(margins 1" each side)(PC version-hope the codes are the same) <<< STAR FLEET 1 >>> extracted from SEWER DOCS by Underdogs for Home of the Underdogs http://underdogs.cjb.net 1.Quick reference 2.Commands 3.General information 4.Codes * QUICK REFERENCE * SHIELD INFORMATION : There are two SHIELD DISPLAYS -- In the upper right corner of the screen is a graphic display of your ship and its shields. Below that is an energy distribution display showing the total amount of energy and how it is distributed through your ship and shields. (shld1/shld2/shld3/shld4) NOTE: All shields are referenced to your bearing. If your ship is pointing north, then shield 1 will be facing north shield 2 will be facing west, etc. COMPASS HEADINGS : EAST = 0 DEGREES NORTHEAST = 45 DEGREES NORTH = 90 DEGREES NORTHWEST = 135 DEGREES WEST = 180 DEGREES SOUTHWEST = 225 DEGREES SOUTH = 270 DEGREES SOUTHEAST = 315 DEGREES PATROL AREA MAP : 1< ? ? ? ? ? ? ? ? > 2<201 300 000 ? ? ? ? ? > 3<001 252 400 ? ? ? ? ? > 4<002 101 000 ? ? ? ? ? > 5< ? ? ? ? ? ? ? ? > 6< ? ? ? ? ? ? ? ? > 7< ? ? ? ? ? ? ? ? > 8< ? ? ? ? ? ? ? ? > The PATROL AREA MAP is made up of 64 (8x8 grid) quadrants. Each quadrant is defined by its location in the grid. Quadrant "3,2" means row 3, column 2, counting from the upper left corner. Once scanned or probed a quadrant will display three numbers: (1) the number of enemy ships,(2) ID number of the starbase if present and (3) the number of star systems. Zeros mean none exist and "?" means the quadrant hasn't been checked out. EXAMPLE: Quadrant "3,2" has two enemy ships, starbase #5 and two star systems. QUADRANT AREA MAP : < 1 2 3 4 5 6 7 8 9 0 > 1< . . . . . . . . . . > 2< * . . . . . . . . . > 3< . . . . . . . . E . > 4< . . . . . 5 . . . . > 5< . . . . . . . . . . > 6< . . . E . . . . . . > 7< . . . . . . . . . . > 8< . . . . . # . . . . > 9< . . . . . . . . * . > 0< . . . . . . . . . . > E = enemy ships # = your ship 5 = starbase #5 * = star system The QUADRANT AREA MAP is made up of 100 (10x10 grid) sectors and is always displayed as a tactical map with visible items in that quadrant. Sectors are defined in the same manner as quadrants (by row, column). COMMAND MENUS : * MENU * KEY * ABBR. * COMMAND/TASK * * ====================================* * P * 1 * TAR * Target Calculator (?) * P * 2 * LRS * Long Range Sensors * P * 3 * STA * Mission Status Report * P * 4 * DAM * Damage Control (?) * P * 5 * NAV * Navigation Control (?) * P * 6 * SHD * Defensive Shields Control (+) * * P * 7 * TOR * Torpedo Control (+) * P * 8 * PHA * Phaser Control (+) * P * 9 * CMP * Ship's Computer * P * 0 * 2ND * Secondary Command Menu * S * 1 * TRC * Tractor Beam Control (+) * S * 2 * TRN * Transporters Control (+) * S * 3 * MIN * Mine Control (+) * S * 4 * SEC * Internal Security Control (+) * * S * 5 * SAV * Save Game * S * 6 * STO * Stop Game * S * 7 * SND * Sound On/Off * C * 1 * PRO * Probe Launch Control (+) * C * 2 * AAS * Auto Alert Switch * C * 3 * NOP * No Operation (+) * C * 4 * BAS * Starbase Status Report * C * 5 * HYP * Emergency Hyperspace Maneuver (+) * C * 6 * SLF * Self-destruct Sequencer MENU: P = PRIMARY (+) = COMMAND USES TIME S = SECONDARY (?) = COMMAND MAY OR MAY NOT OCCUR C = COMPUTER USES TIME <<< STARFLEET I - COMMANDS >>> A command menu is located at the bottom of your display. You may choose a command by hitting the appropriate number key (1 - 0) or by clicking the mouse on the command location. Your selection may lead you to a second command menu. Hitting the ESC key will usually cancel a command or get you out of a sub-menu. Hitting the RETURN key may be necessary to activate certain procedures if you are not using the mouse. * COMMANDS * TAR : ( P-1 ) TARGET CALCULATOR > Computes the bearing and distance from your starship to any point in the