STAR TREK: THE REBEL UNIVERSE BEGIN TRANSMISSION: STARFLEET COMMAND DIRECTIVE 12-QZ-63788 TO: CAPTAIN JAMES T. KIRK, U.S.S ENTERPRISE PRIORITY ONE For some time, Starfleet Command has designated the region of space within the Sagittarius Arm as out of bounds to all United Federation of Planets vessels. The reasons for the isolation of this "Quarantine Zone" have, until now, remained strictly classified. Within the past few months, twenty Federation starships have entered the Quarantine Zone. All twenty have subsequently turned renegade, apparently switching their allegiance to the Klingon Empire. Many of these starships originally entered the Zone under Starfleet Command orders to investigate the phenomenon. Each ship, without exception, turned renegade before it could communicate any useful data on the situation. The only relevant information we possess is the last known locations of each of the rebel starships before communications were broken. The locations of the starships fall within an area centred on the star Dakiak. This region has expanded at an accelerating rate. Our projections now show this "mutiny sphere" enveloping the entire Federation within a matter of months. With no known means of stemming this rising tide of mutiny within the Federation, Starfleet Command has been forced to isolate the renegade zone completely by enclosing it within a Klein Sphere, an interstellar barrier through which no material object can pass. The Klein Sphere will be erected as soon as the Enterprise enters the Quarantine Zone. Though the Enterprise will remain in subspace communication with Starfleet Command, it will be, effectively, trapped within the renegade zone. Your mission is to discover the cause of this mutiny (suspicion inevitably falls on the Klingons) and reverse its effects within a five year time period. If the Enterprise succeeds, the thousand stars within the Quarantine Zone will be saved, the Klein Sphere will be dissolved, and the quarantine lifted. If it fails, the Enterprise and its crew are condemned to eternal imprisonment within the renegade zone and Starfleet Command will be forced to make the final adjustments to the Klein Sphere and make it a permanent fixture in space. Remember that, in addition to Federation, Klingon, and Independent planets, there are some Romulan-controlled worlds within the Quarantine Zone. The Romulans themselves maintain a carefully guarded neutrality, but the very existence of the Quarantine Zone has caused a diplomatic incident of galactic proportions for the Federation. Romulan ambassadors to the Federation have lodged strident and continual protests at the Federation's action, and they have demanded the immediate dissolution of the Klein Sphere. Thus, the Romulan stance towards the Enterprise and its mission is one of non-cooperation. END TRANSMISSION. CAPTAIN'S LOG STARDATE 4107.6 In accordance with the directive issued by Starfleet Command seven days ago, the Enterprise has now entered a region of space designated the Quarantine Zone, and we have now established that this Quarantine Zone is, in fact, a Klingon construction. The Klingons have discovered that a peculiar isotope of dilithium, dilithium delta 6, found only on Deklan II, acts as a telepathic amplifier. In particular, when linked to a major power source, such as a starship's warp drives, dilithium delta 6 renders most sentient beings within range open to telepathic suggestion from a distance of light-years. would be useless if employed against a Klingon ship (the Klingons have notoriously little respect for the concept of a "truce" and would obliterate any approaching vessel, white flag or not), has been devastatingly successful against Federation ships, which observe a policy of neutrality against non-hostile vessels. Even now, isolated from the rest of the universe by the Klein Sphere, the commanding Klingon admiral relentlessly pursues his objective. If the experiment succeeds within the Quarantine Zone, It can just as easily succeed outside the zone once the Klingon Empire finds new sources of dilithium delta 6. Within the Quarantine Zone, by accident rather than design, there are also Romulan vessels and Romulan-controlled planets. The Klingon admiral's orders are to avoid confrontation with the Romulans at all times, treating them as respected neutrals. At all costs, he must prevent any form of cooperation between the Romulans and the Federation. The Klingons fear the Romulan cloaking device, which renders their ships invulnerable not only to normal electromagnetic radiation but to telepathic emissions from dilithium delta 6 as well. If the Romulans were to act in concert with the Federation, it would be disasterous to the Klingon conspiracy. The crew has been informed of the perilous yet vital nature of this assignment and are prepared to act accordingly. Before booting up the game, you will need to format a disk. This disk will be your save and load disk. After formatting your save disk, make sure that it is not write-protected (the black tab on the top of the disk is closed). Remove the disk from the drive when you are finished. Before inserting your game disk, check that it is write- protected (the black tab is open, and you can see a hole). Now insert the game disk into the drive. Turn the computer on. The game will now load. Do not touch the mouse or joystick while the game is loading. Once