StarFlight Codes

a b c d e f g h i j k l m n o p q r s t r v w x
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A | 1 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
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B | 2 1 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3
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C | 3 2 1 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
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D | 4 3 2 1 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
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E | 5 4 3 2 1 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
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F | 6 5 4 3 2 1 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7
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G | 7 6 5 4 3 2 1 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8
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H | 8 7 6 5 4 3 2 1 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9
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I | 9 8 7 6 5 4 3 2 1 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10
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J |10 9 8 7 6 5 4 3 2 1 24 23 22 21 20 19 18 17 16 15 14 13 12 11
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K |11 10 9 8 7 6 5 4 3 2 1 24 23 22 21 20 19 18 17 16 15 14 13 12
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L |12 11 10 9 8 7 6 5 4 3 2 1 24 23 22 21 20 19 18 17 16 15 14 13
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M |13 12 11 10 9 8 7 6 5 4 3 2 1 24 23 22 21 20 19 18 17 16 15 14
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N |14 13 12 11 10 9 8 7 6 5 4 3 2 1 24 23 22 21 20 19 18 17 16 15
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O |15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 24 23 22 21 20 19 18 17 16
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P |16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 24 23 22 21 20 19 18 17
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Q |17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 24 23 22 21 20 19 18
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R |18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 24 23 22 21 20 19
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S |19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 24 23 22 21 20
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T |20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 24 23 22 21
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U |21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 24 23 22
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V |22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 24 23
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W |23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 24
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X |24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
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OUTER RING INNER RING
------------- ---------------
A - EARTH a - DODECAHEDRON
B - MARDAN2 b - BLACK BOX
C - NEWSCOTLAND c - MOBIUS DEVICE
D - KOANN3 d - CRYSTAL ORB
E - HEAVEN e - FRIGHTENING APPARAT
F - UHLEKBRAIN f - ROD DEVICE
G - GAAL g - RED CYLINDER
H - ATKERON h - RUBBER WIDGET
I - NIRVANA i - THROBBING MASS
J - THESTAFF j - SURPRISING UTENSIL
K - THECROSS k - WEE GREEN BLOBBIE
L - PYTHAGORAS l - TESSERACT
M - 4SEEDLINGS m - WHINING ORB
N - THEAXE n - BLADED TOY
O - CITYOFANCIENTS o - NICE THING
P - MARS p - ELLIPSOID
Q - CRYSTALPLANET q - HUMMING GIZZY
R - ELAN r - GLOWING DISK
S - VOTIPUTOX s - BLACK EGG
T - ARTH t - AMAZING ARTIFACTS
U - THOSS/ELERAN u - SHIMMERING BALL
V - HARRISON'SBASE v - FLAT DEVICE
W - SPHEXI w - BLUE BAUBLE
X - SPEWTA x - CRYSTAL CONE

TABLE OF RACES
---------------
1st # - VELOX
2nd # - THRYNN
3rd # - ELOWAN
4th # - MECHANS
5th # - SPEMIN
6th # - GAZURTOID
7th # - UHLEK
8th # - M (couldn't read this one)
9th # - MYSTERIONS
============================================================================
1 2 3 4 5 6 7

EARTH MARDAN 2 NEW SCOTLAND KOANN 3 HEAVEN UHLEKBW GAAL
----- -------- ------------ ------- ------ ------- ------
259789 298483 556684 600601 334143 532485 153669 1
218651 726134 100175 347633 307434 632874 404795 2
100151 100163 701897 877210 483347 210444 100253 3
79279 33548 10230 10246 64296 96244 15218 4
67312 84209 97117 48934 69521 84584 35793 5
18200 76235 40944 10260 60319 42226 62817 6
95267 10240 93144 19173 21033 90742 22917 7
3793 5647 7503 2300 4160 1110 3895 8
9026 9038 6596 5691 2946 9413 1760 9

=============================================================================
8 9 10 11 12 13

AKTERON NIRVANA THE STAFF THE CROSS PYTHAGORAS 4 SEEDLINGS
------- ------- --------- --------- ----------- -----------
810980 924289 100022 922505 876180 250241 1
602834 256564 873662 100052 100084 537286 2
100277 902494 889321 461700 987316 758635 3
83396 22943 77617 10721 90880 76792 4
59456 73911 92052 89933 17820 97060 5
46570 87734 90218 49417 23968 15713 6
62237 32177 77027 89337 56213 21556 7
6375 8550 8885 3082 7412 7139 8
1170 1810 5522 1868 8347 7767 9

=============================================================================
14 15 16 17 18

THE AXE CITY OF ANCIENTS MARS CRYSTAL PLANET ELAN
------- ---------------- ------ -------------- ------
975718 776513 100232 153078 444465 1
313212 100192 228865 137421 382451 2
124102 298209 462801 834006 800894 3
10209 69498 86116 76948 17127 4
18811 10253 87657 88006 10072 5
16670 65214 31791 10036 10080 6
90360 84565 76623 10046 71490 7
2877 3836 9095 5146 5190 8
8110 1701 3583 6081 6739 9

=============================================================================
19 20 21 22 23 24

VOTIPUTOX ARTH THOSS/ELERAN HARRISON'S BASE SPHEXI SPEWTA
--------- ------ ------------ --------------- ------ ------
157773 877443 336818 944682 536992 100139 1
850672 100119 743593 981215 555412 133909 2
270444 780433 991651 562162 864256 875009 3
69977 10174 90610 51932 72507 12957 4
71518 10180 70354 62683 74048 10200 5
22713 93385 10190 66682 90020 75292 6
26100 47038 36602 62394 10210 45830 7
1245 7754 9291 6532 8073 7160 8
3101 9303 3165 1941 5324 4104 9

How it works:

Match the outer ring and the inner ring using the number chart. Get the
number from the Table of Races and go to the listings of the places. Match
the number of the race with the line number under the number found on large
chart. This gives the correct code number to enter.

============================================================================
DOCS PROVIDED BY -+*+-THE SOUTHERN STAR-+*+- for M.A.A.D.
============================================================================
STARFLIGHT

TECHNICAL REFERENCE MANUAL

CONTENTS

1.0 General Information

1.1 Objectives......................................1
1.1.1 Sale of Minerals........................1
1.1.2 Sale of Artifacts.......................1
1.1.3 Sale of Lifeforms & Lifeform Data.......1
1.1.4 Recommending Viable Colony Worlds.......2
1.2 Races...........................................2
1.2.1 Human...................................3
1.2.2 Velox...................................4
1.2.3 Thrynn..................................4
1.2.4 Elowan..................................5
1.2.5 Android.................................6
1.3 Skills Overview.................................6
1.3.1 Science.................................7
1.3.2 Navigation..............................7
1.3.3 Engineering.............................7
1.3.4 Communications..........................8
1.3.5 Medicine................................8
1.3.6 Captain.................................8

2.0 Starport

2.1 Overview.......................................9
2.2 Starport Modules...............................9
2.2.1 Operations.............................9
2.2.2 Trade Depot...........................10
2.2.3 Personnel.............................10
2.2.4 Crew Assignment.......................11
2.2.5 Bank..................................11
2.2.6 Ship Configuration....................11
2.2.7 Docking Bay...........................13

3.0 Interstel Superphotonic Starship

3.1 Ship's Console................................13
3.1.1 Main View Screen......................14
3.1.2 Auxiliary View Screen.................14
3.1.3 Control Panel.........................14
3.1.4 Text Window...........................14
3.2 Flight Operations.............................15
3.2.1 Captain...............................15
3.2.2 Science Officer.......................16
3.2.3 Navigator.............................19
3.2.4 Engineer..............................20
3.2.5 Communications Officer................21
3.2.6 Doctor................................22

4.0 Space

4.1 General Information...........................23
4.1.1 Hyperspace............................23
4.1.2 Star Approach.........................23
4.1.3 Planet Approach.......................23
4.1.4 Tactical Level........................24
4.2 Alien Encounters..............................24
4.2.1 Communications........................24
4.2.2 Combat................................25

5.0 Planetside

5.1 Planetfall....................................26
5.2 Planetside....................................26
5.2.1 Maps..................................26
5.2.2 Move..................................26
5.2.3 Cargo.................................27
5.2.4 Look..................................27
5.2.5 Scan..................................27
5.2.6 Weapons...............................27
5.3 Planetary Conditions..........................27
5.3.1 Temperature...........................28
5.3.2 Gravity...............................28
5.3.3 Atmosphere............................28
5.3.4 Water.................................28
5.3.5 Atmospheric Activity..................28
5.3.6 Bio-Density...........................29
5.3.7 Minerals..............................29

Appendices:

A: Planetary Charts. .................................30
1. Spectral Chart.............................30
2. Planet Surface Chart.......................30
3. Mineral Value Chart........................31
4. Lifeform Value Chart.......................31
B: Energy Usage Chart.................................32
C: Excerpt from the Religious Writings of Arth........33
D: Excerpts from the Captain's Log, Noah 2 Expedition.35
E: Timeline...........................................36


Starport Central, Arth Orbit Station

30-10-4619

Dear Starship Commander:

We are sorry you were unable to attend the Operation Starflight briefing
last week. Those who attended can vouch for the enthusiasm and excitement
that prevailed during the meeting. We at Interstel feel that this is the
beginning of a new era, and that you and your colleagues will be
instrumental in making this mission a success.

