1 Damage Report
2 Plasma Devices
3 Hitting Mines
4 Attack Player
5 Transport Base
6 Movement
7 Sanctuary
8 Fighters
9 Mines
10 Port
11 Autopilot
12 BattleGroup
13 Macro
14 Main Menu
15 Genesis Device
16 Pulsar Bomb
17 Planetary Stn/clk
18 Planet Menu
19 Team Menu
20 S-Base Transport
21 Starbase Menu
22 Interstel
23 Guild/Death Payoff
24 Fines
25 Credit Account
26 Stocks
27 Reporting Cabal
28 Alpha Centauri
29 SOL
30 Joe's Bar & Grill
31 Amazing Devices
32 Devices
:1
                  DAMAGE REPORT

       The damage report command gives you a
report of the damage that your ship's systems
and accessory devices have sustained.
       Damaged is sustained in the form of TURNS.
For each turn that a device has been damaged, it
requires one turn to repair turn of damage the
device in question has susatained. If your ship
has sustained damaged, you will be allowed to
repair it here using your turns remaining.

NOTES:

  1) You may also repair your ship using repair
     turns (which are less costly than normal
     turns) at SOL in sector #1, providing you
     can get there.

  2) The first few devices listed are your ship
     systems. (These are essential to your
     operation in the game). Repairing them is
     very important.

  3) Ship systems may only sustain up to 150
     turns of damage.

  4) If your engines are damaged, you may not
     move until you repair them. (Unless you
     use a teleportation device of some type)

  5) Certain devices (i.e. Armor, krypton
     deflectors, etc) are immune to turn-damage.

  6) Invasion Packs may report turn damage. In
     this case, the phaser bank/shield of the
     invasion pack is damaged, but the Krypton
     deflector portion is unharmed.
:2
                  PLASMA EDITING

       Using a plasma device in a sector will
allow you to edit the warp-links in the sector.
You may link any warp in the sector (of the
eight possible) to any other sector in the
universe. The warp will be linked both ways. You
must have a plasma device to do this; And the
plasma device is used up when you edit the
link.

NOTES:

  1) The federation has banned linking warps
     to/from sectors 1-10.

  2) You may not link a sector in that already
     has all eight of its warps filled.

  3) Plasma use is recorded in the news file.

  4) Excessive plasma use may arouse the sus-
     picion of the metrons/
:3
                      MINES

       You are in the process of hitting mines,
krypton bombs, or some other form of explosive
device. The best thing to do is kick back and
relax while your fighters/holds are being
destroyed.

NOTES:

  1) On average, mines will do 400 fighters of
     damage each.

  2) On average, Krypton bombs will do 20,000
     fighters of damage each.

  3) Krypton bombs WILL damage your devices;
     Mines MAY damage your devices.

  4) If your EM-Warp becomes damaged while you
     are hitting mines, it will offer you no
     protection until you have repaired it.
:4
                  ATTACK PLAYER

       You are in the attacking or preparing to
attack another player. Attacks are basically a
fighter-based combat. Your fighters will be put
up against his fighers, there's a 50/50 chance
of whose fighters are destroyed. If you destroy
all of his fighters, you will destroy his ship
and possibly salvage some equipment.

NOTES:

  1) If the ship being attacked has an emergency
     warp (EM-Warp) device, he may be able to
     escape when all of his fighters are wasted.

  2) If you fail in your attack, the other
     player's fighters may counter-attack you.

  3) If the other player is carrying devices or
     holds, you may be able to salvage them.

  4) If the other player is carrying explosive
     devices and you destroy his ship, they may
     go off.
:5
                  TRANSPORT BASE

       The transport base allows you to teleport
your ship to any sector within the know galaxy.
To do this, you must have transport pass which
may be purchased at a moderate price at SOL in
sector one.
       You may also use starbase teleporter
services to/from the transport base just like
a normal starbase.

NOTES:

  1) If you teleport into a sector which
     contains mines, they may go off.

  2) One transport pass is used up each time
     you use the port.
:6
                      MOVE

       The MOVE command is your basic means of
traveling from one sector to another. A turn is
used eachtime you move.

NOTES:

  1) The autopilot (Y) command may be used to
     enter a course in to move to a specific
     sector that is not adjacent to the one
     you are in.

  2) If you move into a sector that has a
     hostile defense force, you must defeat
     that force to enter the sector.

