! STARTREK.HLP  -  created by M. Henderson 13-SEP-79
!     Master text file for Startrek help routine
!
!  Control characters recognized by HELP are:
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!    /    Qualifier keyword (not used at present)
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                           Operations Manual

                          U. S. S. Enterprise






-
                 Space, the final frontier................
 
        Star Trek is essentially a one-player game of a search-and-destroy
mission performed by the Enterprise (you), against a number of enemy
ships (the Klingons) in a Galaxy of given size. The Galaxy is presumed
to be adequately colonized by the Federation so that the area is really
Federation territory.  A group of Klingon ships has invaded the area, and
has taken positions in the various subdivisions of the Galaxy. The
Enterprise has been sent to destroy the Klingon ships, which may be
anywhere in the Galaxy.  The Galaxy has a small number of Federation
Star Bases, from which the Enterprise can resupply. You have a given amount
of time (measured in 'stardates') in which to find and destroy each and
every Klingon, without depleting your own resources or being destroyed
yourself. You may gain more time if you kill Klingons quickly.
 
        Throughout the text, square brackets ([]) are used to indicate that
the required data is alphanumeric; angle brackets (<>) mean a numeric value is
needed.
-
                           The Galaxy
 
        The playing area is a square (8X8) matrix of Quadrants. Quadrants are
distinct divisions of the Galaxy; they generally are considered to be somewhat
separated in space.  Quadrants are considered to be entire star groups. A
quadrant is divided into a square (10X10) matrix of Sectors. A sector is
considered to be the area of a single star system. All motion and position is
in terms of quadrants. A sector is 0.1 of a quadrant. The Galaxy ends at the
edge of the edge quadrants; if you hit the edge of the Galaxy, you will be
reprimanded or destroyed.
 
        Quadrants and sectors are identified by two numbers, the row and the
column of the location, relative to the higher area.  Thus quadrant '1-1'
is the quadrant at the first row and first column of the Galaxy, and
sector '5-2' is the sector at the fifth row and second column of
the appropriate quadrant (that is, the quadrant which you currently
occupy.)
-
                             The Enterprise
 
        You are in command of the U.S.S. Enterprise, the only Good Guy in the
game. Since it is just you against all those Klingons, you may understand that
the Enterprise is a BIG ship.  It is easily able to destroy any given Klingon;
however there may be more than one Klingon in a quadrant. It has warp and
impulse engines, for movement faster than and slower than light; phasers and
photon torpedoes for weapons; short and long range sensors, which 'see' the
surrounding space; and a shuttlecraft and a transporter for exploring nearby
planets. The shuttle may also be used to abandon ship if the Enterprise is in
imminent danger of being destroyed. It has long range probes, which fly far
and send back limited data on what it saw. Probes can also carry a tremendous
warhead, to destroy everything it finds. It has shields, which defend the
Enterprise against Klingon weapons. It even has sub-space radio, with which
you receive messages from Starfleet Command and may also call for help.
Lastly, it has a battle computer, to help in navigational computations.
 
        Some of the Enterprise's devices require energy and time to use.
The Enterprise carries at least 5000 units of energy and 2500 units in the
shields. When you get shot at, you lose energy. When you fire phasers, they
expend energy. When you use your engines, you expend energy and time. Your
deflectors, when activated, use their own energy defending the ship, instead
of the rest of the ship taking it.
-
                               Playing
 
        After starting, the program makes up the appearance of the
entire Galaxy, including the individual stars amd Klingons. If you are using a
VT100 terminal, it then shows you a view of the local quadrant, with the
Enterprise shown as an 'E', Klingons as 'K's, stars as '*'s, and Starbases as
'B's. This is a Short Range Scan. It also maintains a display of the galaxy
and a status which are updated automatically after each move. Terminals other
than a VT100 must ask for these displays explicitly (see the SRSCAN, LRSCAN,
and CHART commands). If there are Klingons there with you, they will attack.
Thereafter, you are prompted for commands.
 
        Stars block movement and torpedo fire. If you move off the edge of a
quadrant, you proceed to the next quadrant in that direction. Whenever you
move or fire a weapon, Klingons will attack.

	A black holes (shown as a blank on the short range scan) will swallow
torpedoes and ships if they attempt to cross it. Phaser fire is not affected
by black holes.

-
                                Dates
 
        The game is also a race against a clock. When you are started, you
are given a number of Stardates in which to destroy all Klingons. If you
don't you have lost.  This is not measured in real time, but by the
commands you issue and the amount of time required to complete the maneuver.
You gain more time by killing Klingons quickly.
 