To make sure you will have all the information you need, we have included a
copy of the briefing transcript, and your own copy of the Technical
Reference Manual. This latter document contains the information you need
to operate your starship; without it, you could find yourself in deep space
with no way out. Guard it carefully. Needless to say, it is highly
confidential and is, if you will excuse the old cliche, For Your Eyes Only.
The briefing transcript is included for the background information it
contains. It was decided to provide this information in this form rather
than as a summary, to give the absent members a sense of the atmosphere
that prevailed during the meeting.

As you know, Interstel is in no position to outfit starships as fully as
you might like; consequently, a lot hinges on you entrepreneurial ability
to generate revenues early on. You will then be able to use those revenues
to outfit your starship for more distant (and more profitable) voyages. The
following are a few suggestions in that direction:

Your initial allotment of 12,000 mu's is enough to allow you to buy four
cargo pods, and to gather and train a crew. Your ship comes equipped with
one Class 1 engine and 20 cubic meters of endurium, so you won't need to do
anything to your starship except name it. We suggest you train your crew
with the funds you have remaining after you purchase the cargo pods. You
will then be in a good position to mine the minerals found on the planets
in our own solar system. Fill the cargo pods with minerals and bring them
back to Starport, where you will find willing buyers. We realize that some
of you may find this strictly commercial endeavor somewhat degrading, but
we have found that it is necessary in order to complete your primary
mission. Of course, you are free to follow whatever strategy you see fit
-- just be aware that Interstel cannot afford to give you a second chance
should you fail in your first attempt.

No matter what strategy you choose to adopt, it is wise to avoid the
following, any one of which can spell disaster:

1. Running out of fuel

2. Running out of energy in your terrain vehicle

3. Running out of money

4. Getting killed in combat

5. Landing on a planet with crushing gravity

6. Engine or communication failures

8. Getting killed on planetside by storms or hostile lifeforms

In addition, we recommend that you check your Notices in Starport
Operations before embarking on a journey. Notices often contain valuable
clues, and may help you avoid potential disaster.

On behalf of all the personnel here at Interstel headquarters, we would
like to wish you great success in your mission.

May the Rock of Truth shine brightly upon you.

Terrence Willwater
Director, Interstel

BRIEFING TRANSCRIPT

(The following is a transcript of a briefing before a group of starship
commander trainees. The briefing was chaired by Vice-Director Phexipotex
and included and cross-representation of various races).

Phexipotex: Thank you for coming everyone. Please be seated.

You have all been carefully selected for your special skills and abilities
and your aptitudes in the areas of diplomacy and exploration. We are
counting on this driving force inherent in all of you to help answer the
puzzles and riddles that have long plagued our scientists.

While conducting research in the Southern Hot Zone 15 years ago, on the
sixteenth day of ten-month, 4604, a team of Interstel scientists found a
deep shaft in the crust of the planet, leading to a vast and ancient
underground network. Investigation revealed this to have been built by...
the first colonists of Arth.

People, please! May I have some quiet... Thank you. I assure you that
this conclusion was reached only after many years of careful study. At
this point there is little room for doubt that Arth was, in fact, colonized
by a group called Noah 2, and that this group came from a planet called
Earth. I'm sure you can all appreciate now why this information has not
been released to the public. Obviously, it is vital that up to date proof
be offered when we commence public announcements, otherwise the notion that
Earth was a real place and that Noah 2 an actual group would be met with
skepticism, to say the least. I realize that the acceptance of a new
system of beliefs and of new technological concepts is a difficult task.
Many of you may still be skeptical -- this is perfectly understandable. I
only ask you to bear with me for now. After this briefing you will be
seeing some holo-footage which will, I think, cast any doubts from your
minds. And, of course, when you begin your explorations you will be using
the new technology yourselves.

As you might imagine, this discovery answers a good many questions; but it
also raises quite a few. There was an Old Empire and a Great Interstellar
War. From what we have been able to piece together it appears that during
the final stages of the war, when the Empire was facing imminent defeat, an
ambitious project, Project Noah, was launched by an organization then known
as the Institute. The reasons for the war, for Noah 2's failure to
maintain their level of technology, and for the Empire's final fate have
not yet been determined. We have, however, found several references to
"Uhlek", "Gazurtoid", and "Phlegmak" and believe these to be names of races
which were hostile to the Empire -- possibly responsible for its downfall.
Further evidence confirms the theory that the Humans, Elowan, Thrynn, and
Velox (referred to then as the Veloxi) were all part of the Old Empire and
were represented in the Noah 2 group.

In addition to the historical data, we have uncovered sufficient technical
data to let us reconstruct some of the Old Empire technology. The most
significant area of this technology has focused on peculiar lumps of
crystaline matter which the Empire called Endurium. It was on this
substance (unlike any we have ever encountered) that their superphotonic
(or faster than light) technology was based. Fortunately, there was enough
Endurium in the underground colony to allow us to experiment freely and
actually construct a few prototype starships. Yes, we have constructed
starships, and superphotonic technology does work. The next phase of our
experimentation involves exploration. Our scientists and the public are
eager for answers.

In front of each of you is a Captain's Technical Reference Manual.
Information relevant to your mission can be found in the main body of the
text; other information allowing a deeper understanding of those with whom
you will deal has been compiled by our researchers and can be found in the
Appendices. Should you decide to participate in the exploration of the
unknown, you will be given command of a ship and your choice of crew. As
an additional incentive you will be paid for any discoveries you make; you
may use this money to purchase anything you desire or to train your crew
and modify your ship further.

One final note: you are not the first Interstel exploration group. The
first group, which consisted of 13 ships and 78 explorers, was dispatched
five years ago. To date, only two of these ships have returned and we have
had no word as to the status of the others. Because each ship was carrying
only enough fuel for a one year journey we must assume that they are...
well, that they will not be returning. Nevertheless, in the past five
years we have made significant advances in starship technology and you are
a much more capable group than the first. We are confident that you will
have no major difficulties in successfully completing your missions.

I would now like to open this briefing to questions. Yes, Navigator
Eshhh-ahhr.

Eshhh-ahhr: Vice-Director Phexipotex, you mentioned that two ships had
returned from earlier explorations. Is there anything that you might be
able to tell us of their experiences that would be of interest?

Phexipotex: It so happens that one of the captains of those vessels is here
among us, Captain Thyss Thyrrthynnn of the ISS Hyperion. Captain, would
you mind standing up and answering this question?

Thysss Thyrrthynnn: Cccertainly. It iss difficult to know wherrre to
beginn. Ourrr voyage lasssted forr the betterr parrt of two yearrsss. As
it happened we chose initially to trrravel in a downssspin dirrection with
a 14 degree corewarrd orientationnn. Ourr firsst encounterr with alien
vesselsss was jusst corewarrd of a G-class ssysstem at 150,64. We were
sssurrounded by three ssout shippsss of avery peculiarr dessign. Upon
entering communicationss we were asstonisshed to find that these sshipsss
were manned by Elowannn. We were even morre asstounded to find that the
Elowannn have nnot outfrouwnn theirrr foolish animosity forr the Thrynn as
have the Elowann herre on Arrrth. Thisss wass evedenced by the fact that
ssshortly affter communcationsss were essstablisshed the Elowan ssent uss a
message to the effect that they could detect my pressence annd that of the
otherrr Tyrynn aboarrd the Hyperrionn, wherreupon they immediately
terrminated communicationsss annd opened airre on usss. Fortunately I had
equipped the Hyperrionn with adequate wweaponrry to handle
thisss...annoyancce. In fact, I consequenntly found it necessary to
desstroy quite a numberrr of Elowann shipsss; purely in sself-defense of
courssse. Mossst rregrretable.

Phexipotex: Please! Please! May I have order! I am certain that Captain
Thyrrthynn resorted to the use of force only when absolutely necessary. I
am confident that she acted only in good faith and never fired the first
shot - is this not so Captain?

Thysss Thyrrthynn: Of courssse. Though it was necesssary upcon ccertain
occassionsss to...

Phexipotex: There, you see? Now please, may we have some quiet so that
the Captain can continue her narration?

Thysss Thyrrthynnn: Yesss. Well durring the sssecond month of ourrr
explorationss we altered courrssse and trravelled in an outwarrd and
downsspin dirrection. It was only a matterrr of weekss before we
encounterred ourr ssecond alienn rrrace. Thesse alienss werre harrdly
alienn howeverr, for thisss time we had encountered the Thrynn. It isss a
difficult thing to desscrribe how it feelss to come faccce to faccce with
oness remote ancestorrsss. To feel that one hass finally come home affter
being lossst for a thoussand yearsss. After ssspending the nexxt yearr and
an half among my lossst brrotherss and ssistersss it was all that I could
do to forrce mysself to returrn herre. In fact, both of the otherr Thrynn
on my crrew, ThyssArrla and N'qrrlsss chose to ssstay behinnnd.

Phexipotex: Question? Yes, in the back.

G694337: If I may put a question to Captain Thryrrthynnn. What did you do
for fuel all this time Captain? I understand you did not take along enough
to last the entire two years.

