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                     TRADE WARS 2002
                       Version 2.00
                            
 (C) Copyright 1990, 1991, 1993 by Martech Software, Inc.


         A quality on-line game brought to you by
                  Martech Software, Inc.
                              
                  Trade Wars Support BBS
                       Lawrence, KS
                      (913) 832-2888
                      Fido 1:299/110


   


Trade Wars 2002 combines adventure and exploration with strategy
and cooperative play in an entertaining and exciting on-line
game.  You compete against other BBSers to be the most powerful
trader (or corporation of traders) in the universe.  Independent
traders can compete quite effectively against large corporations.
Corporate members can perform specific duties (as directed by
their C.E.O.)in specialized ships.  Traders can be "good guys" or
[Pause]       "bad guys" with different avenues for advancement.  The universe
can be different with each new game.  There is no right or wrong
way to play and the possible strategies are limited only by one's
imagination.


PLAYING THE GAME

When you enter the game, you will be piloting a Merchant Cruiser.
This is considered the most versatile ship in the Trade Wars
armada.  In it, new players have a chance to try out all aspects
of the game.

Upon entering, you will be asked what alias you would like to use
in the game and what name you would like to christen your ship.
The alias you choose will display in the player and corporate
rankings and in several corporate listings.  Your ship name will
be used in the docking logs at the ports.  You can use these
names to be as conspicuous or as inconspicuous as you want.
If your sysop has it configured this way, you will also be
given a personal planet when you enter the game.  You will
be asked to name the planet here.  You can then use option
<Y> Your Personal Planets from the Computer Menu to locate
the planet.

[Pause]       The equipment in your initial ship will include some holds to
store the cargo that you can trade at the ports found throughout
the universe.  Trading is the basic way to advance in the game.
By good trading, you can gain experience as well as gain credits.
The credits you earn can fund your military and can provide the
capital you will need to expand your trading expeditions.  You
will have some credits with which you can purchase some
commodities for trading.  You will additionally have some
fighters to offer some protection as you begin your voyage.

The game will differ with each different group of players.
Individual traders are ranked by their experience.  You gain
experience simply by playing the game.  The more things you do,
the more experience you will get.  Good and Evil are represented
by the titles each player receives.  Your experience combined
with your alignment will determine whether you are a Lieutenant
or a Dread Pirate.  When you do something that affects your
alignment, you will get a message saying your alignment went up
or down and by how much. 

There are benefits and drawbacks whether you choose to play the
game as a good trader or an evil trader.  Traders who follow the
FedLaws are offered protection in FedSpace until they are
experienced enough to protect themselves.  Traders who aspire to
be very good can be awarded a Federal Commission.  This allows
[Pause]       them to purchase an Imperial Starship.  This is one of the most
powerful ships in the universe.  On the other hand, the evil
traders are offered some options in the Underground.  Traders who
have proved that they are truly evil can steal product or money
from the ports.

THE UNIVERSE

You will be traveling in a universe, whose size was determined by
your SysOp.  Sectors may have planets, ports, other players,
empty ships, aliens, Ferrengi, Federation Starships, mines,
message beacons, fighters (belonging to you, other players, rogue
mercenaries, or the Ferrengi) or the sectors may contain nothing
at all.  If in your travels you come across something
undesirable, your initial ship comes equipped with 30
fighters with which you can defend yourself.

Many players find it useful to have a home sector or group of
sectors.  Players, especially those just joining a game, need an
out-of-the-way place to stay so they can build up their assets.
You can explore the universe and look for dead end sectors to use
as a hiding place.  Corporate bases built in traffic lanes do not
fare too well and those in the major thoroughfares (in the paths
between the class 0 and class 9 ports) just do not stand much of
a chance. 
[Pause]       
Planets play a key part in your success as a trader.  Terra, the
first planet you encounter as you enter the game, is where the
people can be found to colonize all other planets.  Remember, the
environment on some planet types may be hazardous to humans.  The
other planets in the game will, if inhabited, produce Fuel Ore,
Organics, Equipment and Fighters.  The amounts of these
commodities produced will be affected by the type of planet.  For
example, a Mountainous planet will provide more Fuel Ore than an
Oceanic planet.  You and the other traders decide where the
planets will be.  You can purchase a Genesis Torpedo and use it
in almost any sector in the galaxy.  If the planet has enough of
the required commodities and enough people to supply the labor to
build it, you can begin construction of a Citadel.  The Citadel
can provide you and the other members of your corporation with a
secure place to dock your ships and deposit the credits you've
earned.  As you progress in the game, your Citadel can be
upgraded to provide additional protection to you and your
corporation.  If you decide to build a planet in your home
sector, be sure you can defend it.  A planet is very vulnerable
until it has a Combat Control Computer (level 2 Citadel) to
safeguard it.

There are ten different types of ports scattered about the
universe.  The ports are classified by the products they buy
[Pause]       and/or sell.  Port classes 1 through 8 trade the three basic
commodities: Fuel Ore, Organics and Equipment.  The universe also
contains specialty ports for the other items you will need to
advance in the game.  There are three Class 0 ports where you can
purchase holds (beneficial for moving colonists to your planets
as well as transporting goods for trade), fighters (to help
protect your territory), or shields (to protect your ship from
the traps laid by your enemies).  %GMK%There is one Class 9 port
that contains not only a Trading Port, but also a StarDock.  The
StarDock houses the Stellar Hardware Emporium, the Federation
Shipyards, the Lost Trader's Tavern, the 2nd National Galactic
Bank, the Videon Cineplex and the Interstellar Space Police
Headquarters.  There are other places of interest located in the
StarDock.  These places you will have to discover on your own.
Some are not advertised because they are establishments of
questionable repute.  Others are Federation buildings that house
top secret government information.