region. Move the mouse cursor and click on the target quadrant. Now choose the target sector in the same manner. You may also choose the quadrant and sector by typing the row and column numbers separated by a comma. TAR will make all navigational calculations and allows you to abort or fire the engines. LRS : ( P-2 ) LONG RANGE SENSORS > Causes the contents of the quadrants surrounding your starship to be displayed on the Region Map. STA : ( P-3 ) MISSION STATUS REPORT > Gives information on the current status of your mission and any alien vessels in your quadrant. DAM : ( P-4 ) DAMAGE CONTROL > Allows you to list the status of your ship's systems and repair those that are damaged. If any of your systems are damaged, you will be asked if you would like to repair one of them. If you answer then the system # will be asked for followed by the amount of energy you wish to use in repair. NAV : (P-5) NAVIGATIONAL CONTROL > Allows you to move, either within your current quadrant or between quadrants. You must input COURSE and C-FACTOR (distance - .1 per sector) values before you can fire your engine. NOTE: It is much easier to use TARGET CALCULATOR! SHD : ( P-6 ) DEFENSIVE SHIELDS CONTROL > Allows you to adjust your defensive shields. Each time you are hit, the number of units of the hit are subtracted from the shield facing the enemy. If the shield is penetrated, damage and casualties will occur. The maximum capacity of your shields is 4000 units of energy - with no shield over 2000. A sub-menu appears from which you choose your shield configuration. (1) LOWER -- lower all shields to zero. (2) BATTLE -- doubles power to front shield, with none in the rear, and leaves at least 100 units in reserve. (3) MAX -- allocates available power evenly to all shields and leaves at least 100 units in reserve. (4) TOTAL -- you choose total amount to be allocated. All shields receive equal amounts. (5) INDIVIDUAL -- you input amount to each individual shield. TOR : ( P-7 ) TORPEDO CONTROL > Allows you to fire torpedoes. You first choose (1) AUTO or (2) MANUAL. AUTO will determine the number of targets in view and ask for the number of torpedoes (5 max.) to be fired. MANUAL allows you to fire your torpedoes at any location in the quadrant. You normally begin with 20 torpedoes but you can carry up to 30. PHA : ( P-8 ) PHASER CONTROL > Allows you to fire your ship's phasers (6 max.). Phasers are more effective at close range and may be used to destroy or disable the enemy. Phasars will also wrap around objects such as star systems. AUTO will automatically select target locations and give you the option of disabling or destroying the enemy. MANUAL requires additional input before firing. CMP : ( P-9 ) SHIP'S COMPUTER > Allows you to access the computer on-board your ship. The COMPUTER MENU will appear on the bottom line of the display. 2ND : ( P-0 ) SECONDARY MENU > Allows you to access the SECONDARY MENU on the bottom line of the screen display. TRC : ( S-1 ) TRACTOR BEAM CONTROL > Activates your ship's tractor beam for placing disabled enemy vessels in tow. Your tractor beam cannot operate through a shield so the shield facing the disabled ship must be lowered. HINT: If the SHIELD CONTROL is damaged and you need to lower a shield to gain energy you may "use your tractor beam to lower your shield. TRN : ( S-2 ) TRANSPORTERS CONTROL > Activates your ship's transporters to transport your space marines into a disabled enemy vessel. It may take more than one boarding to capture the vessel. MIN : ( S-3 ) MINE CONTROL > Allows you to lay torpedoes as mines and retrieve them. Mines are most useful to damage or destroy single enemy vessels, especially Zaldrons. As your starship moves it leaves a mine in each sector you pass through, until the allocated number has been laid. If you