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- MS-TREK 1.0
-
- Introduction
-
- This is, by far, the best STARTREK adventure game available today.
- It should run on all MS-DOS computers (including, of course, the IBM-
- PC). Have fun!!
-
-
-
- Registration
-
- If you find this program useful, please send $15.00 to:
- MapleLeaf Software
- P.O. Box 461
- Kenilworth, N.J. 07033
-
- Those who register will receive a brand new murder mystery adventure
- game, styled like Infocom's Deadline. This game runs on all MS-DOS
- computers and will be supplied on an IBM-PC format disk. The quality
- of this game is comparable to MS-TREK.
-
- Also, registrants will receive notice of MS-TREK 2.0 and will have the
- right to upgrade for the price of $10.00. MS-TREK 2.0 is intended as
- a commercial undertaking and will include improvements such as:
- -Fleet action. You will be able to control several starships
- at once.
- -Expanded Planet adventures.
-
-
-
- Instructions
-
- GOALS OF THE GAME
- ----- -- --- ----
-
- The object of this STAR TREK game is the same as in many others:
- try to do unto them before they do unto you! However, "winning" this
- game is a little different from some of the others. Disabling enemy
- ships builds points towards a win, with the number of points awarded
- in each case dependent on the ah..."hardiness" of the opponent. If
- one spends all one's time destroying the weaker enemy ships, it
- could take several such to win, and at the higher difficulty
- levels (oh yes, we have those), it may not suffice. As an extra
- added attraction, the point goal and current score is never
- displayed, so winning can come somewhat unexpectedly. For those
- who can't stand the suspense, there is an alternative (whew!):
- find the * SECRET ENEMY BASE * and destroy it, at which point all
- remaining enemy ships will wander away sheepishly and concede the
- game. However, it may prove difficult to find or recognize the enemy
- base, not to mention destroy it!
-
- FURTHER DIFFERENCES FROM OTHER TREK GAMES
- ------- ----------- ---- ----- ---- -----
-
- In most of the early Star Trek games there is a "universe"
- divided neatly into "quadrants" with a randomly generated number of
- ememy ships in each one which stays constant once the game is begun.
- One simply looks at a galaxy map of the "quadrants" (or whatever) and
- chooses which one to enter next. (Empty quadrants are, for the most
- part, fairly boring.) Once inside, the good ship Enterprise confronts
- the dastardly Klingons and either emerges victorious or has to return
- for a second round after obtaining sustenance from a nearby starbase.
- Surprise!! In this version, we have no quadrants, just empty space
- without nice boundaries. Furthermore, there is no galaxy map. One
- has no notion of where the enemy are in the beginning, and after
- finding them, there is no guarantee that they will stay politely in
- one place (or one scan area) for very long. (Afterall, star ships can
- move along at a pretty good pace when they want to...) As a result of
- this philosophy, the scan maps in this game will always show the
- Enterprise in the center of the grid (just like radar). To make life
- interesting, the scans may not always provide accurate or helpful
- information about certain enemy ships.
- A major difference between this game and several others is the
- manner in which commands are entered to move the ship from place
- to place. Suffice it to say that the author in playing many
- other versions of TREK became somewhat frustrated in spending the
- time necessary to compute correct angles of trajectory (or even to
- have the ship's onboard computers do so). In this TREK, there are
- no angles to compute. Instead, there are vectors, which means that
- Captains simply have to enter a vertical and a horizontal
- displacement. The lengths of the vectors are easily determined,
- even for the most brain weary of commanders trying to play the game
- at three in the morning (like myself). The same method spills over
- into calculating the destinations for those nice torpedoes, which
- is comforting if one is somewhat clumsy in using them around
- starbases. (Starfleet command can only lose a few bases due to their
- Captains' problems with aim before they get notably upset.)
- Oh, I almost forgot to mention that the enemy ships in this
- particular version are not satisfied with pounding on the poor
- Enterprise for their entertainment. In fact, since we are dealing
- with rather large distances in space, a majority of the enemy at any
- one point in time are nowhere near the Enterprise. Consequently,
- they need something else to do. Captains should not be suprised if
- they are called upon to help a starbase in trouble.