Thysss Thyrrthynnn: Of courrsse. We did manage to buy a fairrr bit frrom
Ssstarport by doing ssome local ssectorrr mining beforre leaving on ourrr
expeditionn. During ourr time in Elowannn sspacce we managed to ssalvage
enough ennndurrium from the debris of the shippss we desstroyed in sself
defensse. We alsso sssalvaged a conssiderable amount of plutoniumm which
the Thrynn willingly trraded forrr fuel. Finally, with the help of the
Thrynn we managed to llocate a few planetsss with abundant ancient ruinsss.
These we used as refueling basesss for local explorationsss.

Phexipotex: We have time for one more question. Ok....yes.

Garan Leb: A question for you, Vice-Director. I wonder if you could
explain why it is necessary that we earn the money to build our ship and
crew. Surely Interstel has the resources to provide us with the best
equipment which would optimize our chance for success.

Phexipotex: I would like to remind you that Interstel is not a government
controlled organization, nor are we a military operation. Our resources
are, in fact, limited and we have no way of knowing which few of you will
possess the necessary qualities to successfully command an Interstellar
Starship. It is not in our best interest to waste what other resources we
have on the rest of you who will, pardon the expression, wash out right
away. This therefore, is our means of determining who among you is most
capable, while at the same time providing a little personal incentive to
ensure that we get the most from every one of you.

I wish you all the best of luck in your explorations. Thank you.

PART 1: General Information

1.1 Objectives

Apart from any other goals you may set for yourself, two goals will be of
primary importance to you. These are: 1) gathering information 2)
generating revenue. It should be obvious that the more information you
gather, the more effective your explorations. As for revenue, capital is
indispensible for building an optimal ship and crew, thereby maximizing
your efficiency. Interstel offers only a minimum amount of capital at the
outset of your explorations.

You can generate revenue (measured in monetary units or mu's) in a number
of ways. The following is a partial list. Commanders with an
entrepreneurial bent should find no difficulty expanding the list. Of
course, space piracy is frowned upon, except in self defense.

1.1.1 Sale of Minerals: Interstel will purchase any minerals you bring
back. Some, for example Endurium, are worth more than others. You will
need to decide which ones are worth bringing back. The values of minerals
can be found in the Mineral Value Chart in Part 5 ("Planetside") of this
Reference Manual.

1.1.2 Sale of Artifacts: Interstel will pay for any artifacts you find,
whether contemporary or ancient. The amount of mu received depends on
Interstel's evaluation of the artifact. Note that you can repurchase
artifacts previously sold.

1.1.3 Sale of Lifeforms and Lifeform Data: Alien lifeforms can either be
captured or holographically recorded, and then sold at Starport. Specimens
bring a higher price than recordings, but take up cargo space. Interstel
will not purchase specimens or recordings already in its collection.

1

1.1.4 Recommending Viable Colony Worlds: Superphotonic message drones
installed in the ships can be used to recommend planets that appear
suitable for colonization. Do not take this responsibility lightly, since
the lives of thousands of colonists may depend upon your recommendation.
When you return to Starport you will be given a report on the suitability
of your recommendations. Should your recommended planets be found
unsuitable, you will be fined.

The rest of this manual contains valuable information, including
descriptions of the races found on Arth, a list of mineral values, a chart
of specific lifeform evaluations aids, and the criteria to be used in
determining the suitability of a planet for colonization. Study it well,
for the future of the galaxy may well depend upon the success of your
mission.

Your kit contains two additional items: First, the Starmap, an invaluable
guide to the galaxy, provides important information on space coordinates
and interstellar distances. Keep it handy at all times. Second, the
Security Code Wheel provides the access code that allows you to leave
Starport. (This protection was removed in the Amiga version). See
instructions for its use in the Command Summary reference card.

1.2 Races

You can choose from the following races of Arth when composing your crew.
Each category includes a descriptive synopsis and some characteristic
statistics. These statistics include:

Learning Rate: A number from 0 to 10 which represents the number of skill
points a member of that race acquires from a single training session.

Durability: A number from 0 to 10 which represents the amount of physical
damage a member of that race can sustain.

2

Inherent Aptitude: The innate ability for each race in any of the five
skills. The range of abilities is Excellent, Good, Average, and Poor.
The Initial Value defines the beginning skill levels, and the Maximum
Value defines the maximum skill level a member of that race is capable of
attaining. The values are tabulated as follows:

|---------------------------------------------------------------|
| Ability Level Initial Value Maximum Value |
|---------------------------------------------------------------|
| Excellent 50 250 |
| Good 30 200 |
| Average 10 150 |
| Poor 0 100 |
|---------------------------------------------------------------|

See Section 1.3 ("Skills Overview") for a description of the five essential
skills and their roles in the successful exploration of space.

1.2.1 Human: Humans are a bi-pedal omnivorous race with smooth skin and a
characteristic matt of scalp hair. They are 1-1/2 to 2 meters in height,
and are light beige to dark brown in color. Humans have an internal
skeleton and two small, narrow-set eyes which allow binocular vision. This
race is particularly aggressive and tenacious. While moderately weak
physically, Humans are highly flexible mentally and are particularly adept
at theoretical modeling and in applications of logic and inference.
Finally, although there is a degree of sexual dimorphism in this race, the
differences are insignificant.

Durability 06
Learning Rate 09
Inherent Aptitude:

Science Excellent
Navigation Good

3

Engineering Good
Communication Good
Medicine Good


1.2.2 Velox: The Velox are insect-like creatures with two legs, two arms,
and two intermediate appendages which can serve as either. They have a
hard, red chitinous exoskeleton, two large compound eyes, and two antennae
which serve as olfactory sensors. When in an upright position a Velox is
approximately 1-1/2 meters in height if male and 2-1/2 meters if female.
Velox culture is akin to hive culture and they are not known to be
particularly intelligent. They are, however, exceptionally strong and
durable and they have excellent hand/eye coordination. These traits, in
conjunction with a well developed spatial sense, make them well suited for
engineering and technical tasks.

Durability 08
Learning Race 06
Inherent Aptitude:

Science Good
Navigation Excellent
Engineering Excellent
Communication Poor
Medicine Poor


1.2.3 Thrynn: The Thrynn are a bi-pedal, carnivorous, reptilian race.
Although graceful, with long necks and tails. They are very muscular and
are covered with tough protective scales. They range in color from green
to grey and are approximately 1-1/2 meters in height. Like Humans, they
have an internal skeleton, and two forward set eyes. The Thrynn are
cultured and diplomatic, but are said to be devious and cunning. For no
apparent reason, they harbor an ancient animosity for the Elowan. The
plant people, in turn, have little love for the

4

Thrynn (see note below). They Thrynn have a fair overall learning rate and
a fair constitution. They excel in situations involving protocol and
diplomacy.

Durability 06
Learning Rate 07
Inherent Aptitude:

Science Good
Navigation Good
Engineering Good
Communication Excellent
Medicine Poor


1.2.4 Elowan: The Elowan are a bi-pedal photosynthetic race, 1 to 2
meters in height. They are willowy and delicate with numerous prehensile
vines. Their color may range from a light yellowish-green to a deep
greenish blue. They have two large, compound eyes which are
characteristically a deep reddish-brown. They are highly empathetic and are
particularly creative thinkers. Although weak physically, they excel in
interpersonal skills. Their excellent learning rate allows them to learn
all skills relatively quickly.

Durability 02
Learning Rate 10
Inherent Aptitude:

Science Average
Navigation Good
Engineering Average
Communication Excellent
Medicine Excellent

5

1.2.5 Android: Androids are sophisticated automatons and not, strictly
speaking, a race. Because they are constructed of metals and plastics they
are the most durable of all the races. At the same time, however, they
cannot benefit from training because their programming is hard-wired and
their skills are set at a fixed efficiency level. Of the numerous models
available, Interstel uses the popular Biosynthetic DX99 series, best suited
for use in tasks requiring straight-forward computation and linear
analysis.

Durability 10
Learning Rate 00
Fixed Skill Levels:

Science 50
Navigation 150
Engineering 100
Communication 00
Medicine 20

Note: Because of the ancient enmity between the Elowan and the Thrynn, it
is not advisable to include a member of each race on your crew. Although
the individual members of these two races would undoubtedly deal with each
other civilly on board your ship, you would be unable to communicate with
either race in a space encounter. This is because the presence of a member
of one race precludes any useful communication with the other race.

1.3 Skills Overview

Crew members (except for Androids, see Races, above) can be trained in five
essential skills: science, navigation, engineering, communications, and
medicine. All training is done in Personnel. A given crew member's
learning rate depends on the learning rate of his or her race. All skills
are important to the proper functioning of your vessel, with the most
important being Communication, Science and

6

Navigation. Following is a brief description of each skill and its
relevance to your crew.


1.3.1 Science: Your ship's sensors are your primary means of gathering
information, and it is the duty of the Science Officer to interpret that
information. The more skilled a Science Officer the more complete and
accurate will be the information from the sensor reading. This information
can be of vital importance (e.g., an alien vessel's military capability; a
planet's suitability as a potential colony world). At skill levels greater
than 150, a Science Officer can detect aliens over long distances and can
pinpoint their position.


