ˆ-------------------------------‰ | FULL DOC`S FOR STAR TREK AGA | Š-------------------------------‹ TABLE OF CONTENTS ================= GAME SYSTEM SHIP SYSTEM THE LANDING PARTY STANDARD EQUIPMENT THE SENARIOS COMMENDATION POINTS BACKGROUND GETTING STARTED --------------- LOADING INSTRUCTIONS 15M OF H/DRIVE SPACE IS NEDE WHILE THE GAMES IS UNCRUNCHING,THIS THEN GOES DOWN TO 9Meg AFTER INSTALLATION IS COMPLETE. BOOT YOUR COMPUTER,WHEN YOU SEE THE BIG USS ENTERPRISE ICON DRAG IT WHERE YOU WANT THE GAME TO BE INSTALLED-: E.G DRAG THE ICON TO DH0: THEN DOUBLE CLICK ON THE ICON,THEN IT WILL START TO UNCRUNCH. (THE DOCS FOR LOADING ARE STILL FOR P.C USERS SO THATS HOW I INSTALLED IT..Hot Tuna!) GAME SYSTEM =========== IN STAR TREK 25TH ANNIVERSARY YOU TAKE ON THE ROLL OF CAPTAIN OF THE ENTERPRISE,JAMES T.KIRK.AS CAPT KIRK YOU ARE FACED WITH THE SAME COMMAND DECISIONS HE FACED,BUT IT`S YOUR CHOICE THAT WILL DECIDE THE FATE OF THE USS ENTERPRISE CREW.THE GAME IS SPLIT INTO TWO SECTIONS,ONE FOR WHEN YOU ARE ON THE BRIDGE,THE OTHER FOR WHEN YOU ARE ON A PLANET OR ANOTHER STAR- SHIP. ON BOARD THE STARSHIP ENTERPRISE -------------------------------- CAPTAIN KIRK OVERSEES THE CONTROLS OF THE USS ENTERPRISE FROM THE BRIDGE FROM HERE YOU CAN ISSUE COMMANDS TO THE CREW,TRAVEL TO AND COMMUNICATE WITH NEW WORLDS,AND ENGAGE DEADLY COMBAT.THE BRIDGE CREW EACH HAVE THEIR OWN DUTIES.BY SELECTING THE APPROPRIATE CREW MEMBER,YOU CAN ORDER THAT OFFICER TO EXECUTE THAT TASK.WHAT TASKS EACH CREW MEMBER PERFORMS IS LISTED BELOW. CAPTAIN KIRK ------------ YOU ARE CAPTAIN KIRK.YOU CAN CHECK STARFLEET COMMANDS REVIEW OF YOUR PER- FORMANCE BY SELECTING THE CAPTAINS LOG ICON.CHOOSE THE TRANSPORTER ICON WHEN YOU WISH THE LANDING PARTY TO LEAVE THE SHIP.EVEN STARSHIP COMMANDERS HAVE TO GO TO SLEEP NOW AND THEN!OR WOULD LIKE TO LET OTHERS SLEEP.SELECT THE OPTIONS ICON AND A NEW SET OF ICONS WILL BE DISPLAYED-: SAVE GAME LOAD GAME MUSIC ON/OFF EFFECTS ON/OFF SPOCK ----- COMMANDER SPOCK OCCUPIES THE SCIENCE STATION.ONCE YOU ENTER ORBIT,HE WILL SCAN THE AREA WITH THE SHIPS SENSORS AND GIVE A REPORT.HE WILL OFFER VALUE- ABLE ADVICE IF YOU SELECT THE TALK ICON.SPOCK HAS ACCESS TO THE SHIPS LIBRARY COMPUTER-IF YOU SELECT THE COMPUTER ICONYOU CAN TYPE ANY SUBJECT TYPE THE SUBJECT YOU WISH TO GET INFORMATION ON AND THEN PRESS MR SCOTT -------- COMMANDER SCOTT SITS IN THE ENGINEERS STATION.FROM THERE HE DIRECTS DAMAGE CONTROL AND THE SHIPS ENGINES.DURING