-
- COMMAND ENTRY
- ------- -----
-
- There are 12 commands, each of which is expected to be a single
- character input at the number sign (#) prompt. This means that there
- is no need for, and there never should be, a RETURN keypress at the
- end of the input. A list of the commands follow, with the parentheses
- indicating that the first letter, only, is to be typed:
-
- (S)can
- (D)eflectors
- (C)omputers
- (I)mpulse
- (W)arp
- (P)hasers
- (T)orps
- (F)ix
- (B)eam down
- (L)aunch/(L)and shuttle
- (H)elp with commands
- (E)nd the game (with save option)
-
- After entering the initial command, one of several options is
- usually expected. In all cases the choice of option is to be followed
- by a RETURN. If one of the 12 main commands is entered by mistake,
- one can usually cancel it and get back to the # prompt by hitting the
- RETURN key by itself on the line. The exceptions are the Impulse and
- Warp commands which can both be cancelled by entering: 0,0. Upper or
- lower case is accepted in most instances, except for the options
- within the Fix command. Hitting the RETURN key at the # prompt
- will yield a short list of the 12 one letter commands. For all
- commands expecting a subsequent character option, hitting a wrong
- key will simply result in a list of the available choices. Entering
- weird numbers for those commands expecting a numeric input could
- result in serious consequences for the Enterprise and her crew. So be
- careful!!
- Of the 12 commands listed above, three never result in a "turn
- being taken", so one need not worry about getting plastered while
- gathering simple statistics or whatever. These are the Scan,
- Deflectors, and Computer commands. One other, the Fix command, can be
- used with impunity only while docked at a starbase and in certain
- other locations. See the Fix command for more details. All other
- commands give the enemy at least one stardate to get even.
-
- INDIVIDUAL COMMAND EXPLANATIONS
- ---------- ------- ------------
-
-
- --> (S)can
-
- Options: (S)hort
- (I)ntermediate
- (L)ong
- (R)omulans
-
- The SCAN command is used a great deal for obvious reasons. It
- provides information about surrounding areas of space (or rather,
- objects therein) so that commanders can decide whether to approach,
- stay put, or to run away!! The SHORT and INTERMEDIATE scan options
- will result in the typical square grid of dots hereafter designated as
- "sectors". As already mentioned above, the Enterprise is always in
- the center of the grid. Movement in space by the ship, followed by a
- subsequent SHORT or INTERMEDIATE range scan will result in a different
- orientation for surrounding objects, if any are in range. Some
- objects may consequently move into or out of range.
- The Enterprise, enemy ships, bases, and other objects are
- depicted by letters that will become obvious to the player. The
- difference between the SHORT and INTERMEDIATE scans is simply the size
- of the grid. There is no difference in scale. The important thing to
- note is that the effective range of weapons is within the INTERMEDIATE
- scan area. The short range scan was included as a convenience to
- minimize the time for displaying the grid when objects are known to be
- at a short distance (a major factor for slow terminals).
- The LONG range scan option provides information about the area of
- space roughly within a 30 sector radius of the ship. However, a LONG
- range scan will NOT be able to identify WHAT is out there, only the
- object's position vis-a-vis the Enterprise and its approximate
- distance. The results of a LONG range scan is expressed in terms of
- sectors relative to the Enterprise. Therefore, a LONG range scan can
- be very useful for determining:
- -Torpedo firing vectors.
- -Impulse commands to direct ship to bases, planets, etc.
- -Shuttle ship maneuvering.
- The LONG range scan reports all objects, not just enemy ships
- that are in the area. (There are numerous Starfleet tales about
- novice Captains very carefully stalking an "unknown" only to discover
- that they had been sneaking up on one of their own bases.) HINT:
- Taking successive LONG range scans after moving very short distances
- can often indicate whether or not the object of interest is a
- stationary body. An enemy ship will often be moving or disappear from
- the scan display altogether. (The latter is not a bug. The ship has
- probably engaged its warp drive... probably....)
- The last scan option, the scan for ROMULANS is a special request
- that Mr. Spock try to "sense" if there are any nearby. The reason for
- this is that the devious Romulans have a cloaking device that renders
- all of the Enterprise scanners useless. (That is why the extra
- "probably" in the paragraph above.) Romulans do not necessarily have
- to stay cloaked. In fact they tend to become "uncloaked" at the most
- inopportune times. The SCAN for Romulans command ignores those that
- are clearly visible by standard scanning means and is only designed
- for those that are currently in a CLOAKED condition. Spock, however,
- cannot provide their exact position. (This does not mean that one
- cannot discover where a cloaked Romulan is by other methods. It is
- necessary to be very close.)