PEOPLE IN THE TRADE WARS UNIVERSE

A laarge part of playing is interacting with others in the game.
You can mingle with other players in the Lost Traders Tavern,
gambling against them, conversing with them, leaving
announcements at the door or writing a message on the bathroom
[Pause]       wall.  You can combine your assets with other players of the same
alignment to form a Corporation.  Just be aware that more than
one Corporation has been brought down by a con man who wormed his
way into the Corporate structure.  You can have a chance
encounter with other creatures of the universe, both real (other
users) and Non-Player Characters (the Federals, Alien traders and
the Ferrengi).  Chance encounters offer many possibilities and
can advance you in your chosen career path.  Your alignment and
experience and the alignment and experience of the creature you
encounter will determine just how that advancement if affected.

Other traders are users just like you.  They have alignment and
experience points.  You can see all the others by Listing Traders
from your ships computer.  By using the listing, you can see
which players are good and which are evil.  You can estimate
whether the other player would better serve your needs as an ally
or adversary. 

The Federation is the main governing body of the cosmos.  You
will meet the Feds if you go to the Police Station.  You might
run into them as you roam around space.  The Feds don't look
kindly on players who break FedLaws, so if you're not careful,
they might visit you when you least want their company.

Alien traders are visitors from another universe who are looking
[Pause]       for better ports.  You can get a listing of the Aliens similar to
the one you get for other traders.  Aliens also have experience
and alignment, but you cannot form a Corporation with them. 

The Ferrengi are a greedy, cowardly group.  Their primary purpose
is the speedy acquisition of money.  They will steal from anyone
no matter what the person's or corporation's alignment.  They
seldom engage in face-to-face combat because they prefer the
advantage of surprise when ambushing their opponent.  They often
travel in groups and will spy on promising territory.  After
targeting an area, they will raid the sector when it is least
defended.  If they are attacked, that group will hold a grudge
against the attacker and they will not rest until they feel the
score has been settled.

Explore the universe and take part in the adventure.  You can
just look around or you can become a dominant factor.  Most of
the displays are fully explained.  When you are asked to make a
selection, anything displayed in brackets [], will be the
default.

Most displays can be aborted by hitting the space bar.

Good Trading and Good Luck.

[Pause]       
                          MENU OPTIONS

MAIN MENU

Navigation

<D>  Re-display Sector.  This will re-display the information
     about the sector where you are currently located.
     Information includes sector number and nebulae name,
     marker beacons, port name and class, mines, fighters,
     planets and any other ships.  Next to the class you will see
     three letters signifying how the port trades in the
     commodities.  For example a SSB would indicate that the port
     sells Fuel Ore, sells Organics and buys Equipment.  The
     adjacent sectors will also be shown.  With a color display,
     the sectors you have not yet visited will show up in red.

<P>  Port and Trade.  This will allow you to dock at the port
     in your current sector.  This is the only way to trade
     your commodities.  You will have some choices for what
     action you would like to take at the port.  Most of the
     choices are self-explanatory.  If you are playing the game               

     as an evil trader, the choices you see will be different than
     they would be if you were playing the game as a lawful Player.
[Pause]            When you dock at the port, you will be able to see the docking
     log.  This will show you the name of the last ship to do business
     there.  If there is a planet in the sector with this port, you
     will be able to negotiate a Planetary Trade Agreement.  This is a
     trade contract that will allow you to trade off all your excess
     commodities to the port without wasting your turns hauling one
     shipload at a time.  If you want to build a new Starport and the
     universe is full or if you decide that your adversaries have too
     big an advantage and you need to get rid of that port they have
     been using, you can attack and destroy a starport.  This is never
     an easy task.  The starports are very heavily armed and will
     retaliate, so you will need to have plenty of military forces
     with you if you decide to proceed with this selection.

<M>  Move to a Sector.  The sectors adjacent to your current   
     location will be listed as warp lanes in the sector
     display.  You can move to one of them, or you can choose   
     any other sector in the universe.  If you designate a   
     sector that doesn't have a direct warp lane, your ship's   
     computer will plot your course, show the path and the number
     of hops (and turns) the trip will use, and ask you if you
     want to engage your AutoPilot.  You will be able to use the
     Autopilot in three different modes.  The default is Alert
     mode.  This will suspend your travel in any sector where
     there is a planet, port, navagational hazard or other
[Pause]            trader.  Once alerted to one of these items, you wil be
     given several options.  It is up to you to make the decision
     that will best serve you or your corporation.  The second
     mode is Express.  This speeds you to your destination
     provided there are no enemy forces in your path.  The third
     mode is Single Step.  This was developed by an enterprising
     group of pioneers.  Their group was getting smaller due to
     bold exploration of sectors filled with mines, so the
     survivors manufactured an Autopilot that would stop in each
     sector.  This allowed them to scan the next sector for
     hazards before proceeding into it.  Select this option if
     you feel the need for caution.

