Here begins a transcript of interaction with PLANETFALL. PLANETFALL is a trademark of Infocom, Inc. Copyright (c) 1983 Infocom, Inc. All rights reserved. >DROP BRUSH AND ID Patrol-issue self-contained multi-purpose scrub brush: Dropped. ID card: Dropped. >Z Time passes... >Z Time passes... >Z Time passes... >Z Time passes... The alien ambassador from the planet Blow'k-bibben-Gordo ambles toward you from down the corridor. He is munching on something resembling an enormous stalk of celery, and he leaves a trail of green slime on the deck. He stops nearby, and you wince as a pool of slime begins forming beneath him on your newly-polished deck. The ambassador wheezes loudly and hands you a brochure outlining his planet's major exports. >DROP BROCHU Dropped. The ambassador introduces himself as Br'gun-te'elkner-ipg'nun. >Z Time passes... The ambassador recites a plea for coexistence between your races. >Z Time passes... The ambassador remarks that all humans look alike to him. >Z Time passes... The ambassador grunts a polite farewell, and disappears up the gangway, leaving a trail of dripping slime. >Z Time passes... A massive explosion rocks the ship. Echoes from the explosion resound deafeningly down the halls. The door to port slides open. >W Escape Pod This is one of the Feinstein's primary escape pods, for use in extreme emergencies. A mass of safety webbing, large enough to hold several dozen people, fills half the pod. The controls are entirely automated. The bulkhead leading out is open. The ship shakes again. You hear, from close by, the sounds of emergency bulkheads closing. >GET IN (in the safety web) You are now safely cushioned within the web. The pod door clangs shut as heavy explosions continue to buffet the Feinstein. >Z Time passes... You feel the pod begin to slide down its ejection tube as explosions shake the mother ship. >Z Time passes... Through the viewport of the pod you see the Feinstein dwindle as you head away. Bursts of light dot its hull. Suddenly, a huge explosion blows the Feinstein into tiny pieces, sending the escape pod tumbling away! As the escape pod tumbles away from the former location of the Feinstein, its gyroscopes whine. The pod slowly stops tumbling. Lights on the control panel blink furiously as the autopilot searches for a reasonable destination. >Z Time passes... The auxiliary rockets fire briefly, and a nearby planet swings into view through the port. It appears to be almost entirely ocean, with just a few visible islands and an unusually small polar ice cap. A moment later, the system's sun swings into view, and the viewport polarizes into a featureless black rectangle. >Z Time passes... The main thrusters fire a long, gentle burst. A monotonic voice issues from the control panel. "Approaching planet...human-habitable." >Z Time passes... >Z Time passes... >Z Time passes... >Z Time passes... The pod is buffeted as it enters the planet's atmosphere. >Z Time passes... You feel the temperature begin to rise, and the pod's climate control system roars as it labors to compensate. >Z Time passes... The viewport suddenly becomes transparent again, giving you a view of endless ocean below. The lights on the control panel flash madly as the pod's computer searches for a suitable landing site. The thrusters fire long and hard, slowing the pod's descent. >Z Time passes... The pod is now approaching the closer of a pair of islands. It appears to be surrounded by sheer cliffs rising from the water, and is topped by a wide plateau. The plateau seems to be covered by a sprawling complex of buildings. >Z Time passes... The pod lands with a thud. Through the viewport you can see a rocky cleft and some water below. The pod rocks gently back and forth as if it was precariously balanced. A previously unseen panel slides open, revealing some emergency provisions, including a survival kit and a towel. >GET UP As you stand, the pod shifts slightly and you feel it falling. A moment later, the fall stops with a shock, and you see water rising past the viewport. >GET KIT Taken. >OPEN DOOR The bulkhead opens and cold ocean water rushes in! The pod is now completely submerged, and you feel it smash against underwater rocks. Bubbles streaming upward past the window indicate that the pod is continuing to sink. >U Underwater You are momentarily disoriented as you enter the turbulent waters. Currents buffet you against the sharp rocks of an underwater cliff. A dim light filters down from above. >U Crag You have reached a cleft in the cliff wall where the island rises from the