-
- --> (D)eflectors
-
- Options: an integer value up to 2000 or
- hitting the RETURN key for a report
-
- The DEFLECTORS command is used for two purposes: first, to put
- energy in the shields and second, to obtain a report on energy levels
- both in the shields and in the general energy reserves. HINT: The
- shields at the start of the game have ZERO energy!! Do not forget to
- put them up before blindly wandering into unknown territory. (It is
- possible in the higher difficulty games to lose in one move... I have
- done it!!) To continue, the ship's energy is used for moving, for
- firing the phasers, and for the deflectors. Putting a certain amount
- of energy in the deflectors at the beginning of the game subtracts
- that amount from the general energy pool. To return some energy to
- the general pool, simply hit the D key and enter a value that is
- smaller than the existing shield level. The amount entered will
- become the new shield level and the difference will automatically be
- added back into the general supply. To get a report of existing energy
- levels, hit the D key followed by a RETURN. The display will show the
- deflector energy followed by the general "quarks available" value.
- There is no shield leakage, so it is usually wise to keep the
- deflectors at their maximum 2000 level. When the Enterprise is hit
- by enemy weapons, a certain amount of energy, depending on several
- factors, is lost from the deflectors. The main factors are distance
- from the enemy ships and the game difficulty level. There is no
- damage to the ship until the cumulative hits exceed the energy value
- in the deflectors. At that point, damage can occur to one or more of
- the ship's devices. It is possible under battle conditions to
- repeatedly add more energy to the deflectors, but this will eventually
- result in there not being enough "gasoline" to engage the warp engines
- in order to get back to a starbase. Time and experience is required
- to gage how long it is expedient to remain in a battle. Sometimes
- just one more good strike might suffice to destroy an enemy ship, and
- the risk in staying for one more move is worth it. On the other hand,
- that one more move can have equally disastrous effects on the
- Enterprise or her energy levels. The worst situation is when the
- deflectors, themselves, become one of the items damaged. Then there
- is really no choice but to limp away to some safe place for repairs.
- In addition, the energy reserves of the starbases are also used
- in their defense. If the Enterprise does not respond in a timely
- fashion to a cry for help, it is possible to return to a starbase that
- is in little better condition than the Enterprise, herself.
-
- --> (C)omputers
-
- Options: (W)here
- (D)amage
- (B)ases
- (T)orps left
-
- The COMPUTERS command provides further information that can be
- usesful during play. This is the last of the commands which under all
- circumstances does not utilize a turn. Most of the options are self-
- explanatory.
- The WHERE option yeilds the coordinates of the Enterprise in
- space. Although these are also provided as part of the SCAN command,
- the WHERE option can be used to get a quick check on one's position
- for the purpose of calculating the next movement or whatever. The
- WHERE option takes significantly less time than a full SCAN.
- Sometimes the WHERE option of the COMPUTERS command is ALL one has
- available if the SCANNERS have been knocked out! It is possible to
- get back to a base or even hit an enemy ship with the COMPUTERS, but
- not the SCANNERS, operational. (For more information about the
- coordinate system, see the IMPULSE command, below.)
- The DAMAGE option gives a report of all damaged devices on the
- ship and the extent of the damage in terms of a UNIT count for each
- device. The number of units of damage translates into a certain amount
- of time required to fix the device (usually). This is further
- explained in the FIX command.
- The BASES option of the COMPUTERS command simply displays the
- coordinates of all friendly Starfleet bases using the same notation as
- in the WHERE option. The only difference is that starbases are
- stationary. The game will always begin with three bases, but each
- will have a randomly generated amount of energy and torpedoes. As was
- mentioned earlier, bases can come under enemy attack just like the
- Enterprise. However, bases, having no maneuverability, are very poor
- at the offensive and rely primarily on strong shields. Using the
- shields depletes energy that could otherwise go to the Enterprise
- later in the game. Therefore, ignoring pleas for help from a base can
- be damaging unless there is good reason. Sometimes, however, the
- enemy will attack a base as a diversion. The Enterprise can arrive to
- find that all enemy ships have quickly left the area. (HINT: It is a
- good idea to write down the BASE coordinates. If it is vital to get
- back to a base and the computers are down, it could prove difficult.)
- The TORPS option yeilds a report of the number of torpedoes the
- Enterpise has left. The maximum number the ship can carry is 15.