COMBAT,MR SCOTT WILL DIRECT HIS DAMAGE CONTROL TEAMS TO FIX THE MOST DAMAGED OF THE SHIPS SYSTEMS FIRST UNTIL ALL THE DAMAGE IS EQUAL,THEN SPREAD THE TEAMS OUT SO THAT ALL THE DAMGED AREAS ARE BEING FIXED AT THE SAME RATE.BY SELECTING THE DAMAGE CONTROL ICON,YOU CAN TELL MR SCOTT TO CONCENTRATE ON A PARTICULAR SYSTEM FIRST.ONCE THAT IS FIXED HE WILL AUTOMATICALLY RETURN TO HIS AUTOMATIC PATTERN.SEE THE SECTION SHIP SYSTEMS FOR MORE DETAILS.ALSO YOU CAN ORDER MR SCOTT TO GIVE YOU EMER- GENCY POWER.THIS ONLY LASTS A SHORT TIME THE STRAIN ON THE ENGINES IS SUCH THAT IT WILL TAKE SEVERAL MINUTES BEFORE THAT COMMAND CAN BE GIVEN AGAIN. UHURA ----- LIEUTENANT UHURA IS THE COMMUNICATIONS OFFICER.IF YOU NEED TO TALK OR SEND INFORMATION TO ANOTHER SHIP OR PLANET,SELECT THE COMMUNICATIONS ICON.UHURA WILL OPEN HAILING FREQUENCIES AND TRY TO ESTABLISH CONTACT.ONCE COMMUNICAT -TIONS ARE ESTABLISHED,YOU CAN ORDER HER TO SEND COMPUTER DATA FILESAND OTHER INFORMATION BY SELECTING THE COMMUNICATIONS ICON AGAIN. SULU ---- LIEUTENANT SULU IS THE SHIP`S HELMSMAN,BY SELECTING THE ORBIT ICON,SULU WILL TAKE THE SHIP IN OR OUT OF ORBIT.YOU CAN`T "BEAM DOWN"TO A PLANET UNTIL YOU ARE IN ORBIT DUE TO THE TRANSPORTERS RANGE.SULU ALSO CONTROLS THE SHIPS SHIELDS-BY SELECTING THE SHIELDS ICON HE WILL RAISE OR LOWER THE MAIN DEFLECTOR SHIELDS CHECKOV ------- ENSIGN CHECKOV IS ASSIGNED TO NAVIGATION.SELECTING THE NAVIGATION ICON WILL BRING UP A STAR MAP.YOU WILL NEED TO REFER TO THE STAR MAP FOR THE NAMES OF THE STARS.SELECT YOUR DESTINATION AND THE USS ENTERPRISE WILL ARRIVE AT WARP SPEED.DURING COMBAT,CHECKOV CONTROLS THE SHIPS WAEPONS SYSTEMS.BY SELECTING THE WEAPONS ICON,HE WILL ACTIVATE OR DE-ACTIVATE THE SHIPS PHASERS OR PHOTN TORPEDOES.YOU CAN`T SHOOT UNTIL YOU`VE ARMED THE WEAPONS! SHIP SYSTEMS ============ THERE ARE A NUMBER OF SYSTEMS THAT ARE VITAL TO THE OPERATION OF THE USS ENTERPRISE DURING COMBAT.IF DAMAGED,MR SCOTTWILL ASSIGN DAMAGE CONTROL PARTIES TO MAKE REPAIRS. SHIELDS ------- THE MAIN DEFLECTOR SHIELDS PROTECT THE USSS FORM DAMAGE DURING COMBAT.ONCE ACTIVATED,THEY WILL NULLIFY A PORTION OF THE DAMAGE DONE TO THE SHIP.THE MORE DAMAGE THEY ABSORB,THE LESS EFFECTIVE THE SHIELDS BECOME UNTIL THEY FAIL COMPLETELY.THERE ARE SIX SHIELDS FRONT,LEFT,RIFGT,TOP AND BOTTOM. EACH IS DAMAGED INDIVIDUALLY,SO IF YOUR LEFT SHIELD IS DAMAGED,YOU MAY WANT TO TRY AND KEEP THAT SIDE AWAY UNTIL MR SCOTT CAN REPAIR IT! PHASERS ------- THESE ARE