water. The edge of the cleft displays recently exposed rock where it collapsed under the weight of the escape pod. About two meters below, turbulent waters swirl against sharp rocks. A small structure clings to the face of the cliff about eight meters above you. Even an out-of-shape Ensign Seventh Class could probably climb up to it. >U Balcony This is an octagonal room, half carved into and half built out from the cliff wall. Through the shattered windows which ring the outer wall you can see ocean to the horizon. A weathered metal plaque with barely readable lettering rests below the windows. The language seems to be a corrupt form of Galalingua. A steep stairway, roughly cut into the face of the cliff, leads upward. A rocky crag can be seen about eight meters below. >U Winding Stair The middle of a long, steep stairway carved into the face of a cliff. >U Courtyard You are in the courtyard of an ancient stone edifice, vaguely reminiscent of the castles you saw during your leave on Ramos Two. It has decayed to the point where it can probably be termed a ruin. Openings lead north and west, and a stairway downward is visible to the south. >N Plain Hall This is a featureless hall leading north and south. Although the hallway is old and dusty, the construction is of a much more modern style than the castle to the south. A similar hall branches off to the northeast. >NE Rec Corridor This is a wide, east-west hallway. Portals lead north and south, and another corridor branches southwest. >E Mess Corridor This is a wide, east-west hallway with a large portal to the south. A small door to the north is closed and hooked with a simple steel padlock which is also closed. >E Dorm Corridor This is a wide, east-west hallway with openings to the north and south. To the east, the corridor stretches off into the distance. That section of the hallway is lined with a motorized walkway (no longer running) that was probably intended to transport people or cargo down that tremendously long hall. >E You walk down the long, featureless hallway for a long time. Finally, you see an intersection ahead... Corridor Junction A north-south corridor intersects the main corridor here. To the west, the main corridor extends as far as you can see; a non-working walkway from that direction ends here. To the east, the corridor widens into a well-lit area. >S Mech Corridor North Entrances to rooms lie to the east and west from this north-south hall. >S Mech Corridor Entrances to rooms lie to the east and west from this north-south hall. >S Mech Corridor South The corridor ends here with doorways to the southwest, south, and southeast. >SW Tool Room This is apparently a storage room for tools. Exits lead northeast and east. Sitting on the floor below the lowest shelf is a large glass flask. A small device, labelled "Akmee Portabul Laazur", is resting on one of the lower shelves. The laser contains: An old battery On an upper shelf is a metal bar, curved into a U-shape. There is a pair of wide-nosed pliers here. >GET LASER AND BAR laser: Taken. curved metal bar: Taken. >NE Mech Corridor South >N Mech Corridor >N Mech Corridor North >N Corridor Junction >DROP BATTERY, KIT, AND LASER old battery: Dropped. survival kit: Dropped. laser: Dropped. >N Admin Corridor South This section of hallway seems to have suffered some minor structural damage. The walls are cracked, and a jagged crevice crosses the floor. An opening leads east and the corridor heads north and south. >L IN CRACK Lying at the bottom of the narrow crack, partly covered by layers of dust, is a shiny steel key! >GET KEY WITH BAR With a spray of dust and a loud clank, a piece of metal leaps from the crevice and affixes itself to the magnet. It is a steel key! With a tug, you remove the key from the magnet. >DROP BAR Dropped. >S Corridor Junction There is a laser here. There is a survival kit here. There is a worn-out laser battery here. >W You walk down the long, featureless hallway for a long time. Finally, you see some doorways ahead... Dorm Corridor >W Mess Corridor >UNLOCK LOCK (with the key) The padlock springs open. >GET IT Taken. >DROP ALL padlock: Dropped. key: Dropped. Patrol uniform: You'll have to take it off, first. chronometer: You'll have to take it off, first. >OPEN DOOR Opened. >N Storage West This is a small room obviously intended as a storage area. On a small shelf is a large, unopened tin can. It has a plain white label which reads "Spam and Egz." A heavy-duty extendable ladder is leaning against the rear wall. >GET LADDER Taken. >S Mess Corridor There is