MISSION GOALS:
1. Map out the region. The region is divided up into
8x8x3 Quadrants (co-ordinates 0,0,0 through 7,7,2).
Use the Ship's Computer to identify areas not yet
mapped.
2. Locate and orbit 5 Class M planets in the region.
To identify the class of a planet in the Quadrant you
are in, use the Science Computer. To orbit a planet,
use Impulse to manoeuvre into the same Sector as the
planet.
3. Find and destroy the 20 enemy Warships that have
invaded the region.
4. Complete mission by date 2500 and return to and
dock with Fleet HQ base in Quadrant 7,7,2.
SAVING YOUR GAME:
Type "-1" at the "ORDERS?" prompt
to enter the save/load game screen. From there, type
"0" and ENTER to save, or "1" and
ENTER to load. Saved game data will be printed to a
text window which you can then copy and paste (e.g.
into Notepad) and save to your computer's hard drive.
When loading a game, when prompted to do so, paste
this stored text back into the text window and click
OK.
HINTS:
Red Alert has the maximum shield strength, maximum
repair efficiency and gives full tactical information
each turn, but it costs the greatest energy per turn.
Yellow Alert has intermediate shields and repair
efficiency, less energy consumption and will elevate
to Red Alert in a hostile environment. Green Alert
uses minimum energy but provides the least
protection.
The Ship's Computer can be used to assist in locating
objects needed for mission goals, but its database
will only contain information on Quadrants already
visited or those which could be successfully scanned
by Long Range Sensors.
Before leaving a Quadrant, it's a good idea to use
Long Range Sensors to map out the adjacent Quadrants.
The "W # B # S # P #" report for some
Quadrants indicates, respectively, the number of
enemy Warships, friendly Bases, Stars and Planets
within it.
You can manoeuvre within a Quadrant using Impulse.
Headings are given on directions of the compass:
0 = right (East)
1 = up-right (North East)
2 = up (North)
3 = up-left (North West)
4 = left (West)
5 = down-left (South West)
6 = down (South)
7 = down-right (South East)
8 = right (East)
Speed indicates how many steps the ship should move
in the direction specified. If you move across the
edge of a Quadrant, you will enter the adjacent
Quadrant.
You can enter fractions between these headings (e.g.
heading 7.4 is two steps right for every step down);
however, if you do use fractional headings, be
prepared to use a scientific calculator. :-)
Move into the same square as a planet to orbit it, or
the same square as a base to dock with it. Docking
with the base in Quadrant 7,7,2 ends the game.
Docking with any other base refuels your energy,
repairs your ship and restocks your torpedos.
Torpedos are deadly, but must be aimed precisely.
They are aimed using the same compass as Impulse
headings. Enemies can sometimes move to avoid fire,
so be careful not to hit friendly objects that may be
behind the enemy.
Beam weapons will automatically target enemies within
line of sight, but their effectiveness diminishes
with distance. Accuracy is also not guaranteed.
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