STAR TREK: THE KOBAYASHI ALTERNATIVE CONDENSED INSTRUCTIONS THE KOBAYASHI ALTERNATIVE differs in several ways from other simulations that you may have used: 1. The simulation is completely open-ended. You must decide where to lead your crew in the search for Sulu. All of the pieces of the puzzle are there, and your job is to put the pieces together to accomplish the mission and optimize your score. Therefore, plan your strategy well! 2. All of the commands you need are included in these instructions. You are Captain James T. Kirk, and the commands listed in "Communicating With the Crew" are all of the phrases you will need to complete the mission. Use the phrases in the most efficient way in any given situ- ation. 3. Movement on planets and on the Enterprise is accomplished by using the arrow keys (north, south, east, west, forward/back, etc.). Anything you type into the "Kirk" window is interpreted as speech. 4. Actions are accomplished by using the Function keys. A list of these is included, and can be displayed on-screen by pressing the Help key(s). You do not tell yourself to look, shoot, etc.; you simply press a key to accomplish the action. 5. Since the game is open-ended, you can choose to play out different scenarios each time you play. You can explore different star systems and planets in a different order each time. COMMUNICATING WITH THE CREW The crew of the Enterprise is your primary resource, and you communicate with them by typing commands or questions into the "Kirk" window. Once you press Enter or Return, you will receive a response from a crew member. Make sure that your statements are properly formulated. To address a member of the crew, precede the statement with the crew member's name. Example: Spock, ahead Warp Factor 5 (punctuation is optional). Once you address a crew member, all further statements will be assumed to be to that crew member until you specify another crew member. To address a crew member that is not present, use your communicator or the ship's intercom. Just say "Kirk to (name)". They will respond. To end the communication, say "Kirk out", or address someone else. VERBAL COMMANDS AND QUERIES COMMANDS EXAMPLES Navigation ------------------------------------------------------------------------- chart (set or plot) a course Chekov, set a course for Orna for (to) warp (factor) (0-8) Warp factor 5 increase/decrease warp speed Decrease warp speed orbit the third (3rd) planet Orbit the third planet Sensors ----------------------------------------------------------------------- scan the planet Scan the planet long range scan long range scan closeup of the planet closeup of the planet system scan system scan scan for life (readings) scan for life Communications ----------------------------------------------------------------------- Kirk to Enterprise (or any Kirk to Avoca crew member) Weapons ----------------------------------------------------------------------- lock phasers (torpedoes) on Lock torpedoes on the ornacraft (name of target) set phasers on (to) full Set phasers to full power (maximum) (power) fire phasers (torpedoes) Fire phasers shields (screens) up Shields up Raise/lower screens (shields) Raise the shields Transporters ----------------------------------------------------------------------- set coordinates (coords) at Set coords at 5000.5000 (setting) energize energize beam me (us, or any objects) Beam us up down/up Turbolift ----------------------------------------------------------------------- deck (1 - 23) Deck 7 Engineering (or any section Transporter on the ship) Computer ----------------------------------------------------------------------- computer data (any planet Computer data Orna or entity) Other Commands ---------------------------------------------------------------------- analyze Spock, analyze the box analysis Spock, results tell me about (object or Spock, tell me about the Ornae being) fan out fan out regroup regroup To use the Transporter, you must be in the Transporter room. Address the transporter operator (usually Renner) to beam down. Remember, you must say "Beam us down" to include the landing party. If you say "Beam me down", only Kirk will beam down. On the surface of a planet, use the arrow keys to move about. Use your tricorder frequently and use the LOOK and EXAMINE keys. Your location is indicated by the planet surface coordinates. Use the command "Fan out" so that the landing party can cover the most ground. Use your communicator to keep in contact. You can also tell the members of the landing party to go to specific coordinates. To get the landing party back together, use the "Regroup" command. FUNCTION KEYS: HELP F1 INVENTORY F2 GIVE F3 TAKE F4 USE F5 SHOOT F6 EXAMINE F7 LOOK F8 DROP F9 UTILITIES F10 -------------------------------------------------------------------------- HINTS & HELPS: ORNA Coordinates: Valley 8000.7000 Tunnel 7650.8150 City Cave 