a key here. There is a padlock here. >E Dorm Corridor >E You walk down the long, featureless hallway for a long time. Finally, you see an intersection ahead... Corridor Junction There is a laser here. There is a survival kit here. There is a worn-out laser battery here. A growl from your stomach warns that you're getting pretty hungry and thirsty. >N Admin Corridor South There is a curved metal bar here. >N Admin Corridor The hallway, in fact the entire building, has been rent apart here, presumably by seismic upheaval. You can see the sky through the severed roof above, and the ground is thick with rubble. To the north is a gaping rift, at least eight meters across and thirty meters deep. A wide doorway, labelled "Sistumz Moniturz," leads west. >DROP LADDER Dropped. >EXTEND IT The ladder extends to a length of around eight meters. >LAY IT OVER RIFT The ladder swings out across the rift and comes to rest on the far edge, spanning the precipice. >N You slowly make your way across the swaying ladder. You can see sharp, pointy rocks at the bottom of the rift, far below... Admin Corridor North The corridor ends here. Portals lead west, north, and east. Signs above these portals read, respectively, "Administraativ Awfisiz," "Tranzportaashun Suplii," and "Plan Ruum." To the south is a wide rift, spanned by a metal ladder, separating this area from the rest of the building. >W Small Office You have entered a small office of some sort. A small desk faces the main doorway which lies to the east. Another exit leads west. >W Large Office This is a large, plush office. The far wall is one large picture window, scratched but unbroken, offering a view of this installation and the ocean beyond. In front of the window is a wide wooden desk. The only exit is east. >OPEN DESK Opening the large desk reveals a shuttle access card. >GET CARD Taken. >E Small Office >E Admin Corridor North >S You slowly make your way across the swaying ladder. You can see sharp, pointy rocks at the bottom of the rift, far below... Admin Corridor >S Admin Corridor South There is a curved metal bar here. >S Corridor Junction There is a laser here. There is a survival kit here. There is a worn-out laser battery here. >GET KIT AND LASER survival kit: Taken. laser: Taken. >OPEN KIT Opening the survival kit reveals a blob of red goo, a blob of green goo, and a blob of brown goo. >EAT RED Mmmm...that tasted just like scrumptious cherry pie. >E Elevator Lobby This is a wide, brightly lit lobby. A blue metal door to the north is closed and a larger red metal door to the south is also closed. Beside the blue door is a blue button, and beside the red door is a red button. A corridor leads west. To the east is a small room about the size of a telephone booth. >PUSH RED The red door begins vibrating a bit. >W Corridor Junction There is a worn-out laser battery here. >S Mech Corridor North >S Mech Corridor >S Mech Corridor South >SE Robot Shop This room, with exits west and northwest, is filled with robot-like devices of every conceivable description, all in various states of disassembly. Only one robot, about four feet high, looks even remotely close to being in working order. >SEARCH ROBOT In one of the robot's compartments you find and take a magnetic-striped card embossed "Loowur Elavaatur Akses Kard." >TURN ON ROBOT Nothing happens. >NW Mech Corridor South >N Mech Corridor >N Mech Corridor North >N Corridor Junction There is a worn-out laser battery here. >W You walk down the long, featureless hallway for a long time. Finally, you see some doorways ahead... Dorm Corridor >N Dorm D This is a very long room lined with multi-tiered bunks. Flimsy partitions between the tiers may have provided a modicum of privacy. These spartan living quarters could have once housed many hundreds, but it seems quite deserted now. There are openings at the north and south ends of the room. >LIE DOWN (on the bed) You are now in bed. The robot you were fiddling with in the Robot Shop bounds into the room. "Hi!" he says, with a wide and friendly smile. "You turn Floyd on? Be Floyd's friend, yes?" >SET DIAL TO 1 The dial is now set to 1. Floyd paces impatiently. >Z Time passes... Floyd whistles tunelessly. >Z Time passes... Floyd absent-mindedly oils one of his joints. >Z Time passes... >Z Time passes... Floyd rubs his head affectionately against your shoulder. >Z Time passes... Floyd says "Floyd going exploring. See you later." He glides out of the room. >Z Time passes... >Z Time passes... Floyd bounds into the room. "Floyd here now!" he cries. >Z Time passes... >Z