#6 Commands Abbrev Full Command Description Page 1 (0lqqqqqqqqwqqqqqqqqqqqqqwqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqk(B (0xA x ABANDON x(B Abandon ship. (0x(B (0xC x COMMANDS x(B Get help on each command, or list of commands. (0x(B (0xCR x CRYSTALS x(B Load dilithium crystals into the engines. (0x(B (0xDA x DAMAGES x(B Get damage report from Scotty. (0x(B (0xDES x DESTRUCT x(B Self destruct. (0x(B (0xD x DOCK x(B Dock with an adjacent starbase. (0x(B (0xE x EMERGENCY x(B Emergency exit from the game. (0x(B (0xE x EXIT x(B Another way to exit from the game. (0x(B (0xH x HELP x(B Ask the nearest starbase for help. (0x(B (0xHOLD x HOLD x(B Hold the current game. (0x(B (0xIN x INSTRUCTIONSx(B Replay the game instructions. (0x(B (0xIM x IMPULSE x(B Move with impulse engines. (0x(B (0xM x MOVE x(B Move with warp engines. (0x(B (0mqqqqqqqqvqqqqqqqqqqqqqvqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqj(B For information on a specific command, enter the name of the command after the COMMAND command. Ie: to find out specifics about the MOVE command enter: CMD:COMMAND MOVE or More Commands  CMD:C MOVE or on next page ... CMD:C M . #6 List of Commands Abbrev Full Command Description Page 2 (0lqqqqqqqqwqqqqqqqqqqqqqwqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqk(B (0xMI x MINE x(B Have your landing party mine dilithum crystals. (0x(B (0xOL x OLD x(B Restore an old game from disk. (0x(B (0xO x ORBIT x(B Achieve standard orbit around a planet. (0x(B (0xPHA x PHASERS x(B Fire Phasers. (0x(B (0xPHO x PHOTONS x(B Fire Photon torpedos. (0x(B (0xR x REST x(B Rest a while. (0x(B (0xSA x SAVE x(B Save the current game on disk. (0x(B (0xSE x SENSORS x(B Long range sensors scan. (0x(B (0xSH x SHIELDS x(B Raise, lower or change energy of the shields. (0x(B (0xSHU x SHUTTLE x(B Send a landing party to the planet by shuttle. (0x(B (0xTER x TERMINATE x(B Terminate the game. (0x(B (0xTRA x TRANSPORT x(B Beam a landing party to the planet by transporter.(0x(B (0xW x WARP x(B Change the warp factor. (0x(B (0mqqqqqqqqvqqqqqqqqqqqqqvqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqj(B @SENSORS #6 Longrange Sensor Scan Command Format : CMD:SENSORS At any time you may instruct Mr. Spock for a long range sensor scan. A longrange sensor scan gives you general information about where you are and what is around you. It will unveil the unknown portions of all quadrants immediately adjacent to yours. The numbers in the scan indicate how many of each kind of thing there is in your quadrant and all adjacent quadrants. The digits are interpreted as follows: Thousands digit: 1000 indicates a supernova. Hundreds digit: Number of Klingons present. Tens digit: Number of Starbases present. Ones digit: Number of stars present. . #6 Longrange Sensor Scan Page 2 For example, if a quadrant has the number is 0316, it indicates 0 supernovas, 3 Klingons, 1 Starbase and 6 stars. #6 0316 #6(0 wwww (B #6(0 mqqqqq>(B 0 Super Novas. #6(0 xxx (B #6(0 mqqqq>(B 3 Klingons. #6(0 xx (B #6(0 mqqq>(B 1 Starbase. #6(0 x (B #6(0 mqq>(B 6 Stars . #6 Longrange Sensor Scan Page 3 The longrange sensor does not distinguish between ordinary Klingons and Klingon Commanders, infact they are flat useless for detecting Kilngon Starbases. If there is a supernova, in a quadrant there is nothing else in that quadrant, and the number in that quadrant is 1000. Your current quadrant is the one that is flashing. Romulans possess a "Cloaking Device" which prevents their detection by longrange sensor scan. Because of this fact, starfleet command is never sure how many Romulans are out there. When you kill the last Klingon, the remaining Romulans surrender to the Federation. Planets are also undetectable by longrange sensor scan. The only way to detect a planet is to find it in your current quadrant. Longrange sensor scans are free. They use up no energy and little time and can be done safely regardless of battle conditions. Starbases also have longrange sensors. If you are docked and your long range sensors are damaged, you may use the ones at Starbase. @DAMAGES #6 Damage Report Command Format : CMD:DAMAGES At any time you may ask for a damage report to find out what devices are damaged and how long it will take to repair them. Naturally, repairs proceed twice as fast at a starbase. If you suffer damages while moving, it is possible that a subsequent damage report will not show any damage. This happens if the time spent on the move exceeds the repair time, since in this case the damaged devices were fixed en route. In most of these cases, if Scotty is on his toes, you will be notified when systems come back online. Damage reports are free. They use no energy and little time, and