1 ABORT
You can Control-Y out of the game at this point without loss of points, but
if you do it later (for instance, in the middle of a losing battle), you will
lose whatever points you would have lost if you had been destroyed at that
point (no escaping from hopeless situations).
1 AUTOPILOT
The autopilot is used to maintain the desired speed and bearing of the
Enterprise when there are black holes in the quadrant. It automatically
(hence its name) calculates the acceleration needed to counteract the
gravitational pull of the black hole(s). It will use emergency power if
necessary. It draws 5 additional units of energy per starminute if left on
and may not be used if the ship's computer is damaged. There is a minimum
energy level (user settable) below which the autopilot automatically cuts
off, to avoid running out of energy inadvertantly while using it.
2 REQUEST
The possible autopilot requests are:
	B - Begin autopilot; turns it on if not already on.
	S - Stop autopilot; turns it off.
	E - Set minimum energy cutoff level (initially 500).
	T - Tells you whether or not autopilot is on.
	P - Sets autopilot print mode; you will be informed every time it
	    is used and the amount of energy required by it.
	R - Resets (turns off) autopilot print mode.
2 CUTOFF
Enter the minimum energy level below which the autopilot automatically
cust off. This value is initially 500. If your main energy banks fall below
this level, then the autopilot automatically switches off to avoid your
demise from loss of energy.
1 BLACK_HOLE
Black holes are easily overlooked (they show up as a blank space on your
short range scan), but are very dangerous if approached too closely. They
have a gravitational attraction for all moving objects (usual inverse square
law in relation to distance applies here), except Romulans, who seem to be
able to blithely ignore them. If you see your speed and bearing are not what
they should be, you are advised to turn your autopilot on. The effects of
more than one black hole in a quadrant have got to be seen to be believed.

If you are captured by a black hole, the effect is the same as if you had
left the galaxy, except that the computer can tell you exactly where you will
reappear (useful in large galaxies if you are running out of time and are
willing to sustain the damage).
1 COMMAND
Commands are entered as one or two digit numbers from the list below.
If a command requires further information, you will be prompted for it. You
can type "?" at any time if you need further help. Typing "#" at any time
will cancel the current command (without loss of time) and return you to
the COMMAND prompt.
  0 - Proceed                        *13 - Galaxy Scan
  1 - Course Change                  *14 - Status Report
  2 - Emergency Course Change        *15 - Tracking Report
  3 - Phasors                        *16 - Plot Bearings
  4 - Torpedos                       *17 - Damage Report
  5 - Repulsor Beams                  18 - Damage Control
  6 - Tractor Beams                   19 - Shuttlecraft
  7 - Transporter                    *20 - Autopilot
  8 - Communications                 *21 - Computer
  9 - Travel/Wait                    *22 - Save Game
 10 - Propose Truce                   23 - Shields
*11 - Short Range Scan               *24 - Clear screen and look innocent
*12 - Long Range Scan                *25 - Self-destruct
Starred commands do not take up any game time, so you can do any number of
them before the enemy gets to fire at you again.
1 COMMUN
Communications is the means by which you talk to friendly vessels and may
order friendly vessels to do things. If you capture enemy ships, you can
use this command to make them fire on other enemy in the same quadrant.
You can issue only one of communication order in one "turn". The rate at
which captured ships respond to your commands is determined by the number
of troops you have on board. If there are uncaptured enemy vessels in the
quadrant, there is a possibility that they can jam your communications.
If this occurs, you must wait at least one starminute before trying again
(that is, issue some other command that advances the game clock).
2 TO
You can communicate with B(ase), G(hostship), K(lingons) and R(omulans).
(To communicate with the shuttle, use the 19 command.) If you are trying
to communicate with G, K or R, you must give the number of the ship.
You can communicate with your starbases (only) while in hyperspace.
2 MESSAGE
The possible messages are C(ourse change), D(estruct), F(ire), R(eport),
and S(hields). Not all vessels can do all commands. The possibilities are:
	Klingons - R,C,D,F (phasors only)
	Romulans - R,D,F (torpedos only)
	Starbase - R
	Ghostship - R,C,D,S,F (phasor or torpedo - not both)
Ghostships may be damaged, in which case your troops must repair it
before it can change course or fire. If you order a vessel to destruct,
you should first have any troops on board transport off (really). You
should destroy them before you leave a quadrant or they will be recaptured
by the enemy. Klingons have phasors that fire in all 4 directions at once!