Time passes... >Z Time passes... >Z Time passes... Floyd absent-mindedly recites the first six hundred digits of pi. >Z Time passes... >Z Time passes... >Z Time passes... >Z Time passes... >Z Time passes... >Z Time passes... Floyd recalls the time he bruised his knee. >Z Time passes... Floyd cranes his neck to see what you are doing. >Z Time passes... You suddenly realize how tired you were and how comfortable the bed is. You should be asleep in no time. >Z Time passes... You slowly sink into a deep and restful sleep. ...You gulp down the last of your Ramosian Fire Nectar and ask the andro-waiter for another pitcher. This pub makes the finest Nectar on all of Ramos Two, and you and your shipmates are having a pretty rowdy time. Through the windows of the pub you can see a mighty, ancient castle, shining in the light of the three Ramosian moons. The Fire Nectar spreads through your blood and you begin to feel drowsy... ***** SEPTEM 7, 11344 ***** You wake up feeling refreshed and ready to face the challenges of this mysterious world. Floyd bounces impatiently at the foot of the bed. "About time you woke up, you lazy bones! Let's explore around some more!" >GET UP You're on your own feet again. >GET ALL BUT FLOYD shuttle access card: Taken. survival kit: Taken. laser: Taken. lower elevator access card: Taken. >S Dorm Corridor Floyd follows you. >E You walk down the long, featureless hallway for a long time. Finally, you see an intersection ahead... Corridor Junction There is a worn-out laser battery here. Floyd follows you. >E Elevator Lobby Floyd follows you. >S Lower Elevator This is a medium-sized room with a door to the north which is open. A control panel contains an Up button, a Down button, and a narrow slot. Floyd follows you. >SLIDE LOWER THROUG SLOT A recorded voice chimes "Elevator enabled." Floyd paces impatiently. >PUSH DOWN BUTTON The elevator door slides shut. After a moment, you feel a sensation of vertical movement. Floyd recalls the time he bruised his knee. >Z Time passes... >Z Time passes... Floyd asks if you want to play Hucka-Bucka-Beanstalk. You notice that you feel a bit weak and slightly flushed, but you're not sure why. >Z Time passes... The elevator door slides open. A growl from your stomach warns that you're getting pretty hungry and thirsty. >N Waiting Area This is a concrete platform sparsely furnished with benches. The platform continues to the east, and to the south is a metal door. >E Kalamontee Platform This is a wide, flat strip of concrete which continues westward. A large transport of some sort lies to the south, its open door beckoning you to enter. A faded sign on the wall reads "Shutul Platform -- Kalamontee Staashun." >S Shuttle Car Alfie This is the cabin of a large transport, with seating for around 20 people plus space for freight. There are open doors at the eastern and western ends of the cabin, and a doorway leads out to a wide platform to the north. >E Alfie Control East This is a small control cabin. A control panel contains a slot, a lever, and a display. The lever can be set at a central position, or it could be pushed up to a position labelled "+", or pulled down to a position labelled "-". It is currently at the center setting. The display, a digital readout, currently reads 0. Through the cabin window you can see parallel rails running along the floor of a long tunnel, vanishing in the distance. Floyd bounces into the cabin. "Hey, wait for Floyd!" he yells, smiling broadly. >SLIDE SHUTTL CARD THROUG SLOT A recording of a deep male voice says "Shuttle controls activated." Floyd reminisces about his friend Lazarus, a medical robot. >PUSH LEVER The lever is now in the upper position. The control cabin door slides shut and the shuttle car begins to move forward! The display changes to 5. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 10. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 15. You pass a sign which says "Limit 45." >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 20. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 25. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 30. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 35. Floyd cranes his neck to see what you are doing. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 40. Floyd yawns and looks bored. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 45. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 50. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 55. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 60. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 65. The tunnel levels out and begins to slope upward. A sign flashes by which reads "Hafwaa Mark -- Beegin Deeseluraashun." >PULL LEVER The lever is now in the central position. The shuttle car continues to move. The display still reads 65. >Z Time passes... The shuttle car continues to move. The display still reads 65. Floyd produces a crayon from one of his compartments and scrawls his name on the wall. You're now really ravenous and your lips are quite parched. >PULL LEVER The lever is now in the lower position. The shuttle car continues to move. The display blinks, and now reads 60. Floyd produces a crayon from one of his compartments and scrawls his name on the wall. >EAT BROWN Mmmm...that tasted just like delicious Nebulan fungus pudding. The shuttle car continues to move. The display blinks, and now reads 55. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 50. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 45. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 40. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 35. You pass a sign, surrounded by blinking red lights, which says "15." Floyd notices a mouse scurrying by and tries to hide behind you. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 30. You pass a sign, surrounded by blinking red lights, which says "10." >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 25. You pass a sign, surrounded by blinking red lights, which says "5." Floyd rubs his head affectionately against your shoulder. >Z Time passes... The shuttle car continues to move. The display blinks, and now reads 20. The shuttle car is approaching a brightly-lit area. As you near it, you make out the concrete platforms of a shuttle station. >Z Time passes... The shuttle car rumbles through the station and smashes into the wall at the far end. You are thrown forward into the control panel. Both you and the shuttle car produce unhealthy crunching sounds as the cabin doors creak slowly open. Floyd rubs his head affectionately against your shoulder. >W Shuttle Car Alfie Floyd follows you. >N Lawanda Platform This is a wide, flat strip of concrete. Open shuttle cars lie to the north and south. A wide escalator, not currently operating, beckons upward at the east end of the platform. A faded sign reads "Shutul Platform -- Lawanda Staashun." >E Escalator You are in the middle of a long mechanical stairway. It is not running, and seems to be in disrepair. You notice that you feel unusually weak, and you suspect that you have a fever. >E Fork This is a hallway which forks to the northeast and southeast. To the west is the top of a long escalator. >SE Project Corridor West This is a curving hallway leading east and northwest. There is an opening to the west. >E Project Corridor You are at the center of a long east-west hallway. A doorway, labelled "PrajKon Awfis", opens to the south. >E Project Corridor East The hallway ends here but continues back toward the west. Doorways lead north, south and east. >E Main Lab This is the heart of the Project's vast laboratory complex. There are exits to the west and southwest, and heavy metal doors to the northeast and southeast. A small doorway leads south. >S Lab Storage This is a tiny room for the storage of laboratory supplies. The sole exit is to the north. Hanging on a rack is a pale blue lab uniform. Sewn onto its pocket is a non- descript logo. The odds and ends on the shelves include a small round object, which closer inspection reveals to be a fresh laser battery. >GET BATTERY Taken. >PUT IT IN LASER The battery is now resting in the depression, attached to the laser. >N Main Lab >OPEN BIO-LOCK The door opens. >SE Bio Lock West This is the first half of a sterilization chamber to prevent contamination of the delicate biological experiments in the Bio Lab which lies beyond. The door to the west leads to the main lab, and the bio lock continues eastward. Floyd glides after you. "Is this...is this a squash court?" he asks. >E Bio Lock East The is the second half of the sterilization chamber leading from the main lab to the Bio Lab. The door to the east, leading to the Bio Lab, has a window. The bio lock continues to the west. The door at the western end of the bio-lock closes silently. Floyd glides after you. "Is this...is this a squash court?" he asks. >L THROUG WINDOW You can see a large laboratory, dimly illuminated. A blue glow comes from a crack in the northern wall of the lab. Shadowy, ominous shapes move about within the room. On the floor, just inside the door, you can see