can be done safely even in the midst of battle. @MOVE #6 Move Under Warp Drive Command Format : |[M(ANUAL)] [dx] [dy] | CMD:M(OVE) | | |[A(UTOMATIC)] [qr] [qc] [sr] [sc]| This command is the normal way to move from one place to another within the galaxy. You move under warp drive, according to the current warp factor (see "WARP"). There are two command modes for movement; Manual and Automatic. The Manual mode is default, and requires the following format: CMD:MOVE MANUAL deltx delty is optional. If omitted, you will be prompted for mode. and are the horizontal and vertical displacements for your starship, in quadrants; a displacement of one sector is 0.1 quadrants. Specifying and causes your ship to move in a straight line to the specified destination. . #6 Move Under Warp Drive Page 2 For example, the shortest possible command to move 1 sector to the right would be : CMD:M M .1 0 The Automatic mode is as follows: CMD:MOVE AUTOMATIC qrow qcol srow scol Where and are the row and column numbers of the destination quadrant, and and are the row and column numbers of the destination sector within that quadrant. This command also moves your ship in a straight line path to the destination. <Automatic> ("A" is sufficient) must be present. To move to quadrant 3 - 7, sector 5 - 8, type : CMD:M A 3 7 5 8 and it will be done. In Automatic mode, four numbers must be supplied. . #6 Move Under Warp Drive Page 3 Automatic mode utilizes the ship's "Battle Computer". If the computer is damaged, manual movement must be used. It uses time and energy to move. How much time and how much energy depends on your current warp factor, the distance you move, and whether your shields are up. The higher the warp factor, the faster you move, but higher warp factors require more energy. You may move with your shields up, but this increases the energy used. Each time you move in a quadrant containing Klingons, they have a chance to attack you. In this case, your "Ship's Energy" status refers to your energy after the attack but before the move. As you move, the amount that the Klingons hit you with is dependent on your distance from you to each of them. @WARP #6 Set Warp Factor Command Format : CMD:W(ARP) [factor] Your warp factor controls the speed of your starship. The larger the warp factor, the faster you go and the more energy you use. Your minimum warp factor is 1.0 and your maximum warp factor is 10.0 (which is 100 times as fast, and uses 100 times as much energy). At speeds above warp 6 there is some danger of causing damage to your warp engines, unless you have dilithium crystals to balance your matter/antimatter re- action cambers. Use and damage of the warp engines is larger at higher warp factors and also depends on how far you go at that warp factor. At exactly warp 10 there is some probability of entering a so-called "Time Warp" and being thrown forward or backward in time. The farther you go at warp 10, the greater is the probability of entering the time warp. If your warp engines become damaged, and come back online, they will be set to warp factor 2 by Scotty, untill you order to raise it again. @IMPULSE #6 Move With Impulse Engines Command Format : |[M(ANUAL)] [dx] [dy] | CMD:I(MPULSE) | | |[A(UTOMATIC)] [qr] [qc] [sr] [sc]| The impulse engines give you a way to move when your warp engines are damaged. They move you at a speed of 0.95 sectors per stardate, which is the equivalent of a warp factor of about 0.975, so they are much too slow to use except in emergencies. Impulse movement commands are indicated the same as in the warp "MOVE" commands. @SHIELDS #6 Deflector Shields Command Format : |[U(P)] | CMD:S(HIELDS) |[D(OWN)] | [percentage] |[E(NERGY)]| Your deflector shields are a defensive device to protect you from Klingon attacks (and nearby novas). As the shields protect you, they gradually weaken. A shield strength of 75 percent, for example, means that the next time a Klingon hits you, your shields will deflect 75 percent of the hit, and let 25 percent get through to hurt you. It costs 50.0 units of energy to raise shields, nothing to lower them. You may move with your shields up; this costs nothing extra under Impulse power, but doubles the energy required for warp drive. Each time you raise, or lower your shields, the Klingons have another chance to attack. Since shields do not raise and lower instantaneously, the hits you receive will be intermediate between what they would be if the shields were completely up or completely down. . #6 Deflector Shields Page 2 Normally, you may not fire phasers through your shields. However, the ship's computers will use the "High-Speed Shield Control" to lower shields, fire phasers, and raise the shields