THESE RULES ARE QUITE LENGTHY, AND YOU MIGHT WISH TO GET A HARDCOPY TO READ AT YOUR LEASURE. TO DO THAT, JUST TYPE: >LPD DP:[30,30]STARTREK.DOC FOR NOW, YOU CAN GET THE RULES ONE SCREEN FULL AT A TIME BY HITTING THE RETURN BUTTON EVERY TIME YOU HAVE CAUGHT UP WITH THE TERMINAL. IF YOU GET TIRED OF READING THE RULES, TYPEING CONTROL-Z (HITTING THE Z BUTTON WHILE HOLDING DOWN THE CTRL BUTTON) WILL TERMINATE THE RULES AND GO ON TO THE GAME ITSELF. THERE ARE 3 KINDS OF GAMES THAT YOU CAN PLAY: REGULAR GAMES, WHERE YOU PLAY A SINGLE GAME AGAINST THE KLINGONS, FROZEN GAMES -- WHICH ALLOW YOU TO CONTINUE AN INTERRUPTED GAME, AND TOURNAMENT GAMES -- WHICH ARE LIKE GAMES THAT ARE FROZEN BEFORE THE FIRST MOVE. THE IDEA IN A TOURNAMENT GAME IS TO HAVE TWO OR MORE PEOPLE PLAY THE SAME GAME AND SEE WHO CAN GET THE HIGHEST SCORE. ^ SSSSSSS TTTTTTTT A RRRRRRR SSSSSSSS TTTTTTTT AAA RRRRRRRR SS TT AAA RR RR SSSSSSS TT AA AA RR RR SSSSSSS TT AA AA RRRRRRRR SS TT AAAAAAA RRRRRRR SS TT AAAAAAA RR RR SSSSSSSS TT AA AA RR RR SSSSSSS TT AA AA RR RR TTTTTTTT RRRRRRR EEEEEEEEE KK KK TTTTTTTT RRRRRRRR EEEEEEEEE KK KK TT RR RR EE KK KK TT RR RR EEEEEE KKKKKK TT RRRRRRRR EEEEEE KKKKK TT RRRRRRR EE KK KK TT RR RR EE KK KK TT RR RR EEEEEEEEE KK KK TT RR RR EEEEEEEEE KK KK PRODUCED FOR YOUR ENJOYMENT BY DAVID MATUSZEK AND PAUL REYNOLDS WITH MODIFICATIONS BY DON SMITH PERMISSION IS HEREBY GRANTED FOR THE COPYING, DISTRIBUTION, MODIFICATION AND USE OF THIS PROGRAM AND ASSOCIATED DOCUMENTATION FOR RECREATIONAL PURPOSES, PROVIDED THAT ALL REFERENCES TO THE AUTHORS ARE RETAINED. HOWEVER, PERMISSION IS NOT AND WILL NOT BE GRANTED FOR THE SALE OR PROMOTIONAL USE OF THIS PROGRAM OR PROGRAM DOCUMENTATION, OR FOR USE IN ANY SITUATION IN WHICH PROFIT MAY BE CONSIDERED AN OBJECTIVE, SINCE IT IS THE DESIRE OF THE AUTHORS TO RESPECT THE COPYRIGHTS OF THE ORIGINATORS OF STAR TREK. ----------INTRODUCTION TO THE GAME---------- THE ORGANIAN PEACE TREATY HAS COLLAPSED, AND THE FEDERATION IS AT WAR WITH THE KLINGON EMPIRE. JOINING THE KLINGONS AGAINST THE FEDERATION ARE THE MEMBERS OF THE "ROMULAN STAR EMPIRE". AS COMMANDER OF THE STARSHIP U. S. S. ENTERPRISE, YOUR JOB IS TO WIPE OUT THE KLINGON INVASION FLEET AND MAKE THE GALAXY SAFE FOR DEMOCRACY. YOUR BATTLEGROUND IS THE ENTIRE GALAXY, WHICH FOR CONVENIENCE IS DIVIDED UP INTO EIGHT ROWS OF EIGHT QUADRANTS EACH, LIKE A CHECKERBOARD. ROWS ARE NUMBERED FROM TOP TO BOTTOM, AND COLUMNS ARE NUMBERED LEFT TO RIGHT, SO QUADRANT 1 - 8 WOULD BE IN THE UPPER RIGHT HAND CORNER OF THE GALAXY. DURING BATTLE YOU WILL BE CONCERNED ONLY WITH THOSE ENEMIES THAT OCCUPY THE SAME QUADRANT AS YOURSELF. QUADRANTS ARE DIVIDED UP INTO SECTORS: TEN ROWS OF TEN SECTORS EACH. SECTORS ARE NUMBERED IN THE SAME WAY AS QUADRANTS, SO THE SECTOR IN THE UPPER RIGHT CORNER IS SECTOR 1 - 10. YOU HAVE A SHORT-RANGE SCANNER WHICH ALLOWS YOU TO LOOK AT THE ENTIRE QUADRANT IN A SINGLE DISPLAY. ENEMIES RECHARGE DURING YOUR ABSENCE. IF YOU LEAVE A QUADRANT CONTAINING A WEAKENED ENEMY, WHEN YOU RETURN TO THAT QUADRANT HE WILL BE STRONG AGAIN. ALSO, EACH TIME YOU ENTER A QUADRANT, THE POSITIONS OF EVERYTHING IN THE QUADRANT (EXCEPT YOUR SHIP) ARE RANDOMIZED, TO SAVE YOU THE TROUBLE OF TRYING TO REMEMBER WHERE EVERYTHING IN THE QUADRANT IS. NOTICE THAT THIS REFERS ONLY TO THE POSITIONS OF THINGS IN THE QUADRANT--THE NUMBERS OF EACH KIND OF THING ARE NOT CHANGED. IF YOU KILL SOMETHING, IT STAYS DEAD. THE ROMULANS ARE NOT AS SERIOUS A THREAT TO THE FEDERATION AS THE KLINGONS. FOR ONE THING, THERE ARE NOT AS MANY OF THEM. FOR ANOTHER, THE ROMULANS ARE NOT AS TREACHEROUS. HOWEVER, ROMULANS ARE NOT TO BE TRIFLED WITH, ESPECIALLY WHEN YOU ARE IN VIOLATION OF THE "ROMULAN NEUTRAL ZONE". THERE ARE TWO KINDS OF KLINGONS: ORDINARY KLINGONS, WHICH ARE BAD ENOUGH, AND KLINGON COMMANDERS, WHICH ARE EVEN WORSE. COMMANDERS ARE ABOUT THREE TIMES STRONGER THAN ORDINARY KLINGONS. COMMANDERS ARE MORE RESISTANT TO YOUR WEAPONS. COMMANDERS CAN MOVE ABOUT DURING BATTLE, WHILE ORDINARY KLINGONS STAY PUT. AND FINALLY, COMMANDERS HAVE A THING CALLED A "LONG-RANGE TRACTOR BEAM" WHICH THEY CAN USE, AT RANDOM INTERVALS, TO YANK YOU AWAY FROM WHAT YOU ARE DOING AND INTO THEIR QUADRANT, TO DO BATTLE WITH THEM. THERE IS ALSO A SPECIAL COMMANDER, CALLED THE "SUPER-COMMANDER". THIS CHARACTER IS SO BAD, HE IS RESERVED FOR THE GOOD, EXPERT AND EMERITUS GAMES. FORTUNATELY, THERE IS JUST ONE "SUPER-COMMANDER" IN A GAME. IN ADDITION TO THE UNDESIRABLE TRAITS OF COMMANDERS, HE CAN MOVE FROM QUADRANT TO QUADRANT AT WILL, SEEKING OUT AND DESTROYING YOUR STARBASES, AND ANY HELPFUL PLANETS HE RUNS ACROSS. HE ALSO HAS A SPY PLANTED ABOARD YOUR SHIP, GIVING HIM VALUABLE INFORMATION ABOUT YOUR CONDITION. USING THIS