a magnetic-striped card. Floyd stands on his tiptoes and peers in the window. "Ooo, look," he says. "There's a miniaturization booth access card!" >EAT MINIAT CARD (Taking the miniaturization access card first) I don't think that the miniaturization access card would agree with you. >W Bio Lock West Floyd follows you. >OPEN DOOR The door opens. >W Main Lab Floyd follows you. >SW Computer Room This is the main computer room for the Project. The only sign of activity is a glowing red light. The exits are north, west, and northeast. To the south is a small booth. There is a pile of computer output here. Floyd follows you. Floyd examines the glowing light. With a concerned frown, he says, "Uh oh. Computer is broken. A Doctor-person once told Floyd that Computer is the most important part of the Project." >S Miniaturization Booth This is a small room barely large enough for one person. Mounted on the wall is a small slot, and next to it a keyboard with numeric keys. The exit is to the north. Floyd follows you. >SLIDE MINIAT THROUG SLOT A melodic high-pitched voice says "Miniaturization and teleportation booth activated. Please type in damaged sector number." >TYPE 384 You notice the walls of the booth sliding away in all directions, followed by a momentary queasiness in the pit of your stomach... Station 384 You are standing on a square plate of heavy metal. Above your head, parallel to the plate beneath you, is an identical metal plate. To the east is a wide, metallic strip. Floyd follows you. >E Strip Near Station You are standing on a silicon filament, which looks to you like a wide metal highway. South of here, the filament makes a right angle and heads straight down, like a cliff overlooking a black void. The filament can be followed north, however. Station 384 lies westward. Floyd follows you. >N Middle of Strip You are standing on a section of the strip with a bottomless void stretching out on both sides. The strip continues to the north and south. Floyd follows you. >N Strip Near Relay North of here, the filament ends at a huge featureless wall, presumably the side of some micro-component. To the east is a vacuu-sealed micro-relay, sealed in transparent red plastic. You could probably see into the micro-relay. Floyd follows you. >SHOOT SPECK A good shot, but just a little wide of the target. Floyd sings an ancient ballad, totally out of key. >G A near miss! >G A near miss! Floyd produces a crayon from one of his compartments and scrawls his name on the wall. The laser feels slightly warm now, but that doesn't seem to affect its performance at all. >G The speck is hit by the beam! It sizzles a little, but isn't destroyed yet. Floyd whistles tunelessly. >G A good shot, but just a little wide of the target. >G A near miss! The laser feels somewhat warm now, but that doesn't seem to affect its performance at all. >G A near miss! Floyd frets about the possibility of his batteries failing. >G The beam hits the speck again! This time, it vaporizes into a fine cloud of ash. The relay slowly begins to close, and a voice whispers in your ear "Sector 384 will activate in 200 millichrons. Proceed to exit station." >THROW LASER OVER EDGE As the laser flies over the edge of the strip, the hungry microbe lunges after it. Both the laser and the microbe plummet into the void. (Whew!) >S Middle of Strip Floyd follows you. >S Strip Near Station Floyd follows you. >W A voice seems to whisper in your ear "Main Miniaturization and Teleportation Booth has malfunctioned...switching to Auxiliary Booth..." You feel the familiar wrenching of your innards, and find yourself in a vast room whose distant walls are rushing straight toward you... Auxiliary Booth This is another small booth. Unlike the Miniaturization Booth, this room has no slot or keyboard, so presumably it is intended only as a receiving station. The exit is on the northern side. Floyd follows you. >N Lab Office This is the office for storing files on Bio Lab experiments. A large and messy desk is surrounded by locked files. A small booth lies to the south. A closed door to the west is labelled "Biioo Lab." You realize with shock and horror that the only way out is through the mutant-infested Bio Lab. On the wall are three buttons: a white button labelled "Lab Liits On", a black button labelled "Lab Liits Of", and a red button labelled "Eemurjensee Sistum." Floyd follows you. >OPEN DESK Opening the desk reveals a gas mask. >WEAR MASK (Taking the gas mask first) You are wearing the gas mask. >PUSH RED You hear a hissing from beyond the door to the