leave the quadrant all mines not retrieved will be lost. Mines cannot be laid if you have a ship in tow. Mines can be retrieved after visiting a starbase (increasing the total you are allowed to carry). SEC : ( S-4 ) INTERNAL SECURITY CONTROL > Allows you to use your ship's internal security force to apprehend intruders. You may choose between SEARCH or MAX options. If MAX is chosen, you will be asked the deck on which you wish to conduct the maximum search. SAV : ( S-5 ) SAVE GAME OPTION > This option allows you to save your game in progress. A TOS window will appear and you will type in a file name to store your game. STO : ( S-6 ) STOP GAME OPTION > This option allows you to stop your mission without saving it. Missions that are stopped do not become part of your service record. SND : ( S-7 ) SOUND OPTION > This option allows you to toggle the game sounds on/off. PRO : ( C-1 ) PROBE LAUNCH CONTROL > Allows you to launch deep space reconnaissance probes for exploring remote quadrants in your region. This task allows you to launch three probes per mission. Both the course and launch power must be input. Approximately 80 units of power is enough to send a probe across the diagonal length of your region. AAS : ( C-2 ) AUTO ALERT SWITCH > This command toggles the AUTO ALERT SWITCH on/off. When in the ON position your shields are automatically raised and lowered to meet with conditions. NOP : ( C-3 ) NO OPERATIONS OPTION > This option allows a mission time cycle to elapse without doing any operations. BAS : ( C-4 ) STARBASE STATUS REPORT > Gives you the current status of your starbases. The report gives you the quadrant location, strength, remaining crew replacements, and status for each known starbase. HYP : ( C-5 ) EMERGENCY HYPERSPACE MANEUVER > Activates your Emergency Hyperspace Control to relocate your ship at random in the region. This task permits your starship to enter hyperspace, usually to escape hopeless situations and is a very dangerous maneuver. SLF : ( C-6 ) SELF-DESTRUCT SEQUENCER > Destroys your starship and all vessels in your quadrant. This is to be used only as a last resort. <<< S T A R F L E E T I >>> *** GENERAL INFORMATION *** THE ENEMY There are two races of hostile aliens - the Krellans and the Zaldrons. The destroyer is the only type of Krellan ship identified so far by Star Fleet Intelligence. Even less is known about the warships used by the Zaldron. Star Fleet has not been able to determine the Zaldron ship's class or type, although it is similar in size to a destroyer. Krellans are classified as warm-blooded humanoids. The Krellan people as a race are extremely hostile and aggressive. Their physical strength is greater than most inhabitants of the galaxy, including humans. Their aggressive behavior and raw courage are the product of centuries of selective breeding. Their society is based on conquest. Krellan children are selected at an early age for their future career. All parents hope their children will be selected to be part of the Imperial Krellan assault forces. If not, they will grow up in the working class, laboring all their lives to support the Empire with little gain for themselves. All political, medical, and upper class occupations are held by military officials. A Krellan's life is made up of war and conquest; this is their honor. For a Krellan to die in battle is the greatest honor of all. Zaldrons are subterranean dwellers. They are cold-blooded reptiloids. However, they are extremely intelligent. The Zaldrons are an imperialistic race, but unlike the Krellans, they are not overly aggressive. Their battles are strategically planned and executed. Meticulous precision is a characteristic trait of the Zaldron. The Zaldrons serve a Queen, and in their society the females serve in all political and upper