        Random events are also scheduled throughout the game, usually when you
least expect it.
-
                         Command Interpreter
  
When the game is waiting for you to enter a command, it will prompt with:
     CMD:
You may type in your command. All you have to remember is the mnemonic
for each command. For example, if you wanted to move straight up for one
quadrant, you can type:
     MOVE
and the program will prompt
     Manual or automatic?
If you respond "MANUAL", the computer will ask
     X and Y displacements:
and wait for your answer. Now you type in "0,1" which specifies an X
(horizontal) movement of 0 and a Y (vertical) movement of 1. You can avoid
being prompted by typing all the information without waiting to be asked for
it. In the above example, you could simply type in
     MOVE MANUAL 0 1
and it would be done. Similarly, if you type
     MOVE MANUAL
the game will prompt
     X and Y displacements:
-
Most commands may be abbreviated. for MOVE,
     MOVE MOV MO M
will all work successfully. In several cases, two or more commands begin with
the same letter. In this case, the single letter refers to a particular
command; to get the other, your abbreviation must be two or more letters long
(e.g. P[HASER], PHO[TON]). For your safety, certain critical commands (such
as ABANDON ship) may not be abbreviated.
In summary,
     1) You can abbreviate almost everything
     2) If you forget, the game will prompt you
     3) If you remember, you can type everything on one line
     4) If you have entered part of a command, you may cancel the command
        by typing a -1 as one of the parameters except for the manual move
        command. Here (since negative numbers are valid), you may use an
        alpha character to cancel the command.
- 
                           Directions
 
        When you use your engines, or your torpedoes, or a long range probe,
you must specify in what direction you want the action to be performed. This
may be specified as a destination quadrant and/or sector (if the computer is
not damaged) or as a delta X, delta Y value. See MOVE for more information.
-
                            Klingons
 
        These nasties are your enemy, and every one must be destroyed. There 
are up to 9 of them per quadrant, scattered over the Galaxy.  Each ordinary 
Klingon ship has about 250 units of energy; Klingon Command ships have 
somewhat more. These ships are supplied with energy whenever you enter its 
quadrant; if you go away and return, they are resupplied.  Their energy is 
expended by Enterprise phaser fire or photon hits, just as the Enterprise 
supply is expended.  However, Klingon phaser fire does not expend Klingon 
power; only your phaser fire does. Klingons attack whenever you move and 
immediately after you fire phasers or torpedoes. Each always fires its phasers
with all the energy it currently has. (See below for phaser fire.)
-
                           Starbases
 
        These are your supply bases. There will be at least one in every game.
When you are in one of the 8 sectors adjacent to a Starbase, you may dock and
replenish your supply of energy and torpedoes immediately. While docked you
are protected from Klingon phaser fire by the base deflectors shields
When there are Klingons firing at you while docked, you may fire back with
photon torpedoes. You are completely supplied through the next time you
leave the base. Starbases are immune to phaser fire, but not to photon
torpedoes; if you miss a Klingon and hit your base, it is destroyed. They are
also vulnerable to your Novamax warheads if you use them.
-
                              Space storms
 
        There are some natural hazards of space travel. Whenever you move
you may run into a storm, which will damage one of your devices.  A device
which is damaged usually cannot be used. A device is damaged to a certain
extent, given as the amount of time to repair.
 
 

-
                          Long Range Sensors
 
        These examine the contents of the eight quadrants adjacent to the
current quadrant (the one the Enterprise is in.) The description of a quadrant
is a 4-digit number, in which the 100's digit is the number of Klingons (if
any) in the quadrant, the 10's digit is the number of Starbases, and the 1's
is the number of stars.
 
        Whenever you perform a sensor scan, the results are remembered by your
Battle computer. The Chart command will print the status of all the quadrants
in the Galaxy, if known.  Quadrants which are unknown are shown as dots.
 
 
-
                          Long Range Probes
 
        The Enterprise carries a limited number of Long Range Probes. These
fly to the end of the Galaxy and report back a count of the number of
important things found in each quadrant through which it went. The probe flies
at warp 10, and therefore uses time duing its flight. The results are
reported immediately, and remembered by the computer.  The probe can also be
armed with a NOVAMAX warhead.  When launched with the warhead armed, the probe
flies the same except as soon as it enters the target quadrant, it detonates
the warhead in the heart of a star, causing a supernova and destroying every-
thing in the quadrant.  It then flies no further.
 
