on this deck, so let's look around at
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the rest of this lonely space station.
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Go east into the elevator and you'll find another of the ever-present
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keyboards. TYPE 9 and you'll discover that the elevator doesn't want to go to
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that level -- the same results will occur if you try to go to Deck 8. Looks
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like we'll have to start our exploration on Deck 7 so TYPE 7 and you're there.
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Leave the elevator by going west and you'll find yourself in the Printing Plant
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where you see a nanofilm spool and a trashcan. You can ignore the spool
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(unless you just want to read it later for kicks) but OPEN TRASH CAN and you'll
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find a crumpled form. GET FORM and EXAMINE FORM and you'll discover it's one
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of those Illegal Space Village Entry Forms you heard about in the log. You'll
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also notice that it isn't validated. It's too crumpled to fit in the slot
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where it belongs, so just keep it for now. Going northwest will put you in the
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Recycling Plant where you'll discover a drill with a small bit in it. Never
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know where you might need one, so TAKE DRILL.
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There's nothing else of interest on this level so go southeast and up. (It's
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easier to use the ladder for short trips.) There are a lot of beds and
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bathrooms on this deck, none of which are useful (unless you need sleep) but if
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you go southeast you'll find a security door. If you PUT ID IN READER you'll
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discover that you are not authorized in the Armory. This is important
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information for you to have, which is why we made this trip. Now northwest
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twice to the Docking Bay One.
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Here's the alien ship that you heard about in the log. ENTER SHIP and you'll
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see a skeleton and some strange writing. EXAMINE SKELETON and you'll see that
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it has an overdeveloped tongue case. Remember what the diary said about
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"NONVISUAL" communication? You can try your other senses if you want, but the
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skeleton gives it away, so grit your teeth (no pun intended) and TASTE DOTS.
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Bingo!
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Of course what you now have is about as meaningless as the dots, but you've
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made some progress. Write down or SCRIPT what you find for future reference.
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(You'll have to come back to this level anyway, to deal with the Armory, so you
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can look at them again at that time if you don't want to write it down now.)
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You've seen everything worth seeing on this level so LEAVE SHIP, east, PUSH
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BUTTON, and go east then TYPE 3 (there's absolutely NOTHING of value on level
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four, but you may be sleepy by this time and you can sleep there if you wish.)
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Leave the elevator by going west and then northwest will put you in the
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Laundry with a couple of machines. A glimmer of an idea begins to shine and
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you TURN ON PRESSER then OPEN PRESSER. Now PUT CRUMPLED FORM IN PRESSER and
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CLOSE PRESSER THEN OPEN IT. Now you have a neatly pressed Illegal Space
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Village Entry Form! GET VILLAGE FORM THEN VALIDATE IT and you can DROP STAMP
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since you won't need it anymore. You should also TURN OFF MACHINE since they
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seem to have a habit of blowing up or attacking you if you leave them on.
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Now east and southwest to the chapel. If you EXAMINE PULPIT you'll discover
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that you can OPEN PULPIT. Aha! A switch. Pushing the switch turns off the
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flame. Being very curious, you could try getting the star, but it's out of
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reach and standing on the pulpit ends in a pratfall. There's also a puce
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nanofilm spool here and it might help you get the star so TAKE PUCE (where did
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he GET these colors?) and go east and north to the Gym. Read the sign and keep
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it in mind, it might be important later. Go south.
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The Theatre is of no use, and you CAN'T open the Projection Booth so we'll
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ignore it. Up will take you to the Mess Hall where you'll see a steaming cup
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of coffee. No matter HOW hungry you are, DON'T drink it! It's acid as is
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everything dispensed by the Food Processing machines, so ignore them. Instead,
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go south into Main Storage where you'll see a Detonator. GET DETONATOR THEN
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EXAMINE IT and you'll find it can be opened. When you OPEN DETONATOR you'll
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discover a blackened hyperdiode which you can REMOVE and DROP. Going north and
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then southeast will bring you to the Library and a nanofilm reader. PUT PUCE
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IN READER and TURN ON READER. In the somewhat sketchy description that
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follows, you will learn that there is a DIODE in the Star! Keep that in mind.
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Go west and PUSH BUTTON, then east and TYPE 5. When you arrive at Level 5,
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go west, southwest twice, and east. Now DROP ALL BUT VILLAGE FORM AND KIT, and
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you're ready to tackle the Illegal Space Village. By the way, from here on you
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have to draw your own map. There are several "rooms" not described here since
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they contain nothing vital, but you should explore them anyway, some of them
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are fun.
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West, south, west will bring you to the South Connection where you should PUT
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VILLAGE FORM IN SLOT and the door will open. South twice and up will lead you
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to the Mayor's Office. EXAMINE TEXTBOOK and a paper will flutter out. GET
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PAPER AND READ IT and Voila! You now have the means to decipher the dots in
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the alien spaceship! Down and south will lead you to the Bank, where you'll
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find a Platinum Detector (Platinum happens to be Element 78, mentioned in the
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dots!). Turn on Detector (it will last only so long before overheating so if
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you vary from this walkthru you might lose it.).