<L>  Land on a Planet.  This option will enable you to colonize
     your planets, build a Citadel and do business there, pick up
     the fighters built by your colonists or pick up the
     production of Fuel Ore, Organics and/or Equipment.  You will
     see a list of all the planets.  Simply enter the number for
     the one you want to visit.  If you have purchased a Planet
     Scanner at the Hardware Emporium, it will automatically
     provide you with additional information about the planet.
     The Planet Scanner will also allow you to abort the landing
     procedure if, after looking at the defenses, you feel you
     may not be able to land successfully.  The display, once you
     have landed, shows the planet number, location, name, class
[Pause]            and a chart detailing the commodities, production
     requirements and current inventories.  You will also see the
     citadel information and any planetary defenses.

<S>  Long Range Scan.  If you have purchased a scanner from the
     Hardware Emporium, you can use it to view adjacent sectors.
     All things in the Trade Wars universe have a density value
     and you can use your Density Scanner to display the relative
     density of the neighboring sectors and determine if there
     are any Navagational Hazards.  You will also be warned of
     any non-standard, undefinable mass.  You can then use that
     information to determine what's next door.  If you have a
     Holographic Scanner, you will be able to see ports, planets,
     hazards and other players all for just the cost of one turn.

<R>  Release Beacon.  Choose this when you want to launch one
     of the Marker Beacons you purchased at the Hardware
     Emporium.  You will need to decide what message your
     beacon will send when you launch it. (Limit 41 characters)

<W>  Tow SpaceCraft.  This option lets you toggle your tractor
     beam on and off.  The computer will ask you which trader in
     your current sector you wish to tow.  You can tow an
     unmanned ship only if you own the ship and know the ship's
     password.  The computer will then calculate (using the size
[Pause]            difference between the two ships) the number of turns you
     will use for each sector you tow this trader and his/her
     ship.  You can then use the Move option to go to an adjacent
     sector or you can engage your AutoPilot to move you and your
     "passenger".  TransWarp drives were not made to be used in
     conjunction with tractor beams, so if you use your
     TransWarp, the tractor beam will automatically shut down.
     The person you are towing will not enter a sector until you
     have safely entered.  The tractor beam will act as a
     protective shield and will safeguard the towee from any
     damage from mines, offensive fighters or Quasar cannons.  If
     your ship is destroyed, the tractor beam will also be
     destroyed and the person you are towing will be left
     stranded.  To disengage the beam at any point, use this
     option again.

Computer and Information

<C>  Onboard Computer.  This command will activate your on-board
     computer.

<X>  Transporter Pad.  The display will show the transport range
     of your ship and a list of ships and their locations to
     which you can beam yourself.  Make sure you know the
     password!
[Pause]       
<I>  Ship Information.  This will display your statistics.                    
          
                                                                              
           Trader Name......Your alias in the game
     Rank and Exp.....The experience points you have
                      accumulated, the number of alignment 
                      points you have accumulated and the
                      title you have received
     Times Blown Up...The number of times your ship has been
                      destroyed
     Ship Name........The name of the ship you are now using
     Ship Info........Manufacturer and model
                      Ported = The number of times this ship
                      has docked at a Trading Port
                      Kills = Number of other player's ships
                      destroyed by this ship
     Turns to Warp....How many turns used to move this ship
                      one sector
     Date Built.......The date this ship was purchased
     Current Sector...Your current location
     Turns to Warp....The number of turns you will use           
                      moving this ship to an adjacent sector
     Turns Left.......Number of turns remaining for this                      
                      ship
     Total Holds......Number of holds this ship is carrying
                      (This display also shows the breakdown
[Pause]                              of the cargo in the holds)
     Additional information includes all the special equipment
     your ship has and the number of credits you have on your
     ship.

<T>  Corporate Menu.  This will give you information about all
     the corporations in the game.

<U>  Use Genesis Torpedo.  If you are carrying a Genesis
     Torpedo, you will be able to detonate it and create one of               

     the several types of planets using this command.  These will
     create your new world quickly.  You will be advised of the 
     planet type before you have to name it so you can assign an
     appropriate name.

<J>  Jettison Cargo.  If your holds are full of some cargo you
     just can't unload on any nearby port or planet, you may
     use this selection to unceremoniously dump your holds
     into space.  Remember that FedLaw prohibits littering in
     FedSpace.  Dumping holds filled with colonists will leave
     a negative impression on your alignment.

<B>  Interdict Control.  If you are piloting an Interdictor
     Cruiser, use this option to set the generator powering the
     Interdictor on or off.  If it is on, an enemy will not be
[Pause]            able to warp out of the sector during an attack.
                                                                
Tactical

<A>  Attack Enemy SpaceCraft.  When you encounter an opponent,
     other creature or unmanned ship in a sector you have the                 

     option of going on the offense and attacking.  The
     controller will ask you how many of your fighters you want
     to use in the attack.  When you are much stronger than your
     opponent, there is a chance that the opponent will warp out
     of the sector.  If you are very careful with the amount of
     firepower you use in your attack, there may be significant
     salvage available after you win.  Attacking others can (and
     probably will) affect your alignment.  If you attack a
     pirate or known terror you will get good points.  On the
     other hand, if you decide to pick on some good soul you will
     go down the ladder of righteousness.

<E>  Use Subspace Ether Probe.  Launch the Probe you purchased at
     the Hardware Emporium.  Send the unmanned spy off to its
     destination sending information back to you from every
     sector it passes through.  Remember that this device has
     no defensive capabilities so if it encounters any enemy
     fighters, it will be destroyed.