the game is loaded (the music stops), remove the game disk and insert your save disk. You will not have to reinsert the game disk unless you want to restart the game. Moving through The Rebel Universe The Rebel Universe employs the Multivision game system. It offers the user a unique and flexible way to view and control many diverse events, using either a mouse or joystick. The computer screen is divided into one primary display area surrounded by seven smaller secondary screens. As the game begins, the primary display area contains a screen of the Enterprise's bridge, complete with crew. In the secondary screens are portraits of the seven officers you will be controlling. Each character's screen provides access to the functions he or she is responsible for aboard the Enterprise. Most of the secondary character screens provide this access through control points. Items on the screen that, when you click on them, call up further subscreens related to each crew member's function. For example, if you are engaged in a battle, you should choose the control points on Chekov's screen, because he is the weapons officer and will be of greater use to you than, say McCoy, the medical officer. All but Scotty's, McCoy's, and Uhura's screens contain at least one control point. These control points vary according to the particular screen and include pictures of people, objects, and instrument panels. Selecting a Screen To select a screen, use a joystick or mouse to move the cursor (the Federation symbol) to one of the secondary screens and press the action button. The screen you select now moves into the primary display area, swapping positions with the previous primary screen. You can now view the screen in greater detail and interact with it directly, choosing any of its control points. Available Screens Although The Rebel Universe includes over a dozen screens, only eight are visible at any one time. The Multivision system contains an editor that selects the eight most appropriate screens, so the composition of the display looks different at various points during the course of play. The bridge is the one screen that is always available, except during a landing party sequence (see below). All other screens can be accessed via the bridge, where the pictures of the crew members themselves serve as the control points. Note: The only time the bridge screen is not displayed is during a landing party sequence. If you want to access the bridge screen at this time, the landing party must first return to the Enterprise. To do this, move the cursor to any of the seven secondary screens displaying the Enterprise and click. The landing party will now beam back up to the ship. Before moving on in the manual, experiment with these screens and controls. Regard this initial practice time as part of a starship training course, and remember; making the right decision at the right time is the real challenge, as it is for any true Federation starship commander. The Kirk screen must occupy the primary display area if you wish to pause during a game, save a game in progress, or load a previously saved game. At the top of the Kirk screen the letters L and S appear on either side of the rectangular time display window. The L and S control loading and saving, respectively. Pausing the Game To pause your game, move the cursor to the time display window between the L and S and click. The cursor will now freeze on this spot and time will stand still. You can remain in the pause mode as long as you like. To resume play, simply press the action button on your joystick or mouse. The cursor will now unfreeze and you will be where you were when you paused. Remember that if you go into the pause mode during a battle, the battle will continue the moment you resume the game. Saving Your Position Clicking on the S initiates the procedure for saving the game. A prompt will appear that reminds you to insert a "save" disk into the disk drive. If you already inserted your save disk into the disk drive after booting up the game (see "Booting Up the Game", page 4), ignore the prompt. The time display will be replaced by the numbers 1-8, which represent the eight different save positions you may choose from. To save your position, place the cursor on any of the eight save numbers and click. The prompt "done" will appear when the save operation is complete. When you continue with the game, the time display window will reappear. If, after completing the save procedure, you get the prompt "Protected" instead of "Done", your save disk is write protected. Remove the disk and slide the black button on the top of the disk so that it's in the closed position, reinsert the save disk, and begin the save procedure again. As you are playing the game, you may find that eight save positions aren't enough. You can actually have an unlimited number of save positions, provided you have an unlimited number of formatted disks. If you've used up all eight save positions on your save disk, insert a fresh disk into the drive and you will now have eight additional save positions. Suppose you click on L or S but then decide you do not want to save or load the game at that particular moment. Or perhaps you accidentally click on the L instead of the S. Don't panic. Move the cursor either to the prompt that tells you to insert your save disk or to Kirk's portrait, and click. The time display