INFORMATION, HE CAN DO DASTARDLY THINGS LIKE TRACTOR BEAM YOUR SHIP WHEN YOU ARE IN BAD SHAPE. AND ONCE YOU'VE BEEN TRACTOR BEAMED BY THE "SUPER-COMMANDER" - - - BUT THE ADVANTAGES ARE NOT ALL ON THE SIDE OF THE ENEMY. YOUR SHIP IS MORE POWERFUL, AND HAS BETTER WEAPONS. BESIDES, IN THIS GALAXY THERE ARE FROM TWO TO FIVE STARBASES, AT WHICH YOU CAN STOP TO REFUEL AND LICK YOUR WOUNDS, SAFE FROM ATTACK OR TRACTOR BEAMS. BUT YOU HAD BEST NOT DALLY THERE TOO LONG, SINCE TIME IS NOT ON YOUR SIDE. THE KLINGONS ARE NOT JUST AFTER YOU; THEY ARE ATTACKING THE ENTIRE FEDERATION. THERE IS ALWAYS A FINITE "TIME LEFT", WHICH IS HOW MUCH LONGER THE FEDERATION CAN HOLD OUT IF YOU JUST SIT ON YOUR FAT BEHIND AND DO NOTHING. AS YOU WIPE OUT KLINGONS, YOU REDUCE THE RATE AT WHICH THE INVASION FLEET WEAKENS THE FEDERATION, AND SO THE "TIME LEFT" UNTIL THE FEDERATION COLLAPSES MAY ACTUALLY INCREASE. SINCE KLINGONS ARE THE MAIN THREAT TO THE FEDERATION, THE ROMULANS DO NOT FIGURE INTO THE "TIME LEFT". IN FACT, YOU NEED NOT KILL ALL THE ROMULANS TO WIN. IF YOU CAN GET ALL THE KLINGONS, THE FEDERATION WILL ABIDE FOREVER, AND YOU HAVE WON THE GAME. SPACE IS VAST, AND IT TAKES PRECIOUS TIME TO MOVE FROM ONE PLACE TO ANOTHER. IN COMPARISON, OTHER THINGS HAPPEN SO QUICKLY THAT WE ASSUME THEY TAKE NO TIME AT ALL. TWO WAYS THAT TIME CAN PASS ARE WHEN YOU MOVE, OR WHEN YOU ISSUE A COMMAND TO SIT STILL AND REST FOR A PERIOD OF TIME. YOU WILL SOMETIMES WANT TO DO THE LATTER, SINCE THE VARIOUS DEVICES ABOARD YOUR STARSHIP MAY BE DAMAGED AND REQUIRE TIME TO REPAIR. OF COURSE, REPAIRS CAN BE MADE MORE QUICKLY AT A STARBASE THAN THEY CAN IN FLIGHT. IN ADDITION TO KLINGONS, ROMULANS AND STARBASES, THE GALAXY CONTAINS (SURPRISE) STARS. MOSTLY, STARS ARE A NUISANCE AND JUST GET IN YOUR WAY. YOU CAN TRIGGER A STAR INTO GOING NOVA BY SHOOTING ONE OF YOUR PHOTON TORPEDOES AT IT. WHEN A STAR NOVAS, IT DOES A LOT OF DAMAGE TO ANYTHING IMMEDIATELY ADJACENT TO IT. IF ANOTHER STAR IS ADJACENT TO A NOVA, IT TOO WILL GO NOVA. STARS MAY ALSO OCCASIONALLY GO SUPERNOVA; A SUPERNOVA IN A QUADRANT DESTROYS EVERYTHING IN THE QUADRANT AND MAKES THE QUADRANT PERMANENTLY UNINHABITABLE. YOU MAY "JUMP OVER" A QUADRANT CONTAINING A SUPERNOVA WHEN YOU MOVE, BUT YOU SHOULD NOT STOP THERE. SUPERNOVAS MAY HAPPEN SPONTANEOUSLY, WITHOUT PROVOCATION. IF A SUPERNOVA OCCURS IN THE SAME QUADRANT YOU ARE IN, YOUR STARSHIP HAS AN "EMERGENCY AUTOMATIC OVERRIDE" WHICH PICKS SOME RANDOM DIRECTION AND SOME RANDOM WARP FACTOR, AND TRIES TO THROW YOU CLEAR OF THE SUPERNOVA. IF THE SUPERNOVA OCCURS IN SOME OTHER QUADRANT, YOU JUST GET A WARNING MESSAGE FROM STARFLEET ABOUT IT (PROVIDED, OF COURSE, THAT YOUR SUBSPACE RADIO IS WORKING). ALSO A FEW PLANETS ARE SCATTERED THROUGH THE GALAXY. THESE CAN SOMETIMES BE A GREAT HELP SINCE SOME OF THEM WILL HAVE "DILITHIUM CRYSTALS", WHICH ARE CAPABLE OF REPLENISHING THE SHIP'S ENERGY SUPPLY. YOU CAN EITHER BEAM DOWN TO THE PLANET SURFACE USING THE TRANSPORTER, OR TAKE THE SHUTTLE CRAFT "GALILEO". STAR TREK IS A RICH GAME, FULL OF DETAIL. THESE INSTRUCTIONS ARE WRITTEN AT A MODERATE LEVEL--NO ATTEMPT HAS BEEN MADE FULLY TO DESCRIBE EVERYTHING ABOUT THE GAME, BUT THERE IS QUITE A BIT MORE HERE THAN YOU NEED TO GET STARTED. IF YOU ARE NEW TO THE GAME, JUST GET A ROUGH IDEA OF THE KINDS OF COMMANDS AVAILABLE, AND START PLAYING. AFTER A GAME OR TWO YOU WILL HAVE LEARNED EVERYTHING IMPORTANT, AND THE DETAILED COMMAND DESCRIPTIONS WHICH FOLLOW WILL BE A LOT MORE MEANINGFUL TO YOU. YOU HAVE WEAPONS: PHASERS AND PHOTON TORPEDOES. YOU HAVE A DEFENSE: DEFLECTOR SHIELDS. YOU CAN LOOK AT THINGS: LONG- RANGE SCANNERS, SHORT-RANGE SCANNERS, AND A STAR CHART. YOU CAN MOVE ABOUT, UNDER WARP DRIVE OR IMPULSE POWER. YOU CAN ALSO DOCK AT A STARBASE, REST WHILE REPAIRS ARE BEING MADE, ABANDON SHIP, SELF DESTRUCT, OR GIVE UP AND START A NEW GAME. THE KLINGONS ARE WAITING. ^ ----------HOW TO ISSUE COMMANDS---------- WHEN THE GAME IS WAITING FOR YOU TO ENTER A COMMAND, IT WILL PRINT OUT COMMAND: YOU MAY THEN TYPE IN YOUR COMMAND. ALL YOU HAVE TO REMEMBER FOR EACH COMMAND IS THE MNEMONIC. FOR EXAMPLE, IF YOU WANT TO MOVE STRAIGHT UP FOR ONE QUADRANT, YOU CAN TYPE IN THE MNEMONIC MOVE AND THE COMPUTER WILL PROMPT YOU WITH MANUAL OR AUTOMATIC? SAY YOU TYPE IN "MANUAL". THE COMPUTER THEN RESPONDS X AND Y DISPLACEMENTS: NOW YOU TYPE IN 0 1 WHICH SPECIFIES AN X MOVEMENT OF ZERO AND A Y MOVEMENT OF 1. WHEN YOU HAVE LEARNED THE COMMANDS, YOU CAN AVOID BEING PROMPTED BY SIMPLY TYPING IN THE INFORMATION WITHOUT WAITING TO BE ASKED FOR IT. FOR EXAMPLE, IN THE ABOVE EXAMPLE, YOU COULD SIMPLY TYPE IN MOVE MANUAL 0 1 AND IT WILL BE DONE. OR YOU COULD TYPE IN MOVE MANUAL AND WHEN THE COMPUTER RESPONDS WITH X AND Y