Hints for INFOCOM's new text adventure release, Stationfall: (INFOCOM , ZORK and Stationfall are trademarks; Stationfall is copyrighted by INFOCOM, although these hints are not separately subject to copyright claim. "Burroughs", used near the end of these hints, is also a trademark, as are MSDOS, IBM, and GEnie in the below paragraph. Note: I have also uploaded Run Length Encoded maps of the Illegal Village. The map is in two parts, SFMAP_N.RLE (north part of village), and SFMAP_S.RLE (south part of village). Run GRAPHICS.COM from your DOS disk, then type RLE SFMAP_N.RLE. When the map is displayed, will produce the map on your printer. Do the same with the south part, and put the two maps together). This is for MSDOS/IBM users. Other machine users will have to figure out how to print the maps themselves, or copy them by hand (yuch!) [As originally written, this walkthrough was prepared for MSDOS/IBM machines, and archived with a public domain Run Length Encoded display program for such machines. I have not completely eliminated reference to this, but on GEnie you should be able to find RLE display programs for your machine on the appropriate RT area for that machine]. At the start of the game, you need to find the robots, and check out Floyd. You have the robot requisition form, use it. Then find and get in the space truck. Sit in seat, use spacecraft activation form. Get the coordinates to type by reading the time from the status line at the top of the screen, and looking up corresponding course data from table on Assignment Completion form in your game package. (This is INFOCOM's substitute for copy protection; I certainly prefer it, but make sure you don't misplace your forms from game package, or you can't replay the game later!) The space truck will take you to station and land automatically. Get out of seat, take survival kit (only eatable food in station!). Leave space truck. Use "official blueprints" maps that came with game to get around main part of station, use maps of illegal village, included with these hints, for there. Go to Station Commander's Quarters, SE part of level 5, get log tape. Go back to Station Cmdr's Office, play tape on reader. (push red button after each "MORE" for next segment). If you move in any direction before the Welder gets you, it will go away for a while. Open Survival Kit, eat food when hungry. Open the Thermos and drink the soup first, you will need the empty thermos later. OK, so get the validation stamp. The tapes told you where it is. Now, go down to level 7. You can take elevator, or use stairs next to elevator by typing "down" twice. Look in trash can, get wrinkled form. Go NW to Paper Recycling Plant to get drill. Then back up to Level 3. (The form is wrinkled, so what do we do about that? Iron it in the Laundry, of course!) Open Presser, put in wrinkled form, close presser, turn on presser, turn off presser, open presser, get neat form, and validate it with the stamp you got above. While you are on level 3, go in the gym and read the sign. Write down the frequency that Jams the exercise machine, you will need it later. Then go into the chapel, get the spool, and examine the pulpit. A switch inside? Flip it and the eternal flame goes out? Leave the eternal flame out, don't want to start any fires later! Now, go up to level 2, to the library, and read the spool. What is this about an "...iode" in the Star? Go into main storage on level 2 and get the detonator. Remember the safe? OK, now you have a validated illegal village admission form. Go to the south connection point on level 5, put the form in the slot to open passage to illegal village. Before going into illegal village, you might go west into Robot shop. With Floyd present (wait for him if he isn't there), type "Floyd, get medium drill bit". Pick up the drill bit from the floor. Remove the small bit from the drill you got in Printing, put in the medium bit, go to the Station Commander's Quarters, and drill a hole in the safe. We are going to "blow" the safe later to get the key mentioned on the tape. Drop the validation stamp, the drill, and the drill bit. We won't need these any more. Now, go into illegal village (south connection point on level 5, near Station Commander's Office). Follow the map enclosed with this archive. Go to Main Street, go up to mayor's office, open book, read paper. Print out the paper, using Script or Prt Sc. Back down to Main St., down to Alley, and then Go NE to Vacuum Storage. DON'T GO THROUGH JUNKYARD while carrying your ID!! Go UP to trading post, read sign and flyer while you are there. So here is where we get explosive, and how we use them to blow the safe. OK, now, go SE to Shady Dan's. Remember what was on the log tape about Dan? Altering Patrol IDs, was he? Well, what is this machine with the slot and the keyboard in Dan's? Yep. Put ID in slot, turn on machine, type 10 to convert yourself to an Admiral, and take ID. Again, DON'T GO THROUGH JUNKYARD while carrying ID!! Go NW to trading post, N to Grocery, (note the bag if you get hungry later), N to Broadway, E to Field Office. Get the headlamp. Don't turn it on unless you are in dark, and turn it off when you are back in light. As in ZORK, the headlamp has a limited battery life, and you will need it later. Following Illegal Village map, go W 3 times and back to level 5 of main station. Take stairs down to level 6, go to the armory. Your ID as an "Admiral" will open armory door. Go in, get Zapgun. Back out, drop ID. Go back to level 5, south to illegal village. Back via Main Street and the Alley and S to the Loan Shark. Shoot the lock off the strong box with the zapgun. Get coin. Go North to Alley, SE to Doc's. Read the letter. So somebody has some Ostrich Nip for Doc. Lets get it. Where else, the Pet Store. Follow map to Pet Store, examine ceiling, open panel, get Nip. Go back to Doc's with the