window will now reappear and the save procedure will be cancelled. Now suppose you have saved eight game positions but you decide that you no longer need, for example, position number 4. You may save your new position as number four, but keep in mind that the original save position for number four will be replaced by the position you are now saving. This is why it's a good idea to have more than one save disk, to avoid accidentally "wiping out" a save position. When saving each position, it is imperative that you record the number at which you saved and what has happened thus far in the game, so that you don't get confused by all of your different save positions. The chart that follows is an example of the kind of information you may want to record when you save a position. Loading a Saved Game To load a previously saved game, click on the letter L. A prompt will appear, reminding you to insert the disk with the saved game into the drive, and the numbers 1-8 will replace the time window. Click on the number that corresponds to the saved game you want to load, and it will be restored. (If you are using more than one save disk, be sure to insert the correct disk into the drive). You will now see the message "Done" and you can continue the game from the point at which the game was saved. The time display window will reappear. Elapsed Time There are two times displayed on Kirk's screen. The time display window, between the L and S at the top of the screen, show hours, minutes, and seconds, reading from left to right. Ordinarily, these numbers approximate "real time". However, if you watch this window while you are warping between solar systems, you will notice that the numbers are changing very quickly. This is because it will take you many days to get from one solar system to another. Therefore, the hours, minutes, and seconds go by very rapidly. The mission date display, located in the middle of the screen, shows years, weeks, and days, reading from left to right. You have five years to complete your mission, or the Klein Sphere will became permanent. If you play one game for a long period of time, keep close watch of the elapsed years. The Navigation Screen To obtain control over the navigation screens, click on Sulu, whose screen incorporates controls related to interstellar and interplanetary movement and navigation. Sulu's secondary screens include: * the Starglobe screen, for plotting a course to a solar system * the solar system screen, for visiting the various planets in that solar system * the drive controls screen, for activating the engines to travel to a system The Starglobe Screen Throughout the game, use the Starglobe screen to chart a course through space. This screen shows a three-dimensional spherical representation of the region of space in which the Enterprise is currently located. The Enterprise is represented by a blue plus sign. When the Enterprise circles in front of the globe, the plus sign is bright blue. As it moves behind the globe, it becomes a darker blue. Solar systems are represented by white stars. The starglobe rotates so that you can easily visualise the three-dimensional positions of the stars. Important: This does not mean that the stars are in orbit. The Starglobe's artificial rotation simply helps you to perceive the relationships and distances among the stars and planets. The Rotation Icon For greater ease in selecting a solar system, you will want to stop the rotation of the Starglobe. To start or stop the rotation, put the cursor on the rotation icon (the two arrows below and to the right of the globe) and click. If you are playing with a mouse, press the right button to stop the rotation or to start it spinning to the right. Press the left button to stop it and start it spinning to the left. Coordinates of the Enterprise At the start of the game, the upper left hand corner of the Starglobe screen tells you that the Enterprise is located at coordinates 50.50.02. As you move from solar system to solar system, these coordinates will change. Coordinates of a Solar System Below the Enterprise's coordinates is the name of the solar system that it is presently in. At the start of the game, this area will be blank, because the Enterprise is not in a solar system and you have not yet plotted a course to a system. When you click on any of the stars within the Starglobe, the name of that solar system and its coordinates will appear. Choosing a Solar System To choose a solar system to travel to, place the upper point of the cursor on any of the stars within the Starglobe screen. You must make sure that the upper point of the cursor is on the star. Putting any other part of the cursor on a star will not work. As soon as you have clicked on a star, a blue line will appear between that chosen system and the Enterprise. For more information, see "Setting a Course for a Solar System" page 16. Enterprise's Distance from a Destination Below the coordinates of the solar system that you have chosen will be a number and the letters LY. This represents the solar system's distance from the Enterprise in light years. For example, If the screen reads "17 LY" the Enterprise is seventeen light-years away from the solar system you have chosen. Set Course Window Use the set course window, located below the LY display, only when you have decided which solar system you want to travel to. For more information, see "Setting Course for a Solar System" page 16. Level of Magnification (Zones) All of the action in The Rebel Universe occurs within the Quarantine Zone where the Klein Sphere is located. However, because the Quarantine Zone contains so many solar systems, you will have to narrow your field of vision to see them all. When the Zone window in the lower left-hand corner says, "Quarantine Zone", this means that you are looking at only the primary stars of the entire zone. The Starglobe screen lets you view smaller portions of the Quarantine Zone in greater detail. These further levels of magnification are the Regional and Local Zones. These are magnifications of the Quarantine Zone -- they are not separate zones. You can change the zone from Quarantine to Regional to Local by clicking on the Zone window. If you are playing The Rebel Universe with a mouse, picture the three zones on a left-right line. To increase magnification (Quarantine Zone to Regional Zone to Local Zone), you must use the right button. To decrease the magnification, you must use the left button. When the Starglobe screen displays the Regional or Local Zones, a line (highlighted reddish brown) will always point to the center of the Quarantine Zone. This This is provided to help you orient the ship and is not visible when the Quarantine Zone is displayed. Quarantine Zone This is the lowest level of magnification, representing an overall view of the entire Quarantine Zone. At this level, the Starglobe is centered on the star Dakiak, and displays all of the primary solar systems within the Klein Sphere, and only these primary solar systems. If you click the cursor on various systems at the beginning of the game, you will notice that each solar system is at least eighteen light-years away from the Enterprise. You will always see the same systems in the Quarantine Zone regardless of where the Enterprise is. Regional Zone The Regional Zone display encompasses a spherical area one-half the radius of the Quarantine Zone. The solar systems in the regional zone vary according to where the Enterprise is in the Quarantine Zone. For example, at the start of the game, the Enterprise is at coordinates50.50.02, so all solar systems in the Regional Zone at the start of the game will be in this approximate area of space, ranging from Dixiak at 51.40.04 to Cemen at 64.67.11. Local Zone At the highest magnification, you will see a Local Zone. This is a spherical area one-quarter the radius of the Quarantine Zone. As in a regional zone, the solar systems vary, depending on the Enterprise's coordinates. At the start of the game, with the Enterprise at coordinates 50.50.02, all solar systems in the Local Zone will be directly within this area of space, ranging from Dizok at 53.46.03 to Cerkek at 52.55.12. Plotting a Course Using the Starglobe The Starglobe is 100 light-years in diameter. Therefore, Daliak, the center star within the globe positioned at 51.50.50, is 51 light-years from the left edge of the Starglobe, 50 light- years from the top of the globe, and 50 light-years into the Starglobe. All solar systems can be located in space by their three coordinates, labeled X, Y, and Z. The first axis, the X, is the horizontal east-west axis. The second, the Y, signifies the vertical, north-south axis. The Z axis runs into the screen, from you into space. At the start of the game, you will notice that the systems are moving in a circle from right to left. Circling around the center of the screen is the Enterprise (the blue plus sign). In order to align the X axis, stop the rotation (by clicking on the rotation icon) when the Enterprise is bright blue and directly in the center of the globe. All of the systems with high X coordinates will now be on the left, and those with low X coordinates will be on the right (Puniex, at 88.65.70, will be at the extreme left, while Hazion, at 18.44.75, will be at the extreme right). Systems with low Y coordinates will be at the top, and those with high Y coordinates will be at the bottom (Ranar, at 26.14.40, will be at the extreme top, while Xuxiaz, at 45.89.44, will be at the extreme bottom). Because there are so many solar systems, you will not be able to go directly to every one. Instead, the Enterprise must "hop" from system to system and move through the different zones, increasing the level of magnification in order to reach the desired destination. For example, at the start of the game, the Enterprise is at coordinates 50.50.02. If you want to get the Enterprise to Geklan (63.51.16) you first have to go to Taziok in the Regional Zone (54.44.17) because Geklan is in the same radius of space as Taziok, but is nowhere near 50.50.02. A solar system in the Quarantine Zone must be used as your first stepping stone. You then move to the regional zone to get into a tighter region of space, and then, finally, the Local Zone to locate your destination. Navigating to a particular solar system is not easy and you will have to experiment to use this syastem to your advantage. Klingon, Romulan, Federation, or Independant? Once you have selected a solar system (by clicking on a star on the Starglobe), bring Spock into the primary display area and he will tell you who controls that system and how many planets are in it. It is important to remember that all types of enemies can attack you, regardless of the solar system you are in. In other