[Pause]       <F>  Take or Leave Fighters.  This enables you to deploy your
     fighters.  You will have several options so you can
     customize your defenses.  You can leave fighters as
     either Personal so they recognize only you as an ally or
     you can leave them as Corporate so any member of your
     corporation will be treated with respect.  Fighters can
     be Offensive, Defensive or Toll.  Defensive fighters
     defend your territory.  They bar opponents from entering
     a sector and will fight when attacked.  Offensive
     fighters will send out an attack group on any poor soul
     who happens into their sector.  The size of the attack
     group depends on the fighter support escorting the
     intruder.  After the initial attack, offensive fighters
     fall back to defend their territory.  Toll fighters
     simply stop the casual passers-by and ask them for money
     to help with your cause.  The number of Toll Fighters
     deployed will determine the amount of the toll charged.
     Toll fighters, as all other fighters, will fight back if
     attacked.

<G>  Show Deployed Fighters.  This display can be a very
     useful tool as you plan your military strategies.  The
     information shown contains the sector number where the
     fighters are located, the quantity of fighters there,
     whether the fighters are Personal or Corporate, the
[Pause]            strategic mode they are in (Offensive, Defensive or Toll)
     and any tolls they have collected.

<H>  Handle Space Mines.  Mines can be a very convincing way
     of marking your territory.  This selection will let place                

     both Limpet and Armid mines and allows you place or pick up
     the mines.  You will be able to choose whether to set the
     mines as Personal or Corporate. Personal mines will
     recognize only you and Corporate mines will recognize any
     member of your corporation. Mines don't always work, but it
     stands to reason that the more mines there are in a sector,
     the more likely one is to detonate (or attach in the case of
     Limpet mines).

<K>  Show Deployed Mines.  This display is similar to the Show
     Deployed Fighters.  You get information about the sectors
     containing your Personal and/or Corporate Limpet and Aramid
     mines and how many mines are located in each of those
     sectors.  In the case of Limpet mines, you will get two
     displays.  One will show the deployed mines just waiting for
     your unsuspecting enemy.  The other display is Activated
     mines - it shows those mines which have attached to ships
     and where they are.

<O>  Starport Construction.  If there is not a Starport in the
[Pause]            sector, this menu selection will display the Starport
     Construction Menu.  Starports are available throughout
     the universe.  You may decide that you want your own
     customized commerce center in a place you specify instead
     of using the ones built by others.  You will see a
     detailed graph of the different port classes, the
     products they can import/export and the initial
     construction costs.  The license bureau will check to see
     that there is a planet in the sector to provide materials
     for the construction.  They will also check for
     sufficient funding to support the undertaking.  Be sure
     to leave the specified amount of materials on the planet
     every day during the construction phase or the building
     will not progress.  If there is already a Starport in the
     sector, the Upgrade Starport Menu will be displayed.
     This allows you to increase the trading levels of any or
     all of the commodities.  The universe can support only so
     many ports.  If the Starport Construction request tells
     you that the universe is full, then you have to destroy
     an existing port before you can begin construction on
     your new one.  (See PORT AND TRADE)                    
                                            
Miscellaneous

<Q>  Quit and Exit.  This exits you from the game and returns
[Pause]            you to the BBS.

<!>  Main Menu Help.  Display the portion of the documentation
     describing the Main Menu functions.

<Z>  Trade Wars Docs.  Display this entire document.  Useful
     menus are available anytime a ? appears in the prompt.
     Specific help files are available wherever an ! appears
     in the menus.

<V>  View Game Status.  Trade Wars 2002 can be configured in
     a variety of ways by your SysOp.  This display will show
     you the static information about the game as well as the
     current information.  Static information includes the
     version number, maximum number of sectors, players, etc.,
     whether or not the local display is on, and if this is a
     registered version of the game.  The StarDock location
     may also appear on this screen if the SysOp has configured               

     the game that way.  The current information will show how
     many players are now in the game with the percentage of
     good, how many planets have been built, how many
     corporations are registered, the amount of credits
     accumulated at the ports, the total fighters and mines in
     the universe and how long the game has been running.

[Pause]                                              
                              AUTOPILOT MENU

<Y>  Yes, stop here.  This will disengage the Autopilot and
     will stop you in the current sector.

<N>  No, continue on.  Continues on the pre-defined route.

<E>  Express Non-stop.  This will speed you through the
     sectors without pausing to ask if you want to stop in the
     sectors with planets or ports.  Hitting the space bar
     while in Express mode will put you into warp speed.  If
     you encounter enemy forces you will have to react.  If
     you retreat, the computer will re-plot your course
     avoiding that sector from which you retreated.

<II>  Ship Information.  This displays all your current
     statistics.  The display is the same as option <I> from
     the Main Menu.

<R>  Port Report.  This will display the port report
     information as if you chose <R> from your on-board
     computer.

<S>  Long Range Scan.  If you have purchased a Long Range
[Pause]            Scanner from the Hardware Emporium, you can use it during
     your AutoPilot voyage without having to stop in the
     sector. 

<D>  Re-Display Sector.  This is the same sector display that
     can be accessed by choosing option <D> from the Main
     Menu.

<P>  Port and Trade.  This will allow you to dock at a Trading
     Port and conduct your business without having to
     recalculate your Autopilot course when you're done.  You
     will be selecting the same options as you would if you
     chose the <P> selection from the Main Menu.