 
-
                                Weapons
 
        Photon torpedoes are your main weapons, since they expend no energy.
They are launched at a given target, and fly until they hit something or fly 
off the edge of the quadrant.  A torpedo will usually destroy a Klingon or a 
Starbase, and may cause a star to nova. The sectors, internally, are square, 
and the torpedo moves in tiny steps internally; when the torpedo enters an 
occupied sector it goes no further.
 
        Torpedoes can be launched singly or in spreads of up to 3 torpedoes.
When launching a torpedo a destination sector is requested for each torpedo.
 
 
-
        The other main weapon system of the ship is the Phaser banks. You 
order some amount of energy sent to the phasers, and they are removed from
your energy supplies. The battle computer (which is required to be oper-
ational) takes the energy and portions them out among the Klingons, so that
each receives about the same damage.  The damage that results from phaser fire
is proportional to the energy allocated to the fires, and also to the distance
between the phaser and the target.  So if you fire 200 units at a nearby
Klingon, he may receive 1000 units of damage (which will, of course, destroy
him.)  Also, a Klingon shooting at you from an adjacent sector will give you
perhaps 500 units of damage while he only has 250 units to fire with. If the
Battle Computer is damaged, you may still fire phasers, but only in manual
mode. You will be promped for the energy to be fired at each Klingon.
 
 
-
                          Battle Computer
 
        See the compute command.
 
 
-
                              Shields
 
        If you are expecting to be shot at, you may raise your deflectors.
However, don't forget that the Klingons will attack as soon as they are up.
They deflect safely twice as much as you give them. Traveling with the shields
up doubles the amount of energy required.
 
 
-
                            Damage Report
 
        You can get a report on the damage levels of those devices which are
damaged. The report gives the number of Stardates necessary to effect repairs
in flight and docked.
 
 
-
                              Shuttlecraft
 
        The Enterprise's shuttlecraft, the Galileo, may be used to
explore a planet for dilithium crystals. It is also used to abandon
ship if the Enterprise is under attack and is almost out of energy.
 
 
-
                       Saving and Restoring Games
 
        At any time you can save the entire game where it is, on a disk file.
You can restore a saved game whenever you are asked for a command; the saved
game replaces the current game.
 
 
-
                             Klingon Bases 

  The Klingon Base, or Deathstar (forgive me, Roddenberry) is a planetary
base established during the course of an EXPERT of EMERITUS game by the 
Klingon empire. The base is established if, after half the initial allotment 
of time has elapsed, over half the Klingons have not been destroyed. It has a 
tremendous amount of energy and is capable of enhancing the power of any other
Klingons in the same quadrant. Its main function, however, is the manufacture
of Super-Commanders, which it will do whenever the current Super-Commander is
destroyed (so there is only one Super-Commander at a time). The base is 
protected by a defense screen which sometimes generates a positive feedback in
the main phaser banks, so phaser fire against the base should be avoided if 
possible. Photon torpedoes are not affected by the screen and will eventually 
destroy the base after sufficient hits. NOVAMAX warheads destroy everything in
the quadrant, including the base.



!-----------------------------------------------------------!
!                                                           !
!  This ends the general comments section and               !
!  begins the sections for individual commands              !
!                                                           !
!-----------------------------------------------------------!
!
!
!--------------------
!
*ABANDON        (ABANDON)
 
 
  The ABANDON command is used to abandon ship and transfer command to a 
weaker ship.
 
 
 
!--------------------
!
*BEAM           (B)

  Same as TRANSPORT.
 
 
 
!--------------------
!
*CHART          (C)
 
  CHART displays a star chart of the known Galaxy. See LRSCAN for format.
This command is redundant if playing on a VT100 terminal. 
 
 
!--------------------
!
*COMMANDS
 
The game recognizes the following commands:
 
ABANDON   BEAM      CHART     COMPUTE   CRYSTAL   
DEATHRAY  DESTRUCT  DOCK      DAMAGE    GAME      
HELP      IMPULSE   INFO      LRSCAN    MINE      
MOVE      ORBIT     PHASERS   PHOTONS   PLANET    
PROBE     QUIT      REQUEST   REST      RESCUE    
SAVE      SENSOR    SHIELDS   SHUTTLE   SRSCAN    
STATUS    TERMINATE TRANSPORT UNSAVE    WARP
 
For information about an individual command, type:
 
   HELP [COMMAND NAME]


!--------------------
!
*COMPUTE      (CO)
 
  Use ship's computer to calculate navigation data. Valid commands to 
computer are:
   POSI [TION] [Qx,Qy,] Sx,Sy
   DEST [INATION] [Qx,Qy,] Sx,Sy
   WARP X.X
   TIME X.X
   ABORT
   RUN
 
The only required parameter is DESTINATION. All others will default to those 
values currently in effect. If, however, TIME is given, a warp factor will 
be calculated that will put the ship at the desired destination in the given 
time.