words, just because Spock tells you that you have chosen a Federation system, you are not necessarily safer there than if you had chosen a Klingon, Romulan, or Independant system. Setting Course for a Solar System Once you have decided on the solar system you want to go to, you must set your course. Move the cursor to the Set Course window on the Starglobe screen and click. You will now see a green line confirming that your course has been set extending from the Enterprise to the desired system, covering the blue line. Getting Where You Want to Go To reach your selected destination, you must access the drive controls screen (through Sulu). Here you will see three control points; Warp Speed, Impulse Speed, and STOP. Interstellar travel requires Warp Speed. Set the warp engine control to the desired velocity (a green activation light will confirm this) but keep an ear open for a warning from Scotty, if the ship is travelling too fast for a long period of time. If you hear this warning, immediately reduce your warp speed to the next available speed. You can change your warp speed or stop your engines at any time during interstellar travel. Note: If you are travelling through space, any screen can be in the primary display area except for the Starglobe screen. If this screen is in the primary display area, the Enterprise will not move. During play, the dilithium crystals drain. At the start of the game, you will be able to go warp 10, but the next time you travel, you may only have warp 8 or 9 available to you. If you do not replenish your dilithium crystal supply quite often throughout the game, eventually you will be unable to travel any faster than warp 3 and interstellar travel will take a very long time. If you choose a warp speed and see that the green activation light is not on, you have not set your course. Go back to the Starglobe screen, set the course, and you will now be able to warp to your destination. Once the Enterprise reaches its destination, the STOP window will turn red and a bell-like tone will sound. During interstellar travel, it is possible to change course at any time. Bring the Starglobe into the primary display area; select your new destination, and set your course. After setting your course, make sure the Starglobe screen is not in the primary display area, or the Enterprise will not move. Setting Course for a Planet Once you have reached a solar system, bring the solar system screen (access via Sulu) into the primary display area. The Enterprise's position and the locations of all the planets in the system are shown in this display. Each solar system consists of three to six planets. To plot a course, click on any one of them. You will see a series of blue dashes leading from the Enterprise to the desired planet. Once you have done this, bring Spock into the primary display area and he will tell you what type of planet you have selected (i.e. Life-Supporting, Energy Refinery, etc.). Traveling to a Planet To move the Enterprise through a system, move the drive controls screen (accessed through Sulu)into the primary display area and click on your desired impulse speed. (You cannot use the warp speed to travel within a system.) You can now switch to the solar system screen and watch the Enterprise progress to its destination. If you are moving through a system but you have not confirmed your destination, the Enterprise will continually circle the perimiter of the solar system but will never reach a planet. While the Enterprise is travelling, you can confirm its course without having to stop the engines. Beaming Down to a Planet The Transporter When the Enterprise establishes orbit around a Life-Supporting planet, you can prepare to beam down. Move Kirk's screen to the primary display area and click on the transporter window. You will now be in the transporter room and can assemble a landing party. The Landing Party The transporter screen features a portrait of each of your seven officers. Clicking on a character's portrait moves him or her onto one of the six transporter discs on the platform. Clicking on a character who is on the transporter removes him or her from the platform. Although it is only possible to transport six people down to a planet at a time, it is not necessary to beam six people down. You can bring just one person, but you might find that the more crew members you bring the better, because each one can help you in a different way. Stores The ship's stores are where you keep various objects that you have collected from the planets. The stores are available at all times, through Kirks screen. At the start of the game, the ship's stores will be empty. When you are on a planet and you beam an object up, it goes directly into the stores. If the object is a device that can be installed into the ship, it is automatically installed for you. To see the objects you have beamed into the stores, move Kirk's screen into the primary display area, place the cursor onto the Stores window and click. You will now see a graphic representation of one of the items you have beamed up and its name. The word "Installed" will appear if the object has been installed into the ship. You can only see one item in the store at a time. If you have beamed up more than one object, move the cursor to the picture of the object shown on the screen and click. You will now see a picture of the second object