1.3.2 Navigation: Navigation is of primary importance to space travel.
Without an effective Navigator you face the danger of becoming lost in
space. This may result in the loss of precious time and fuel and may even
place you in hostile territory. In addition, a skilled navigator (with a
skill level greater than 150) can determine the presence of continuum
fluxes in space. These fluxes are paired and connected by extra-dimensional
worm-holes, so that by entering one of a pair of fluxes, your vessel will
be transported, almost instantaneously, to the other. Although continuum
fluxes can be useful in navigation (since a highly-skilled navigator can
take advantage of their ability to transport you instantaneously), than can
also be very hazardous. A poorly trained Navigator will have difficulty
spotting fluxes and may even cause your vessel to hit one accidentally.
Navigators with skill levels of 150 or below will not be able to see them
at all. In addition, after transportation through a flux, it takes the
Navigator time to determine the ship's new position. The more skilled the
Navigator, the less time it will take and the less risk your crew will
face. It is the Navigator who fire the ship's missiles and lasers; the
more skilled the navigator, the greater the accuracy of the shot.
Finally, if your Navigator's skill is less than 200, your terrain vehicle
may become lost during storms on a planets surface.


1.3.3 Engineering: It is your Engineer's responsibility to repair any
damage your ship sustains. The speed and efficiency with which the
repairs are executed

7

depends on the Engineer's skill rating. In addition, key elements may be
required for repairs, and the longer a repair takes, the higher the
probability that one of these elements will be required. Repairs must be
suspended until the missing element is obtained. All the elements that may
be required for repairs can be obtained in the Trade Depot at Starport (see
Part 2, Starport).


1.3.4 Communications: Alien races will be your primary source of
information. The Communications Officer interprets all communications using
an on-board translating device. The less skilled the Communications
Officer, the more untranslated material you can expect to receive. It is
also helpful if your Communications Officer (and to a lesser extent any of
the other crew members) is a member of the alien race with which you are
communicating. Thus, if one of your crew is a member of the alien race,
your Communications Officer's skill level will be effectively increased by
25 points during the encounter. And if the Communications Officer happens
to be a member of the alien race, his skill level is effectively increased
by 50 points.


1.3.5 Medicine: Your Doctor's skill level determines the speed and
efficiency of his medical treatment. Even though your ship is equipped
with the latest in Medi-Tech devices, it is the Doctor's skill level that
determines the speed and efficiency of the treatment. The higher the skill
level, the less time it will take to treat a wound. All injuries heal
naturally over the course of time at a rate proportional to the Doctor's
skill level. Planetside treatment can never equal shipboard treatment where
the Doctor has access to Medi-Tech equipment.


1.3.6 The Captain: Although there is no single "command" skill, your
Captain's combined skill levels in the above five areas contributes to your
ship's apparent power. A highly skilled captain can effectively double
your ship's perceived power. Also, if any of your crew should be killed,
the next most capable crewmember will take over the dead crewmember's
functions. Training your captain can therefore provide backup skills.

8

PART 2: Starport

2.1 Overview

The Starport is your stepping stone to the universe, the place where each
new adventure begins and ends. At the Starport you can select your crew,
outfit your ship, read your messages, make financial arrangements, and
generally take care of all your affairs before launching into space. The
Starport consists of six independent modules and a docking bay. Each
module provides you with a number of options, each one corresponding to a
particular operation or activity. To enter a module, maneuver your
character to the module's entry field (the small area like a welcome mat in
front of the door) and press a key. See the enclosed Command Summary Card
for details. The modules are described in detail below.


2.2 Starport Modules

2.2.1 Operations: In Operations you can receive message from Interstel,
and have your colony world recommendations evaluated. The following
options are available:

Notices -- This option lets you read the messages in your electronic
mailbox. Messages can provide clues regarding alien encounters,
possible colony world recommendations, locations of continuum fluxes,
etc.

Evaluation -- Use this option to evaluate your colony world
recommendations, and to be informed of fines levied.

Exit -- Returns you to the Starport amphitheater.

9

2.2.2 Trade Depot: At the Trade Depot you can buy or sell commodities or
artifacts, and analyze any artifacts in inventory, whether your or
Starport's. The following options are available:

Buy -- Shows items that are for sale, and their cost per cubic meter.

Sell -- Shows all the salable items in your inventory except ship
components.

Analyze -- Describes all artifacts listed for sale. Will also
describe, for a fee, any artifacts in the Depot's inventory, and all
those in your ship's hold.

Exit -- Returns you to the Starport amphitheater.


2.2.3 Personnel: The Personnel module controls the selection and training
of crewmembers, and the maintenance of all personnel files. The following
options are available:

Create -- Use this option to select the members of your crew. You can
select crewmembers from any of the five races described in Section
1.2. Each crewmember has his or her own personnel file, containing
statistics on race, skill levels, training and so on.

Train -- Use this option to train your crewmembers in any of the five
skill areas outlined above (see Section 1.3). Skill levels increase in
accordance with the following formula: number of training sessions times
learning rate. Note that training is expensive, and that initial
capital provided by Interstel may not allow you to train all your
crewmembers to the highest skill levels.

Delete -- This option delete all the data from the selected file.
Note that any funds expended in training a deleted crewmember are not
refunded upon deleting the file.

10

Exit -- Returns you to the Starport amphitheater.


2.2.4 Crew Assignment: Any assignment or change in the duties of your
crewmembers takes place in the Crew Assignment module. Here you can page
through your personnel files and make or change any assignments. Each
crewmember is summarized on the cover of his or her personnel file, which
is displayed on the lower part of the screen. Duties and current
assignments (if any) are displayed on the upper part of the screen. You
can assign a crewmember to a particular duty when that crewmember's file is
on the screen. See your Command Summary Card for details.


2.2.5 Bank: Here you can examine your bank records, in the form of your
10 most recent financial transactions, showing dates, descriptions,
amounts and your ending balance. If your ending balance is negative, and
you need to buy engines or Endurium, you will need to sell off inventory in
order to leave the Starport. You may not buy anything on credit.


2.2.6 Ship Configuration: Here you can outfit your ship, repair damage,
sell old equipment, and name (or rename) you ship. You can choose from the
following options:

Buy -- Use this option to outfit your ship with cargo pods, engines,
shields, missiles and laser cannons. The following equipment is
available for purchase (given sufficient funds):

Cargo Pods: Cargo pods can hold 50 cubic meters of cargo. Only
one class of pod is available, at a cost of 500 mu. Tip: As
soon as you can afford it, buy a pod, fill it with fuel and take
it with you. It will extend your effective range.

Engines: You can choose from five classes of engines, ranging
from class 1 (1,000 mu) to Class 5 (100,000 mu). The higher the
class, the

11

better the fuel efficiency and the greater the ship's acceleration
during encounters.

Shielding: Shields provide protection during combat, and range
from Class 1 (4,000 mu) to Class 5 (125,000 mu). The higher the
class, the more effective they are against enemy missiles and
laser cannons. Shielding uses energy, and shields need to be
raised and lowered (by the Navigator) as circumstances dictate.
(A good Navigator should not be caught with his shields down, but
neither should he keep them raised unnecessarily). In addition,
shields are more expensive than armor (see below), and they do
not function in nebulas. On the positive side, shields do not
slow your ship down with a lot of weight (as does armor), they
can be repaired if damaged, and they automatically recharge
slowly during each encounter.

Armor: Armor provides alternative protection during combat.
Unlike shields (see above, armor weighs a great deal and will
slow your vessel down. In addition, armor cannot be repaired
when damaged, and must be replaced. On the positive side, armor
is cheaper than shielding (Class 1: 1,500 mu to Class 5 25,000
mu), it is always in place, and continues to function in nebulas.

Missiles: Missiles cost more than lasers (see below), they can
be dodged, and they use five times as much energy when fired. On
the positive side, missiles inflict three times the damage of
lasers, and they are effective at long range. Missile launchers
cost more than laser cannons, ranging from 12,000 mu to 200,000
mu.

Lasers: Lasers are strictly short range weapons, and they
inflict less damage than missiles. On the other hand, laser
cannons are cheaper that missile launchers (ranging from 8,000 to
150,000 mu), and they cannot be dodged.

12

Sell -- This option lets you sell the components of your ship, so
you can buy a higher (or lower) class item. Note that depreciation
begins the moment you buy an item, so that your selling price will
always be lower than your purchase price (with the possible
exception of cargo pods).

Repair -- This option offers you quick dry-dock repairs. Be
prepared for the high cost of this convenience.

Name -- Use this option to name or rename your ship. Unchristened
ships may not leave Starport.

Exit -- Returns you to the Starport amphitheater.


2.2.7 Docking Bay: When you are ready to launch your ship into space,
maneuver your character onto the docking bay in the center of the
amphitheater (see Figure 1) and press a key. Starport will direct you from
there. Remember to keep your Security Code Wheel handy as you leave
Starport.


PART 3: Interstel Superphotonic Starship

3.1 Ship's Console


----------------------------------------------
| | |
| | AUXILIARY |
| MAIN VIEW | VIEW SCREEN |
| SCREEN | |
| |---------------------|
| |[] | |
| |[] | |
| |[] | CONTROL |
| |[] | PANEL |
|----------------------|[] | |
| (-) [][][][][][][][][][] |-----------------|
|--------------------------------------------|
| TEXT WINDOW |
|--------------------------------------------|

13


The Ship's Console is divided into four main areas. The Main View Screen,
the central viewing area for the main spatial displays and communications;
the Auxiliary View Screen, for viewing ship status and sensor information;
the Control Panel for executing commands through an array of buttons; and
the Text Window, where all the text messages are displayed. These four
areas are described in detail below. An additional area, above Main
Screen, displays your coordinates in space. The first number displays your
horizontal position, and the second your vertical position.