ONE OF THE TWO PRIMARY WEAPONS USED BY THE USS.PHASWRS ARE PHASED LIGHT BEAMS.SOMEWHAT SIMILAR TO A LASER BEAM.AFTER FIRING,THEY MUST RECHARGE BEFORE THEY CAN BE FIRED AGAIN.THIS IS QUICKER THAN PHOTON TORPEDOES CAN BE RELOADED,BUT DRAW A LARGE AMOUNT OF THE SHIPS POWER AND DON`T PACK QUITE SO MUCH PUNCH TORPEDOES DO.IF SUFFICIENTLY DAMAGED,ONE OR BOTH PHASERS CAN BE KNOCKED OUT OF COMMISSION. PHOTON TORPEDOES ---------------- THESE ARE CHARGED OF MATTER AND ANTI-MATTER SEPARATED IN MAGNO-PHOTON FORCE FIELDS.PHOTON TORPEDOES DETONATE ON IMPACT.THE ADVANTAGES OF PHOTON TORPEDO S IS THAT THEY TAKE LESS ENERGY TO RELOAD AND ARE SOMEWHAT STRONGER THAN PHASERS.THE DOWN SIDE IS THEIR LENGHTY RELOAD TIME,AND SLOWER SPEED TO TARGET THE SLOWER SPEED REQUIRES YOU TO LEADTHE TARGET MORE THAN YOU WOULD WITH PHASERS. SENSORS ------- THE MAIN SENSOR ARRAY IS REPRESENTED BY THE MAIN VIEW ON YOUR SCREEN.WITH- OUT THIS YOU ARE VIRTUALY BLIND!AS IT ACCUMILATES DAMAGE,THERE WIL BE A GREATER AND GREATER INTERFERENCE PATTERNS OBSCURING YOUR VIEW.IF YOU EVER WANT MR SCOTT TO CONCENTRATE HIS DAMAGE PARTIES ON SOMETHING THIS IS IT. BRIDGE ------ THE BRIDGE ITSELF IS HEAVILY ARMOURED AND SHEILDED,BUT THE CONTROLS TO THE SHIP CAN TAKE DAMAGE.THE SHIP WILL HANDLE SLUGGISHLY AS DAMAGE TO THE BRIDGE MOUNTS. HULL ---- THERE IS NOT ALOT CAN BE DONE ABOUT THIS IN THE MIDDLE OF COMBAT.MR SCOTT WILL REPAIR IT AFTER BATTLE,BUT IT IS POSSIBLE TO KEEP THE OTHER SYSTEMS GOING WHILE THE HULL RIPS ITSELF TO PIECES FROM THE STRESS DAMAGE.ONCE THE HULL FAILS,THE USS IS DESTROYED. WARP AND IMPULSE ENGINES ------------------------ POWER FOR THE SHIPS MOVEMENT IS PROVIDED BY THE USS`S ENGINES,THE TWO WARP PODS PROVIDE THE BULK OF THE POWER AND ARE REQUIRED FOR WARPING SPACE TO TRAVEL AT FASTER THAN LIGHT SPEEDS BETWEEN STARS.THE IMPULSE ENGINES PROVIDE CONSIDERABLY LESS POWER THAN WARP ENGINES BUT CAN PROVIDE A NICE RESERVE.DURING COMBAT,THERE IS NO DISTINCTION MADE BETWEEN POWER TYPES.NR SCOTT WILL REPAIR THE WARP AND IMPULSE ENGINES AS A WHOLE RATHER THAN TREAT ING THE WARP AND IMPULSE ENGINES AS SEPARATE UNITS. POWER ALLOCATION ---------------- POWER ALLOCATION IS OPTIMISED BY THE SHIPS COMPUTERS.SHIELDS ARE THE FIRST PRIORITY AND WILL BE CHARGED AS LONG AS POWER IS AVAILABLE.AS LONG AS THE WEAPONS ARE ARMED THEY WILL HAVE SECOND PRIORITY ON POWER.PHASERS DRAW A FAIR AMOUNT OF POWER TO CHARGE,BUT POWER REQUIREMENTS ARE LOW ONCE THEY ARE FULY CHARGED.PHOTON