-
- -->(I)mpulse
-
- Options: vertical displacement,horizontal displacement
- (integer values)
-
- The IMPULSE command is for moving the ship relatively short
- distances in space. To be more precise, this usually means a change
- in position to one of the other "sectors" or dots seen within a short
- or intermediate range scan. The total game area consists of 18,225
- such sectors arranged in a 135 X 135 matrix. The matrix should be
- conceptualized as a two dimensional integer array like in many
- programming languages. The elements of the matrix are numbered
- starting at (1,1) in the upper left-hand corner. The first value "I"
- in any (I,J)'th location represents the vertical postion in the matrix
- and the second value "J" represents the horizontal position. The
- WHERE and BASES options display the Enterprise or starbase locations
- as absolute positions within the matrix, such as postion 10,125. (This
- would be in the upper right-hand area of the matrix.) To use the
- IMPULSE command, however, one enters two integer values separated by a
- comma which when added to the Enterprise's current position
- coordinates would yield the correct new ones.
- To reiterate, one does not use absolute sector coordinates with
- the IMPULSE command, but rather, the appropriate displacement vectors.
- It will take a while to get used to this system, but it will soon
- become very easy. All one has to do is to count the number of dots in
- the short or intermediate scans, from the Enterprise to the location
- one wants to move, first in the vertical and then in the horizontal
- directions, keeping track of the correct sign. Below is an example of
- a short range scan with some arbitrarily chosen locations for the
- Enterprise to move, depicted by the numbers 1 to 4. The number 4
- position shows the minimum movement necessary to dock at the starbase
- in this particular situation. On the right are the appropriate values
- to enter after initiating the IMPULSE command.
-
- . . . . . . . . .
- . . . 1 . . . . . To move to location 1 enter: -3,-1
- . . . . . . . . 2
- . . . . . . . . . To move to location 2 enter: -2,4
- . . . . E . . . .
- . . . . . . . . . To move to location 3 enter: 2,-3
- . 3 . . . 4 . . .
- . . . . . . B . . To move to location 4 enter: 2,1
- . . . . . . . . .
-
- Notice that this system is NOT the same as in standard Cartesian
- coordinate geometry due to the fact that the "true" origin of the
- much larger "galaxy", if you will, is always in the direction of the
- upper left-hand corner of the scan. Just remember that moving upwards
- and to the left will result in a set of absolute galaxy coordinates
- that are smaller, and consequently the sign of the IMPULSE vectors are
- always negative. Conversely, moving down and to the right will result
- in coordinates that are closer to the bottom of the array (135,135),
- and so the IMPULSE command entries must always be positive.
- The IMPULSE command takes 10 UNITS of energy for every sector
- moved. In addition, the enemy gets a turn for every 5 sectors moved.
- If one is moving horizontally to the right, for example, it is easy to
- see that in order to keep the enemy to one turn, the maximum value the
- IMPULSE command could be is: 0,5. When moving diagonally, however,
- keep in mind that the square root law is utilized so that the maximum
- distance allowable for one turn would be for example: 3,4 or perhaps:
- 4,3. (The square root of (4x4)+(3x3) = 5.)
- When IMPULSING to a starbase it is not necessary to move to the
- same sector, only to one adjacent to it. Nevertheless, it is possible
- to IMPULSE to the same sector as another object. A subsequent scan
- will always show the other object and not the Enterprise.
-
- --> (W)arp
-
- Options: absolute vertical coordinate,absolute horizontal coordinate
- (two integers from 1 to 135 separated by a comma)
-
- The WARP command is used to travel large distances very quickly.
- Unlike the IMPULSE command, the values entered are NOT relative to the
- current position of the Enterprise, but rather represent the absolute
- coordinate position in the matrix. To move to the bottom left-hand
- corner of the "galaxy", for example, one would hit the W key for the
- WARP command and then enter: 135,1. WARPING always gives the enemy
- one turn and requires 100 units of energy regardless of the distance.
- There is only one small catch to using the WARP engines. The
- calculations involved in figuring out just where and when to enter and
- leave "hyperspace" yield only approximate results. Therefore, one can
- expect there to be some error in where the Enterprise actually emerges
- in real space. The error can be as much as 7 sectors in the vertical
- and/or horizontal planes, but will usually be less.
- (HINT: Enemy ships tend to react somewhat differently to the
- Enterprise depending on whether she has just IMPULSED or just WARPED,
- and also depending on whether she was in or out of scan range.)