DISPLACEMENTS: YOU CAN TYPE IN 0 1 AND IT WILL UNDERSTAND. YOU CAN ABBREVIATE MOST MNEMONICS. FOR "MOVE", YOU CAN USE ANY OF MOVE MOV MO M SUCCESSFULLY. FOR YOUR SAFETY, CERTAIN CRITICAL COMMANDS (SUCH AS TO ABANDON SHIP) MUST BE WRITTEN OUT IN FULL. ALSO, IN A FEW CASES TWO OR MORE COMMANDS BEGIN WITH THE SAME LETTER, AND IN THIS CASE THAT LETTER REFERS TO A PARTICULAR ONE OF THE COMMANDS; TO GET THE OTHER, YOUR ABBREVIATION MUST BE TWO OR MORE LETTERS LONG. THIS SOUNDS COMPLICATED, BUT YOU WILL LEARN THE ABBREVIATIONS QUICKLY ENOUGH. WHAT THIS ALL BOILS DOWN TO IS: (1) YOU CAN ABBREVIATE PRACTICALLY ANYTHING, (2) IF YOU FORGET, THE COMPUTER WILL PROMPT YOU, (3) IF YOU REMEMBER, YOU CAN TYPE IT ALL ON ONE LINE. IF YOU ARE PART WAY THROUGH ENTERING A COMMAND AND YOU CHANGE YOUR MIND, YOU CAN CANCEL THE COMMAND BY TYPING A -1 AS ONE OF THE PARAMETERS, WITH THE EXCEPTION OF THE MANUAL MOVE COMMAND. HERE (SINCE NEGATIVE NUMBERS ARE VALID) YOU CAN USE THE KEY TO CANCEL THE COMMAND. IF ANYTHING IS NOT CLEAR TO YOU, EXPERIMENT. THE WORST YOU CAN DO IS LOSE A GAME OR TWO. ----------DESCRIPTIONS OF COMMANDS---------- ******************** * SHORT-RANGE SCAN * ******************** MNEMONIC: SRSCAN SHORTEST ABBREVIATION: S FULL COMMANDS: SRSCAN SRSCAN NO THE SHORT-RANGE SCAN GIVES YOU A CONSIDERABLE AMOUNT OF INFORMATION ABOUT THE QUADRANT YOUR STARSHIP IS IN. A SHORT- RANGE SCAN IS BEST DESCRIBED BY AN EXAMPLE. 1 2 3 4 5 6 7 8 9 10 1 * . . . . R . . . . STARDATE 2516.3 2 . . . E . . . . . . CONDITION RED 3 . . . . . * . B . ? POSITION 5 - 1, 2 - 4 4 . . . S . . . . . . LIFE SUPPORT DAMAGED, RESERVES=2.3 5 . . . . . . . K . . WARP FACTOR 5.0 6 . K . . . . . * . ENERGY 2176.25 7 . . . . . P . . . . TORPEDOES 3 8 . . . . * . . . . . SHIELDS UP, 42 PERCENT 1050 UNITS 9 . * . . * . . . C . KLINGONS LEFT 12 10 T # # # # # # # # # TIME LEFT 3.72 LEGEND E = ENTERPRISE (YOU!) K = ORDINARY KLINGONS R = ROMULAN B = FRIENDLY STARBASE C = COMMANDER KLINGON S = SUPER COMMANDER T = THOLIAN # = THOLIAN WEB * = STARS . = EMPTY SPACE = BLACK HOLE ? = GRAVITATIONAL ANOMALY P = PLANET THE INFORMATION ON THE RIGHT IS ASSORTED STATUS INFORMATION. THE STATUS INFORMATION WILL BE ABSENT IF YOU TYPE AFTER SRSCAN. OTHERWISE, STATUS INFORMATION WILL BE PRESENTED. SHORT-RANGE SCANS ARE FREE. THAT IS, THEY USE UP NO ENERGY AND NO TIME. IF YOU ARE IN BATTLE, DOING A SHORT-RANGE SCAN DOES NOT GIVE THE ENEMIES ANOTHER CHANCE TO HIT YOU. YOU CAN SAFELY DO A SHORT-RANGE SCAN ANYTIME YOU LIKE. STARBASES ALSO HAVE SHORT RANGE SENSORS. IF YOU ARE DOCKED AT A STARBASE AND YOUR SHORT RANGE SENSORS ARE DAMAGED, YOU MAY USE THE ONES AT THE STARBASE BY USING THE COMMAND. ^ ***************** * STATUS REPORT * ***************** MNEMONIC: STATUS SHORTEST ABBREVIATION: ST THIS COMMAND GIVES YOU INFORMATION ABOUT THE CURRENT STATE OF YOUR STARSHIP, AS FOLLOWS: STARDATE - THE CURRENT DATE. A STARDATE IS THE SAME AS A DAY. CONDITION - THERE ARE FOUR POSSIBLE CONDITIONS: DOCKED - DOCKED AT STARBASE. RED - IN BATTLE. YELLOW - LOW ON ENERGY ( < 1000 UNITS). GREEN - NONE OF THE ABOVE. POSITION - QUADRANT IS GIVEN FIRST, THEN SECTOR. LIFE SUPPORT - IF "ACTIVE", LIFE SUPPORT SYSTEMS ARE FUNCTIONING NORMALLY. IF ON "RESERVES", THE NUMBER IS HOW MANY STARDATES YOUR RESERVE FOOD, AIR, ETC. WILL LAST--YOU MUST GET REPAIRS MADE OR GET TO STARBASE BEFORE YOUR RESERVES RUN OUT. WARP FACTOR - WHAT YOUR WARP FACTOR IS CURRENTLY SET TO. ENERGY - THE AMOUNT OF ENERGY YOU HAVE LEFT. IF IT DROPS TO ZERO, YOU DIE. TORPEDOES - HOW MANY PHOTON TORPEDOES YOU HAVE LEFT. SHIELDS - WHETHER YOUR SHIELDS ARE UP OR DOWN, HOW STRONG THEY ARE (WHAT PERCENT OF A HIT THEY CAN DEFLECT), AND SHIELD ENERGY. KLINGONS LEFT - HOW MANY OF THE KLINGONS ARE STILL OUT THERE. TIME LEFT - HOW LONG THE FEDERATION CAN HOLD OUT AGAINST THE PRESENT NUMBER OF KLINGONS; THAT IS, HOW LONG UNTIL THE END IF YOU DO NOTHING IN THE MEANTIME. IF YOU KILL KLINGONS QUICKLY, THIS NUMBER WILL GO UP--IF NOT, IT WILL GO DOWN. IF IT REACHES ZERO, THE FEDERATION IS CONQUERED, AND YOU LOSE. STATUS INFORMATION IS FREE--IT USES NO TIME OR ENERGY, AND IF YOU ARE IN BATTLE, THE KLINGONS ARE NOT GIVEN ANOTHER CHANCE TO HIT YOU. STATUS INFORMATION CAN ALSO BE OBTAINED BY DOING A SHORT-RANGE SCAN. SEE THE COMMAND FOR DETAILS. EACH ITEM OF INFORMATION CAN BE OBTAINED SINGLY BY REQUESTING IT. SEE COMMAND FOR DETAILS. ^ ******************* * LONG-RANGE SCAN * ******************* MNEMONIC: LRSCAN SHORTEST ABBREVIATION: L A LONG-RANGE SCAN GIVES YOU GENERAL INFORMATION ABOUT WHERE YOU ARE AND WHAT IS AROUND YOU. HERE IS AN EXAMPLE OUTPUT. L. R. SCAN FOR QUADRANT 5 - 1 -1 107 103 -1 316 5 -1 105 1000 THIS SCAN SAYS THAT YOU ARE IN ROW 5, COLUMN 1 OF THE 8 BY 8 GALAXY. THE NUMBERS