Space Mines. New technology has been developed to provide
traders with two types of mines. The Aramid mines can be a
very effective way of establishing your territory. Space
mines can cause serious damage to smaller craft and can be a
real nuisance to larger vessels. The Limpet mines are a
clever development of the Donnelly Underground Development
Group. They simply sit almost invisible in a sector until
an enemy ship passes by. Once the enemy is close enough,
they attach themselves to the ship. The activated mines
will report their whereabouts to you when you do scan for
deployed mines. This is a clever way to find out where your
enemy is. The Limpets can be removed by crews at the
Stardock. The latest technology has provided mines with
sensors capable of recognizing the Federal I.D. codes. This
will keep the mines from detonating by your ship or your
Corporation's ships (most of the time).
Photon Missiles. Only owners of Missile Frigates or
Imperial Starships can use these powerful weapons.
Shields, both Ship and Planetary, are excellent
protection from the impact of this weapon. However,
once shields have been destroyed, Photon Missiles can be
used to disable all Combat Control Computers (Level 2
Citadels) and Quasar Cannons (Level 3 Citadels) and
Interdictor Generators (Level 6 Citadels) on planets. It
neutralizes all mines and fighters stationed in a sector.
Be advised that the effect of these missiles is short-lived.
Get in, take care of your business and get out before the
effect wears off. You don't want to still be in the sector
when the Quasar Cannons regain their strength. Great care
should be used in transporting these volatile weapons of
Long Range Scanners. These scanners can provide the
explorer with multi-sector vision. Your two options are
a Density Scanner or a Holographic Scanner. The Density
Scanner is the cheaper and it provides the user with the
relative density of the surrounding sectors. It will also
indicate a warning if there is a non-standard undefinalble
mass. You can use that information to determine what may be
in the neighborhood. If you have sufficient funds, you can
purchase a Holographic Scanner which has both Density and
Holographic capabilities. Using the Holographic mode,
you can see what and who is in the sectors adjacent to
the one you are currently occupying. The scanner in
Holographic mode uses a small amount of your ship's fuel
(one turn's worth) but that is a small price to pay when
you consider the information and security it can provide.
Mine Disrupters. If you run across a heavily mined
sector but you really need to go in there, send in a Mine
Sweeper to clear your path. They can absorb the damage
so you don't have to or they can deactivate the limpets.
Genesis Torpedoes. Much improved since the first models,
these torpedoes can provide the foundation for the
production of your trading commodities. Depending on the
planet type created by the torpedo, planet will be able to
support a varying number of colonists. The colonists can
provide the labor needed to mine the Fuel Ore, grow the
Organics and manufacture the Equipment and Fighters you
will use in your trading company. Some planet types
are better than others at producing the commodities. You
might want to check the Planetary Specs in your Onboard
Computer. You have no control over what planet type results
from the Torpedo's explosion. That is determined by
conditions in the sector.
TransWarp Drives. Only Imperial Starships, Corporate
Flagships and Havoc Gunstars have hulls sturdy enough to
withstand TransWarp flight. These drives use a massive
amount of Fuel Ore so make sure you have a source of Ore
for your return trip, too. The TransWarp Drive uses a
homing device, so you should have at least one fighter in
your destination sector.
Psychic Probes. Bartering at the ports is one of the
main elements of this game. You get experience points
for making a good deal. The better the deal, the more
points you get. Psychic Probes are the next best thing
to insider trading, and they're legal. If you want to
see exactly where your offer is compared to what they
would have accepted, you need one of these probes. It
will not only show you where you went wrong, but it will
also help you improve your trading skills.
Hardware Emporium Help. Display the portion of the
documentation describing the Hardware Emporium functions.
Leave the Emporium. Return to the main area of the
Buy a New Ship. When you are ready to upgrade, or if you
need a specialized ship, come to the Shipyards and talk
to Cal Worthington XXI about a trade-in. You will be
offered a fair price for your current ship. They will
take anything in your trade such as fighters,
accessories, mines, etc. so if you're trying to get a lot
on your trade-in, load your ship up before you talk to
them. If you don't want to use all your extras in the
trade, you might want to leave as much as you can in a
secure place and pick it up after you purchase your new
ship. New ships are very basic models. The extras are
available at the Hardware Emporium and the Class 0 ports.
Sell Extra Ships. A display with all your ships in orbit
will appear. Choose which ones to sell off. You will be
able to see the ship number, name, type, location and how
many fighters and shields are on each ship.
Examine Ship Specs. This is the same information
available to you from your ship's on-board computer, but
in includes (for ANSI users only) a picture of each ship,
both top and front view. You may want to review the ship
specifications one last time before you make your
Buy Class 0 Items. After you purchase your ship, you may
need to equip it with a few of the items normally
purchased at the Class 0 ports. You wouldn't want to
take that brand new beauty out unprotected, would you?
The merchants in the shipyards have obtained fighters,
shields and holds from "trade-ins" so they are offering
them right here where you buy your ship as a convenience
to you. Be forewarned that you will be paying a premium
price for this convenience.