3.1.1 Main View Screen: This screen displays spacial and communications
information. On it your computer will display tactical information during
encounters, contour maps of planets from orbit, and planet and stars during
system and hyperspace travel. Planet size as reflected on this screen is
to scale.


3.1.2 Auxiliary View Screen: This screen displays Stars and Sensor data
from your Science Officer, Officer, and Damage and Repair information from
your Engineer. You will also see system maps, Mercator projections and
malfunction alerts displayed here.


3.1.3 Control Panel: The Control Panel can execute all the main ship
commands through an array of buttons. Here you can select a crew member,
and then select a function associated with that crew member.


3.1.4 Text Window: All text messages, both incoming and outgoing, are
presented here. When you enter a System the Text Window displays the
following information:

Spectral Class: See Spectral Chart.
Ecosphere: The band of acceptable radiation around a star, capable
of sustaining lifebearing planets. Given in terms of orbital
position. (e.g., Ecosphere, 2-4).

14

3.2 Flight Operations

Ship Functions are accessed via the Control Panel. Each crewmember
controls a specific set of ship functions. To access a particular
function, you first need to select the appropriate crewmember. Following
is a brief description of all available functions classified by crewmember.


3.2.1 Captain: The Captain is the ultimate authority both in space and at
Starport. The Captain decides when to launch or land the ship, which
planets to recommend to Interstel, and when to disembark. When you select
Captain from the Control Panel, you are provided with the following
options:

Launch/Land -- This option reads Launch until the ship has launched
from Starport or a planet, after which it reads Land. The ship can
only land from orbit. Choosing Land presents you with the following
options:

Select Site: Allows you to select a promising landing site on
the planet's surface. Move the cursor, using the arrow keys,
over the target landing site. The planetary coordinates of the
cursor's position will also be shown. You will be aided by a map
is a topography key. The color of the top bar represents the
highest altitude, the bottom color represents liquid terrain.
While it is possible to land and travel in liquid terrain it is
not recommended, since fuel efficiency is low and there are no
minerals lifeforms to ruins to be found.

Note: Generally, lifeforms tend to cluster in temperate climes
at the lower altitudes, and minerals are found in much greater
density at higher altitudes.

Descend: This option engages the autopilot. Descent to a
Planet's surface is automatic once the landing coordinates have
been chosen in the Select Site option.

15

Abort: Returns you to Captain's option screen.

Disembark -- This option allows the crew to leave the ship when it has
landed on a planet or docked at Starport.

Cargo -- This option allows the Captain to examine the current cargo
list, jettison undesired items, and pick up debris from destroyed
alien spaceships. Note that any item jettisoned is considered
destroyed and cannot be recovered. Note also that messages obtained
from ruins are considered cargo.

Log Planet -- This option allows the Captain to recommend a planet to
Arth for colonization via a superphotonic homing drone.
Recommendations may be made either from orbit or from the planet's
surface but can only be made once for any given planet.

Ship's Log -- This option allows the Captain to read from and write to
a personal ship's log. There is a limited amount of space in the log.
To quit this option move to EXIT and press the Return key.

Bridge -- This option is the same for all crew members, and restores
you to the Control Panel so you can choose another function.


3.2.2 Science Officer: The Science Officer is responsible for gathering
and analyzing all relevant information about the status and condition of
the ship and well as its surroundings. When Science Officer is selected
from the Control Panel, the following options become available:

Sensor -- This option provides various items of information, depending
on current status or location. The Sensor is one of the main sources
of information about your ship, alien ships, and planets. The
following information is available through the sensor, classified by
location:

16

In Orbit:

Auxiliary View Screen:

Mass: Mass of planet (in tons).

Bio: Percentage of life density.

Min: Percentage of mineral density.

Note: 100% life or mineral density
would be the maximum possible under that
planet's geologic and life sustaining
conditions.

Text Window:

Atmosphere: Lists the main components of a
planet's atmosphere, in decreasing order (i.e.,
first listed is the primary component, etc.).

Hydrosphere: Major components of a planet's
liquid surface area.

Lithosphere: Major minerals to be found on a
planet's land surface area.

During an Alien Encounter

Auxiliary View Screen:

Mass: Mass of alien ship (in tons).

Bio: Displays percentage of undamaged
Lifeforms on board the alien vessel. If 50 percent
of the Lifeforms are dead, the display will read
50.

17

Energy: Undamaged percentage of alien ship.

Text Window:

Object Constituents: Displays the composition of
the alien vessel.


Analysis -- Use this option ot have the Science Officer present his
analysis of sensor data he has gathered. Note that the Science
Officer needs to take the corresponding sensor reading before you can
exercise this option. Analysis data is given below classified by
location.

In Orbit

Text Window:

Orbit Number: Each star has eight possible orbit
positions, ranging from Orbit Position #1 (the
closest to the star) to Orbit Position # 8 (the
furthest from the star). The Orbit Number refers
to the orbit position (or slot) occupied by the
planet you are orbiting. Not all positions are
occupied, so it is possible that a planet may
appear to be the third planet from the star, when
in fact it is occupying Orbit Position #5.

Predominant Surface: The planet's primary surface
constituent.

Gravity: Shows the planet's gravitational force.
A gravity of more than 8.0 g's will crush you hull
if you attempt to land on the planet.

Atmosphere: Shows the primary constituents of the
planet's atmosphere.

Temperature: Shows the planet's possible
temperature range.

Global Weather: Shows the predominant global
weather conditions.

18

During an Alien Encounter

Text Window:

Object: States the general nature of the object.
(e.g., SHIP)

Type: States the general type of the object.
(e.g., SCOUT)

Size: Gives the size of the object (in relation to
the size of your ship).

Shields: Gives the alien vessel's shield status
(e.g., Equivalent of Class 3, raised).

Weapons Status: Shows whether the alien vessel's
weapons are armed.


Status -- This option presents the ship's General Status on the Auxiliary
View Screen. The following information is provided on the Auxiliary View
Screen:

Date: Day.Hour-Month-Year.

Damage: Amount of damage sustained by your ship.

Cargo: Percentage of cargo hold full.

Energy: Displays amount of Endurium remaining, in cubic meters.

Shields: States whether shields are up to down.

Weapons: States whether weapons are armed or unarmed.

Bridge -- Return to Control Panel.


3.2.3 Navigator: The Navigator is responsible for maneuvering the ship
through space, for raising and lowering the ship's shields, and for arming
or disarming the ship whenever necessary. In addition, the Navigator is
responsible

19

for firing your ship's weapons during combat. When you choose Navigator
from the Control Panel, the following options become available:

Maneuver or Leave Orbit -- This option engages the navigational
controls. Once engaged, you can maneuver your ship by using the
appropriate keys. See your Command Summary Card for details.

Raise Shield/Drop Shield -- This option reads Raise Shield when the
shields are down and Drop Shield when they are up. Shields use
energy while they are up.

Arm/Disarm -- This option reads Arm when weapons are disarmed and
Disarm when the are armed. Weapons must be armed before firing.

Combat or Fire Weapon -- This option allows the Navigator to fire
the ship's weapons, once they have been armed (see above). Once
Combat has been engaged, you can aim by swiveling the nose of the
ship. Your ship also has a limited Maneuver capability while in
the Combat option. If your ship has more than one kind of weapon,
the on-board combat computer will fire the most appropriate one,
depending on the range of the target. See Command Summary Card.

Bridge -- Return to Control Panel.


3.2.4 Engineer: The Engineer is responsible for surveying any damage to
the ship and for repairing it. Highly skilled engineers are capable of
repairing more than their lesser counterparts. When you select Engineer
from the Control Panel, the following options become available:

Damage -- This option displays the Engineer's damage report on the
Auxiliary View Screen Graphs indicate percent of damage for each
section of the ship. Note that percent of damage is also equal to
the percentage proba-

20

bility that the damaged section will fail altogether. Thus if a
section of the ship has sustained 50 per cent damage, there is a 50
per cent probability of a total malfunction of that section.

Repair -- This option allows the Engineer to repair damaged sections.

Bridge -- Return to Control Panel.

Amiga, Atari ST and Mac users have these additional options:

Up -- Moves highlight to the systems above.

Down -- Moves highlight to the systems below.

Select -- Lets you use a mouse to select a system.


3.2.5 Communications Officer: The Communications Officer is responsible
for all communications with Interstel as well as with alien life forms
encountered in space. The higher a Communications Officer's skill, the
more efficient the communications. See Section 4.2 below for more
information on alien space encounters. When you select communications
Officer, you are presented with the following options:

Hail/Respond -- This reads Hail unless you have already been hailed
by another vessel, in which case it would read Respond. All
Communications activity is carried out through this option. When
you Hail/Respond you can adopt one of the following postures:

Friendly
Hostile
Obsequious

Your message will be transmitted in accordance with the chosen
posture. Becoming friendly with aliens can give you access to new
information. When

21

you Respond (as appropriate), you can choose from:

Statement: If you wish to make a statement of some kind.
Note that statements are more likely to affect the alien's
attitudes than are questions.