-
- --> (P)hasers
-
- Options: energy output
- (integer value up to the amount in the general energy pool)
-
- The PHASERS in this version of TREK are almost identical to those
- in other versions of the game. Hit the P key and then enter the
- amount of energy desired. For large blasts, energy may first have to
- be taken out of the deflectors. NOTE: the lowest the deflectors can
- be taken once they have been put up, is 1 unit of energy. (This can be
- very dangerous.) The magnitude of the damage on enemy ships decreases
- with distance, but the unit hit value can actually be larger than the
- amount entered for very close enemy ships. The PHASER weapons are
- recommended when one is surrounded by several ships at one time.
- (However, it may prove wiser to leave!) They are also useful against
- one ship if it is very close. For one ship that is far away, see the
- TORPS command below. One does not have to worry about using PHASERS
- around starbases. The onboard computers are smart enough to know that
- they are friendly. (HINT: If a "BALLISTICS CONTROL- UNSUCCESSFUL
- LOCK ON TARGET" message ever appears, it is a good idea to ask Spock
- if there are any cloaked Romulans lurking about the area.)
-
- --> (T)orps
-
- Options: (first prompt line): number to fire
- (second prompt line): number of targets (if > 1 above)
- (third prompt line): coordinates 1st ship
- (fourth prompt line): coordinates 2nd ship (if > 1 above)
-
- The TORPS command is the other weapon available to starship
- Captains. Torpedoes, unlike phasers, do not decrease in striking
- power with distance. They will render a 1000 unit hit on an enemy
- ship per torp absorbed. Before anyone gets too excited, however, it
- must be stated that the Enterprise can only fire two torps in any one
- turn. The first prompt after entering T for the TORPS command will
- ask how many torpedoes should be fired. After entering 0, 1, or 2, hit
- RETURN. If more than two are specified, Scotty will issue an
- appropriate snide comment. If one torp was specified, the next prompt
- line will ask for the relative coordinates of the enemy ship. If two
- torps was the response, the next prompt line will ask for the number
- of enemy ships to be attacked. It can be seen that the player has the
- option of sending both torps after one ship or dividing them between
- two.
- After entering 1 or 2 ships, hit RETURN. (If anyone enters 3, I
- suggest that they save the game and go to bed!) The final one or two
- prompt lines, depending on how many enemy ships are involved, will
- request the enemy ship coordinates. These are entered really as
- vectors exactly as in the IMPULSE command. Simply count the number of
- sectors to the enemy ship in the vertical direction making sure to use
- the correct sign. Then count the number of sectors in the horizontal
- direction and enter them separated by a comma. If there is a second
- enemy ship involved, put only one set of coordinates on the first
- input line as there will be another. Below, is a SHORT range scan
- display showing the Enterprise and two enemy ships. Try to calculate
- the appropriate firing vectors, then check the answers on the right.
-
- . . . . . . . . .
- . . . . . . . K . To get the Klingon here the TORP command
- . . . . . . . . . coordinates would be: -3,3.
- . . . . . . . . .
- . . . . E . . . .
- . . . . . . . . .
- . . . . . . . . . To get the Romulan here the TORP command
- . . . . . . . . . coordinates would be: 4,-2.
- . . R . . . . . .
-
- The best way to calculate the co-ordinates to fire torpedos is
- to use the LONG range scan option (see above).
-
- --> (F)ix
-
- Options: SR SENSORS
- IR SENSORS
- LR SENSORS
- IMPULSE ENGINES
- WARP ENGINES
- PHASER BANKS
- TORPEDO TUBES
- DEFLECTORS
- COMPUTERS
- ALL
- DONE
-
- The FIX command is necessary, unfortunately, after some... ah...
- not so successful engagements with the enemy. It is possible to
- selectively fix just certain crucial devices or, to fix everything at
- once with the "ALL" option. Actually, in typing the individual device
- names, it is only necessary to enter the first letter of the name.
- Exceptions are the IR SENSORS and the IMPULSE ENGINES which begin with
- the same first letter and so require two.