Change Ship Registration. It's not paranoia when they're
really out to get you. If your foes are tracking you
down by reading the logs at the StarPorts or they've
received information on your ship from a loose-tongued
fool at the tavern, go to this back room in the offices
of the Shipyards. For a hefty fee, you can get revised
registration papers on your ship and christen it with a
new, untraceable name.
Shipyards Help. Display the portion of the documentation
describing the Shipyards functions.
Leave the Shipyards. Return to the main area of the
Make an Announcement. Do you have something of interest
for all the patrons of the tavern? If so, pay the fee
and post your announcement. It will stay there until the
next announcement is posted.
Buy Something from the Bar. Had a trying day? Want a
little something to soothe your nerves? Order up
whatever your heart desires. You might even get it in a
clean glass. Remember FedLaw says, don't drink and fly.
Eavesdrop on Conversations. See that group of
individuals gathered at the table in the darkest corner
of the tavern? They seem to be engaged in some very
engrossing dialogue. If you would care to listen in and
maybe even add some remarks of your own, use this option.
Order Some Food. You really need to keep your strength
up so you can take on the challenges of the cosmos.
Order up the Blue Plate Special (the food is blue, not
the plate) and nourish yourself with some of the most
memorable edibles this side of Barlaam.
Try Your Hand at Tri-Cron. Do you feel lucky, Punk? Put
your money down and see if you can beat the odds. A
simple game of chance might relax you and you never know,
you might come away a big winner. The game is easy - the
detailed instructions are available in the Tavern. The
cost of playing is based on the size of the Top Winner's
Jackpot. You'll have 10 rounds against the house. If
you win, the payback is 2 to 1. If you're the top
winner, you receive the accumulated jackpot.
Talk to the Grimy Trader in Back. Not much to look at,
but he can be a wealth of information. Depending on how
many drinks he's had, his facts may be a bit suspect.
Just ask him about a specific topic, give him a little
inducement and he'll tell you what he knows. If you
speak to him respectfully, he'll be fair to you.
Otherwise he might try to take advantage of your need for
information. You'll have to pay dearly for it, but he
can sometimes get you information on specific Traders.
Use the Facilities. When Mother Nature calls, this
option will allow you to answer. Feel free to read the
graffiti to keep yourself entertained. You can even add
some of your own prose or poetry but beware of what may
be lurking in the next stall.
Tavern Help. Display the portion of the documentation
describing the Tavern functions.
Leave the Tavern. Exit back to the main area of the
FEDPOLICE HEADQUARTERS MENU
Apply for a Federal Commission. The Federation awards
commissions to those individuals who have shown
themselves to be highly experienced and law abiding. If
you believe yourself to qualify, apply at the Police
Headquarters. If the Feds grant you a commission, you
will be able to procure an Imperial Starship. This is a
very powerful ship but with it comes a lot of
responsibility. The Federation may call upon you to aid
their cause of maintaining law and order throughout the
universe. There are a limited number of Starships
available, so apply for your commission as soon as you
Claim a Federation Reward. After you have done your duty
as a good FedLaw abiding citizen, you will want to claim
the reward that is rightfully yours. March right into
the Police HQ and tell the sergeant that he no longer has
to worry about the scumbag you terminated. Be sure to
put the reward money to good use.
Examine the Ten Most Wanted List. There is a listing
available in the FedPolice building of the most corrupt
players in the game. This list shows the level of evil
the player has achieved, the corporation to which he/she
belongs, the number of bounties posted on that player and
the total reward for that player's demise.
Post a Reward on Someone. Would you like to make it a
little more rewarding for someone to get one of the
players on the Most Wanted list? You can offer as small
or as large a payment as you would like. Just see the
officer on duty and tell him you want to post a reward.
You will be shown the list of the Most Wanted criminals.
Tell the nice officer which one you would most like to
see brought to justice and how much you want to give to
help in the cause.
FedPolice Help. Display the portion of the documentation
describing the FedPolice functions.
Leave the Police Station. Exit the building and return
to the main area of the StarDock.
Make a Deposit. You can inform the TellBorg that you
wish to deposit some or all of the credits you have with
you. The transaction is recorded instantly so you don't
have to wait three days for your deposit to be reflected
in your account.
Examine Balance. You might want to see if that other
trader who promised you a reward for helping out with the
Ferrengi has come through with the credits. You might
only want to check your funds to see if you can go on a
spending spree at the Hardware Emporium. This selection
can put the answer at your fingertips.
Transfer Funds. If you need to get funds to a Trader who
is not in your corporation, this option will authorize
you to make a deposit in that other Trader's account.
Naturally, you must have the credits to be able to
Withdraw Funds. Saving can really pay off. If your ship
has been destroyed and you don't want to start from
scratch in a Scout, a nest egg in the Galactic Bank can
allow you to come right back with the ship of your
choice. Use this option to take your savings and spend
them any way you choose. You and only you have the
authorization to withdraw credits from your account.
Bank Help. Display the portion of the documentation
describing the Bank functions.
Leave the Bank. Return to the main area of the StarDock.