Question: If you wish to ask a question. You can choose
from the following possible areas of inquiry:

Themselves
Other Races
Old Empire
Ancients
General Information

Posture: To change your posture. You do not need to
select this if you wish to maintain the same posture.

Terminate: To terminate communications.

Distress -- Launches a superphotonic homing drone to Starport.
This results in your ship and crew being put in stasis and towed
home by another Starport vessel. These is a stiff fee for this
service, which will vary depending on the distance you are towed.

Bridge -- Return to Control Panel.


3.2.6 Doctor: The ship's doctor is responsible for examining and treating
injured crewmembers. The higher the doctor's skill level, the faster the
cure. Selecting Doctor from the Control Panel provides you with the
following options:

Examine -- This option allows the Doctor to study a readout of the
physical condition of any of the crewmembers. IBM: Press the up or
down arrow to view other crewmembers. C64 users: Use the joystick
to view other crewmembers.

22

Treat -- This option allows the Doctor to treat injured
crewmembers. Even though natural healing will occur on board ship,
selecting Treat will speed up the process.

Bridge -- Return to Control Panel.

Amiga, Atari ST and Mac users have these additional options:

Up -- Moves highlight to the crewmember above.

Down -- Moves highlight to the crewmember below.

Select -- Lets you use the mouse to select a crewmember.


PART 4: Space

4.1 General Information

All navigation and maneuvering in space is effected with the help of the
main View Screen displays generated by the on-board computer. The computer
provides spatial information at four different levels, as follows:


4.1.1 Hyperspace: This is where interstellar travel occurs. When you are
in Hyperspace you can see stars (see Starmap), continuum fluxes, and
nebulae. Note that the size of a star in hyperspace varies with its
spectral class (see Appendix A).


4.1.2 Star Approach: Approaching a star lets you enter its solar system.
To return to Hyperspace, simply maneuver past the edge of a system.


4.1.3 Planet Approach: Approaching a planet lets you establish an orbit
around it. To enter into orbit around a planet, press any key when you are
over

23

the planet's center. To leave a planet's orbit, use the Navigator's
Maneuver option (The same applies to exit Starport). A planet's color or
pattern indicates its primary surface type (see Appendix A).


4.1.4 Tactical Level: The Tactical level is automatically obtained
whenever an encounter occurs with an alien vessel. You can enter the
Tactical level from Hyperspace, from the solar system, or from orbit. To
leave an encounter you must continue traveling until the alien craft is no
longer visible on the screen.


4.2 Alien Encounters

You can encounter alien vessels at any time, even when you are in
Hyperspace. When that happens, you automatically drop from Hyperspace. If
you need to quit an encounter, enter your Navigator's Maneuver mode and
move away from the alien ship until it is no longer visible on your view
screen. Note that during an encounter, the alien ship can scan your ship
and analyze your strengths and weaknesses, just as you can theirs. In
particular, they can detect if your shields are up and whether or not your
weapons are armed. These may be interpreted as hostile gestures.


4.2.1 Communications: Communicating with aliens can be an
enlightening experience, to say the least. The main points on alien
communication have already been covered in Section 3.2.3.

Not all races respond optimally to the Friendly posture. Experiment with
different postures until you discover the most effective approach for each
race. Make notes of any information you receive during each encounter,
including information on the success or failure of a particular posture, as
well as general information that can help you complete your mission. Once
you develop friendly relations with a race, they will be willing to give
you more information.

24

Not every member of a given race will have the same knowledge and
information as any other member of that race. Feel free to ask others the
same question.


4.2.2 Combat: The greater the number of combat incidences with any race,
the less likely it is that you will ever be able to establish friendly
communications with that race. It sometimes pays to be friendly, or even
obsequious, if that doesn't offend your sense of dignity.

Some alien vessels are impervious to certain kinds of weapons, so even a
direct hit may amount to nothing against a vessel immune to that kind of
weapon. Experience will guide you on the correct choice of weapon under
the circumstances. And while you may be able to evade missile attacks, you
cannot evade laser fire.

It is not always desirable to completely destroy alien vessels during
combat. If you cease combat and enter communications, the aliens may
surrender and tell you anything you want to know.

When the smoke settles from a hostile encounter (and if you emerge
victorious) you can pick up any item of debris from the destroyed alien
spacecraft. Have your Navigator Maneuver over to the craft, and then exit
Maneuver. Enter the Captain mode, and select the Cargo option. Pick up
any valuable debris.

For more detailed information, refer to the Combat option of the Navigator
mode Section 3.2.3.

25

PART 5: Planetside

5.1 Planetfall

As Captain, you can give orders to make planetfall via the Land Option.
When you select Land, you are presented with the options Site Select and
Descend, as well as a Mercator Projection of the surface of the planet.
Site Select allows you to choose your landing site, while Descend engages
the auto-approach sequence. See the Spectral and Planet Surface Charts is
Appendix A for selecting favorable planets and suitable landing sites.


5.2 Planetside

Once on the surface of the planet you have a number of options available.
These are listed at the bottom of the screen: Maps, Move, Cargo, Look,
Scan, Weapons, and Icons.

5.2.1 Maps: Your Terrain Vehicle is equipped with numerous sensors as
well as an on board computer. This computer is capable of generating
contour maps of the terrain at three levels of magnification. You can
toggle between these three levels by pressing any key. The colors (or
patterns) on these maps represent different altitudes and surface types.
The key for these can be seen whenever the contour map is up. It is a good
idea to check Maps after the message Scanning New Terrain appears on the
screen. Use right arrow key to leave this option.

5.2.2 Move: This option returns control of the Terrain Vehicle's movement.
Your terrain vehicle has a small reserve fuel supply sufficient to take you
from 5 to 25 "steps" depending on terrain. Fuel efficiency is a function
of altitude -- the higher the altitude, the less the efficiency. See your
Command Summary Card for more details of moving.

26

5.2.3 Cargo: This presents you with a list of all the cargo you are
carrying and gives you the option of dropping anything. When an object is
dropped on a planet's surface it can be picked up again. Cargo also allows
you to pick up any item (including Lifeforms) next to your terrain vehicle,
record messages found in Ruins, and make holographic recordings of
Lifeforms. (C64 users: There are no holographic captures.) You must be
directly beside an object to put it into Cargo. Any messages you find are
identified by the date found. The cargo hold has a capacity of 50 cubic
meters.


5.2.4 Look: This option places a moveable cursor on the tactical map,
allowing you to examine any part of the terrain.


5.2.5 Scan: This option places a moveable cursor on the tactical map,
allowing you to scan the terrain using your sensors. The results of your
scanning are made available in a readout. Only lifeforms can be scanned.
Note that lifeforms are not distributed evenly over the planet's surface,
but tend to clump in the lower elevations near the equator or other
temperate areas. The configuration of lifeforms on a planet is consistent
with that planet's gravity.


5.2.6 Weapons: Your Terrain Vehicle is equipped with a laser and a
stunner. You can choose which one to fire through the Weapons option.


5.3 Planetary Conditions

Recommending a planet for colonization requires assessment of a number of
variables. Remember that if you recommend a planet as habitable and it
turns out to be otherwise, you can incur heavy penalties. The following is
a set of guidelines to help you make the right recommendations.

27

5.3.1 Temperature: Some portion of the planet must fall within an
acceptable temperature range. The following table shows the range of
temperatures:

SUB-ARCTIC
ARCTIC
TEMPERATE
TROPICAL
SEARING
INFERNO

Parts of a planet must fall within the highlighted range to be suitable for
colonization.


5.3.2 Gravity: The gravity of a planet must not be "crushing" and it is
preferable if it is lighter than "very heavy." Gravity must be below 2.0
g's for a planet to be suitable for colonization --- .7 to 1.3 is optimal.


5.3.3 Atmosphere: The planet must have an atmosphere and the atmosphere
must contain Oxygen.


5.3.4 Water: There must be at least a minimal amount of free water.


5.3.5 Atmospheric Activity: Planets with violent or very violent
atmospheric activity are unacceptable. The following chart can serve as a
guide:

NONE
CALM
MODERATE
VIOLENT
VERY VIOLENT

Weather conditions must be within the highlighted area to make a planet
suitable for colonization.

28

5.3.6 Bio-density: Planets with a higher bio-density are more preferable
but this is not a necessity.


5.3.7 Minerals: Planets with abundant mineral deposits are also
preferable, although this, too, is not a necessity.

Note: A planet may be suitable in a number of ways but have just one
feature that makes it untenable as a colony world.

29

Appendix A: Planetary Charts


1. SPECTRAL CHART


Color Class
-------------------------------------------------------------

Red M (coolest)
Orange K
Yellow G
White F
Green A
Light Blue B
Dark Blue O (hottest)


2. PLANET SURFACE CHART


Color Type
-----------------------------------------------------------

Red Molten
Brown Rock
Blue Ocean
White Frozen
Violet Gas Giant

30

3. MINERAL VALUE CHART

Lead 40
Iron 60
Cobalt* 80
Nickel 100
Copper 120
Zinc 140
Molybdenum* 160
Tin 180
Magnesium 200
Aluminum* 220
Titanium* 240
Chromium 260
Antimony 280
Promethium* 300
Mercury 320
Tungsten 340
Silver 360
Gold 380
Platinum 400
Plutonium 420
Rodnium 440
Endurium 1000

* Repair Minerals


4. LIFEFORM VALUE CRITERIA CHART

Use the following five criteria for judging the value of a lifeform:

New Species: It must be a species not previously captured or recorded.
Intelligence: The more intelligent it is, the more valuable.
Niche: The higher its position on the food chain, the more
valuable it is.
Size: The bigger it is, the more valuable.
Distance: The farther away from Arth, the greater the lifeform's
value.