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North, southeast, and southwest will take you to the Pawnshop. TAKE SPRAY
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CAN and read it. You'll have no idea at this point what it's good for, but
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take it anyway. Northeast and south will take you to the Loan Shark where
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you'll find a strongbox you can't open, so north again and southeast. Well,
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what have we here? An ostrich in space? Well, GET LETTER THEN READ IT and
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then PET OSTRICH. Observe what happens for future reference. The letter tells
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you that what you need to deal with the ostrich is in a ceiling panel
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somewhere. Maybe you'll come across it later. It would sure help if you knew
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WHO wrote the letter!
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Now go northeast then east and you'll see a pair of magnetic boots. These
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might come in handy, but DON'T TOUCH THEM! You're carrying your ID card and
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the magnetic stripe would be destroyed by the boots. Leave them for now and go
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up.
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Hmmmm, Shady Dan. Where have you heard that name before? Looking around you
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spot a machine that looks like it would hold an ID card. PUT ID IN SLOT then
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TURN MACHINE ON and it will ask you what rank you'd like to be. I've never
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tested to see the lowest rank that will get you in the Armory, but if you're
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going to impersonate an officer you might as well go for broke. TYPE 10 and
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Presto! You're a Grand Fleet Hyperspace Admiral. GET ID THEN TURN MACHINE OFF
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and northwest. The 12-prong fromitz is useless but GET INSTRUCTION THEN READ
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IT and you'll learn all you need to know about blowing things up. Let's see,
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you have the detonator. All you need now is a timer and some explosive.
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North will find you in the Grocery where you see a bag. The bag contains
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some Space Taffy which is very nutritious. Depending on how you stand with
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food, you can either take it or leave it. Go east and your Platinum Detector
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will start beeping. About the only thing obvious here is the mirror, so KICK
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MIRROR and TAKE FOIL (which apparently is made of platinum). Now go northwest
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and east and you'll find another useful gadget. TAKE HEADLAMP THEN WEAR IT,
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and let's go back to the space station.
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You now have some information and equipment that will help you accomplish
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some more things so go west four times, northwest, southwest, and down to level
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six. Then southeast will take you to the Armory security door. PUT ID IN
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READER and the door will open for you. Now north and GET GUN, then south and
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northwest and up.
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About this time you should hear an announcement that a message has been
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received in the CommCenter. When you go by there (Level Five) you can drop in
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and take a peek if you wish, but it's only window dressing.
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Let's deal with the dark Storeroom now, so go north twice and TURN ON HEADLAMP.
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Hmmmm a jammer. Wonder what this could be used for? Let's conserve our light
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(remember ZORK?) so GET JAMMER, east, TURN OFF HEADLAMP, south, southwest,
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southeast twice, east, and let's start getting organized.
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EXAMINE JAMMER and you'll discover 20 sockets. Remember the fromitz board?
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Well, GET FROMITZ THEN PUT IT IN JAMMER. DROP JAMMER.
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Now DROP ALL BUT GUN, SPRAY AND KIT. Time for another trip back to the
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Village. West, northwest, south three times, southeast, south will take you
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back to the Loan Shark. Now SHOOT STRONGBOX WITH GUN and you'll discover a
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coin. GET COIN and go north and east. Since you don't have the ID card it's
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safe to GET BOOTS. Continue up, northwest twice and you'll find yourself in
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the Pet Store. It's quite probable that the letter about the ostrich came from
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here, so EXAMINE CEILING. There it is! OPEN PANEL then GET NIP. Now READ
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SIGN. You learn two things: That they are like hydrogen balloons and they
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like Spores. OPEN CAGE. The beast has a leash, but if you grab it now you'll
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drop everything you own so let's just lure him where we need him.
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This procedure is really simple; you want to move one move AHEAD of the
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creature and then have him follow you. Here we go.
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Northeast, SPRAY CAN, west, SPRAY CAN, west, SPRAY CAN, west, SPRAY CAN,
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northwest, SPRAY CAN, southwest, SPRAY CAN, east, SPRAY CAN, TYPE 3, west,
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SPRAY CAN, southwest, SPRAY CAN. Now you have the little bugger in the chapel,
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so GRAB LEASH and you'll find yourself able to GET STAR. Then DROP LEASH.
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EXAMINE STAR and you'll discover it can be opened. So OPEN STAR, GET DIODE,
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DROP CAN AND STAR.
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A note: Somewhere around here Plato will suddenly become nasty. He will
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tell you he is going to kill you and then launch into a long story about what
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is going on here. Don't panic! Each time he pauses, type FLOYD, HELP. Floyd
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will become very confused because he likes Plato but is loyal to you; but in
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the end, when Plato is really going to kill you, Floyd will come to the rescue.
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Just sit back and watch the action -- you'll survive. After the scenario with
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Plato you will have dropped everything so be sure to GET ALL.
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Now back to Level Five. East twice, TYPE 5, west, northeast twice, and
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you're in the PX. PUT COIN IN SLOT and TYPE 6 to get the timer. Typical! The
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damn thing is stuck in the chute and neither you nor Floyd can get it out.