class occupations. This frees their males for war. ENEMY TACTICS Krellan movement depends on your mission level. For level one games they will not move at all. For level two games they will move only within your current quadrant. For level three and above the Krellans will move within your current quadrant and also from quadrant to quadrant within the region. There movement can be detected within the explored quadrants of your region by using long range sensors and watching the region map. The fewer there are and the higher your rank, the more likely they are to move. It is important to know the current location of the enemy. Using the region map you can see if a starbase is about to come under attack, or see if you need to change your strategy and head to a different part of the region to attack a higher concentration of enemy forces. The only known strategy of the Krellan attackers is that they tend to gather in and near quadrants where your starbases are located. There will be up to five Krellans in each quadrant. The Zaldron warships operate individually and can enter or leave a quadrant at will, but there will only be one hostile Zaldron in a quadrant at a time. The Zaldron ships are normally invisible because of their invisibility screens. Their presence in your quadrant can be detected by your sensors due to their disturbance of the space-time continuum, but their exact position is usually only determined by accidentally colliding with or shooting them. However, the warping of the space-time continuum by their invisibility screen uses tremendous energy and it is difficult to maintain in a stable condition. Consequently, your short range sensors may occasionally detect a slight disturbance, which will appear as a momentary flicker on the Tactical Display of the sector containing the Zaldron. Since the Zaldrons use so much energy to stay invisible, if they remain in your quadrant long enough, they will get so weak that they will become visible and be unable to move. Each enemy vessel will shoot at your starship each time one of the following happens: 1. Your starship enters a new quadrant 2. Your starship moves 3. Your starship fires phasers or torpedoes 4. You operate the tractor beam or transporters Also, if an entire day goes by without the enemy firing at you, they will fire at you anyway, just out of spite. The closer the enemy is to your starship, the stronger the hit will be, with a maximum of 475 units for Krellans or 575 units for Zaldrons when in a sector next to yours. When you damage an enemy vessel, its strength is weakened and cannot be regained unless your starship leaves the quadrant. However, once you leave their quadrant they will rapidly recharge their energy to full strength. You need not eliminate all the enemy vessels (either by destroying or capturing them) in your region. There will always be more enemy ships in the region than are necessary to complete your mission. YOUR SERVICE RECORD Your promotion history and any awards or decorations you have received are contained in the service record. Your service record is updated automatically by the program at the end of each game. To be promoted you must complete the required number of missions with an overall efficiency rating of 75%. You will not be promoted after a failed mission, even if your overall efficiency rating is above 75%. You must successfully complete your last mission in order to be promoted. STAR FLEET SECURITY SYSTEM To protect your STAR FLEET I simulation against unauthorized use by enemy agents and other undesirable sentient being, two levels of security have been installed. The first appears after the title and credit screens have been shown, and requires you to enter a certain word obtained from the Officer's Manual per the instructions given on