Note: You cannot capture flying or floating lifeforms.

31

Appendix B: Energy Usage Chart


Hyperspace travel .48 to .16 cubic meters/coordinate travelled
(based on engine class).

Firing laser .01 cubic meters.

Firing missile .5 cubic meters.

Shields raised .1 cubic meter/star hour

Launching or landing .25/cubic meter per G of the planet.

32

Appendix C: Excerpt from the Religious Writings of Arth


The Book of Endurium

Chapter One: The Years of Darkness (and Chaos). Verses 1-6.


1. In the beginning there was darkness... or was there light... no,
there was darkness. Anyway, then Man came on the scene and verily did
he create a great spacefaring empire and unto him... you know I'm
almost positive there was darkness in the beginning.

2. Well, so anyhow, man spreadeth wide and extended himself amongst the
heavenly bodies of the universe, and it was good (really, in fact, it
was great!). And thereby and thusly did he findeth the other races.
And unto his Empire did he take them, and yea did he accepteth them
almost as equals.

3. And for a time there was rejoicing and forsooth all has hunky dorey.
The, upon Mankind was there laid the greatest of catastrophes and he
was bummed. The lands trembled and the skies burned and Yea
destruction was brought down upon the Empire of Man.

4. And in the fall of this righteous an glorious empire did the other
races seize upon the opportunity to express their disapproval of
mankind's ways and verily did they slaughter billions of his number.
And following this were the Dark Years of Chaos.

5. Woe and Yea and Woe were these years not dark, and were they not also
chaotic? Verily were they chaotic and dark. In these years was there
the darkness of chaos and the chaos of darkness. Both the darkness
and the chaos were like unto no darkness or chaos as had been seen
before.

33

6. And from this dark chaos, which as both chaotic and dark, were born the
colonial worlds of Noah, which were like unto children of the empire.
And among these worlds, which were like unto siblings, as Arth, and its
moons were like unto children of Arth, which were like unto
grandchildren of the Empire, and first cousins of the other colonial
worlds.


Chapter Two: The Prophecy. Verses 1-4


1. And Yea shall Arth be plunged into dark years of chaos. I say unto
thee Yea. Yea! Shall these years be dark and chaotic and unto the
other dark years of chaos. Woe, shall they be even more dark and more
chaotic. Verily shall they be so dark and so chaotic it can not even be
imagined how dark and chaotic they shall be.

2. Long and long shall these years of darkness and chaos be. And then
from these dark years shall there arise a new Arth and a New Council
and lo, they shall be new. And the, within the bowels of Arth shall
there once again be movement. Yea, and proudly shall man once again
walk the corridors of the children of Noah.

3. And within these corridors shall he once again findeth the Rock of the
Ancients, which was first found by Man within the ruins of the Ancients
wherein they did dwell and live and generally hang out, long and long
ago. Praise be to the Ancients who were like unto... Well, who were
like unto nothing in particular, and who did walketh amongst the stars
before even mankind was a twinkle in the cosmic eye of reality.

4. Hail Endurium, oh holiest of rock-like, high-yield energy materials! Oh
beauteous shining Rock of Truth! Praise be to that holy legacy of the
Ancients for in it shall mankind once again findeth his destiny amongst
the stars!

So it is written.

34

Appendix D: Excerpts from Captain's Log -- Noah 2 Expedition


1100 hrs. 3-22-3454

We are exactly 9 hours away from Earth and the crew is completely
exhausted. It has been four hours since we were attacked by the Gazurtoid
ships and I am going to Yellow Alert so that some of the crew can get some
rest. While the ship has sustained major damage, all systems are
operational and there are, miraculously, no casualties.

I am afraid that in my optimism I have made a grave error in judgement and
endangered the lives of all aboard. In selecting our course I was fully
aware of the fact that the primary jump link would leave us just outward of
the Staff Constellation; lately there has been a good deal of Gazurtoid
activity in that area. Since the link was only about 8 sectors from the
Sol System, however, and since there existed a secondary link which would
deposit us in the immediate vicinity of Arth in a matter of hours, I
foolishly decided to risk an encounter rather than spend weeks in
hyperspace.

The moment we dropped out of the Flux we were under attack. Our missiles
had little or no effect on the Gazurtoid ships. Apparently they have
devised some new form of shield against missile attacks. Fortunately, we
accidentally hit another Flux just upspin and core-ward of the first one.
Our Navigator has just located our position and we are at 189,190. This
puts us quite a long way from out destination, but we are alive. With luck
and no more surprises we should reach Arth in approximately two days.

Captain out.

35

Appendix E: Timeline


With the information we've discovered in the underground colony ruins our
researchers have been able to piece together a timeline which we feel is
fairly accurate. We are still not sure about a lot of the details, and
many of the references are obscure. We are hoping that from your
explorations you may be able to provide us with enough data to fill in all
the remaining gaps.

2100 - Man discovers Endurium.

2150 - Man discovers Endurium's application to superphotonic technology and
begins exploring. Colonization beings. Start of Empire.

2300 - Man meets Velox.

2650 - Major Endurium finds usher in Empire's Golden era.

2675 - Empire discovers Spemin.

2770 - Empire discovers Thyrnn and Elowan.

3000 - Start of first wave (?).

3120 - Velox pact of 3120.

3260 - First wave (?) ends.

3400 - Start of second wave (?).

3450 - Project Noah is initiated.

3454 - Launch of Noah 2 expedition.

36

3480 - Fall of Earth.

3505 - Bomb hit Arth, creates Southern Hot Zone and forces underground
colonists above ground.

3520 - Arth society collapses and the Dark Years begin.

4400 - Arth's new era begins with the new council and the industrial
revolution.

4500 - Rediscovery of space flight (sublight).

4594 - Discovery of Noah 2 colony and Endurium.

4615 - First group sent out in superphotonic ships.

4620 - Present day.

37

Command Summary Card

Getting Started

To play Starflight, you need a computer with at least one floppy disk drive
and 512K of free memory. Your machine must be operating with Kickstart 1.2
or 1.3.

Loading Starflight

Before you begin play, MAKE A COPY OF THE PROGRAM DISK. The program isn't
copy protected, so if you play on the original disk, you'll alter it
forever. Make a copy now and put the original away in a safe place.
You'll need a blank, initialized floppy disk. Note: You cannot install
Starflight onto a hard drive.

To make a copy of the Program Disk:

1. Turn on your computer. (Amiga 1000 owners, insert Kickstart 1.2 or
1.3.)

2. Insert Workbench into DF0:

3. If you have a single drive system, remove Workbench and insert the
Starflight Disk. If you have two drives, simply insert the Starflight
Disk into the other drive.

4. Place the mouse pointer on the Starflight disk icon and click to
highlight it.

5. Pull down the Workbench menu from the menu bar. Drag the highlighted
bar down to Duplicate and release.

6. Follow the onscreen instructions. You'll need to swap disks from time
to time. After copying, you don't need to rename the disk.

To start playing:

1. Turn on your computer. (Amiga 1000 owners, insert Kickstart 1.2 or
1.3).

2. When the computer asks for Workbench, insert your copy of the
Starflight Disk instead. Press the spacebar to get past the splash
screen and Interstel Police Warning.

3. The Load Game screen will appear. Select the game you want to play (if
you're playing Starflight for the first time, select Game 1). Select
Load.

4. If you're starting a new game, the Starport screen will appear. See
Additions to the Manual on this Command Summary Card.

1

Selecting Commands

You run your starship and command your crew selecting options from the
screen. Point the mouse cursor to the option you want (the pointing hand
icon indicates that your mouse is over an option). To select an option,
click (quickly press and release) a mouse button.

Selecting Options Using the Keyboard

To move the cursor using the keyboard, hold down the Amiga key and press a
cursor key (<- -> /|\ \|/). Holding down Shift-Amiga and pressing a cursor
key moves the cursor in large increments. Pressing Amiga-Alt is equivalent
to clicking the mouse.

Almost every option on a screen also has a key assigned to it - pressing
that key automatically selects that option. The key is usually the first
letter of the option. For example, pressing S while in Starport
automatically selects Ship Construction. Note: The same key may have a
different function in different places. For instance, pressing S from the
Bridge of your starship selects Science Officer. See Keyboard Commands on
this Command Summary Card.

Scrolling

Occasionally, you're presented with lists of items (in Cargo, the Trade
Depot, etc.). You can scroll through lists by pressing the up/down cursor
keys (/|\ \|/) to move the highlighted bar to the item you want. You can
also scroll by clicking on the arrow icons to the right of the list. Press
Amiga-Alt or click a mouse button to select the highlighted item.

Continuing Messages

The hourglass informs you that the game is pausing to do something (for
example, Launch). The hourglass also appears when the game pauses to let
you read a message. Click a mouse button or press any key to continue the
message.