<!>  Autopilot Help.  Displays this file.


COMPUTER MENU

Navigation

<F>  Course Plotter.  This will show the number of turns and hops
     it  will take to get from any sector in the universe to
     another.  You can use this tool to avoid any surprise as
     you travel between sectors.  You know the universe is
[Pause]            full of unexplained phenomenon and just because you got
     from your home sector to this sector with a great port in
     five moves doesn't mean you'll get back in five moves.

<I>  Inter-Sector Warps.  This selection will show you the
     warps lanes connected to any sector in the universe that
     you have explored.  You just enter the sector number and
     the computer will show you every sector directly linked
     to that sector.  The computer will not have data to
     display for those sectors you have yet to explore.

<K>  Your Known Universe.  As you travel through space, you
     will be creating your personal travelogue.  This will
     store information about the sectors you've explored.
     Your computer will use this information to give you your
     Port Reports and Inter-Sector Warps.  You may wish to see
     what sectors you have (or don't have) in your travelogue.
     This option will tell you.  You will see what percentage
     of the universe you have visited and the computer will
     ask if you want the list of Explored or Unexplored
     sectors.  When you reply, you will get a list of sector
     numbers.

<R>  Port Report.  This report gives you relatively up-to-date
     information about any port located in a sector which you
[Pause]            have explored.  All you have to do is enter the sector
     number in which the port is located.  You will see items
     being traded at the port, the status of each of those
     items (whether the port is buying them or selling them),
     the number of units the port is willing to trade (and
     what percentage of maximum that number represents) and
     how many of each of the commodities you have in your
     holds.  If for some reason you get the message that the
     computer has no information on that port and you are sure
     there is a port in the sector you indicated, there may be
     enemy forces in that sector interfering with your
     computer's scan.

<U>  T-Warp Preference.  Once you have a TransWarp drive, this
     option will let you chose whether or not you want to have
     the prompt to use this feature each time you try to move to
     a non-adjacent sector.  If you say "Yes", you will get the
     prompt.  If you say "No", you will simply get the autopilot
     prompt.  The next time you want to use the TWarp drive, you
     will have to go into this option to restart it.

<V>  Avoid Sectors.  You will sometimes find sectors
     containing things that are detrimental to your success in
     the game.  This function will avoid those sectors when
     doing any course plotting.  You just have to enter the
[Pause]            sector or sectors to be by-passed before you use the
     computer to plot a course or to establish a route for
     your AutoPilot.  If the computer encounters a situation
     where there is not possible route between the sectors you
     requested, then all voids will be cleared and will have
     to be re-entered before any future course calculations.

<X>  List Current Avoids.  When you want to see just what
     sectors are being avoided when the computer charts your
     course, use this selection.  You can use this information
     to determine if you want to make any changes.  Due to the
     limited functionality of this module of the computer, if
     you want to remove one or more avoided sectors from the
     list, you must clear the entire list and re-enter the
     sector numbers you still want to bypass.  

<!>  Computer Help.  Display the portion of the documentation
     describing the Computer functions.

<Q>  Exit Computer.  This option will return you to the bridge
     of your ship.

Miscellaneous

<A>  Make Announcement.  Do you have something you want to
[Pause]            tell everyone in the game?  If so, prepare your
     proclamation and enter it.  You will have 160 characters
     for your announcement and it will be displayed in the
     Daily Log for everyone to read as they enter the game.

<B>  Begin Self-destruct Sequence.  If you have managed to
     make a real mess of things and the only way to continue
     is to start from scratch, then go ahead and use this
     command.  You will escape from your ship moments before
     it self-destructs.  Think it over carefully before you
     hit the button.  This will not only destroy your ship and
     all its inventory, but it will also affect your rank and
     alignment.  Your spirit takes two days to migrate back to
     Sector 1, so you won't have any turns the day after you
     self-destruct.

<N>  Toggle ANSI On/Off.  Use this option to set your personal
     preferences for the display.  You can have ANSI on with full
     animation, just ANSI with no animation, or you can turn the
     ANSI off.

<O>  Change Ship Settings.  This option offers you an additional
     level of protection for all the ships you own.  This lets
     you establish a password that players will need to know to
     be able to use your ship.
[Pause]       
<P>  Fire Photon Missile.  You can fire your Photon Missile
     into the adjacent sector and run in to do your damage.
     Remember that the timer is running as soon as the missile
     is launched so be quick!

<M>  Re-Read Your Mail.  This gives you a chance to review the
     messages that were sent to you since the last time you
     were in the game.

<S>  Send Mail.  When you need to get a message to one of the
     other players, this will serve your need.  Keep entering the
     lines of your message until you are done.  To complete your
     message, simply press the enter key on a blank line.  You do
     not need to know the player's entire name.  If you have part
     of it, your computer will search the player file and
     prompt you when it finds a match.

<T>  Current Ship Time.  This will display the time and date
     stored in your ship's computer.  (Remember, the game
     began in the year 2002.)

<W>  Use Mine Disrupter.  You are exploring a new region of
     the universe and as you single-step your way along, your
     scanner shows a number of mines in the next sector.  Send
[Pause]            one of the Mine Disrupters you purchased at the Hardware
     Emporium into this mined sector so you don't have to take
     the damage to your ship.  The disrupters will also disarm  
     any Limpet mines that may be in the sector.  If the first
     Disrupter doesn't disarm all the mines, you can send in
     another.