IN THE SCAN INDICATE HOW MANY OF EACH KIND OF THING THERE IS IN YOUR QUADRANT AND ALL ADJACENT QUADRANTS. THE DIGITS ARE INTERPRETED AS FOLLOWS. THOUSANDS DIGIT: 1000 INDICATES A SUPERNOVA (ONLY) HUNDREDS DIGIT: NUMBER OF KLINGONS PRESENT TENS DIGIT: NUMBER OF STARBASES PRESENT ONES DIGIT: NUMBER OF STARS PRESENT FOR EXAMPLE, IN YOUR QUADRANT (5 - 1) THE NUMBER IS 316, WHICH INDICATES 3 KLINGONS, 1 STARBASE AND 6 STARS. (THE LONG-RANGE SCANNER DOES NOT DISTINGUISH BETWEEN ORDINARY KLINGONS AND KLINGON COMMAND SHIPS.) IF THERE IS A SUPERNOVA, AS IN THE QUADRANT BELOW AND TO YOUR RIGHT (QUADRANT 6 - 2), THERE IS NOTHING ELSE IN THE QUADRANT. ROMULANS POSSESS A "CLOAKING DEVICE" WHICH PREVENTS THEIR DETECTION BY LONG-RANGE SCAN. BECAUSE OF THIS FACT, STARFLEET COMMAND IS NEVER SURE HOW MANY ROMULANS ARE "OUT THERE". WHEN YOU KILL THE LAST KLINGON, THE REMAINING ROMULANS SURRENDER TO THE FEDERATION. PLANETS ARE ALSO UNDETECTABLE BY LONG-RANGE SCAN. THE ONLY WAY TO DETECT A PLANET IS TO FIND IT IN YOUR CURRENT QUADRANT WITH SHORT-RANGE SENSORS. SINCE YOU ARE IN COLUMN 1, THERE ARE NO QUADRANTS TO YOUR LEFT. THE MINUS ONES INDICATE THE NEGATIVE ENERGY BARRIER AT THE EDGE OF THE GALAXY, WHICH YOU ARE NOT PERMITTED TO CROSS. LONG-RANGE SCANS ARE FREE. THEY USE UP NO ENERGY OR TIME, AND CAN BE DONE SAFELY REGARDLESS OF BATTLE CONDITIONS. STARBASES ALSO HAVE L.R. SENSORS. IF YOU ARE DOCKED AND YOUR LONG-RANGE SENSORS ARE DAMAGED, YOU MAY USE THE ONES AT STARBASE BY USING THE COMMAND. ^ ************** * STAR CHART * ************** MNEMONIC: CHART SHORTEST ABBREVIATION: C AS YOU PROCEED IN THE GAME, YOU LEARN MORE AND MORE ABOUT WHAT THINGS ARE WHERE IN THE GALAXY. THIS INFORMATION IS AUTOMATICALLY RECORDED FOR YOU (BY SPOCK) IN YOUR STAR CHART. THE CHART LOOKS LIKE AN 8 BY 8 ARRAY OF NUMBERS. THESE NUMBERS ARE INTERPRETED EXACTLY AS THEY ARE ON A LONG-RANGE SCAN. A PERIOD (.) IN PLACE OF A DIGIT MEANS YOU DO NOT KNOW THAT INFORMATION YET. FOR EXAMPLE, ... MEANS YOU KNOW NOTHING ABOUT THE QUADRANT, WHILE .1. MEANS YOU KNOW THAT IT CONTAINS A BASE, BUT AN UNKNOWN NUMBER OF KLINGONS AND STARS. LOOKING AT THE STAR CHART IS A FREE OPERATION. IT COSTS YOU NEITHER TIME NOR ENERGY, AND CAN BE DONE SAFELY WHETHER IN OR OUT OF BATTLE. ^ ***************** * DAMAGE REPORT * ***************** MNEMONIC: DAMAGES SHORTEST ABBREVIATION: DA AT ANY TIME YOU MAY ASK FOR A DAMAGE REPORT TO FIND OUT WHAT DEVICES ARE DAMAGED AND HOW LONG IT WILL TAKE TO REPAIR THEM. NATURALLY, REPAIRS PROCEED FASTER AT A STARBASE. IF YOU SUFFER DAMAGES WHILE MOVING, IT IS POSSIBLE THAT A SUBSEQUENT DAMAGE REPORT WILL NOT SHOW ANY DAMAGE. THIS HAPPENS IF THE TIME SPENT ON THE MOVE EXCEEDS THE REPAIR TIME, SINCE IN THIS CASE THE DAMAGED DEVICES WERE FIXED EN ROUTE. DAMAGE REPORTS ARE FREE. THEY USE NO ENERGY OR TIME, AND CAN BE DONE SAFELY EVEN IN THE MIDST OF BATTLE. ^ ************************* * MOVE UNDER WARP DRIVE * ************************* MNEMONIC: MOVE SHORTEST ABBREVIATION: M FULL COMMAND: MOVE MOVE THIS COMMAND IS THE USUAL WAY TO MOVE FROM ONE PLACE TO ANOTHER WITHIN THE GALAXY. YOU MOVE UNDER WARP DRIVE, ACCORDING TO THE CURRENT WARP FACTOR (SEE "WARP FACTOR"). THERE ARE TWO COMMAND MODES FOR MOVEMENT; MANUAL AND AUTOMATIC. THE MANUAL MODE IS DEFAULT, AND REQUIRES THE FOLLOWING FORMAT: MOVE IS OPTIONAL. IF OMITTED, MANUAL MOVEMENT IS ASSUMED. AND ARE THE HORIZONTAL AND VERTICAL DISPLACEMENTS FOR YOUR STARSHIP, IN QUADRANTS; A DISPLACEMENT OF ONE SECTOR IS 0.1 QUADRANTS. SPECIFYING AND CAUSES YOUR SHIP TO MOVE IN A STRAIGHT LINE TO THE SPECIFIED DESTINATION. IF IS OMITTED, IT IS ASSUMED ZERO. FOR EXAMPLE, THE SHORTEST POSSIBLE COMMAND TO MOVE 1 SECTOR TO THE RIGHT WOULD BE M .1 THE FOLLOWING EXAMPLES OF MANUAL MOVEMENT REFER TO THE SHORT-RANGE SCAN ON PAGE 6. DESTINATION SECTOR MANUAL MOVEMENT COMMAND 3 - 1 M -.3 -.1 2 - 1 M -.3 1 - 2 M -.2 .1 1 - 4 M 0 .1 (LEAVING QUADRANT) M 0 .2 1 - 5 M .1 .1 2 - 10 M .6 5 - 6 M .2 -.3 3 - 4 M 0 -.1 THE AUTOMATIC MODE IS AS FOLLOWS: MOVE WHERE AND ARE THE ROW AND COLUMN NUMBERS OF THE DESTINATION QUADRANT, AND AND ARE THE ROW AND COLUMN NUMBERS OF THE DESTINATION SECTOR WITHIN THAT QUADRANT. THIS COMMAND ALSO MOVES YOUR SHIP IN A STRAIGHT LINE PATH TO THE DESTINATION. (A IS SUFFICIENT) MUST BE PRESENT. FOR MOVING WITHIN A QUADRANT, AND MAY BE OMITTED. FOR EXAMPLE, TO MOVE TO SECTOR 2 - 9 WITHIN THE CURRENT QUADRANT, THE SHORTEST COMMAND WOULD BE M A 2 9 TO MOVE TO QUADRANT 3 - 7, SECTOR 5 - 8, TYPE M A 3 7 5 8 AND IT WILL BE DONE. IN AUTOMATIC MODE, EITHER TWO OR FOUR NUMBERS MUST BE SUPPLIED. AUTOMATIC MODE UTILIZES THE SHIP'S "BATTLE COMPUTER". IF THE COMPUTER IS DAMAGED, MANUAL MOVEMENT MUST BE USED. IT USES TIME AND ENERGY TO MOVE. HOW