You can communicate with your starbases (only) while in hyperspace; you will
be told the number of enemy in each of their quadrants and the amount of
damage each has sustained (applicable at level 4 only). Slight means less
than 20 % damaged, moderate is less than 50 %, serious is less than 80 %,
and critical is greater than 80 % damaged.
2 SPEED
Maximum speed for Klingons is 0.5 a.u./stm; for Ghostships it's 0.35
2 BEARING
Enter the new bearing. Course changes are pretty slow for Ghostships.
2 SHIELDS
Enter a positive number to add energy to the Ghostship's shields, and
a negative number to remove energy. Enter zero to return all shield energy
to the Ghostship's energy banks (you should do this before docking with
the G, otherwise the shield energy will be lost). The Ghostship's shields
will help deflect enemy hits and prevent its destruction.
2 FIRE
You can fire either Phasors or Torpedos from a Ghostship (not both in
the same turn). Ghostships have only forward phasors. Launch velocity
for their torpedos is 0.4 a.u./stm.
3 ENERGY
Enter the amount of the Ghostship's remaining energy to put into the
phasor bolt. Their phasors work pretty much the same as the Enterprise.
Ghostships will have only forward phasor banks operational.
3 BEARING
Enter the torpedo bearing (0-360). Launch velocity for Romulan torpedos
is 0.55, and for Ghostships 0.4 a.u./stm.
1 COMPUTER
The ship's computer can tell you a few useful or miscellaneous pieces of
information.
2 REQUEST
The possible requests are:
	B - where the black holes in the quadrant will  take you
	G - how much energy is required to pull in a Ghostship
	S - estimated shuttlecraft round trip time
1 COURSE
This command is used for moving the Enterprise around. Unlike some other
versions, once you give the Enterprise a velocity, it will continue moving
in that direction and speed until you issue another course change order.
In addition, it takes time for it to accelerate up to full speed. Speed
is measured in a.u.s (astronomical units) per starminute (a.u./stm), where
one a.u. is the distance between horizontal or vertical spaces on your short
range scan (1 quadrant is 10 a.u.s across). Bearings are measured in
degrees (0-360) with 0 degrees being to the right and 90 degrees straight
up.

The Enterprise has warp engines and impulse power. If warp engines are
damaged, impulse drive cuts in automatically to complete any ordered
maneuver, but you can't accelerate to over WARP 0.55 with impulse power.
If both drives are damaged, then you will continue to drift at your last
velocity until you collide with something or drift out of the galaxy.

You can only do battle (and see around the quadrant) at speeds less than
WARP 1. At higher speeds, you are in hyperspace (a message appears to that
effect when you enter or leave) and you will not collide with any objects
except the edge of the galaxy. However, you won't be able to do much else
except move and repair any damage.

Note that acceleration uses energy - using emergency power doubles your
acceleration but triples the energy requirements (and also runs a small
risk of damaging your warp drive). The impulse engines consume VAST
quantities of energy (5 times the warp drive) and maneuvers are
accomplished much slower using them.
2 DDEG
Enter the desired bearing. It should be in the range 0-360. Remember
that 0 is to the right and 90 is straight up. The Enterprise will turn
in the direction of the shortest arc between the present and desired
bearings. If you are executing a 180 degree turn, the turn is clockwise
if the new bearing is less than the old bearing, otherwise counterclockwise.
2 DSP
Enter the desired speed. Remember that acceleration takes time (normal
rate is 0.25 a.u./stm/stm using warp drive) and that if you get going too
fast, you may shoot out of the galaxy before you can slow down.
Note that maximum speed for docking with a starbase is 0.25 a.u./stm.
1 DAMAGE
You can either get a damage report (estimate of how long it will take to
fix items damaged in battle) or reassign damage repair priorities (put
more men to work on critical items). When you dock at a starbase, the crew
at the base will repair any damage much faster than you own crew would.
2 PCT
Enter the percentage of your repair crew to assign to this item. You can
assign 100% to one item or split them up according to your own priorities.
Any repair crew assigned to undamaged items or unassigned will be distributed
equally amongst damaged items. For instance, if phasors, sr_scan and warp
drive are all damaged, and you assign 50% to warp drive and 50% to sr_scan,
then no repair would be done on phasors, until repair on one of the above
was completed. However, if you had previously assigned 20% to sr_scan, 20%
to warp drive and 60% to lr_scan, then sr_scan and warp drive would each
get 40% and phasors would get only 20%. Initially, your repair crews are
unassigned, so you would, in the above example, wind up having 1/3 assigned
to repair each item equally unless you changed the priorities.
1 DESTRUCT
This command will destroy the Enterprise, ending the game, but taking any
enemy in the quadrant along with you (regardless of whether or not you are
in hyperspace). You must verify the command before it will be executed.
1 DISTANCE
The basic unit of distance is the a.u. (astronomical unit), which is
hereby defined as the distance between any 2 adjacent horizontal (or
vertical) points on your short range scan. Only Planets, Starbases, Black
holes and Romulans will have integral coordinates; all other objects may
have any floating point value, although they are, perforce, displayed on
your screen on integral coordinates.
1 DOCK
When you are docked at a starbase (within 0.7 a.u.s) you will be brought
to an immediate stop, your shields will be dropped, and you will be fully
protected from enemy fire. While you are docked, no vessel or object other
than the Enterprise and the shuttlecraft. You cannot fire on the enemy while
you are docked, but you can give fire ORDERS which will be executed upon
your leaving the starbase's protection (don't forget to put your shields
back up).
2 REPAIR
The mechanic crew at the base has given you an estimate of the time they need
to repair the damage to each facility that needs it. You can choose to let
them do it (they will be quicker than your crew) or you can wait and do it
yourself at your leisure.
2 OVERHAUL
This is basically a program of preventive maintenance. It's a good idea to
get it done occasionally, especially if you've been using any one system on
the ship heavily lately. If you don't, you may end up with blown circuits at
a critical point later in the game. The time estimated is about 20% of the
time since your last overhaul.
1 EMERG
If you use emergency power, then acceleration (and bearing change) will
be twice as fast, but will consume 3 times the energy. Also, there is a
slight chance of damaging the warp engines this way.
1 ENEMY
Enter the number of enemy ships you want to fight, between the limits
given. You will get a random distribution of Romulans and Klingons.
1 GALAXY
The galactic scan is just a summary of previous long range scans, and may
be outdated due to enemy movement between quadrants since you last looked.
It will show you the locations of all your starbases, though, even if you
haven't been to those quadrants yet.
1 GROMBLIES
Please don't read further if you get here.
2 E_T
The Gromblies are willing to trade you torpedos for energy. The going rate
is 250 units of energy for 1 photon torpedo. Enter the number of torpedos
to trade. (You need not take advantage of this unique offer, of course.)
2 T_E
The Gromblies are willing to trade you energy for torpedos. The going rate
is 1 photon torpedo for each 250 units of energy. Enter the amount of energy
to trade (it should be a multiple of 250). (You need not take advantage of
this unique offer, of course.)
1 KLINGON
Klingons are relatively easy creatures to destroy, but if not taken care of
soon upon entering a quadrant, they will wear you away with their phasors.
They are pretty good at dodging your torpedos, but are not in the habit of
moving out of your way if you come too close.
1 LASTNAME
The program keeps track of players in a file called TREK84_RATINGS:,
which is an indexed file containing 1 record for each player. If you have
already played the game, you will have a record on file here. Just use the
name you entered last time you played (there's nothing to prevent one from
having multiple names in the same file). Case is irrelevant, and the name
may be up to 16 characters long.
1 LEVEL
There are 4 game levels (degrees of difficulty) as follows:
  1 - Beginner (a good introduction to game mechanics)
  2 - Basic (adds the normal features of the game)
  3 - Advanced (adds more features)
  4 - Expert (you'll have to master this to become fleet admiral)