Nip, then return to level 5 of station with the Nip. The Ostrich will follow. Go to the PX on level 5. Read the screen on the vending machine. Put coin in slot, type code for TIMER (remember, we are going to blow the safe!). Oops, darned vending machines! Well, we can't reach in hole, but Ostriches have long necks! Put the Nip in the dispensing hole, and the Ostrich will get the TIMER out for you. Take the timer. OK, now we have Timer, Detonator, and the Trading Post has explosives. Remember the hatch in Vacuum Storage area under the trading post? But we need a space suit to go out in vacuum! And, if you examine and open the detonator, there is something else we need! A new diode--wonder what series. There is a J series diode in the Studio west of the Trading Post, but that would be too easy. Well, I suppose we'll have to rely on divine intervention. Remember the "...iode" in the Star that the spool was talking about? But something to do first while we're near the PX on level 5. Go into the Storage on level 5 west of the PX. Turn on the headlamp, take jammer, back east and turn off the lamp again. Save the power in the lamp. Now, look at jammer. A 20 pin socket, eh? Wonder what fits it? Go North into Scientific Sub module, explore around and read what you find. So the Mayor could have solved the alien language problem? Remember the paper you found in the Mayor's office? I hope you printed it out. Also, go up and get the 20 pin board, which fits the Jammer. Set the jammer to the frequency you noted in the gym, but don't turn it on yet. OK, back to level 5, then down to level 6 and into the docking bay. In the alien spacecraft. What are those dots? Look at the alien. Big tongue? Taste the dots, and translate using the paper you found in the mayor's office. For non-chemists, element 78 is platinum. Sometime about now (maybe earlier, maybe later) Plato will shoot you with stun ray, and want to kill you. Keep asking Floyd to get stun ray. Eventually, he will, just before Plato blows you away. You have to keep asking Floyd. OK, up to level 5, south to illegal village, south from main street to bank, take platinum detector and turn it on. Back to main street, SE to alley, SW to pawn shop, take the can of spores. Remember in the Pet Shop? Spore eater, huh? And in the chapel, the star has a diode in it (for the detonator). The baloon floats, can get us up to the star. Good thing we turned off the eternal flame! OK, NE to the alley, this time we'll visit the junkyard. Get the magnetic boots and wear them. Up to Shady Dan's, NW to trading post, and on to the Pet Shop. Open the cage. Then NE to Broadway, "SPRAY CAN". In comes the baloon creature. Keep moving one room at a time, spraying can each time to get baloon creature to follow, until you reach the main station and go up to the chapel. Then TAKE LEASH, get the star. Open it and you have your new diode. Put diode in detonator and close detonator. Take detonator and timer to Station Commander's Quarters) where the safe is) and drop them. Leave the zapgun and the jammer in the Station Commander's Outer Office. You will need them later. Now, go back to illegal village, go to the barber shop SE of Broadway. What is this beeping from the Platinum Detector? Break the mirror and get the Platinum foil. Remember the "alien tongues"? Now W to Grocery, SE to Saloon (sorry about that spelling on the enclosed map, I ran out of room in the box!), and E to the Casino. Turn the roulette wheel and doors will open. Up to the Bordello (labeled "Broth" in the attached map, I never was much for fancy words!), open the locker, get the space suit, and wear it. Now, proceed to store room under trading post. Make sure you have the following: empty (and open) thermos headlamp boots (worn) space suit(worn) Leave everything else here before you open the hatch and go down. Then close inner door, open outer door, and out. Turn on headlamp. Read the label on the cylinder. Explosive, eh? And the trading post flyer told you how to use it. But it must be kept cold. So put it in the thermos and close the thermos. Back in, turn off headlamp. Close outer door, open inner door. Remove boots and suit and drop them in the airlock. Up to vacuum storage. Take the Platinum foil and headlamp with you. Go to Station Commander's Quarters, take timer and detonator, open thermos, take explosive, put it in the hole you drilled earlier in the safe. Connect detonator to timer, connect timer to detonator, set timer to 20 (you may have to vary this, so save just before this point). Drop detonator and timer and go West. Wait for explosion (shouldn't be long). Then back E, and get the key. Back west. Pick up the Zapgun and the Jammer which you left here earlier. With the KEY, the ZAPGUN, the HEADLAMP, and the JAMMER, go up to top floor. Yes, the lights just went out, but turn on the headlamp. Aren't you glad you saved your battery power? Unlock the lock on the bin with the key. Oops! When you wake up, notice the air shaft grill is skewed. Open or move the grill, go down until you reach the grill at the bottom. Heard some frightening news on the way down? The Universe is doomed unless we stop them quickly! Kick the bottom grill out, and you are in the computer room. Turn on the jammer (set as per the sign in the gym) to stop the exercise machine. Then turn it off again and the confused exercise machine will take out the forklift. Up. So Floyd has turned pirate, has he? Well, I never trusted the little Son of a Burroughs anyway! Blow him away with the zapgun. Then follow the information you learned by tasting the alien tongue in the alien ship, wrap the platinum foil over the pyramid, and you have finished the game. Comments on these hints and map may be sent to GEnie: W.LARKINS CompuServe ID: 72457,741 or messages may be left for Bill Larkins on Virginia Connection BBS 703-648-1841 for users of this BBS.