again before the Klingons can react. Since rapid lowering and raising of the shields requires more energy than normal speed operation, it costs you 100 units of energy to activate this control. It is automatically activated when you fire phasers while shields are up. You may fire photon torpedoes, but they may be deflected con- siderably from their intended course as they pass through the shields (depending on shield strength). The High-Speed Shield Control will lower the shields but not reraise them if ships computers are not operational. You may transfer energy between the ship's energy and the shields. may be abbreviated . is the percentage you wish have the shields at. Energy will be taken from or given to the ship's energy and put into the shields. If you specify a value lower than the current percentage, energy is diverted from the shields to the ship. Transferring energy constitutes a turn. If you transfer energy to the shields while under attack, they will be at the new energy level when you are next hit. @PHASERS #6 Fire Phasers Command Format : |[M(ANUAL)] [e1] [e2] ... [en]| CMD:PH(ASERS) | | |[A(UTOMATIC)] [energy] | Phasers are energy weapons. As you fire phasers at Klingons, you specify an which is drawn from your energy reserves. The amount of total hit required to kill an enemy is partly random, but also depends on how far away the enemy is from you. You may not fire phasers through your shields. However, you may use the "High-Speed Shield Control" to lower shields, fire phasers, and raise the shields again before the Klingons can react. Since rapid lowering and raising of the shields requires more energy than normal speed operation, it costs you 100 units of energy to activate this control. It is automatically activated when you fire phasers while shields are up. . #6 Fire Phasers Page 2 The High-Speed Shield Control will lower the shields, but not reraise them if ships computers are not operational. Using the Automatic mode requires ships computers, as well as the High-Speed Shield Control. Hits on enemies are cumulative, as long as you do not leave the quadrant. In general, not all that you fire will reach the Klingons. The farther away they are, the less phaser energy will reach them. If a Klingon is adjacent to you, he will receive about 90 percent of the phaser energy directed at him; a Klingon 5 sectors away will receive about 60 percent, and a Klingon 10 sectors away will receive about 35 percent. There is some randomness involved, so these figures are not exact. Phasers have no effect beyond the boundaries of the quadrant you are in. Phasers may overheat (and be damaged) if you fire too large a burst at once. Firing up to 1500 units is safe. From 1500 on up, the probability of overheat increases with the amount fired. . #6 Fire Phasers Page 3 If phaser firing is Automatic, the computer decides how to divide up your among the enimies present. If phaser firing is Manual, you specify how much energy to fire at each Klingon present rather than just specifying a total amount. You can abbreviate "Manual" and "Automatic" to one or more letters; if you mention neither, automatic firing is usually assumed. Firing phasers is kind of like using your microwave oven. Any energy used on empty space, has the tendancy to overheat your phaser couplings. This happens when more than enough energy is used to destroy an enemy. @PHOTONS #6 Fire Photon Torpedoes CMD:PHO(TONS) [number] [targ1] [targ2] [targ3] Photon torpedoes are projectile weapons. You either hit what you are aiming at, or you don't. One photon torpedo will usually kill one ordinary Klingon, but it usually takes about two for a Klingon commander. Photon torpedoes can also blow up stars and starbases, and destroy planets, if you aren't careful or purposfully destructive. You may fire photon torpedoes singly, or in bursts of two or three. Each torpedo is individually targetable. The computer will prompt you, asking for the target sector for each torpedo. Alternately, you may specify each target in the command line. . #6 Fire Photon Torpedoes Page 2 Photon torpedoes cannot be aimed precisely, there is always some randomness involved in the direction they go. Photon torpedoes may be fired with your shields up, but as they pass through the shields they are randomly deflected from their intended course. Photon torpedoes are proximity-fused. The closer they explode to the enemy, the more damage they do. There is a hit "Window" about 1 sector wide. If the torpedo misses the hit window, it will explode but the enemy is unaffected. Photon torpedoes are only effective within the quadrant. They have no effect on things in adjacent quadrants. Target sectors are specified by