TORPEDOES HAVE LOW POWER REQUIREMENTS.WHATEVER POWER IS LEFT OVER IS FOR SHIP MOVEMENT.THE SHIP WILL TRY TO MOVE AT THE SPEED LAST COMMANDED BUT YOU MAY NOT BE ABLE TO GO THAT FAST WITHOUT TAKING SHILEDS OR WAEPONS OFF LINE.AS LONG AS THE ENGINES ARE DAMAGED,THE USS HAS THE POWER TO GO TOP SPEED AND ARM WEAPONS AND SHIELDS.IF THE POWER SHOULD BE LOST THEN THE SHIP EFFECTIVELY SLOWS DOWN,FURTHER DAMAGE CAN BRING THE SHIP TO A HALT AND THEN PREVENT THE PHASERS HAVING ENOUGH POWER TO CHARGE.THE DESTRUCTION OF THE USS ENTERPRISE WILL PROBABLY SOON FOLLOW. OPPOSING SHIPS -------------- ASIDE FROM MOCK COMBAT WITH ANOTHER FEDERATION HEAVY CRUISER,THERE ARE SEVERAL STARSHIPS THAT MAY OPPOSE YOU IN COMBAT-: KLINGON BATTLE CRUISER ---------------------- THE KLINGON EMPIRE IS AN AGRESSIVE CULTURE THAT EXOLS WARRIOR VALUES. OUTRIGHT WAR IS PREVENTED BY THE ORGANIAN PEACE TREATY,BUT THE KLINGONS HAVE BEEN ABLE TO PREVOKE MORE THAN A FEW INCIDENTS.ARMED WITH DISRUPTORS AND PHOTON TORPEDOES,KLINGON VESSLES ARE SIMILAR IN SPEED AND MANOEUVRABILTY TO THE USS.THE SINGLE TORPEDO LEAVES THE FIRE POWER SOMEWHAT WEAKER BUT FACING TWO OF THESE CRUISERS WOULD BE DEADLY. ROMULAN WARBIRD --------------- ROMULANS FOUGHT AN INCONCLUSIVE BUT EXCEEDINGLY FEIRCE WAR AGAINST THE FEDERATION A CENTURY AGO.A NEUTRAL ZONE AGREED BY TRAETY SEPARATES THE TWO SOCIETIES,BUT VIOLATIONS ON BOTH SIDES HAVE ACCURRED.ROMULANS ARE THE SAME GENETIC STOCK AS THE VULCANS,BUT HAVE NOT LEARNT THE VULCANS VALUES OF PEACE AND LOGIC.THE ROMULAN SHIPS ARE SLOW,MANOEUVRE POORLY,BUT HAVE TWO ADVANTAGE S: A POWERFUL PLASMA TORPEDO AND A CLOAKING DEVICE THAT RENDERS IT DIFFICULT TO DETECT IN BATTLE ECEPT WHEN FIRING A TORPEDO. BEWRAE DUR TO THE RECENT ALLIANCE THE ROMULANS HAVE AQUIRED SOME KLINGON BATTLE CRUISERS WHICH HAVE BEEN RETRO FITTED WITH CLOAKING DEVICES. ELASI PIRATES ------------- A LOOSE CONFEDERATION OF PIRATE CAPTAINS THAT PREY ON SHIPPING FOR THE MOST PART.THIER SHIPS ARE SMALL AND QUICK AND ARE ONLY ARMED WITH PHOTON TORPEDO THEY ARE PRIMARILY A DANGER WHEN ATTACKING WITH TWO OR MORE SHIPS. THE LANDING PARTY ================= WHEN TRANSPORTIMG TO PLANET OR OTHER STARSHIP THE CAPTAIN WILL LEAD THE PARTY OF HIMSELF,SPOCK,BONES AND A SECURITY OFFICER.BE WARNED,SITUATIONS CAN GET DANGEROUS.IF KIRK,SPOCK OR BONES GETS KILLED BY YOUR ACTIONS THEN THE GAME IS OVER.GENERALLY THERE IS SOME KIND OF WARNING PLACED IN THE GAME - YOU DON`T HAVE TO LEARN BY DYING