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Star Trek: The Rebel Universe manual



  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 
   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.



   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 
   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 
  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 

* 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 

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 
   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 

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 
  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 
   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 

   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 

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.


   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.


  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 

   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.


    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.