R-C, where "R" is the sector row number, and the "C" is the sector collumn. Here are some examples : CMD:PHO 1 3-4 (or) CMD:PHO 2 3-4 5-6 To fire torpedoes, consecutively, at sectors 2 - 6, 1 - 10, and 4 - 7, type : CMD:PHO 3 2-6 1-10 4-7 @DOCK #6 Dock At Starbase CMD:D(OCK) You may dock your starship whenever you are in one of the eight sector positions immediately adjacent to a starbase. When you dock, your starship is resupplied with energy, shield energy, photon torpedoes, and life support reserves. Repairs also proceed twice as fast at a starbase, so if some of your devices are damaged, you may wish to stay at base (by using the "REST" command) until they are fixed. If your ship has more than its normal maximum energy (which can happen if you've loaded crystals, or transfered energy from the shields) the ship's energy is not changed. You may not dock while in standard orbit around a planet. Starbases have their own deflector shields, so you are completely safe from attack while docked, but if you rest while under attack your enimies will recharge completely. You are also safe from long-range tractor beams while docked. @REST #6 Rest and Alow Repairs CMD:R(EST) [stardates] This command simply allows the specified number of stardates to go by. This is useful if you have suffered damages and wish to wait until repairs are made before you go back into battle. It is not, generally, advisable to rest while you are under attack by Klingons. If you are under attack, and you rest your enimies will recharge their energy. However, if you rest while docked, repairs proceede twice as fast. @ABANDON #6 Abandon Ship CMD:A(BANDON) If you decide to, you may abandon ship. The Enterprise is equiped with twenty escape pods, which is just enough to get your entire crew off ship. If there are enemies in your quadrant, some or all of them may be destroyed. If there are any starbases still alive, and some of your crew escape in the pods, you and your crew are given another ship; the USS Lollypop. You can't abandon the Lollypop because it doesn't have any escape pods. Naturally the USS Lollypop is not one of starfleet's finest vessels. It's maximum warp is warp 4, and can only cary 4 photon torpedos. The previous captain tried to self destruct the Lollypop, and only succeded in causing the self destruct mechanism to self destruct. There are other limitations which you will find out yourself if you are unlucky enough to command her. (But "She's better'n no ship at all!" sez Scotty. @HELP #6 Ask nearest Starbase for HELP CMD:H(ELP) This command does not help you learn how to play the game. It sends out a distress signal to the nearest starbase, asking them to attempt to use their longrange transporter beam to move you to their quadrant. Since most novice players may not know this, they will be given a warning the first time they use this command. In order to send the distress signal, your sub-space radio must be in working condition. Each time you use the HELP command, the reliability of it working in the future deceases, not to mention "YOU LOOSE POINTS"! If you are rescued by a starbase, it is always the nearest one, even if they are surrounded by enemies. So you may go out of the frying pan into the fire, if you are not carefull. If you call for HELP, and there is a starbase in your current quadrant, you just look stupid (and Klingons always fire at stupid commanders). @DESTRUCT #6 Self Destruct CMD:DES(TRUCT) You may Self Destruct, thus killing yourself and ending the game. If there are nearby Klingons, you may take a few of them with you (the more energy you have left, the bigger the bang). Be carefull, you may also destroy other things in nearby sectors. In order to self destruct you must remember the codeword you typed in at the beginning of the game, or if you know the Enterprise's actual destruct sequence. If you use the actual destruct sequence, you will take out all the Klingons in all adjacent sectors as well as yours. If you do this, and the Genesis planet is in your quadrant, all Klingons are destroyed, and you escape in one of the Klingon ships. If you take command of a Klingon ship, the Klingons will be easy prey, for they will think you are one of their own. If this hapens, the next time you dock Starfleet command will award you command of the Enterprise-II NCC 1701-A. A newer and better ship. (Seeking Humpback Whales is not necessary.) @TERMINATE #6 Terminate the Current Game CMD:TER(MINATE) Cancel the current game. If there is even one little Klingon left, then you will NOT win the game. You will be given an opportunity to start a new game or to leave the Star Trek program, after showing you your score. @ORBIT #6 Enter Standard Orbit