you beamed up. The ship's stores cannot hold more than one of any object that has to be installed. If, for instance, you have a Solar Scan Device, an item that is installed into the ship, and you beam to another planet that has this device, you can beam it up but you will not then have two of them -- one item will cancel out the other. The stores can, however, hold more than one of any object that is not installed. A number appears near the picture of the object telling you how many you have. Giving the Crew Equipment To equip your crew with objects from the stores, you must first get them onto the transporter platform (see "The Landing Party", page 20). In the left-hand corner of the transporter screen is the stores window. After assembling your crew onto the transporter, move the cursor to the Stores window. You will now see a picture of one of the objects in the stores plus portraits of the crew members in your landing party. (Note that these portraits will not appear if you access the stores through Kirk's screen. They will only be visible if you access the stores through the transporter screen. Also, portraits will not appear next to items that are installed.) Say, for example, you wanted to beam down Spock, Kirk, and scotty with objects from the stores. Place them in the transporter, and access the stores. By clicking on the objects in the stores, you find that you have one lepton gun and one ZMX device. You want to give the gun to Spock, so you make sure the picture of the gun is showing. Now move the c?ursor to Spock's portrait and click. A frame will appear around Spock's portrait signifying that he has taken the gun. The picture of the gun will now automatically be replaced by a picture of the next object in the stores, the ZMX device. To give this to Kirk, put the cursor on Kirk's portrait and click. If you forget what Spock is holding, move the cursor to Spock's picture and click. You will now see a picture of what he has and a frame will appear around his portrait. To take the gun from Spock, click on his portrait a second time. The frame will disappear from his portrait and the gun will go back to the stores. Beaming Down To beam down to a planet, return to the transporter through Kirk's screen. Move the cursor to the T in the center of the transporter and click. The landing party screen then appears in the primary display area and the secondary screen area fills with pictures of the Enterprise. To beam back up to the ship, click on any of the seven secondary Enterprise screens. Exploring a Planet The landing party screen is designed to display only relevant data rather than provide a tourist's guide to the planet. It consists of a message window, portraits of the landing party, and a picture of whatever object or lifeform the party encounters. The message window explains what or whom they have encountered and whether the way ahead is blocked or clear. The crew members have different reactions to objects and life- forms. Clicking on a crew member's portrait displays his or her suggested course of action in the message window. To get another suggestion, click on the next crew member's portrait. This process can be repeated for each landing party member, allowing you to "poll" the party and then select the most appropriate response. You may want to select Spock first and have him analyze or decode all objects. Once you have decided on a crew member's suggested course of action, click under his or her suggestion. For example, if, having encountered an object, you select Scotty, and his suggested course of action is "Beam it up," click under the words "Beam it up" and the object will be beamed aboard the ship and placed in the stores. If the way ahead is clear, clicking on the "Move Ahead" message moves the landing party past the current object or lifeform to the next object or lifeform along the way. Sometimes an object encountered may injure some or all of the landing party. Injured crew members cannot take any further part in the action until they recover from their injuries. Crew members who are injured will heal on the planet, but they will heal more quickly on the Enterprise. The healing process takes time. You can continue to explore the planet and injured crew members will remain in the landing party, but until they are healed you will not be able to choose them. The entire party can sometimes be injured by an object or lifeform. If this happens, beam back up to the Enterprise immediately so that everyone can heal quickly and beam back down. Once on board the ship, you can monitor the crew's health status through McCoy's screen. All crew members' portraits are always on McCoy's screen and you will hear their heartbeats. When a crew member is 100% healthy, you will see a green horizontal bar, approximately one inch long, under his or her portrait. When the crew member is injured, part of this bar will be red (depending on the extent of the injuries) and he or she will not be available to beam down until the red part of the bar is gone. An injured person's bar will be green, red and black. Once the bar is just green and black, the injured person will be approx- imately 75% healthy and will be able to beam down. A person does not have to be 100% healthy in order to beam down. Combat The Enterprise may encounter hostile vessels at any time during a visit to a solar system. They can be Klingon, Romulan, or