BUT YOU CAN DIE!LOSING A SECURITY DOESN`T MEAN YOU HAVE LOST,YOU CAN CONTINUE THE MISSION.CONSTANTLY LOSING SECURITY OFFICERS IS FROWNED UPON BY THE FEDERATION. MOVING ABOUT ------------ SIMPLY CLICK AND POINT TO THE AREA YOU WISH KIRK TO GOTO.OR JOYSTICK FIRE BUTTON.HE WILL WALK TO THE SPOT AUTOMATICALLY.YOU WILL ONLY CONTROL THE KIRK MOVEMENT DIRECTLY.THE OTHER MEMBERS OF THE LANDING PARTY WILL MOVE WHEN CIRCUMSTANCES REQUIRE IT. COMMAND ICONS ------------- BY PRESSING RIGHT MOUSE BUTTON OR SPACE BAR,YOU CAN CALL UP THE COMMAND INTERFACE.SELECT WITH THE FIRE BUTTON,LEFT MOUSE OR ENTER KEY.TO CLEAR A CURRENT SELECTION OR ESCAPE A MENU USE THE RIGHT MOUSE BUTTONOR ESCAPE KEY THIS PATTERN IS USED THROUGHOUT THE LANDING PARTY MISSIONS.BY SELECTING THE APPROPRIATE AREA YOU CAN USE THE FOLLOWING COMMANDS-: TALK ---- PLACE THE CURSOR OVER THE ICONS MOUTH TO SELECT IT.THE NORMAL CURSOR WILL THEN BE REPLACED WITH THE TALK CURSOR.PLACE THIS OVER THE CHARACTER YOU WISH TO TALK THEN HIT SELECT AGAIN.YOU MAY BE GIVEN SEVERAL OPTION OF WHAT YOU SAY-BE SURE TO READ THEM ALL BEFORE MAKING AN ANSWER.YOU CAN SCROLL THROUGH THE SELESCTIONS BY CLICKING THE RIGHT MOUSE OR BER.REMEMBER,YOU ARE REPRESENTING THE FEDERATION AND STARFLEET COMMAND WILL REVIEW YOUR PERFORM- ANCE.WHAT YOU SAY CAN AND WILL EFFECT THE ENTITY YOU ARE TALKING TO.DON`T FORGET TO TALK TO SPOCK,BONES AND THE SECURITY OFFICERS THEY MAY HAVE VALUABLE ADVICE TO GIVE. LOOK ---- PLACE THE CURSOR OVER THE EYE ICON TO SELECT IT.THERR WILL NOW BE A LOOK CURSOR.PLACE THIS OVER THE PERSON OR THING YOU WANT TO LOOK AT AND SELECT IT ADDITIONLY,THERE WIL BE AN INVENTORYICON IN THE UPPER LEFT OF THE SCREEN.BY SELECTING THE INVENTORY YOU CAN LOOK AT WHAT YOUR CARRYING. GET --- PLACE THE CURSOR OVER THE HAND ICON THAT IS EXTENDED DOWNWARD TO SELECT IT. PLACE THE CURSOR OVER THE THING YOU WISH TO GET AND SELECT IT.IF THE ITEM CAN BE TAKEN,IT WILL BE ADDED TO YOUR INVENTORY. USE --- PLACE THE CURSOR OVER THE HAND HOLDING THE BALL AND SELECT IT.THE CURSOR WILL BECOME A BALL.FROM HERE IT IS A TWO STEP OPERATION:SELECT THE ITEM OR CREW MEMBER YOU WISH TO USE FOLLOWED BY THE ITEM OR CHARACTER YOU WISH IT TO EFFECT.USE SPOCK ON ALIEN CONTRAPTION AND HE WILL TRY AND USE IT.USE MEDI-KIT ON SECURITY OFFICER AND BONES WILL TRY AND USE IT HEAL HIM.USE KIRK WITH COMMUNICATOR AND HE WILL CONTACT THE SHIP.REMEMBER THIS IS A TWO WAY OPERATION IT MUST INCLUDE TWO THINGS. OPTIONS ------- PLACE