7500.8800 Malakiyy 1. Transmitter is north of large crater 2. Transmitter can be analyzed 3. Examine the ship 4. Communicator will not function near the ship. Craters: 9550.3425, 9500.2400, 8675.2850 Transmitter area: 9600.2800 ------------------------------------------------------------------------- ANDORGHA 1. Orbit planet 6 2. Helium atmosphere requires cold gear 3. Installation is to the east of large mountain 4. Status report from ship: phasers are still operative 5. Phasers can still be locked onto the coordinates of the installation. Large mountain & installation: 7600.2500 East/West mountain: 7500.3000 Large Island: 7000.3000 ------------------------------------------------------------------------- HASTORANG 1. Dragon cave is north of beam point 2. The dragon speaks the truth 3. To free the Princess, try using the phaser. 4. Spell that disabled the communicator is broken when you cross the drawbridge 5. Question the wizard Dragon cave: 5000.15200 Dungeon: 11300.4900 Castle: 11200.4807 Drawbridge: 10875.4805 Enchanted Forest: 4890.16610 ------------------------------------------------------------------------- ACHIR 1. Dress properly before going out 2. Have appropriate crew member analyze the sign 3. Talk to the aliens 4. The Tshhath has the right number 5. Scan the planet from the ship Wind Tunnel: 12500.4500 -or- 12500.13500 -------------------------------------------------------------------------- NIAU 1. Speak softly and carry no sticks 2. Talk to Lahre and Niauite 3. Try the museum at 13500.13500 4. Examine the bones Den City: 14100.12200 Large Platform: 14100.11200 Grassy Knoll: 14100.11100 -------------------------------------------------------------------------- JAUZAH 1. Planet 4 cries for help 2. Canyon stretches south to coord. 5500 3. You won't need a second opinion if Doctor is there 4. Ask about the clay 5. Have Spock mindmeld Strip-mining area: 5100.2355 Canyon: 7250.2495 Toxic Waste Dump: 1620.3902 ------------------------------------------------------------------------- KLUSOS 1. Space suit needed in this temperature 2. Calls for short, stout, naked crew member (Naraht) 3. Keep your short friend with you 4. Mines to the north (17000.14000) offer the most promise 5. Talk to the miner 6. A short analysis of the substance is in order Prison: 4102.17750 Mining Pits: 17000.14200 ------------------------------------------------------------------------ KHUT 1. Wear your space suit 2. Follow the seashore east, then north 3. Try the small city 4. The Khutis don't have cooties 5. Listen to them, but have phaser ready Seashore south: 6000.14000 City: 12500.5000 ------------------------------------------------------------------------ TSHIO 1. Village is north of 14000.13000 2. You can communicate with Spock 3. His mind is like theirs 4. Transporter works when Spock is free 5. You can beam to energy source at 50.9000 6. Try a "cube" scan 7. Ask about the cube Temple ruins: 4000.4100 Trail: 12500.2750 Narrow path: 10750.3050 ----------------------------------------------------------------------- ASCELLA 1. Talking to goats yields what you would expect 2. Whales are no better than goats 3. Scan the ship in orbit 4. The message can be analyzed Small rocky island: 5000.5000 Whale area: 5000.6000 ----------------------------------------------------------------------- HWOUNT 1. Orbit planet 2 2. Ask the right questions 3. Keep your hands to yourself Coliseum: 13750.13250 ------------------------------------------------------------------------ BHRF 1. Bhrf is #2 2. Plaza has many delights, bu save the classics for dessert 3. Get Scarlett & Rhett from the Enterprise 4. Keep Bhrf close by and talk to it. Plaza: 13000.3750 -------------------------------------------------------------------------- PROTOSTAR 1. Spock's comment is vital 2. Spock can contact the protostar 3. Look in Engineering for the essential substance 4. Renner is the key to success -------------------------------------------------------------------------- RIRD Battle nearby: 1. Patience is the better part of valor 2. Listen to Bhrf 3. There is only one Klingon vessel 4. Lock phasers onto correct target 5. You need full torpedo power to destroy the Klingon Rird itself: 1. Rird is the 3rd planet 2. You need heat gear when you beam down 3. To save the alien, beam it up 4. The device can be analyzed 5. Scotty can install the device on the Enterprise 6. Turn the device on 7. The device only works for a short time Crash site: 7105.7410 -------------------------------------------------------------------------- MISCELLANEOUS: BHRF 14926.27312.25008 13100.3500 ASCELLA 3060.28172.25879 (Heinlein here - also Klingons) KLINGONS 11432.15058.9077 BUOY 11000.24600.24900 ACHIR 12500.13500 12500.4500 Transport Tunnels 6750.11400 Harapha 6700.15100 Asuiar 7500.12000 Qqkq 6560.12500 Thshhath RIRD 2567.23762.24312 5300.8000 Facility 7105.7410 Crash BUOY 8572.27041.27324 (??)