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Suddenly you remember what happened when you scared the ostrich.
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Go southwest twice, southeast, south three times, southeast twice. Since you
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have the ostrich nip, the ostrich will now follow you so back to the PX.
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Northwest twice, north three times, northwest, northeast twice. Now simply PET
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OSTRICH and he'll stick his head in the hole. When he pulls it out, you have
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your timer! DROP NIP and GET TIMER then southwest twice, southeast twice, and
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east. Now PUT DIODE in DETONATOR. Then CLOSE DETONATOR. Then DROP ALL BUT
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KIT AND BOOTS and you're ready for your last trip to the Village.
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West,
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northwest, northeast, east three times, south, southeast, and east will put you
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in the Casino. The dice are of no interest; but the roulette wheel might be
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fun, so TURN WHEEL. Aha! Go UP and OPEN LOCKER and you'll find a space suit.
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Just the thing for visiting vacuum storage facilities (keeps all the body parts
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where they belong, y'know). GET SUIT THEN WEAR IT, WEAR BOOTS and go down,
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west twice, and down again.
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READ THE SIGN and you'll discover that there might be something interesting
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below. Now OPEN DOOR, down and CLOSE UPPER DOOR. Then OPEN UPPER DOOR and
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down again and you're in the dark so TURN ON HEADLAMP. You'll see a tiny
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cylinder. READ LABEL and you'll find that you have to keep it cold. EXAMINE
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CYLINDER will tell you that it is about the size and shape of a pencil so now
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you know what size hole you need.
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PUT CYLINDER IN THERMOS THEN CLOSE THERMOS. (The thermos will not protect
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the explosive FOREVER, but it will last long enough to accomplish its purpose).
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Now go up, CLOSE DOOR, then TURN OFF HEADLAMP, REMOVE SUIT AND BOOTS, and DROP
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SUIT AND BOOTS since you won't need them anymore. OPEN UPPER DOOR and back to
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the safe by going up, up, north twice, west three times, southwest, southeast,
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and east. Now to become a safecracker.
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Before you start this, make SURE you are NOT carrying the detonator or timer.
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If you are carrying them, you get some strange responses. REMOVE SMALL BIT
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FROM DRILL AND DROP IT. GET DRILL AND MEDIUM BIT. PUT MEDIUM BIT IN DRILL
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THEN DRILL HOLE IN SAFE. You now have the right size hole. Now OPEN THERMOS
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and GET EXPLOSIVE THEN PUT IT IN HOLE. Then ATTACH DETONATOR TO EXPLOSIVE,
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then ATTACH DETONATOR TO TIMER and SET TIMER TO 10. Immediately go west and
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you will hear an explosion.
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Go east and you will see the safe has been blown open and there is the key
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you needed. DROP ALL then GET KEY, FOIL, JAMMER, AND GUN. You're now ready to
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tackle the Storage Bin so go west, northwest, east, TYPE 1, and west. Now
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UNLOCK BIN WITH KEY THEN OPEN BIN. You will be knocked on your butt by an
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explosion and also (though unrelated) the lights will go off somewhere around
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this time. When they do, simply TURN ON HEADLAMP. When you wake up, be sure
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to GET ALL. The air shaft grating has been damaged so OPEN GRATE then ENTER
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GRATE and start your journey down. Just keep going down until you reach the
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Bottom of Shaft.
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KICK GRATING and you'll find yourself dumped into the Computer Control room
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where you are facing a berserk exercise machine! Instead of your life flashing
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in front of your eyes, you see a vision of a sign in the Gym. So you quickly
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SET JAMMER TO 710 and then TURN ON JAMMER. This will effectively deal with the
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exercise machine, but now a forklift has picked it up and is going to lift you
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farther than you care to go. Simple. The exercise machine is not dead, only
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disabled, so TURN ON JAMMER and it will take care of the forklift.
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You (and the rest of humanity) are running out of time so quickly go up to
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the Factory where you meet up with your old buddy Floyd. But wait a minute!
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Floyd doesn't look quite right. Unbelievable as it sounds, he WILL kill you if
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you aren't careful -- he's not himself these days. You have NO CHOICE here.
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You have to SHOOT FLOYD. You don't even have time to mourn because the pyramid
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is quickly reaching its full power. So COVER PYRAMID WITH FOIL and you are
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finished.
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Floyd will tell you that he understands that you had to kill him, and the
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young robot Oliver will appear on the scene. The game is over. A personal
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note:
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I imagine most gamers will have the same reaction to this endgame that I had:
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anger and sadness. Steve Meretsky has said that he ended the game this way
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because he did NOT want to do another sequel. I guess we have to respect his
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wishes; but I, for one, am very unhappy with the way the game ended. The game
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was so enjoyable throughout, and I was so happy to finally have Floyd back
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again, that I couldn't help feeling betrayed at the ending.
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STATIONFALL is published by Infocom, Inc., and distributed by Activision, Inc.
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This walkthru is copyright (c) 1987 by Merlin (Art Lewis Kimball). All rights
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reserved.
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