- Since the design of a starship is very, very complex, it is not a
- trivial matter to repair damage. It requires the concentrated effort
- of a large number of the crew to accomplish the task. As a result,
- the Enterprise is somewhat "dead in the water" until the repair work
- is finished. In point of fact, it takes one stardate or turn to fix
- every 100 units of damage. A list of the amount of damage is given by
- the D option within the COMPUTERS commmand. It should be apparent
- that it would not be a good idea to fix a significant number of units
- worth of damage while surrounded. After the enemy took their allotted
- number of turns, the Enterprise could easily be in worse shape than
- before the repairs began. The best idea is to try to make it back to
- a starbase where there are much better facilities. Using the "ALL"
- option while docked is heartily recommended in most instances, as the
- base technicians will finish in less than a stardate. (HINT: There
- may be other areas where this is possible.) Of course, if the WARP or
- IMPULSE engines are one of the devices damaged, then getting back to a
- base or wherever can be rather difficult. At this juncture there are
- four options: knock out the remaning nearby enemy ships and fix the
- engines in peace, fix the engines and survive subsequent attacks, fix
- the engines and then lose the game, or, do no fixing at all and still
- go on to possibly win the game. (Good luck on figuring out this last
- one, but it is indeed possible.)
-
- --> (B)eam down
-
- Options: none really, accept to abort the attempt
-
- The BEAM DOWN command is for Captains who wish to leave the ship
- for some reason. The Enterprise has a very reliable transporter
- mechanism for this purpose. I am not going to say too much about this
- command for fear of spoiling all the fun. (HINT: it is possible to
- BEAM onto just about anything as long as the Enterprise is close
- enough to it.)
-
- --> (L)aunch shuttle craft
-
- Options: similar to BEAM DOWN
-
- The Enterprise has a neat excursion ship known as the SHUTTLE
- CRAFT. This little gem is for Captains that are fobic about the
- transporter device (like certain medical personnel), or it can be used
- if one is bored with the Enterprise and simply wants to be by oneself
- for a while. It has its own set of instruments and capabilities (or
- lack of them, depending on how one looks at it).
- I suggest that all Captains take the shuttle out for a spin to
- become more familiar with how it handles, in case the need should
- suddenly arise. Once one is out in space, alone, the way to get back
- aboard the dear old Enterprise is to IMPULSE to the same sector that
- the Enterprise is occupying. The shuttle craft docking procedure will
- be automatic. I should also mention that while one is off on some
- sojourn in the shuttle, that reports concerning what is happening to
- the mother ship will be sent to its anxiously awaited Captain.
- However, the latter has to be onboard the Enterprise (in this version
- of the program) for any commmands to be effective. In other words,
- while the Captain is out fooling around in the shuttle, the Enterprise
- is a sitting DUCK!
-
- --> (L)and the shuttle
-
- Options: nill - GOOD LUCK!!!!
-
- Observant readers will notice that this command begins with the
- same letter as the last one, which is interesting given that the
- program is expecting single character input. Not to worry... the LAND
- command only works if one is inside the shuttle. I will not say too
- much about the landing routine except that many have done it before.
-
- --> (H)elp
-
- Options: a command summary and then this document, if it is desired.
-
- --> (E)nd
-
- Options: hit RETURN to go back to the game if E command was a mistake
- save the game, yes or no
- start a new game, yes or no
-
- There are two points that should be mentioned about the SAVE the
- game option. First, it is sometimes a good idea to save the game
- before trying a really risky move. In this way, if the game is
- immediately lost as a consequence, it is possible to go back and try a
- different tact without having to start a whole new game. Second, the
- player can use any valid filename for saving the game, so be careful
- of control characters. At least, be sure to remember them. To play a
- saved game, simply run the beginning program and enter "O" for old
- game when the choice between new and old is given. A second prompt
- will appear for the OLD game filename. Be sure to enter it exactly as
- it was saved, including upper or lower case.
-
-
-
- Hints
-
- 1) Be sure to use the LONG range scan for torpedo control. It is far
- EASIER than counting the sectors.
-
- 2) The key to winning is to find and explore each Planet. There are
- goodies on several of them and trouble on others.
-
- 3) The tracking device must be planted on an Enemy ship. Good luck!!
-
- 4) On one of the Planets, you will find a mini-adventure game. Some
- of the commands that should be used are:
- SIT NORTH SOUTH EAST WEST NORTHEAST
- SOUTHEAST NORTHWEST SOUTHWEST F B S
-
- 5) Finally, if the program has not come out blatantly with
- the message that "YOU HAVE LOST", there may STILL be a way to win even
- if things look quite bleak... given the right set of circumstances and
- courses of action,. Look for clues. They are there. Good luck!
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