Displays

<C>  View Ship Catalog.  This tool lets you view the
     specifications for all the available ships in the game.
     You can get a list of the ships and choose which ever one
     strikes your fancy.  The display will show the following
     information -

               Basic Hold Cost
               Main Drive Cost
               Computer Cost
               Ship Hull Cost
               Base Cost
               Minimum and Maximum Holds
               Maximum Fighters
               Maximum Shields
               Number of Moves per Day
               Maximum Number of Mines
[Pause]                      Maximum Number of Genesis Torpedoes
               Offensive Odds for Combat
               Maximum Number of Marker Beacons
               TransWarp Drive Capability
               Long Range Scanner Capability
               Planet Scanner Capability

     In addition to all this information, there is a brief
     narrative about the capabilities and shortcomings of each
     model.

<D>  Scan Daily Log.  This will re-display the Daily Journal
     that you see when you enter the game.

<E>  Evil Trader Class.  This is a display of the titles to
     which you can aspire if you are of negative alignment.
     It shows the levels, titles and the number of experience
     points needed to attain that level.

<G>  Good Trader Class.  This is a display of the titles to
     which you can aspire if you are of positive alignment.
     It shows the levels, titles and the number of experience
     points needed to attain that level.

<H>  Alien Trader Ranks.  You will encounter traders from other
[Pause]            galaxies as you make your way through the universe.  You
     can interact with these creatures the same as you do with
     the Traders native to your 1000 sectors.  Of course,
     aliens are either good or bad.  Their alignment (good or
     evil) can make a big difference in how you want to
     associate (or not associate) with them.  When you use
     this selection, your computer will tell you everything
     you need to know.

<J>  Planetary Specs.  The use of this display is very similar to
     that of the Ship Catalog.  A ? will show you a list of all
     the planet types.  Choose the one you would like to know
     more about and the display will produce a picture and a
     brief description of the planet.  It will also detail some
     of the pros and cons of that planet type.

<L>  List Trader Rank.  This choice will show you all the players
     in the game in order of experience.  Your prompt will ask
     if you would like the list to show the Titles of the
     players or their Values in Experience points.  Each
     trader will be displayed with his or her title or value,
     the number of the Corporation to which he/she belongs,
     and the type of ship currently being used.

<Y>  Personal Planets.  If you have planets that you want to
[Pause]            keep as personal, you can view them using this option just
     as you can view Corporate Planets using the <L> option in
     the Corporation Menu.

<Z>  Active Ship Scan.  This display will show a list of all your
     ships, the ship number, location, ship type, fighters &
     shields and the number of hops to get to it.


PLANET MENU

<A>  Take All Products.  This will load your empty holds with
     the products available on the planet.  The dock workers
     will load your ship to the brim with as much of each of
     the products that is available beginning with the cargo
     of greatest value (Equipment) to the least value (Fuel
     Ore).

<C>  Enter Citadel.  You enter the Citadel (and display the
     Citadel Menu).  If there is no citadel on this planet,
     you will have the option to build one.  The necessary
     products and labor force needed in the construction will
     display.  You will not be issued a building permit if you
     don't have the necessary people and commodities.

[Pause]       <D>  Display Planet.  This will show the planet number, type,
     name and the alias of the player who created it.  There
     is also an informative chart showing how many colonists
     are working in each production area, how many units of
     each product are being produced daily, the quantity of
     each product currently available on the planet, and how
     many of each you have on your ship.  Citadel information
     including level, construction underway and credits in the
     vault is also available.

<M>  Change Military Levels.  You will want to move your
     fighters around to protect your territory.  This option
     will allow you to take fighters currently on the planet
     or to leave fighters you have escorting you.  The
     fighters on the planet are controlled by the Combat
     Control Computer (level 2) in the Citadel.  If there is
     no Combat Control Computer there, the fighters would
     better serve you patrolling the sector outside the
     planet.  Leaving fighters on a planet will designate the
     planet as yours.

<O>  Claim Ownership.  Let the entire universe know who
     controls the planet.  Use this option to set the planet
     as either Personal or Corporate.  This is a must when
     you've gone to all the trouble to capture one of your
[Pause]            opponent's planets. 

<P>  Change Population Levels.  Throughout the course of the
     game you may wish to change the distribution of your
     workforce among the commodities.  This selection provides
     you with an easy, efficient way to order your workers to
     the job you need done.

<S>  Load/Unload Colonists.  Colonizing your planets can
     contribute greatly to your trading profits.  This will
     enable you to leave the colonists you've brought from
     Terra or pack everyone up and move them to another
     planet.  Keep a close watch on your planet's population
     because many planets experience a growth/death cycle.  If
     your planet has too many people to support, the raw
     materials needed to produce your commodities will be used
     up by the surplus population and your production rates
     will be adversely affected.

<T>  Take or Leave Product.  This will let you specify to the
     dock workers which type of products you want to leave and
     which ones you want loaded on your ship.