rebel Federation ships. The ship's red alert siren automatically signifies the start of a combat sequence. The siren can be turned off by clicking on the flashing red alert window at the bottom of the bridge screen. Kirk's voice calls the crew to battle stations. During the battle, the Enterprise no longer follows any previously set interplanetary course. If you look at the solar system screen during battle, you will notice that the Enterprise has stopped moving. This is because once a battle begins, the Enterprise breaks off course and positions itself for battle maneuvers. Once the battle is resolved, the Enterprise returns to the original course. Choosing Your Weapons Before you engage in combat, you must decide whether you want to fire your photon torpedos or your phasers. Bring Chekov into the primary display area and choose the weapons screen. This screen shows four phaser banks and the number of torpedoes available. To choose the phasers, click on any or all of the activation windows below the vertical bars. You will see a green light indicating that the bank you chose has been activated. Any combination of phaser banks may be used. Clicking on the window beneath an activated bank deactivates it. To activate your photon torpedoes, click on the window below the number showing your remaining torpedo supply. (You can have up to fifty torpedoes.) A green light will indicate activation of the torpedoes. Activating your torpedoes will automatically deactivate your phasers: although you can shoot any combination of phasers at once, you cannot shoot both phasers and torpedoes similtaneously. Clicking on the window beneath the activated torpedoes will deactivate them. Generally, photon torpedoes do more damage than all four phaser banks firing similtaneously, but they should be used sparingly. Torpedoes, unlike phaser banks, do not automatically recharge. You must get a new supply at a Weapons Dump. All phaser banks, regardless of relative energy level, do the same amount of damage. Unless a phaser bank is hit by enermy fire, it will recharge itself. However, when the energy level drops below a certain point -- about four-fifths of the way down -- it will no longer fire. You must wait for it to recharge, and drained phaser banks recharge very slowly. If a phaser bank does not activate when you click on it, this means that the phaser bank has been hit by enemy fire and can be partially repaired at a Weapons Dump, or fully repaired at a Repair Drone Dock. Damaged phaser banks have no effect on the remaining intact banks. Tracking the Enemy Now that you have chosen your weapons, you must select which enemy you will fire at first. (You must deal with all enemy ships, but you can only fight one at a time.) Move the tracking grid into the primary display area. The tracking grid screen contains a perspective grid displaying the positions of the enemy vessel(s) relative to the Enterprise (which is in the center of the screen). If the Enterprise is moving, it's presumed to be moving north across the grid, i.e., into the screen. The grid shows each enemy vessel as a T-bar, the base of which lies in the plane of the grid. To choose the enemy ship you wish to challenge, click on the cross-bar of the T and the targeting screen will automatically appear in the primary display area (see the following section, "Locking On Target"). You can view the tracking grid from any angle. To select the viewing angle, click on the V control box. This will turn the grid, along with the enemy ship, upside down. (The more times you click, the faster the grid will turn.) You do not have to turn the grid completely upside down. You can stop the grid's turn by clicking on the V while it's moving. (If you're playing with a mouse, press the fire button on the left to turn the grid upside down. Press the button on the right to turn it right side up.) To modify the altitude of the Enterprise, click on the A control box. Since the Enterprise is at the center of the grid, when it gains altitude the other vessels on the grid will appear to lose altitude relative to it, and vice versa. The more times you click, the more altitude the Enterprise will gain or loose (depending on which fire button you use); clicking once or twice will have a very minimal effect. The S control box manipulates the spin of the Enterprise. Since the Enterprise heads directly into the screen, the effect of giving the ship spin is to rotate the entire tracking grid in the opposite direction. Locking on Target To select a target vessel, click on the cross-bar of the T representing that vessel on the tracking grid. This transfers that vessel to the targeting screen, which expands to fill the primary display area. The targeting screen is blank until a target is chosen from the targeting grid. The targeting grid displays a computer representation of the enemy ship reconstructed in real time from data collected by the Enterprise's sensors. this simulated camera automatically tracks and follows the enemy vessel during all of it's maneuvers. Before the Enterprise can fire at a target, it must lock on its weapons systems. Using the joystick or mouse, center the red target circle on any part of the enemy ship and click. Chekov's voice confirms when weapons are locked on. From this point on, the target circle will remain fixed on that portion of the enemy ship regardless of its