MUCH TIME AND HOW MUCH ENERGY DEPENDS ON YOUR CURRENT WARP FACTOR, THE DISTANCE YOU MOVE, AND WHETHER YOUR SHIELDS ARE UP. THE HIGHER THE WARP FACTOR, THE FASTER YOU MOVE, BUT HIGHER WARP FACTORS REQUIRE MORE ENERGY. YOU MAY MOVE WITH YOUR SHIELDS UP, BUT THIS DOUBLES THE ENERGY REQUIRED. EACH TIME YOU MOVE IN A QUADRANT CONTAINING KLINGONS, THEY HAVE A CHANCE TO ATTACK YOU. IN THIS CASE, THE "ENERGY LEFT" MESSAGE YOU GET REFERS TO YOUR ENERGY AFTER THE ATTACK BUT BEFORE THE MOVE. AS YOU MOVE, THE AMOUNT THAT THE KLINGONS HIT YOU WITH IS DEPENDENT ON YOUR AVERAGE DISTANCE FROM THEM. THIS IS ALSO TRUE IF YOUR MOVE TAKES YOU OUT OF THE QUADRANT, WHEN THE KLINGONS HAVE ONE LAST CHANCE TO HIT YOU. ^ *************** * WARP FACTOR * *************** MNEMONIC: WARP SHORTEST ABBREVIATION: W FULL COMMAND: WARP YOUR WARP FACTOR CONTROLS THE SPEED OF YOUR STARSHIP. THE LARGER THE WARP FACTOR, THE FASTER YOU GO AND THE MORE ENERGY YOU USE. YOUR MINIMUM WARP FACTOR IS 1.0 AND YOUR MAXIMUM WARP FACTOR IS 10.0 (WHICH IS 100 TIMES AS FAST AND USES 1000 TIMES AS MUCH ENERGY). AT SPEEDS ABOVE WARP 6 THERE IS SOME DANGER OF CAUSING DAMAGE TO YOUR WARP ENGINES; THIS DAMAGE IS LARGER AT HIGHER WARP FACTORS AND ALSO DEPENDS ON HOW FAR YOU GO AT THAT WARP FACTOR. AT EXACTLY WARP 10 THERE IS SOME PROBABILITY OF ENTERING A SO-CALLED "TIME WARP" AND BEING THROWN FORWARD OR BACKWARD IN TIME. THE FARTHER YOU GO AT WARP 10, THE GREATER IS THE PROBABILITY OF ENTERING THE TIME WARP. ^ ******************* * IMPULSE ENGINES * ******************* MNEMONIC: IMPULSE SHORTEST ABBREVIATION: I FULL COMMAND: IMPULSE THE IMPULSE ENGINES GIVE YOU A WAY TO MOVE WHEN YOUR WARP ENGINES ARE DAMAGED. THEY MOVE YOU AT A SPEED OF 0.95 SECTORS PER STARDATE, WHICH IS THE EQUIVALENT OF A WARP FACTOR OF ABOUT 0.975, SO THEY ARE MUCH TOO SLOW TO USE EXCEPT IN EMERGENCIES. MOVEMENT COMMANDS ARE INDICATED JUST AS IN THE "MOVE" COMMAND. THE IMPULSE ENGINES REQUIRE 20 UNITS OF ENERGY TO ENGAGE, PLUS 10 UNITS PER SECTOR (100 UNITS PER QUADRANT) TRAVELLED. IT DOES NOT COST EXTRA TO MOVE WITH THE SHIELDS UP. ^ ********************* * DEFLECTOR SHIELDS * ********************* MNEMONIC: SHIELDS SHORTEST ABBREVIATION: SH FULL COMMANDS: SHIELDS UP SHIELDS DOWN SHIELDS TRANSFER YOUR DEFLECTOR SHIELDS ARE A DEFENSIVE DEVICE TO PROTECT YOU FROM KLINGON ATTACKS (AND NEARBY NOVAS). AS THE SHIELDS PROTECT YOU, THEY GRADUALLY WEAKEN. A SHIELD STRENGTH OF 75 PERCENT, FOR EXAMPLE, MEANS THAT THE NEXT TIME A KLINGON HITS YOU, YOUR SHIELDS WILL DEFLECT 75 PERCENT OF THE HIT, AND LET 25 PERCENT GET THROUGH TO HURT YOU. IT COSTS 50 UNITS OF ENERGY TO RAISE SHIELDS, NOTHING TO LOWER THEM. YOU MAY MOVE WITH YOUR SHIELDS UP; THIS COSTS NOTHING EXTRA UNDER IMPULSE POWER, BUT DOUBLES THE ENERGY REQUIRED FOR WARP DRIVE. EACH TIME YOU RAISE OR LOWER YOUR SHIELDS, THE KLINGONS HAVE ANOTHER CHANCE TO ATTACK. SINCE SHIELDS DO NOT RAISE AND LOWER INSTANTANEOUSLY, THE HITS YOU RECEIVE WILL BE INTERMEDIATE BETWEEN WHAT THEY WOULD BE IF THE SHIELDS WERE COMPLETELY UP OR COMPLETELY DOWN. YOU MAY NOT FIRE PHASERS THROUGH YOUR SHIELDS. HOWEVER, YOU MAY USE THE "HIGH-SPEED SHIELD CONTROL" TO LOWER SHIELDS, FIRE PHASERS, AND RAISE THE SHIELDS AGAIN BEFORE THE KLINGONS CAN REACT. SINCE RAPID LOWERING AND RAISING OF THE SHIELDS REQUIRES MORE ENERGY THAN NORMAL SPEED OPERATION, IT COSTS YOU 200 UNITS OF ENERGY TO ACTIVATE THIS CONTROL. IT IS AUTOMATICALLY ACTIVATED WHEN YOU FIRE PHASERS WHILE SHIELDS ARE UP. YOU MAY FIRE PHOTON TORPEDOES, BUT THEY MAY BE DEFLECTED CONSIDERABLY FROM THEIR INTENDED COURSE AS THEY PASS THROUGH THE SHIELDS (DEPENDING ON SHIELD STRENGTH). YOU MAY TRANSFER ENERGY BETWEEN THE SHIP'S ENERGY (GIVEN AS IN STATUS) AND THE SHIELDS. MAY BE ABBREVIATED . IS THE NUMBER OF UNITS OF ENERGY YOU WISH TO TAKE FROM THE SHIP'S ENERGY AND PUT INTO THE SHIELDS. IF YOU SPECIFY A NEGATIVE NUMBER, ENERGY IS DRAINED FROM THE SHIELDS TO THE SHIP. TRANSFERRING ENERGY CONSTITUTES A TURN. IF YOU TRANSFER ENERGY TO THE SHIELDS WHILE UNDER ATTACK, THEY WILL BE AT THE NEW ENERGY LEVEL WHEN YOU ARE NEXT HIT. ^ *********** * PHASERS * *********** MNEMONIC: PHASERS SHORTEST ABBREVIATION: P FULL COMMANDS: PHASERS AUTOMATIC PHASERS PHASERS MANUAL ... PHASERS ARE ENERGY WEAPONS. AS YOU FIRE PHASERS AT KLINGONS, YOU SPECIFY AN WHICH IS DRAWN FROM YOUR ENERGY RESERVES. THE AMOUNT OF TOTAL HIT REQUIRED TO KILL AN ENEMY IS PARTLY RANDOM, BUT ALSO DEPENDS ON SKILL LEVEL. THE AVERAGE HIT REQUIRED TO KILL AN ORDINARY KLINGON VARIES FROM 200 UNITS IN THE NOVICE GAME TO 250 UNITS IN THE EMERITUS GAME. COMMANDERS NORMALLY REQUIRE FROM 600 (NOVICE) TO 700 (EMERITUS). THE "SUPER-COMMANDER" REQUIRES FROM 875 (GOOD) TO 1000 (EMERITUS). ROMULANS REQUIRE AN