<Z>  Try to Destroy Planet.  First you purchase Atomic
     Detonators from the Hardware Emporium.  That is the easy
[Pause]            part.  You then have to fight your way into the sector
     containing the planet.  After battling the fighters,
     Quasar Cannons, and any other military defenses that may
     be there, you have the ability to lay your Atomic
     Detonators.  Colonists have been trained in the disarming
     of detonators.  Most of the training was rushed and
     provided by inexperienced teachers, so they aren't very
     good at it.  Most of their attempts literally go up in
     smoke, and if you are still on the planet when their
     attempt goes awry, you go awry with it.  You have the
     option of suing your conventional weapons to kill off the
     colonists before you lay the detonators so you don't run
     the risk of getting killed by their lack of skill.  If
     you're willing to risk the bad Karma to be a little
     safer, this might be the correct option for you.

<Q>  Leave This Planet.  Take off from the planet.

<!>  Planetary Help.  Display the portion of the documentation
     describing the Planetary functions.


CITADEL MENU

<B>  Transporter Control.  Here is where you go to beam you and
[Pause]            your ship to another sector.  The transporter range is
     limited, but with enough credits, you can also use this
     option to upgrade it's range.

<C>  Engage Ship's Computer.  Use this function to use all
     your Crai's power just as you would by choosing <C> from
     the Main Menu.

<D>  Display Traders Here.  This will show you the guest
     register of the other players who are parked in the
     Citadel.  The register gives you the name of the player,
     their ship type and how many fighters, shields and holds
     they have.  This information could prove very useful if
     you have just captured the planet from one of your
     opponents. 

<E>  Exchange Trader Ships.  If the other players parked in
     the Citadel have specified their vehicle as available for
     trade, then you have the option of exchanging your ship
     for theirs.  Be sure to coordinate this carefully with
     the other members of your corporation.  Only C.E.O.'s can
     use Corporate Flagships so they are not available for
     trade.  If you have seized this planet from an opponent
     still parked in the Citadel, you may want to commandeer
     his ship for your own use.
[Pause]       
<G>  Shield Generator Control.  If you have your level 5
     Citadel completed, you can use this option to store your
     shields.  You transfer your Ship's shields to the
     Planetary Shielding System using this option (10 ship
     shields = 1 planetary shield).  Stored shields will be
     used in the defense of your planet.  The Planetary
     Shielding System will protect your planet from your
     enemies.  You will thwart your rivals' attempts to
     incapacitate your defenses with Photon Missiles.  Your
     opponents will be unable to scan your planet.

<I>  Personal Info.  This selection will enable you to see all
     of your current statistics.  The information will display
     same as it does when you choose option <I> from the Main
     Menu.

<L>  Quasar Cannon R-level.  Use this option to set both the
     Atmospheric and Sector reaction levels.  The Quasar
     Cannon in your Level Three Citadel uses massive amounts
     of Fuel Ore.  Use this option to adjust the percentage of
     Ore on the planet used in this weapon's capability.
     PLEASE NOTE: The Quasar Cannon will use the entered
     percentage of Fuel Ore remaining on the planet for EACH
     SHOT it fires.  If you set the Sector value to 100% and
[Pause]            a Scout Marauder with 5 fighters wanders into your
     sector, the Cannon will use all the Fuel Ore on your
     planet to blow the intruder into space dust.  If another
     player later tramps into your sector in a well-armed
     BattleShip your Cannon will sit idle due to lack of
     ammunition.  Another consideration when setting your
     percentages is that the accuracy of the Cannon is much
     better and the damage caused by the blast is greater when
     the target is in the planet's atmosphere.


<M>  Military Reaction Level.  Another method of customizing
     your protection, this will let you set the percentage of
     fighters stationed there to be used as offensive or
     defensive in case of an attack on the planet.  You must
     have a Combat Control Computer (Level Two Citadel or
     higher) to use this option.  The value you enter will be
     the percentage of fighters that will attack offensively
     as someone attempts to land on your planet.  The balance
     of your fighters will fall back for defense of the planet
     and Citadel.

<N>  Interdictor Control.  If you have upgraded your citadel to
     level 6, this will allow you to control the Interdictor
     generator on the planet.    You will want to use this in
[Pause]            conjunction with a Quasar Cannon.  If the generator is on,
     an enemy ship cannot leave the sector.  This generator
     consumes a lot of fuel ore when used.  Make sure your Q-
     cannon is set most carefully.  Otherwise, the enemy can try
     to escape and deplete all the fuel ore on your planet.

<P>  Planetary TransWarp.  The instructions for this feature
     are in your Level Four Citadel.  Provided you have enough
     Fuel Ore to power the mammoth engine, you can move your
     planet to any sector where you currently have fighters
     stationed.

<R>  Remain Here Overnight.  You can sleep feeling safe and
     secure if you bed down inside the Citadel, out of the rat
     race.  You will have the protection of your planetary
     forces to guard you.  When you leave your ship, the valet
     will ask if you want others who enter the Citadel to have
     the privilege of exchanging ships with you.  It's
     perfectly within your rights to keep your ship for
     personal use only.

<S>  Scan This Sector.  This option will let you see
     everything in the sector around this planet.  The display
     will be the same as you get from option <D> in the Main
     Menu.
[Pause]       
<T>  Treasury Fund Transfers.  If you don't like to carry a
     lot of credits on you when you're out exploring the
     universe, you can deposit your excess in the Citadel.
     You can withdraw the credits whenever you need them.  Be
     advised that the Treasury workers are quite lax in their
     security measures and anyone who enters the Citadel can
     withdraw any and all of the credits.