Confirming Commands

Occasionally questions appear in the Text Window asking you to confirm

2

commands. You can move the mouse until the appropriate answer appears on
the screen. Click once to answer. You can also confirm commands from the
keyboard by pressing Y to answer Yes and N to answer No.

Game Options

The Game Options menu lets you save, begin, load, or quit a game. You can
also turn music and sound effects on and off here. Game Options can be
selected anytime except inside a Starport Module or when selecting a
landing site. To bring up the Game Options, press Esc or click the
Interstel icon anywhere it appears on the screen (usually somewhere on the
left side of the screen). When the menu appears, select one of the
following:

Resume Game -- Returns you to the game without saving.

Save Game -- Saves your current progress in the game. You can save
up to five games, identified by the numbers 1-5. Select
the number you want to designate your current game and
select Save. When you save, you permanently erase any game
you previously saved under that number. Note: You can't
save while on planets.

Load Game -- Loads a previously saved game. Select the game you
want to continue (Game 1-5) and select Load.

New Game -- Begins a new game. Select the game you want to start
over (Game 1-5) and select New. This erases any game you
may have saved under that number.

Quit -- Quits the game. When you select quit, you're given a
choice of saving before exiting.

Sound On -- Click on the button to turn the sound on and off. When
the button to the left is filled, the sound is on.

Pausing the Game

You can pause the game by bringing up the Game Options (see above).

Security Access Code Wheel

YOU MUST ENTER A SECURITY ACCESS CODE when requested by Interstel Security
at launch. The access code consists of three variables: a location, an
artifact, and a race. Locations are on the rim of the outer wheel;
artifacts are on the rim of the inner wheel. Races appear below the
cut-out windows on the inner wheel. Use the wheel like this:

3

1) When the request appears on the screen, find the location on
the outer wheel. Line it up with the artifact on the inner
wheel.

2) Without changing the alignment, find the race on the inner
wheel. The correct access code is visible in the window above
the race name. Type the access code and press Return.

Example: Suppose Interstel Security requests the code for Akteron, Black
Box, Uhlek. To find the correct access code, line up Akteron with Black
Box. Look in the window above Uhlek on the inner wheel. The correct
answer in this case is 22917.

Movement

In the Amiga version, there is no Maneuver option under Navigator. Use the
mouse to move your starship in hyperspace and your terrain vehicle while on
planets. Move the mouse cursor to the Main View Screen - the pointer turns
into an arrow. Point the arrow in the direction you want to travel and
click or hold down a mouse button. You can also use the numeric keypad on
your keyboard to move your terrain vehicle and starship.


\ | /
(----)(----)(---)
| 7 || 8 || 9 |
(----)(----)(---)
(----)(----)(---)
---| 4 || 5 || 6 |--
(----)(----)(---)
(----)(----)(---)
| 1 )( 2 || 3 |
(----)(----)(---)
/ | \

WARNING: Starflight has a large keyboard buffer that temporarily stores
keyboard commands that the computer can't readily execute. Because of
this, your starship or terrain vehicle may continue moving after you've
released the movement key. Instead, use cruise control.

Cruise Control

Cruise control lets you travel in a direction without holding down the
mouse button or a movement key. You can activate cruise control while
traveling in hyperspace, through a system, or on a planet. Select the
cruise control icon or press 0 on the numeric keypad to set your ship or
terrain vehicle on cruise control; use the mouse or numeric keypad to set
the direction of travel. To deactivate cruise control, select the icon
again or press 0.

4

Additions to the Manual

PART 2: Starport


2.1 Overview

Your character follows the mouse cursor around the ampitheatre. Move the
mouse cursor to a module and wait for the character to walk to it. The
module's name appears on the screen when the character is at the entrance
-- click the mouse button or press Amiga-Alt to enter.


2.1.1 Operations: In the Amiga version, there isn't an Evaluations
option. You'll automatically receive an evaluation in Operations after
you've recommended a planet. You only receive the evaluation once.


2.2.3 Personnel: In the Amiga version, you select Add to create a
crewmember. Type the crewmember's name and press Return. Select the
crewmember's species and press Return. Select Add again to add another
crewmember.

To train a crewmember, select Next or Previous until the crewmember's file
appears. Select the skill you want to train the crewmember in, and then
select Once to give the crewmember one training session or Fully to train
the crewmember to his or her species' maximum (provided you have enough
money). When a skill appears grey, the crewmember has been trained to his
or her maximum in that skill. When you've put together a crew, select
Exit.


2.2.4 Crew Assignment: Select the crew position you're filling. Select
Next or Previous until the file of the crewmember you want for the position
appears, and then select Assign. You must assign a crewmember to each
position before you can leave Starport. There are no limits to how many
positions one crewmember can fill. When all crew positions have been
filled, select Quit.


2.2.7 Docking Bay: The Docking Bay is located in the center of the
amphitheater.

5

PART 3: Interstel Superphotonic Starship


3.2.1 Captain: When you Select Site, use the mouse or the cursor keys to
move the crosshairs to the targeted landing site. Once you've selected
Descend, you're asked if you want the viewport opened. Select Yes to watch
the landing sequence; select No to keep the viewport closed (which reduces
the time it takes to land).


3.2.3 Navigation: Select Fire Weapons to fire your weapons. In combat,
try setting your ship on cruise control so you can maneuver and pressing
the spacebar to fire your weapons.


PART 4: Space


4.1.3 Planet Approach: To orbit a planet, maneuver your starship until
it's somewhere over the planet. Select Yes to confirm your order to orbit.
Select No to continue system travel.


PART 5: Planetside

5.2.1 Maps: In the Amiga version, there are three map levels. You can
move your terrain vehicle in all but the most expanded view (the third
level). Select the up arrow to expand your map view; select the down arrow
to reduce map magnification.


5.2.2 Move: See Movement on this Command Summary Card for details on
moving your terrain vehicle. To re-enter your starship, stop the terrain
vehicle when it's over your starship and select Embark.

? Selecting this option presents a key of all the icons used by the
terrain vehicle computer for lifeforms, minerals, ruins, etc. It also
provides a topographical key for the planet.

X Select this option to engage the Auto-Pickup device. Auto-Pickup
automatically picks up any minerals your terrain vehicle moves over.

6

Keyboard Commands

Universal Keys

Universal keys have the same function throughout the game.

Amiga - <-- --> /|\ \|/ Move mouse cursor

Shift-Amiga - <-- --> /|\ \|/ Move mouse cursor (large increments)

Amiga-Alt Activate a designated option

/|\ Scroll up

\|/ Scroll down

Options

R Resume

S Save

1-5 Gave 1-5
Return Save
Esc Cancel

L Load

1-5 Game 1-5
Return Load
Esc Cancel

N New

1-5 Game 1-5
N New
Esc Cancel

Q Quit

1-5 Save as Game 1-5
D Don't Save
Return Quit

7

Starport

B Bank

C Crew Assignment

D Docking Bay

O Operation

P Personnel

S Ship Configuration

T Trade Depot

Crew Assignment

<-- Previous file

--> Next file

A or
Return Assign Crewmember

Q Quit

Operations

P Previous message

R Repeat message

N Next message

E Exit

Personnel

<-- or N Next file

--> or P Previous file

A Add crewmember

H Human
V Velox
T Thrynn
E Elowan
A Android
Return OK

T Train crewmember

S Science
N Navigation
E Engineering
C Communications
M Medicine
O Once
F Fully
D Done

D Delete crewmember

Y Yes
N No

E Exit

Ship Configuration

B Buy

1-5 Class 1-5
D Done

R Repair

N Name

E Exit

The following keyboard commands apply after you select Buy, Sell, or
Repair:

C Cargo Pods

E Engines

S Shielding

A Armor

M Missile Launchers

L Laser Cannons

Trade Depot

B Buy

B Buy
E Exit

S Sell

S Sell
E Exit

A Scan

S Scan
E Exit

E Exit

8

Ship's Console

Numeric
Keypad Move

0 Cruise Control

Bridge

C Captain

S Science

N Navigator

E Engineer

O Communications

D Doctor

Captain

L Launch/Land

S Select Site
D Descend
A Abort

D Disembark

C Cargo

P Drop
S Scan
E Exit

P Log Planet

S Ship's Log

Esc Exit Log

B Bridge

Science

N Sensors

A Analysis

S Status

B Bridge

Navigator

O Leave Orbit

S Starmap

R Raise Shield

L Lower Shield

A Arm Weapon

D Disarm Weapon

Spacebar Fire Weapon

B Bridge

Engineer

U Up

D Down

S Select

R Repair

B Bridge

Communications

H Hail

R Respond

F Friendly
H Hostile
O Obsequious

D Distress

B Bridge

Once communications are established:

S Statement

Q Question

T Themselves
R Other Races
E Old Empire
A The Ancients
G General Info

P Posture

F Friendly
H hostile
O Obsequious

T Terminate

Doctor

U Up

D Down

S Select

T Treat

B Bridge

9

Planetside

Numeric
Keypad Move

0 Cruise Control

E Embark (when over your starship)

W Weapons

L Laser
S Stunner
E Exit

A Auto-Pickup device

S Scan

E Exit

L Look

E Exit

C Cargo

D Drop
S Scan
R Read
T Take
E Exit

10

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