AVERAGE OF 350 (NOVICE) TO 450 (EMERITUS). HITS ON ENEMIES ARE CUMULATIVE, AS LONG AS YOU DO NOT LEAVE THE QUADRANT. IN GENERAL, NOT ALL THAT YOU FIRE WILL REACH THE KLINGONS. THE FARTHER AWAY THEY ARE, THE LESS PHASER ENERGY WILL REACH THEM. IF A KLINGON IS ADJACENT TO YOU, HE WILL RECEIVE ABOUT 90 PERCENT OF THE PHASER ENERGY DIRECTED AT HIM; A KLINGON 5 SECTORS AWAY WILL RECEIVE ABOUT 60 PERCENT, AND A KLINGON 10 SECTORS AWAY WILL RECEIVE ABOUT 35 PERCENT. THERE IS SOME RANDOMNESS INVOLVED, SO THESE FIGURES ARE NOT EXACT. PHASERS HAVE NO EFFECT BEYOND THE BOUNDARIES OF THE QUADRANT YOU ARE IN. PHASERS MAY OVERHEAT (AND BE DAMAGED) IF YOU FIRE TOO LARGE A BURST AT ONCE. FIRING UP TO 1500 UNITS IS SAFE. FROM 1500 ON UP, THE PROBABILITY OF OVERHEAT INCREASES WITH THE AMOUNT FIRED. IF PHASER FIRING IS AUTOMATIC, THE COMPUTER DECIDES HOW TO DIVIDE UP YOUR AMONG THE KLINGONS PRESENT. IF PHASER FIRING IS MANUAL, YOU SPECIFY HOW MUCH ENERGY TO FIRE AT EACH KLINGON PRESENT (NEAREST FIRST), RATHER THAN JUST SPECIFYING A TOTAL AMOUNT. YOU CAN ABBREVIATE "MANUAL" AND "AUTOMATIC" TO ONE OR MORE LETTERS; IF YOU MENTION NEITHER, AUTOMATIC FIRING IS USUALLY ASSUMED. A SAFETY INTERLOCK PREVENTS PHASERS FROM BEING FIRED THROUGH THE SHIELDS. IF THIS WERE NOT SO, THE SHIELDS WOULD CONTAIN YOUR FIRE AND YOU WOULD FRY YOURSELF. HOWEVER, YOU MAY UTILIZE THE "HIGH-SPEED SHIELD CONTROL" TO DROP SHIELDS, FIRE PHASERS, AND RAISE SHIELDS BEFORE THE ENEMY CAN REACT. SINCE IT TAKES MORE ENERGY TO RAISE THE SHIELDS RAPIDLY AFTER A SHOT, IT COSTS YOU 200 UNITS OF ENERGY EACH TIME YOU ACTIVATE THIS CONTROL. IT IS AUTOMATICALLY ACTIVATED WHEN YOU FIRE PHASERS WHILE SHIELDS ARE UP. BY SPECIFYING THE OPTION, SHIELDS ARE NOT RAISED AFTER FIRING. PHASERS HAVE NO EFFECT ON STARBASES (WHICH ARE SHIELDED) OR ON STARS. ^ ******************** * PHOTON TORPEDOES * ******************** MNEMONIC: PHOTONS SHORTEST ABBREVIATION: PHO FULL COMMANDS: PHOTONS PHOTON TORPEDOES ARE PROJECTILE WEAPONS--YOU EITHER HIT WHAT YOU AIM AT, OR YOU DON'T. THERE ARE NO "PARTIAL HITS". ONE PHOTON TORPEDO WILL USUALLY KILL ONE ORDINARY KLINGON, BUT IT USUALLY TAKES ABOUT TWO FOR A KLINGON COMMANDER. PHOTON TORPEDOES CAN ALSO BLOW UP STARS AND STARBASES, IF YOU AREN'T CAREFUL. YOU MAY FIRE PHOTON TORPEDOES SINGLY, OR IN BURSTS OF TWO OR THREE. EACH TORPEDO IS INDIVIDUALLY TARGETABLE. THE COMPUTER WILL PROMPT YOU, ASKING FOR THE TARGET SECTOR FOR EACH TORPEDO. ALTERNATELY, YOU MAY SPECIFY EACH TARGET IN THE COMMAND LINE. PHOTON TORPEDOES CANNOT BE AIMED PRECISELY--THERE IS ALWAYS SOME RANDOMNESS INVOLVED IN THE DIRECTION THEY GO. PHOTON TORPEDOES MAY BE FIRED WITH YOUR SHIELDS UP, BUT AS THEY PASS THROUGH THE SHIELDS THEY ARE RANDOMLY DEFLECTED FROM THEIR INTENDED COURSE EVEN MORE. PHOTON TORPEDOES ARE PROXIMITY-FUSED. THE CLOSER THEY EXPLODE TO THE ENEMY, THE MORE DAMAGE THEY DO. THERE IS A HIT "WINDOW" ABOUT 1 SECTOR WIDE. IF THE TORPEDO MISSES THE HIT WINDOW, IT DOES NOT EXPLODE AND THE ENEMY IS UNAFFECTED. PHOTON TORPEDOES ARE ONLY EFFECTIVE WITHIN THE QUADRANT. THEY HAVE NO EFFECT ON THINGS IN ADJACENT QUADRANTS. IF MORE THAN ONE TORPEDO IS FIRED AND ONLY ONE TARGET SECTOR IS SPECIFIED, ALL TORPEDOES ARE FIRED AT THAT SECTOR. FOR EXAMPLE, TO FIRE TWO TORPEDOES AT SECTOR 3 - 4, YOU TYPE PHO 2 3 4 (OR) PHO 2 3 4 3 4 TO FIRE TORPEDOES AT, CONSECUTIVELY, SECTORS 2 - 6, 1 - 10, AND 4 - 7, TYPE PHO 3 2 6 1 10 4 7 THERE IS NO RESTRICTION TO FIRE DIRECTLY AT A SECTOR. FOR EXAMPLE, YOU CAN ENTER PHO 1 3 2.5 TO AIM BETWEEN TWO SECTORS. HOWEVER, SECTOR NUMBERS MUST BE 1 TO 10 INCLUSIVE. ^ ******************** * DOCK AT STARBASE * ******************** MNEMONIC: DOCK SHORTEST ABBREVIATION: D YOU MAY DOCK YOUR STARSHIP WHENEVER YOU ARE IN ONE OF THE EIGHT SECTOR POSITIONS IMMEDIATELY ADJACENT TO A STARBASE. WHEN YOU DOCK, YOUR STARSHIP IS RESUPPLIED WITH ENERGY, SHIELD ENERGY PHOTON TORPEDOES, AND LIFE SUPPORT RESERVES. REPAIRS ALSO PROCEED FASTER AT STARBASE, SO IF SOME OF YOUR DEVICES ARE DAMAGED, YOU MAY WISH TO STAY AT BASE (BY USING THE "REST" COMMAND) UNTIL THEY ARE FIXED. IF YOUR SHIP HAS MORE THAN ITS NORMAL MAXIMUM ENERGY (WHICH CAN HAPPEN IF YOU'VE LOADED CRYSTALS) THE SHIP'S ENERGY IS NOT CHANGED. YOU MAY NOT DOCK WHILE IN STANDARD ORBIT AROUND A PLANET. STARBASES HAVE THEIR OWN DEFLECTOR SHIELDS, SO YOU ARE COMPLETELY SAFE FROM ATTACK WHILE DOCKED. YOU ARE ALSO SAFE FROM LONG-RANGE TRACTOR BEAMS. ^ ******** * REST * ******** MNEMONIC: REST SHORTEST ABBREVIATION: R FULL COMMAND: REST THIS COMMAND SIMPLY ALLOWS THE SPECIFIED NUMBER OF STARDATES TO GO BY. THIS IS USEFUL IF YOU HAVE SUFFERED DAMAGES AND WISH TO WAIT UNTIL REPAIRS ARE MADE BEFORE YOU GO BACK INTO BATTLE. IT IS NOT GENERALLY ADVISABLE