<U>  Upgrade Citadel.  Once your Citadel construction is
     complete, you may find you wish to upgrade.  Very few
     people are content with a Level One Citadel.  You will
     need more colonists and materials for each level of
     improvements.  Level Two has a Combat Control System
     which enables you to set the fighters deployed on the
     planet as offensive or defensive.  Level Three contains
     a Quasar Cannon which is a very powerful weapon, but uses
     a considerable amount of Fuel Ore to operate.  Level Four
     encloses the massive engine used for the TransWarp Drive.
     Level Five provides the power for the Planetary Shielding
     System.  The PSS will provide a sturdy shield for your
     planet which your enemies will have a hard time
     penetrating with fighters or photon missiles.  Level 6          
     equips the planet with an Interdictor Generator.  If turned
     on, this generator will make it impossible for your enemy to
[Pause]            escape from your Quasar Cannon.

<V>  Evict Other Traders.  Now that you've survived all the
     defenses your opponent placed to keep you out, you should
     be able to come in and take over, right?  Occasionally
     you go into a newly captured Citadel only to find the
     trader (or traders) who previously controlled the planet.
     No need to have them in your way.  Simply select this
     option to activate the Emergency Warning System in the
     Citadel.  It will alert these unwanted guests to some
     impending doom and their ships will blast off into orbit
     around the planet.  The system will list the traders as
     they escape.  You then may either stay in the Citadel out
     of harm's way or you can go out into the sector to
     inflict more damage on your enemy.

<X>  Corporation Menu.  This option is the same as option <T>
     from the Main Menu.

<!>  Citadel Help.  Display the portion of the documentation
     describing the Citadel functions. 

<Q>  Leave the Citadel.  Exit the Citadel and return to the
     planet.

[Pause]       
CORPORATION MENU

<D>  Display Corporations.  If you want to see how you and
     your corporation compare with others in the game or if
     you want to see who the members are of a specific
     corporation, use this selection.  You will asked if you
     want to List Corporations or Rank Corporations.  L will
     give you a listing of all corporations registered at
     Federation Hall showing the corporation's registration
     number and the date of incorporation and all corporate
     members with the C.E.O. labeled.  R will display a list
     of all corporations ranked by experience.  The list shows
     the rank, the corporate registration number and name, thee
     C.E.O.'s name, the corporate alignment and the corporate
     experience.

<J>  Join a Corporation.  When you want to join forces with a
     corporation of the other traders, you will need to make
     arrangements to get your corporate security pass.  When
     a member of that corporation has approved your
     membership, use this option to join.  You will need to be
     of the same alignment as the C.E.O.  If at any time
     during your tenure with the corporation, your alignment
     is opposite that of the Chairman, you will be
[Pause] - [Press Space or Enter to continue]                                                 automatically ousted from the Corporation.

<M>  Make a New Corporation.  When you are prepared to make to
     move from independent trader to Corporate C.E.O., this
     option will file your Corporate Charter in the
     Federation's Hall of Records.  As C.E.O. you will have
     privileges that other players don't have such as owning
     an Corporate Flagship and sending Corporate Memos to all
     members of your Corporation.  You will be the one to
     determine whether your Corporation is good or evil.  As
     you go, so goes the Corporation.  A prospective member
     will have to be of the same alignment as you to join.  

<!>  Corporation Help.  Display the portion of the
     documentation describing the Corporation functions.

<Q>  Quit Corporation Menu.  Return to the game.

Corporations Only

<C>  Credit Transfer.  Use this option to transfer credits to
     or from your corporate associate.  You have to be in the
     same sector as the corporation member with whom you want
     to exchange credits.

[Pause]<F>  Fighter Transfer.  Use this option to transfer fighters
     to or from your corporate associate.  You have to be in
     the same sector as the corporation member with whom you
     want to exchange fighters.

<H>  Mines Transfer.  Use this option to transfer mines to or
     from your corporate associate.  You have to be in the
     same sector as the corporation member with whom you want
     to exchange mines.

<S>  Shields Transfer.  Use this option to transfer shields to
     or from your corporate associate.  You have to be in the
     same sector as the corporation member with whom you want
     to exchange shields.

<X>  Leave Your Corporation.  There may come a time when you
     feel you have to make a break with your current
     corporation.  You may want to form your own new
     corporation.  You may want to play the game with an
     alignment different from that of your corporation's
     members.  This will allow you to vacate your position in
     your corporation.  Remember that you will no longer have
     access to any of the corporation's assets.  If you are
     the C.E.O. the corporation will be dissolved and all
     corporate fighters will become rogue mercenaries.
You have less than five minutes left!
[Pause] - [Press Space or Enter to continue]                                            
<L>  List Corporate Planets.  This will display a detailed
     graph of your corporation's planets.  The information
     includes
     -the sector where the planet is located
     -the planet's name
     -the current population
     -the production rate for Fuel Ore, Organics and Equipment
     -the current inventories of the commodities
     -the number of fighters stationed there
     -the level of the Citadel (if any)
     -the amount of credits in the Citadel (if any)

<A>  Show corporate Assets and Member Locations.  This is a
     very handy tool to use in organizing your strategy with
     that of the others in your Corporation.  The information
     shown on this display is
     -the Corporation member's name
     -the sector where that member is located
     -whether or not the member is on a planet in that sector
     -the number of fighters, shields, mines and credits on     
  

Command [TL=00:04:29]:[1] (?=Help) :  
Display Menu? 