Game 1 has the following limitations:
 o No enemy movement between quadrants.
 o Romulans are stationary within the quadrant.
 o Never more than 3 K + 3 R in a quadrant.
 o Klingons are not very good at dodging your torpedos.
 o Phasors are not masked by intervening objects.
Game level 2 removes the above limitations.
Game level 3 adds the following features:
 o Black holes - destroy P, T & G; K, R, E zapped to random quadrant.
   They have a gravitational attraction for all moving objects. Do not
   approach too closely or you could be captured.
 o Supernovae - when one happens, everything in the quadrant is destroyed
   except the Enterprise, which is pretty badly damaged.
 o Cloaking device - certain Romulans will be invisible to your scanners.
   You have the capability of capturing it and becoming invisible yourself
   for a while (until the Romulans catch on). Only 1 per quadrant.
 o Nucleonic storms - at this level, there is only 1 per quadrant, but it
   is invisible. Objects entering it are thrown to random positions in
   the quadrant with random velocities and sustain minor damage.
Game level 4 adds the following on top of all that:
 o Up to 9 nucleonic storms in a quadrant. They show up on your scan as
   "S", but now they move around, so you better keep track of them.
 o Up to 3 black holes in a quadrant. Makes for some interesting
   gravitational effects.
 o More than 1 cloaked Romulan per quadrant possible.
 o The enemy will attack your starbases when you are absent from those
   quadrants. If one is in imminent danger of destruction, you will receive
   a message - you are well-advised to drop everything at that point and
   go help them out.
1 LR_SCAN
The long range scan tells you what is in the immediately surrounding
quadrants. Each quadrant is described by 4 digits, with the ones place
representing the number of planets, the tens containing a 'B' if there
is a starbase there, the hundreds place the number of Klingons, and the
thousands place the number of (visible) Romulans. The quadrants are numbered
according to the same coordinate scheme used within the quadrants. Note
that at certain game levels, the enemy is allowed to move between quadrants
while you are absent.
1 MOVEMENT
Movement occurs in "jumps" whereby each starminute each object in motion
jumps to the next coordinates it would occupy if it had moved continuously
for that period of time. This means that two objects could conceivably pass
through each other if their positions were farther apart than the collision
radius before and after each jump.
1 NEW_GAME
The file that contained your saved game cannot be found or read. Perhaps you
are playing under a different user id? If you want to ignore the warning and
start a new game, go ahead, but you will never be able to resume the old one
if you do. Type Y(es) or N(o) as appropriate.