your screen. The second level of security (a password) prevents other authorized Fleet members from signing on under your name. If signing on for the first time, input your name and a "password". DO NOT FORGET YOUR NAME AND PASSWORD!! If you do forget you will have to begin again at Star Fleet Academy. ENEMY INTRUDERS Enemy intruders are dastardly aliens who come aboard and run amok in your ship sabotaging systems. There are three sources of intruders: a Krellan or Zaldron agent who is transported aboard through a lowered defensive shield, a Krellan agent who slips aboard while you are docked with starbase, or an escaped prisoner. There will only be one intruder aboard at a time. Intruders are first located when they sabotage a system, which can occur on any deck (1 to 20). The intruder may then work his way up or down through the decks, but can only move one deck at a time. You can use the Maximum Security Deck option of Security Control to try and intercept the intruder as he works his way towards vulnerable systems. Intruders do not appear in level one or two games. SHIP DISABLED You can also lose the game by having your ship disabled as well as destroyed. The following will disable your ship: (1) ALL POWER EXPENDED (2) BOTH LIFE SUPPORT SYSTEMS DESTROYED (3) BACKUP LIFE SUPPORT SYSTEM BATTERIES EXHAUSTED (4) ENTIRE SHIP'S CREW KILLED (500) STARBASES AND DOCKING Resupply and repairs are provided by means of starbases. These starbases are dispersed throughout Alliance space. For security reasons, all starbase locations are kept secret until attacked; thus, you will have to find them yourself. To dock with a starbase, you must move to an adjacent sector. However, you cannot dock using main engines and you cannot dock immediately after entering the quadrant. If your move into the quadrant puts you next to starbase, just use your maneuvering engines to dock. Upon docking, all damaged systems are repaired, all power replenished, crew replacements obtained and torpedoes are replaced. However, probes and shuttlecraft are not replaced. Starbase also provides a security force to assist yours if there is an intruder aboard. While docked, starbase's shields will protect your ship, but if starbase is destroyed while you are docked, you too will be destroyed. You can fire torpedoes and phasers, use your tractor beam, transporters, etc., while docked. If you are not present in the quadrant and a starbase is attacked you will receive a message from Star Fleet Command ordering you to rescue. You will also receive messages if the starbase is critical or has been destroyed. The successful rescue of a starbase will increase your rating, while a failure will decrease it. You will not be credited for a rescue until all hostile ships in the quadrant have been eliminated, including Zaldrons. You can deliver an enemy vessel in tow without docking by maneuvering next to starbase. When asked if you wish to dock, respond "no" and you will be asked if you want to deliver enemy ship. THE TIME FACTOR Next to the MET (Mission Elapse Time) number of days in the upper right of your screen is a symbol indicating how well you are doing for time. An UP ARROW means you are ahead in time. ARROWS UP AND DOWN mean you are close in time and DOWN ARROW means you are behind in time. TIME WARNING = 5 days left. TIME CRITICAL = 2 days left. <<< S T A R F L E E T I -- AUTHORIZATION CODES >>> [ FORMAT: page # > lines 1 * 2 * 3 * 4 * 5 ] 1 > GENERAL * STAR 2 > NOTE * THE * WHICH * AND * IF 3 > I * THIS * BEGIN * INTRODUCTION * STAR 4 > HOWEVER * NEARBY * IF * MANUAL * I 5 > YOUR * YOU * ASSIGNED * TIC * NUMBER 6 > YOU * BUT * YOUR * THE * HIGHER 7 > THE * THERE * CHARACTERISTICS * TABLE * BY 8 > THE * HOWEVER * ISTIC * BATTLES * CHARACTERISTIC 9 > THERE * OPERATE * WILL * SHIPS * PRESENCE 