maneuvering. To unlock your weapons, put the cursor within the target circle, click, and the target circle will unlock. The target circle represents the field of fire of the Enterprises weapons. As the enemy vessel moves closer, the target circle shrinks to indicate that the accuracy is increasing. Conversely, if the enemy ship moves away, the circle grows to reflect diminished accuracy. Firing Weapons Once you have chosen your weapons and have locked onto an enemy ship, it's time for combat! There are four boxes surrounding the viewing window on the targeting screen. Each of the boxes does the same damage; they do not change your direction of fire. To destroy an enemy ship, just continue clicking on any of the four firing boxes until you hear Cherkov say, "Got him!" and the enemy ship disappears. Enemy Status Spock monitors the status of all enemy ships. Bring Spock into the primary display area and click on the enemy control window. (This window is only available during battle.) You can now see the status of the enemy ship. If the enemy ship's structure is at 75%, this means that one quarter of the ship has been destroyed. Helpful Hints If you are looking at the targeting screen and the enemy ship appears to be very small and far away, or if the Enterprise is looking at it head on and the enemy appears very narrow, bring the tracking grid into the primary display area and decide which enemy ship (T-bar) you want to deal with first. Click on the A box until the T appears very tall. Spin the grid (by clicking on the S) so that the enemy ship is directly in front of the Enterprise. (Remember that the Enterprise is travelling north.) Once the enemy ship is in front of the Enterprise, click on the S to stop the spin. Now click on the T. When the targeting screen appears, lock onto the enemy, but instead of firing, switch to the drive control screen (through Sulu) and set your Impulse engines at either one-quarter or one-half. Now go back to the targeting screen and fire. The enemy ship will now be very large on the targeting screen, providing increased accuracy. Firing your torpedoes directly at the head or neck of the enemy ship does more damage, although your accuracy will be decreased. Activate all phasers and only fire them about four times. (If you fire the phasers too often, their energy will be depleted and they will not fire.) If the enemy has not yet been destroyed, activate your torpedoes and fire them until your phaser banks are replenished. This will save you from spending all of your torpedoes and give your phasers time to regenerate. Damage to the Enterprise It's a good idea to check on the status of the Enterprise frequently, especially after a battle. To do this, bring Spock into the primary display area and click on the Enterprise window. Unlike the enemy window, this is available at all times throughout the game. The structure of the Enterprise will decrease after battle. How much depends on how badly the ship was hit. If, at the start of the battle, the structure was 100% and the ship was hit a number of times, it might be down to 70% when the battle is over. The structure can be fully repaired at a Repair Drone dock. If the structure of the Enterprise drops to zero, the Enterprise will become derelict and the mission will fail. The energy of the Enterprise will decrease after battle, or if you have used your impulse engines without replenishing them at an Energy Refinery or Repair Drone Dock. It is recommended that you keep your energy at at least 50% at all times. If the energy level drops to zero, all life-support systems will fail. The status of the phaser banks can also be monitored through Spock. If, according to Spock, your phaser banks are at 50%, then you will only have access to half of your phaser supply. Warp and Impulse Engines The status of the warp and impulse engines can be monitored via Scotty's screen. Horizontal bar graphs indicate the energy levels of the warp and impulse engines. There are no control points on Scotty's screen. Weapons Status Throughout the game, it's a good idea to watch the status of the phaser banks and photon torpedoes. These can be monitored at any time during the game, via Chekov. Communications Lieutenant Uhura governs communications. A hailling communications whistle sounds whenever Uhura receives a communic- ation from either Starfleet, an Archive Complex, or a Tracking Station. At the sound of the whistle, bring Uhura's screen into the primary display area and read her message. There are no control points on Uhura's screen. s are at 50%, then you will only have access to half of your phaser supply. Warp and Impulse Engines The status of the warp and impulse engines can be monitored via Scotty's screen. Horizontal bar graphs indicate the energy levels of the warp and impulse engines. There are no control points on Scotty's screen. Weapons Status Throughout the game, it's a good idea to watch the status of the phaser banks and photon torpedoes. These can be monitored at any time during the game, via Chekov. Communications Lieutenant Uhura governs communications. A hailling communications whistle sounds whenever Uhura receives a communic- ation from either Starfleet, an Archive Complex, or a Tracking Station. At the sound of the whistle, bring Uhura's screen into the primary display area and read her message. There are no control points on Uhura's screen.