CMD:O(RBIT) To land on a planet you must first be in standard orbit. You achieve this in a manner similar to docking at starbase. Moving to one of the eight sector positions immediately adjacent to the planet, you give the orbit command which puts your ship into standard orbit about the planet. Since this is a maneuver, a small amount of time is used; negligible energy is required. If enemies are present, they will attack. There is one special planet that does not contain any dilithium crystals, and may have one or more Klingons in the same quadrant. It may be the "Genisis" Planet. If you self destruct while in standard orbit around this planet, you will become the comander of the nearest Kilingon ship, and all other Klingons in the current quadrant will be destroyed, and you will inherit the Klingon ship. @EMERGENCY #6 Emergency Exit CMD:E(MERGENCY) This command provides a quick way to exit from the game when you observe a Klingon battle cruiser approaching your terminal, or your boss approaching your office. When you enter this command, the screen will clear, for security reasons, and you will be prompted for confirmation. If you respond with a YES by pressing the "Y" key, the current game will be saved on the DOS file SAVEWORK.SAV. This command can be envoked by just one key. Pressing the key at the CMD: prompt will execute this command. @EXIT #6 Emergency Exit CMD:E(XIT) This command provides a quick way to exit from the game when you observe a Klingon battle cruiser approaching your terminal, or your boss approaching your office. When you enter this command, the screen will clear, for security reasons, and you will be prompted for confirmation. If you respond with a YES by pressing the "Y" key, the current game will be saved on the DOS file SAVEWORK.SAV. This command can be envoked by just one key. Pressing the key at the CMD: prompt will execute this command. @OLD #6 Restore Old Game CMD:OL(D) [filename] This command restores an old game saved on disk, from the SAVE command. If you do not specify an extension, then .SAV is the default. @SAVE #6 Save Current Game CMD:SA(VE) [filename] This command saves the current game on disk, to be restored by the OLD command. If you do not specify a filename, then STARTREK.SAV is the default. If you do not specify an extension, then .SAV is the default. @INSTRUCTIONS #6 Replay Instructions CMD:IN(STRUCTIONS) This command replays the game instructions. When going through the instructions, pressing any key, other than the "RETURN" key to the " to Continue" prompt will return to the current game. @SHUTTLE #6 Launch/Recover Shuttle Craft CMD:SHU(TTLE) This will launch the shuttle craft Galileo if it is on the hanger deck. If the shuttle is on the planet below, then it returns to the Enterprise. You must be in standard orbit, and shields must be down to perform shuttle operations. The shuttle craft is one way to get a landing party to the surface of a planet to survey for dilithium crystals. The transporter is another. @TRANSPORT #6 Transport Landing Party CMD:TR(ANSPORT) This command will beam a landing party to and from the planet below. Shields must be down, and you must be in orbit around the planet. If there are no landing parties out, you will beam one down. If a landing party is out this command attermpts to beam them back. The transporter is one way to visit a planet in search of Dilithium crystals. The shuttle craft is another. @MINE #6 Mine Dilithium Crystals CMD:MI(NE) This command will start mining operations on the planet that you have landing parties on. If there are crystals you must recover your landing parties, bringing the crystals with them, before you can load them. @CRYSTALS #6 Load Dilithium Crystals CMD:CR(YSTALS) [number] This command loads dilithium crystals into the main warp reaction chamber. This feeds back energy drawn on ships supplies back into the reaction chamber giving you virtually unlimited power, and continious 100% deflector shields. However, due to the rough shapes of these raw crystals, they do not last forever, so it is wise to use them sparingly. When one or more crystals are loaded, your ships energy remains at full, shields are always 100% while raised, and the warp engines will not explode at high warp speeds. @HOLD #6 Hold the Current game CMD:HOLD This command holds the current game without quiting, in effort to save the phosphor of the screen. @COMMANDS #6 Information on Commands CMD:COMMANDS [command name] This command gives you information on all or one command. If no command name is specified, then a list of all valid commands is given. but since you are reading this, you must know that, because you had to enter in the command : COMMANDS COMMANDS.