 
 
!--------------------
!
*CRYSTAL        (CR)
 
  Loads new dilithium crystals obtained during mining operations into ship's 
engines. This is a tricky and dangerous operation, so may only be used when 
condition YELLOW exists.
 
 
 
!--------------------
!
*DAMAGE         (DA)
 
  Prints report of damaged devices and repair times. Being docked cuts the 
repair time to one quarter that while underway.
 
 
 
!--------------------
!
*DEATHRAY       (DEATHRAY)
 
  The DEATHRAY is a highly experimental weapon and is to be used as a last 
resort ONLY.
 
 
 
!--------------------
!
*DESTRUCT       (DESTRUCT)
 
  DESTRUCT activates self-destruct sequence.
 
 
 
!--------------------
!
*DOCK           (D)
 
  Dock at Starbase to replenish energy and torpedoes. Ship must be in a sector
adjacent to Starbase to dock.
 
 
 
!--------------------
!
*GAME           (G)
 
  Prints current game number. This is used with tournament games to insure
the same game for all players.
 
 
 

!--------------------
!
*HELP           (H)
 
  Request game instructions.
               HELP
               HELP [COMMAND NAME],[COMMAND NAME],...,[COMMAND NAME]
               HELP ALL
  Output may be aborted anytime the game prompts for a [RETURN] by typing
any character followed by a return.
 
 
 
!--------------------
!
*IMPULSE        (I)
 
  Move under impulse power. Engines require 20.0 units of energy to warm up, 
plus 100.0 units per quadrant. Speed is just under 1 sector per stardate.
 
               IMPULSE MANUAL <DISPLACEMENT>
               IMPULSE AUTOMATIC <DESTINATION>
 
  (See MOVE for detailed information on moving.)
 
 
 
!--------------------
!
*INFO           (IN)
 
  Same as HELP command.
 
 
 
!--------------------
!
*LRSCAN         (L)
 
  Information about this and surrounding 8 quadrants. This information is 
returned in the form of an integer with the following format:
               Nxxx - Supernova in quadrant
               xNxx - Number of Klingons in quadrant
               xxNx - Starbases in quadrant
               xxxN - Stars
                 .  - Digit not known
 
 
 
!--------------------
!
*MINE           (MI)
 
  Dig for dilithium crystals. You must first be on the planet's surface.



!--------------------
!
*MOVE           (M)
 
  Move at warp speed. Warp drive requires (DIST) * (WARP FACTOR)**3  units 
of energy to travel at a speed of (WARP FACTOR)**2 / 10 quadrants per
stardate. Distance is in quadrants; one sector equals 0.1 quadrant.
 
               MOVE MANUAL <DISPLACEMENT>
 
Courses in manual mode are given in terms of quadrants of X-Y displacement.
    MOVE MAN -1,.5 will move 1 quadrant left and 5 sectors (1/2 quadrant) up.
 
               MOVE AUTOMATIC <DESTINATION>
 
Courses in automatic mode are given in terms of destination quadrant and/or 
sector. MOV AUTO 3,4 5,5 moves to quadrant 3,4 sector 5,5. MOVE AUTO 6,7 
moves to sector 6,7 within same quadrant. Note battle computer must be 
operational since it converts to manual mode for you.



!--------------------
!
*ORBIT          (O)
 
  Enter standard orbit. Ship must be in sector adjacent to planet to orbit.
 
 
 
!--------------------
!
*PHASERS        (P)
 
  Fire phasers. Phaser fire diminishes to about 60% at 5 sectors. A maximum of
1500 units per burst may be fired without danger of overheating. If shields 
are up, high speed shield control requires 200 units of energy to activate.
 
  Ordinary Klingons have about 400 units of energy; Romulans have about 800; 
Commanders, 1200; and the <GULP> Super-Commander has around 1800. Klingon
bases have around 4000! Enemies defending the base have about 25% more power
than normal.


