Star Trek: The Rebel Universe manual
- Star Trek: The Rebel Universe
- manual
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.