THE CURSOR OVER THE STARFLEET SYMBOL AND SELECT IT,THIS WILL BRING UP A SELECTION OF ICONS SIMILAR TO THE ONES AVAILABLE ON THE BRIDGE: SAVE GAME,LOAD GAME,MUSIC ON/OFF SOUND EFFECTS ON/OFF STANDARD EQUIPMENT ================== THE LANDING PARTY COMES EQUIPED WITH SEVERAL ITEMS.THE FOLLOWING GIVES A BRIEF DISCRIPTION OF EACH.OTHER ITEMS CAN BE FIGURED OUT AS YOU GO ALONG. PHASER ------ TWO ICONS ARE SHOWN,ONE FOR STUN AND THE OTHER FOR DEMATERAILISATION.THE HAND PHASER IS SIMILAR TO THE USS PHASERS IN OPERATION.IT IMPARTS A SMALL AMOUNT OF ENERGY TO AN OBJECT IN STUN MODE,A DESTRUCTIVE AMOUNT ON FULL POWER(DEMATERAILISATION). TRICORDER --------- THIS IS FOR SENSING AND SCANNING.THINK OF IT AS A POWERFUL LOOK DEVICE.IT IS CALABRATED FOR SCIENTIFIC READ-OUTS AND BONES FOR MEDICAL READ-OUTS.IF SOME ONE IS INJURED BONES IS THE OBVIOUS CHOICE AND SCIENTIFIC MATTERS FOR MR SPOCK. MEDICAL KIT ----------- BONE`S TRICORDER IS A DIAGNOSTIC AIDE-YOU NEED TO USE THE MEDI-KIT TO ACTUALLY CURE SOME-ONE. COMMUNICATOR ------------ YOU CAN TALK TO MR SCOTT ABOARD THE USS WITH THIS AND GET ADVICE OR ISSUE COMMANDS.YOU CAN GET ANYONE TO DO THIS,BUT IT`S KIRK WHO WILL DO ALL THE TALKING. THE SCENARIOS ============= EACH MISSION WILL START WITH A BRIEF FROM STARFLEET CONTROL.YOU WILL NEED TO NAVIGATE TO THE STAR SYSTEM STARFLEET ASSIGNS YOU AND RESOLVE THE SITUATION. YOU MAY FACE INTERFERENCE FROM OTHER SHIPS.AFTER COMPLETION OF THE MISSION STARFLEET WIL EVALUE YOUR POSITION.THER ARE MULTI OUTCOMES.SO BE SURE TO SAVE THE GAME IF YOU WANT TO EXPERIMENT. COMMENDATION POINTS =================== THE BETTER YOU DO ON A MISSION THE BETTER STARFLEET WILL AWARD YOU POINTS. THIS WILL HELP YOUR FINAL EVALUATION,BUT ALSO IN A MORE PRACTICAL SENSE.THE PERFORMANCEOF YOUR CREW IN COMBAT WILL INCREASE.MR SCOTT WILL BE ABLE TO REPAIR QUICKER,SULU WILL BE ABLE TO MOVE THE SHIP BETTER,CHECKOV WILL BE ABLE TO TARGET ENEMY SHIPS BETTER.IT WILL BE VERY DIFFICULT AGAINST LATER COMBATANTS WITHOUT THESE SKILLS. BACKGROUND ========== CAPT KIRK --------- IN HIS FORTH YEAR OF HIS FIVE YEAR MISSION IN SPACE.HE IS THE YOUNGEST ACADEMY GRADUATE TO BE A CAPTAIN IN THE STARSHIP COMMAND.AN IDEALIST,HE DRIVES HIMSELF HARD AND IS DECISIVE,BUT LISTENS TO HIS CREW THOUGHTFULLY. SPOCK ----- HE IS CONSIDERED THE FINEST FIRST OFFICER IN THE WHOLE STARFLEET.SPOCK IS HALF HUMAN HALF VULCAN.HE ADHERES TO VULCAN DISCIPLINE OF LOGIC THAT SEEKS TO CONTROL EMOTION.HE HAS INTENSE