west. >OPEN DOOR The office door is now open. Through the open doorway you can see the Bio Lab. It seems to be filled with a light mist. Horrifying biological nightmares stagger about making choking noises. >W Bio Lab This is a huge laboratory filled with many biological experiments. The lighting is dim, and a faint blue glow comes from a gaping crack in the northern wall. Some of the experiments seem to be out of control... A ferocious feral creature, with a hairy shelled body and a whip-like tail snaps its enormous mandibles at you. A giant plant, teeming with poisonous tentacles, is shuffling toward you on three leg-like stalks. Lurking nearby is a vicious-looking creature with slavering fangs. Squinting in the light, it eyes you hungrily. Rushing toward you is an ugly, deformed humanoid, bellowing in a guttural tongue. It brandishes a piece of lab equipment shaped somewhat like a battle axe. The air is filled with mist, which is affecting the mutants. They appear to be stunned and confused, but are slowly recovering. Floyd follows you. >OPEN LAB DOOR The door opens. The air is filled with mist, which is affecting the mutants. They appear to be stunned and confused, but are slowly recovering. >W Bio Lock East Floyd follows you. >W Bio Lock West The door at the eastern end of the bio-lock closes silently. The monsters gallop toward you, smacking their lips. A recorded announcement blares from the public address system. "Revival procedure beginning. Cryo-chamber access from Project Control Office now open." Floyd glides after you. "Is this...is this a squash court?" he asks. >OPEN DOOR The door opens. The mutants are almost upon you now! >W Main Lab The mutants burst into the room right on your heels! The growling humanoid is charging straight at you, waving his axe-like implement! Floyd follows you. >W Project Corridor East The mutants burst into the room right on your heels! The mobile plant whips its poisonous tentacles against your ankles! Floyd follows you. >W Project Corridor The mutants burst into the room right on your heels! The growling humanoid is charging straight at you, waving his axe-like implement! Floyd follows you. >S ProjCon Office This office looks like a headquarters of some kind. Exits lead north and east. The west wall displays a logo. The mural that previously adorned the south wall has slid away, revealing an open doorway to a large elevator! The mutants burst into the room right on your heels! A pair of slavering fangs removes part of your clothing! Floyd bounds into the room. "Floyd here now!" he cries. >S Cryo-Elevator This is a large, plain elevator with one solitary button and a door to the north which is open. The monsters are storming straight toward the elevator door! >PUSH BUTTON The elevator door closes just as the monsters reach it! You slump back against the wall, exhausted from the chase. The elevator begins to move downward. Floyd bounds into the room. "Floyd here now!" he cries. >Z Time passes... >Z Time passes... Floyd asks if you want to play Hucka-Bucka-Beanstalk. >Z Time passes... The elevator door opens onto a room to the north. Floyd chants the death scene from "Carmen". >N Cryo-Anteroom The elevator closes as you leave it, and you find yourself in a small, chilly room. To the north, through a wide arch, is an enormous chamber lined from floor to ceiling with thousands of cryo-units. You can see similar chambers beyond, and your mind staggers at the thought of the millions of individuals asleep for countless centuries. In the anteroom where you stand is a solitary cryo-unit, its cover frosted. Next to the cryo-unit is a complicated control panel. A door slides open and a medical robot glides in. It opens the cryo-unit and administers an injection to its inhabitant. As the robot glides away, a figure rises from the cryo-unit -- a handsome, middle-aged woman with flowing red hair. She spends some time studying readouts from the control panel. She turns to you and, with a strained voice says, "You have fixed our computer and a Cure has been discovered, and we are grateful. But alas, it was all in vain. Our planetary course control system has malfunctioned, and the orbit has now decayed beyond correction. Soon Resida will plunge into the sun." Your score would be 50 (out of 80 points). It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 3474. This score gives you the rank of Planetary Commodore. Would you like to restart the game from the beginning, restore a saved game position, or end this session of the game? (Type RESTART, RESTORE, or QUIT.) >Q