TO REST WHILE YOU ARE UNDER ATTACK BY KLINGONS. ^ ************************** * CALL STARBASE FOR HELP * ************************** MNEMONIC: HELP (NO ABBREVIATION) WHEN YOU GET INTO SERIOUS TROUBLE, YOU MAY CALL STARBASE FOR HELP. STARBASES HAVE A DEVICE CALLED A "LONG-RANGE TRANSPORTER BEAM" WHICH THEY CAN USE TO TELEPORT YOU TO BASE. THIS WORKS BY DEMATERIALIZING YOUR STARSHIP AT ITS CURRENT POSITION AND (HOPEFULLY) RE-MATERIALIZING IT ADJACENT TO THE NEAREST STARBASE. TELEPORTATION IS INSTANTANEOUS, AND STARBASE SUPPLIES THE REQUIRED ENERGY--ALL YOU HAVE TO DO IS LET THEM KNOW (VIA SUBSPACE RADIO) THAT YOU NEED HELP. THIS COMMAND SHOULD BE EMPLOYED ONLY WHEN ABSOLUTELY NECESSARY. IN THE FIRST PLACE, CALLING FOR HELP IS AN ADMISSION ON YOUR PART THAT YOU GOT YOURSELF INTO SOMETHING YOU CANNOT GET YOURSELF OUT OF, AND YOU ARE HEAVILY PENALIZED FOR THIS IN THE FINAL SCORING. SECONDLY, THE LONG-RANGE TRANSPORTER BEAM IS NOT RELIABLE--STARBASE CAN ALWAYS MANAGE TO DEMATERIALIZE YOUR STARSHIP, BUT (DEPENDING ON DISTANCE) MAY OR MAY NOT BE ABLE TO RE-MATERIALIZE YOU AGAIN. THE LONG-RANGE TRANSPORTER BEAM HAS NO ABSOLUTE MAXIMUM RANGE; IF YOU ARE IN THE SAME QUADRANT AS A STARBASE, YOU HAVE A GOOD CHANCE (ABOUT 90 PERCENT) OF RE-MATERIALIZING SUCCESSFULLY. YOUR CHANCES DROP TO ROUGHLY 50-50 AT JUST OVER 3 QUADRANTS. ^ **************** * ABANDON SHIP * **************** MNEMONIC: ABANDON (NO ABBREVIATION) YOU MAY ABANDON THE ENTERPRISE IF NECESSARY. IF THERE IS STILL A STARBASE IN THE GALAXY, YOU WILL BE SENT THERE AND PUT IN CHARGE OF A WEAKER SHIP, THE FAERIE QUEENE. THE FAERIE QUEENE CANNOT BE ABANDONED. ^ ***************** * SELF-DESTRUCT * ***************** MNEMONIC: DESTRUCT (NO ABBREVIATION) YOU MAY SELF-DESTRUCT, THUS KILLING YOURSELF AND ENDING THE GAME. IF THERE ARE NEARBY KLINGONS, YOU MAY TAKE A FEW OF THEM WITH YOU (THE MORE ENERGY YOU HAVE LEFT, THE BIGGER THE BANG). IN ORDER TO SELF-DESTRUCT YOU MUST REMEMBER THE PASSWORD YOU TYPED IN AT THE BEGINNING OF THE GAME. ^ ****************************** * TERMINATE THE CURRENT GAME * ****************************** MNEMONIC: TERMINATE (NO ABBREVIATION) IMMEDIATELY CANCEL THE CURRENT GAME. NO CONCLUSION IS REACHED AND NO SCORE IS COMPUTED. YOU WILL BE GIVEN AN OPPORTUNITY TO START A NEW GAME OR TO LEAVE THE STAR TREK PROGRAM. ^ *************** * SENSOR-SCAN * *************** MNEMONIC: SENSORS SHORTEST ABBREVIATION: SE UTILIZING THE SHORT-RANGE SENSORS, SCIENCE OFFICER SPOCK GIVES YOU A READOUT ON ANY PLANET IN YOUR QUADRANT. PLANETS COME IN THREE CLASSES: M, N, AND O. ONLY CLASS M PLANETS HAVE EARTH-LIKE CONDITIONS. SPOCK INFORMS YOU IF THE PLANET HAS ANY DILITHIUM CRYSTALS. SENSOR SCANS ARE FREE. ^ ************************ * ENTER STANDARD ORBIT * ************************ MNEMONIC: ORBIT SHORTEST ABBREVIATION: O TO LAND ON A PLANET YOU MUST FIRST BE IN STANDARD ORBIT. YOU ACHIEVE THIS IN A MANNER SIMILAR TO DOCKING AT STARBASE. MOVING TO ONE OF THE EIGHT SECTOR POSITIONS IMMEDIATELY ADJACENT TO THE PLANET, YOU GIVE THE ORBIT COMMAND WHICH PUTS YOUR SHIP INTO STANDARD ORBIT ABOUT THE PLANET. SINCE THIS IS A MANEUVER, A SMALL AMOUNT OF TIME IS USED; NEGLIGIBLE ENERGY IS REQUIRED. IF ENEMIES ARE PRESENT, THEY WILL ATTACK. ^ ********************** * TRANSPORTER-TRAVEL * ********************** MNEMONIC: TRANSPORT SHORTEST ABBREVIATION: T THE TRANSPORTER IS A DEVICE WHICH CAN CONVERT ANY PHYSICAL OBJECT INTO ENERGY, BEAM THE ENERGY THROUGH SPACE, AND RECONSTRUCT THE PHYSICAL OBJECT AT SOME DESTINATION. TRANSPORTING IS ONE WAY TO LAND ON A PLANET. SINCE THE TRANSPORTER HAS A LIMITED RANGE, YOU MUST BE IN STANDARD ORBIT TO BEAM DOWN TO A PLANET. SHIELDS MUST BE DOWN WHILE TRANSPORTING. THE TRANSPORT COMMAND IS USED TO BEAM A LANDING PARTY ONTO A PLANET TO MINE "DILITHIUM CRYSTALS". EACH TIME THE COMMAND IS GIVEN THE LANDING PARTY (WHICH YOU LEAD) MOVES FROM THE SHIP TO THE PLANET, OR VICE-VERSA. YOU ARE ADVISED AGAINST NEEDLESS TRANSPORTING, SINCE LIKE ALL DEVICES, THE TRANSPORTER WILL SOMETIMES MALFUNCTION. THE TRANSPORTER CONSUMES NEGLIGIBLE TIME AND ENERGY. ITS USE DOES NOT CONSTITUTE A "TURN". ^ ***************** * SHUTTLE CRAFT * ***************** MNEMONIC: SHUTTLE SHORTEST ABBREVIATION: SHU AN ALTERNATE WAY TO TRAVEL TO AND FROM PLANETS. BECAUSE OF LIMITED RANGE, YOU MUST BE IN STANDARD ORBIT TO USE THE SHUTTLE CRAFT, NAMED "GALILEO". SHIELDS MUST BE DOWN. UNLIKE TRANSPORTING, USE OF THE SHUTTLE CRAFT DOES CONSTITUTE A "TURN" SINCE TIME IS CONSUMED. THE TIME NATURALLY DEPENDS ON ORBIT ALTITUDE, BUT WILL USUALLY BE LESS THAN 0.2 STARDATES. SHUTTLING USES NO SHIP ENERGY. ^ *************************** * MINE DILITHIUM CRYSTALS * *************************** MNEMONIC: MINE SHORTEST ABBREVIATION: MI ONCE YOU AND YOUR MINING PARTY ARE ON THE SURFACE OF A PLANET WHICH HAS DILITHIUM CRYSTALS, THIS COMMAND WILL DIG THEM FOR YOU. MINING REQUIRES TIME AND CONSTITUTES A "TURN". NO ENERGY IS USED. CLASS M PLANETS REQUIRE 0.1 TO 0.3 STARDATES TO MINE. CLASS N PLANETS TAKE TWICE AS LONG, AND CLASS O PLANETS TAKE THREE TIMES AS LONG. DILITHIUM CRYSTALS CONTAIN ENORMOUS ENERGY IN A FORM THAT IS READILY RELEASED IN THE SHIP'S POWER SYSTEM. IT IS AN EXCELLENT IDEA TO MINE THEM WHENEVER POSSIBLE, FOR USE IN EMERGENCIES. ONCE YOU HAVE MINED CRYSTALS, AND HAVE THEM SAFELY ABOARD SHIP, YOU HAVE A SUPPLY THAT WILL LAST THE ENTIRE GAME. THERE IS NO NEED TO GO BACK FOR MORE (UNLESS YOU ABANDON SHIP). ^ *************************** * LOAD DILITHIUM CRYSTALS * *************************** MNEMONIC: CRYSTALS SHORTEST ABBREVIATION: CR THIS IS A VERY POWERFUL COMMAND WHICH SHOULD BE USED WITH CAUTION. ONCE YOU HAVE DILITHIUM CRYSTALS ABOARD SHIP, THIS COMMAND WILL INSTRUCT ENGINEERING OFFICER SCOTT AND MR. SPOCK TO PLACE A RAW DILITHIUM CRYSTAL INTO THE POWER CHANNEL OF THE SHIP'S MATTER-ANTIMATTER CONVERTER. WHEN IT WORKS, THIS COMMAND WILL GREATLY BOOST THE SHIP'S ENERGY. BECAUSE THE CRYSTALS ARE RAW AND IMPURE, INSTABILITIES CAN OCCUR IN THE POWER CHANNEL. USUALLY SCOTTY CAN CONTROL THESE. WHEN HE CANNOT, THE RESULTS ARE DISASTROUS. SINCE USING RAW DILITHIUM CRYSTALS FOR THIS PURPOSE ENTAILS CONSIDERABLE RISK, STARFLEET REGULATIONS ALLOW ITS USE ONLY DURING "CONDITION YELLOW". NO TIME OR ENERGY IS USED. ^ ***************** * PLANET REPORT * ***************** MNEMONIC: PLANETS SHORTEST ABBREVIATION: PL MR. SPOCK PRESENTS YOU A LIST OF THE AVAILABLE INFORMATION ON PLANETS IN THE GALAXY. SINCE PLANETS DO NOT SHOW UP ON LONG-RANGE SCANS, THE ONLY WAY TO OBTAIN THIS INFORMATION IS WITH THE "SENSORS" COMMAND. ^ ********** * FREEZE * ********** MNEMONIC: FREEZE (NO ABBREVIATION) FULL COMMAND: FREEZE THE PURPOSE OF THE COMMAND IS TO ALLOW A PLAYER TO SAVE THE CURRENT STATE OF THE GAME, SO THAT IT CAN BE FINISHED LATER. A LOCAL FILE WITH THE SPECIFIED IS CREATED (IF NECESSARY) AND REWOUND, AND ALL PERTINANT INFORMATION ABOUT THE GAME IS WRITTEN TO THAT FILE. THE GAME MAY THEN CONTINUE AS USUAL, OR BE TERMINATED, AT THE USER'S OPTION. USERS WITH PERMANENT FILES MAY, OF COURSE, SAVE THE CREATED LOCAL FILE FOR LATER USE. TO RESTART A GAME CREATED BY THE "FREEZE" COMMAND, THE USER NEED ONLY TYPE "FROZEN" IN RESPONSE TO THE INITIAL QUESTION ABOUT THE TYPE OF GAME DESIRED, FOLLOWED BY THE . NOTE: A "TOURNAMENT" GAME IS LIKE A FROZEN GAME, WITH THE FOLLOWING DIFFERENCES. (1) TOURNAMENT GAMES ALWAYS START FROM ----------HANDY REFERENCE PAGE---------- (RUN [30,30]TREK) ABBREV FULL COMMAND DEVICE USED ------ ------------ ----------- ABANDON ABANDON SHUTTLE CRAFT C CHART (NONE) CR CRYSTALS (NONE) DA DAMAGES (NONE) DEATHRAY DEATHRAY DEATHRAY DESTRUCT DESTRUCT COMPUTER D DOCK (NONE) FREEZE FREEZE (NONE) HELP HELP SUBSPACE RADIO I IMPULSE IMPULSE ENGINES IMPULSE IMPULSE ENGINES AND COMPUTER L LRSCAN LONG-RANGE SENSORS MI MINE (NONE) M MOVE WARP ENGINES MOVE WARP ENGINES AND COMPUTER O ORBIT WARP OR IMPULSE ENGINES P PHASERS PHASERS AND COMPUTER PHASERS AUTOMATIC PHASERS, COMPUTER, SR SENSORS PHASERS MANUAL ... PHASERS PHO PHOTONS TORPEDO TUBES PL PLANETS (NONE) R REST REQ REQUEST R REST (NONE) SE SENSORS SHORT-RANGE SENSORS SH SHIELDS DEFLECTOR SHIELDS SHU SHUTTLE SHUTTLE CRAFT S SRSCAN SHORT-RANGE SENSORS ST STATUS (NONE) TERMINATE TERMINATE (NONE) T TRANSPORT TRANSPORTER W WARP L. R. SCAN: THOUSANDS DIGIT: SUPERNOVA HUNDREDS DIGIT: KLINGONS TENS DIGIT: STARBASES ONES DIGIT: STARS PERIOD (.): DIGIT NOT KNOWN (STAR CHART ONLY) COURSES ARE GIVEN IN MANUAL MODE IN X - Y DISPLACEMENTS; IN AUTOMATIC MODE AS DESTINATION QUADRANT AND/OR SECTOR. MANUAL MODE IS DEFAULT. DISTANCES ARE GIVEN IN QUADRANTS. A DISTANCE OF ONE SECTOR IS 0.1 QUADRANT. ORDINARY KLINGONS HAVE ABOUT 400 UNITS OF ENERGY, COMMANDERS ABOUT 1200. ROMULANS NORMALLY HAVE ABOUT 800 UNITS OF ENERGY, AND THE (GULP) "SUPER-COMMANDER" HAS ABOUT 1800. PHASER FIRE DIMINISHES TO ABOUT 60 PERCENT AT 5 SECTORS. UP TO 1500 UNITS MAY BE FIRED IN A SINGLE BURST WITHOUT DANGER OF OVERHEAT. WARP 6 IS THE FASTEST SAFE SPEED. AT HIGHER SPEEDS, ENGINE DAMAGE MAY OCCUR. AT WARP 10 YOU MAY ENTER A TIME WARP. SHIELDS COST 50 UNITS OF ENERGY TO RAISE, AND DOUBLE THE POWER REQUIREMENTS OF MOVING UNDER WARP DRIVE. ENGAGING THE HIGH-SPEED SHIELD CONTROL REQUIRES 200 UNITS OF ENERGY. WARP DRIVE REQUIRES (DISTANCE)*(WARP FACTOR CUBED) UNITS OF ENERGY TO TRAVEL AT A SPEED OF (WARP FACTOR SQUARED)/10 QUADRANTS PER STARDATE. IMPULSE ENGINES REQUIRE 20 UNITS TO WARM UP, PLUS 100 UNITS PER QUADRANT. SPEED IS JUST UNDER ONE SECTOR PER STARDATE.