-
                PHASERS MANUAL <burst1>,<burst2>,...,<burstn>
              or
                PHASERS MANUAL
                (nnn) units to fire at Klingon at X1-Y1: <burst1>
                (nnn) units to fire at Klingon at X2-Y2: <burst2>
                .
                .
                .
                (nnn) units to fire at Klingon at Xn-Yn: <burstn>

  Phasers fired in manual mode requires an energy amount to be fired at each
enemy in the quadrant. If the battle computer is operational, it will print
a recommendation that will destroy the enemy. It is not necessary to fire at
any enemy; a zero amount entered will not fire at him.
-
                PHASERS AUTOMATIC <burst>

  Phasers fired in automatic mode will divide the available energy among
all enemies in the quadrant.
 
!--------------------
!
*PHOTONS        (PHO)
 
  Fire photon torpedoes. A maximum of 3 torpedoes per burst may be fired.

               PHOTONS <ntorps> <X1,Y1>,...,<Xn,Yn>
             or
               PHOTONS
               nnn torpedoes available. Number of torps to fire: <ntorps>
               Target sector for torpedo number 1: <X1,Y1>
               .
               .
               .
               Target sector for torpedo number n: <Xn,Yn>


!--------------------
!
*PLANET         (PL)
 
List information on all known planets.


!--------------------
!
*PROBE          (PR)
 
  Launch a long range probe (optionally equipped with the newly developed 
NOVAMAX warhead). The probe travels through the Galaxy, reporting objects it
sights. If the warhead is armed, it will detonate in the heart of a star, 
thereby causing a supernova and destroying everything in the quadrant.
Detonation occurs in the targeted quadrant if there is a star to nova.
 
  The probe travels at warp 10, therefore using time during its flight. This 
is to discourage cowards from using the probe to destroy the Super-Commander 
without a fight, since the SC might move before the warhead arrives.

               PROBE ARMED <Qx,Qy>,<Sx,Sy>
             or
               PROBE
               Arm NOVAMAX warhead (Y/N)? [response]
               Target quadrant and/or sector for probe: <Qx,Qy>,<Sx,Sy>


!--------------------
!
*QUIT           (Q)
 
  Terminate the game -- no win, lose, or draw...


!--------------------
!
*REQUEST        (REQ)
 
  Request individual piece of status information.
               REQUEST <INFO>
This command is redundant if playing on a VT100 terminal. 


!--------------------
!
*RESCUE         (RESCUE)
 
  Call Starbase for rescue attempt.
 
 
 
!--------------------
!
*REST           (R)
 
  R&R to effect equipment repairs.
               REST <STARDATES>


 
!--------------------
!
*SAVE           (SAVE)
 
  Saves current program status on disk so that play may be suspended and 
resumed at a later time. (See UNSAVE command)



!--------------------
!
*SENSOR         (SE)
 
  Sensor scan of planet's surface.



!--------------------
!
*SHIELDS        (SH)
 
  Defensive shield control. Shields require 50 units of energy to raise. 
Traveling at warp speeds with the shields up doubles the amount of energy 
required.
 
               SHIELDS UP
               SHIELDS DOWN
               SHIELDS TRANSFER <[+/-]ENERGY>
 
  Shields may be strengthened (to their initial value) by transferring some of
the ship's energy to the screen. Similarly, ship's energy may be increased by
transferring (a negative amount of) energy from shields.



!--------------------
!
*SHUTTLE        (SHU)
 
  Take shuttle craft to planet's surface. You must be in standard orbit 
before leaving Enterprise.



!--------------------
!
*SRSCAN         (S)
 
  Displays information about current quadrant. The format uses the following 
symbols:
          Enterprise      E
          Klingons        K
          Commanders      C
          Romulans        R
          Planets         P
          Star            *
          Base            B
          Super Commander S
          Klingon base    D
          Black Hole    BLANK
          Empty space     .

This command is redundant if playing on a VT100 terminal. 


!--------------------
!
*STATUS         (ST)
 
  Print status report. This command is redundant if playing on a VT100
terminal. 


!--------------------
!
*TERMINATE      (TERMINATE)
 
  Same as QUIT command.



!--------------------
!
*TRANSPORT      (T)
 
  Beam down to planet surface.



!--------------------
!
*UNSAVE         (UNSAVE)
 
  Load a previously SAVEd game from disk. The save file is deleted after 
reloading. If there is no game on the disk, the current game is not affected.



!--------------------
!
*WARP           (W)
 
  Set warp factor (1-10). Warp speeds greater than 6 may damage engines. 
At warp 10 you may enter a time warp.
 
 
 