10 > TABLE * KRELLAN * CRUISING * MAXIMUM * PHASERS 11 > YOUR * YOUR * ARE * MATICALLY * ORD 12 > THE * STAR * COMPATIBLE * 80-CHARACTER * DISK 13 > DISKETTE * CYGNUS * THE * ARATE * DISKETTE 14 > SETTING * TO * STEPS * NING * 1 15 > BACKING * STAR * INCREASES * COMMENDED * PLAYING 16 > STARTING * YOU * BACKUP * VERSION * PROGRAM 17 > MONITOR * THERE * * WOULD * PRESS 18 > STAR * TO * ENEMY * HAVE * HAVE 19 > RETURN * AGAIN * PASSWORD * LATER * PROGRAM 20 > STARTING * AFTER * THE * SIGN-ON * IF 21 > PRESS * YOUR * ONLY * THE * LOADED 22 > THE * TO * WHICH * THE * ONLY 23 > TABLE * MESSAGE * ZALDRON * QUADRANT * INTRUDER 24 > TABLE * SYMBOL * . * A-Y * * 25 > AREA * AREA * KEYS * 1 * TION 26 > PICTURE ONLY 27 > COMMAND * STAR 28 > STAR 29 > II * OVERVIEW * THERE * MANDS *TO 30 > SINCE * HAVE * SHOWN * AFTER * 31 > DESCRIPTIONS * FOLLOWS * ABBREVIATION * THE * MENU 32 > AAS * TASK * ABBREVIATION * PURPOSE * OPTIONS 33 > BAS * TASK * ABBREVIATION * PURPOSE * OPTIONS 34 > DAM * TASK * ABBREVIATION * PURPOSE * REPAIR 35 > DAM * STAR 36 > DIS * TASK * ABBREVIATION * PURPOSE * OPTIONS 37 > HYP * TASK * ABBREVIATION * PURPOSE * YOUR 38 > LRS * TASK * ABBREVIATION * PURPOSE * YOUR 39 > MAP * TASK * ABBREVIATION * PURPOSE * OPTIONS 40 > MIN * COMMAND * ABBREVIATION * PURPOSE * OPTIONS 41 > MIN * IF * WILL * WANT * CANCEL 42 > NAV * COMMAND * ABBREVIATION * PURPOSE * CURRENT 43 > NAV * FOR * WHILE * ENEMY * ACCELERATE 44 > NOP * COMMAND * ABBREVIATION * PURPOSE * OPERATIONS 45 > PHA * COMMAND * ABBREVIATION * PURPOSE * OPTIONS 46 >v PHA * AUTO-FIRE * POWER * EVENLY * IT 47 > PRO * COMMAND * ABBREVIATION * PURPOSE * EXPLORING 48 > SAV * COMMAND * ABBREVIATION * PURPOSE * OPTIONS 49 > SEC * COMMAND * ABBREVIATION * PURPOSE * APPREHEND 50 > SHD * COMMAND * ABBREVIATION * PURPOSE * OPTIONS 51 > SHD * THE * SHIELDS * OPTIONS * FIRST 52 > SLF * COMMAND * ABBREVIATION * PURPOSE * OPTIONS 53 > SND * COMMAND * ABBREVIATION * PURPOSE * OPTIONS 54 > STA * COMMAND * ABBREVIATION * PURPOSE * AND 55 > STA * TABLE * ITEM * SYS * INOPERATIVE 56 > STO * COMMAND * ABBREVIATION * PURPOSE * OPTIONS 57 > TAR * COMMAND * ABBREVIATION * PURPOSE * ANY 58 > TOR * COMMAND * ABBREVIATION * PURPOSE * OPTIONS 59 > TRC * COMMAND * ABBREVIATION * PURPOSE * TOW 60 > TRC * IF * LOWER * VESSEL * MAND 61 > TRN * COMMAND * ABBREVIATION * PURPOSE * MARINES 62 > PICTURE ONLY 63 > INFORMATION * STAR 64 > STAR 65 > III * THIS * ENEMY * ENEMY * YOUR 66 > SHIP * YOU * DESTROYED * 1) * SHIELDS 67 > STARBASES * RESUPPLY * CLASS * THEIR * DEFENSE 68 > EACH * ENEMY * RANT * IF * AN 69 > SIGN-ON * EXCEPT * ACADEMY * YOUR * DO 70 > OPTION * ARE * NAME * YOU * OPTION 71 > STARSHIP * YOU * SHIPS * INVINCIBLE * 1 72 > LIST * FUNCTIONS * FOR * FOLLOWING * DECK 73 > DECORATIONS * OFFICERS * ALL * YOUR * THE 74 > THERE * PRECEDING * THE * COMPLETE * ING 75 > EFFICIENCY * AT * HELP * ON * ONLY 76 > THE * NEXT * SYMBOL * RATE * ENCED 77 > MAINTENANCE * STAR 78 > STAR 79 > IV * OVERVIEW * IN * RECORD * ALONG 80 > STARTING * IN * FLEET * ENTER * ENTER 81 > YOU * PRESS * LOWER * EXIT * OPTIONS 82 > THE * A * STAR * THIS * AND 83 > SERVICE * THIS * EACH * APPENDS * FOLLOWING 84 > TABLE * DEC * 1 * 2 * 3 85 > FOR * LEVEL * 803 * 36 * IT 86 > MAINTENANCE * THE * LIST * THIS * DATA 87 > RESET * THIS * I * SINGLE * THIS 88 > DELETE * PRESS * ASSUMED * BE * ANY 89 > WANT * PROGRAM * NUMBER * 3) * THIS 90 > APPEND * THIS * FILE * DELETED * SECTION 91 > SEQ * EACH * THE * IDENTIFICATION * YOU 92 > PREVIOUS * QUIRED * AFTER * SF * LOOK 93 > DISKETTE * IF * PRIOR * CHECKING * ZERO 94 > REBUILDING * ALTHOUGH * OPERATION * GOING * THREE 95 > FINAL * STAR 96 > STAR 97 > V * STAR * SIMULATIONS * INCORPORATED * CYGNUS 98 > CYGNUS * THE * BE * PERIOD * THIS 99 > INDEX * A * AAS * ACADEMY * 20 100> Q * QUADRANT * 40-43 * R * RANK