LOYALTY TO THE CAPTAIN,STOIC IN THE FACE OF DANGER HE HAS A RAZOR SHARP MIND. LEONARD"BONES"MCCOY ------------------- HEAD OF THE MEDICINE DEPARTMENT.OUTSPOKEN,CYNICAL,HE DELIGHTS IN BATTLES OF WIT WITH MR SPOCK.HE REPRESENTS THE REVERSE SIDE OF SPOCKS UNEMOTIONALISM. FOR ALL THEIR VERBAL SPARRING THEY ACTUALLY LIKE EACH OTHER. MONTGOMERY"SCOTTY"SCOTT ----------------------- THE EVER RESOURCEFUL ENGINEERING OFFICER.THE THIRD IN COMMAND,HE ASSUMES CHARGE OF THE VESSEL WHILE KIRK AND SPOCK ARE NOT ABOARD.HE DELIGHTS IN HIS ENGINEERING AND VIEWS THE USS AS HIS OWN.HE WORKED HIS WAY UP THE RANKS THROUGH HIS SHEER LOVE OF ENGINEERING. LIEUTENANT SULU --------------- THE SHIP`S HELMSMAN HE IS THE MODEL OF AN EFFICIENT OFFICER NEVER NEEDS TO BE GIVEM THE SAME ORDER TWICE. LIEUTENANT UHURA ---------------- COMMUNICATIONS OFFICER.HER NAME MEANS "FREEDOM".SHE DELIGHTS IJ SINGING IN HER OFF HOURS.AND IS AN EXPERT ON COMMUNICATIONS WHILE ON DUTY. ENSIGN PAVEL CHECKOV -------------------- RELIABLE BUT BRASH AND INEXPERIENCED.THIS SHIP IS HIS FIRST ASSIGNMENT.RAW MATERAIL WAITING TO BE HONED BY KIRK.CHECKOV WAS BORN IN RUSSIA. STAR MAP: (the so called copy protection !) ___ ___ ___ ___ ___ ___ ___ ___ |1 | | | | | | | | | | | | | | | 8| | ___ ___|___|___|___|___|___|___|___|__9|___ ___ | | 2| |3 | | | | | 7 | | | | | | | | | | |6 | | | 10| | | |___|___|___|___|4_5|___|___|___|___|___|___|___| | | | | | | | | | | | | | | | | | | | | 15| | 14| 13| |11 | |___|19_|_18|___|17_|___|___|___|___|___|___|___| | | | | | | 12 | | | | | | | | _|___ ___|__20___|_______|_16 ___|_______|___ ___|_ | | | | | | | | | | | | |_____|___________|_______ _______|___________|___ _| | | | | | | | | | | |____|_________|________|_____| All the numbers in the grid above relate to the Planets that you will have to Orbit. The position of the numbers in each section is roughly where the Star is positioned on the Star Map. 1: Centurius 11: Shiva Omicrom 2: Cameron's Star 12: Alpha Proxima 3: Ark-7 13: Omega Mealstrom 4: Harlequin 14: Argos IV 5: Harrapa 15: Beta Myamid 6: Elasi Prime 16: Sirus 7: Digital 17: Sigma Zhukova 8: Strakeer 18: Castor 9: Hrakkour 19: Pollux 10: Tri-Rho Nautica 20: Christgen Use the above Star Map by pressing N when you need to visit a location. (from Bridge) It looks a little different from what you will see on screen but you should be able to work out the positions easily if you split the screen into blocks like my grid above.