  3) If you move into a sector with hostile
     mines, they will go off.
:7
                    SANCTUARY

       Sanctuary is a special port located in
sector nine that will allow small players to
dock inside the port and be protected from any
hostile attacks. Sanctuary is only available to
players whose team score AND player score are
both under one million.

NOTES:

  1) Sanctuary only protects your ship; Any
     defense forces, planets, starbases, etc
     belonging to you are open for attack.

  2) Inside sanctuary, your ship is completely
     protected; Absolutely nothing can happen
     to it.

  3) If you don't logon for 30 days, you may
     still be deleted from the game.
:8
              FIGHTER DEFENSE FORCE

       This command allows you to leave a
defense force of fighters in the sector to
protect the sector from hostil forces. You may
leave any amount of fighters in the sector up
to the amount that you are currently carrying
with you (in addition to any fighters that are
already in the sector)

NOTES:

  1) You can't leave a defense force in a sector
     that already has a defense force belonging
     to another player in it.

  2) Defense forces cannot be left in sectors
     one through ten.

  3) Setting your defense force to <Attack
     Cabal> will have the federation pay you ten
     percent of the fighters worth per day, but
     the fighters will only attack the cabal,
     not other players.

  4) The defense group will allow your team
     mates to enter the sector.

:9
                   DROP MINES

       This command allows you to drop sector
mines in a sector to protect it from others. The
mines will detonate, doing severe damage to any
player other than yourself or your teamates when
they enter the sector.

  1) Mines may not be left in sectors one
     through ten.

  2) Setting your defense force to <Attack
     Cabal> will cause the federation to pay you
     ten percent of the value of your mines
     per day as rental, but your mines will
     only protect against the cabal.

  3) You may not drop mines in the sector if
     another player already has mines there
     unless you force-detonate the mines.
:10
                      PORT

       The port command is the priciple means of
making money in GW through trading. The process
of trading is far to complex to outline in this
simple poop-up window, so I suggest that you
consult the Galactic Warzone manual (available
through the "Z" command of the main menu).

NOTES:

  1) Docking requires one turn unless you have a
     speed-dock accessory.

  2) Sectors 1-10 have special ports that
     provide specialized services for your
     ship.
:11
                    AUTOPILOT

       The autopilot command will utilize your
ship's computer to calculate the quickest path
from your current sector to a destination
sector. You will then be given the option to
enter this course into autopilot which will
automatically fly you there.

NOTES:

  1) The Starbase-Autopilot and Scout-Autopilot
     devices significantly enhance the autopilot
     command.

  2) Autopilot will move you to the destination
     sector-by-sector which means you will have
     to deal with any mines/fighters that could
     be in your path.
:12
                  BATTLE GROUP

       The battle group command will allow you
to send a fleet of fighters (or a one fighter
scout) to any sector in the universe. It will
report back on any planets, starbases, hostile
forces, etc that it locates.
       Sending one fighter will send the group
in "Scout mode" which means that your scout will
attempt to evade any trouble. Sending multiple
fighters will send the group in "battle mode"
which means your fighters will attack various
things if they encounter them.

NOTES:

  1) If your scout/group encounters a hostile
     defense force, they may do battle. This
     goes for hostile mines as well.

  2) Scouting is good to do before an autopilot
     to make sure the route is clear.
:13
                      MACRO

       The macro command allows you to record a
string to text that will be used as your
commands any time you press the CONTROL-N key
on your keyboard. The string may contain any
characters (except control-N) and may be up to
80 characters in length.

NOTES:

  1) Your macro is lost when you log off.

  2) The macro may/may not be aborted at some
     points if it contains errors. (I.e.
     tries to move to a sector that you can't
     get to, etc)

  3) The macro is very useful when doing
     repetive actions such as trading.
:14
                    MAIN MENU

       You are at the Galactic Warzone main
menu. From here, you can perform a variety of
services needed to play the game. There is
too much information to place in this pop-up
help about this title, so I will refer you to
the galactic warzone manual which can be
viewed with "Z" from the main menu.

NOTES:

  1) "Z" will show you the GW manual. (35+
     pages; explains most aspects of the
     game)

  2) "?" will show you a quick menu of available
     commands.
:15
                     GENESIS

       Genesis devices are used to create
planets. Each genesis device is capable of
creating one planet. They may be purchased at
port SOL in sector number one.

NOTES:

  1) There may only be one planet per sector. If
     a planet is destroyed (either through
     pulsar damage or invasion damage), then you
     can place a planet in the sector to replace
     the destroyed one.

  2) You may carry as many genesis devices as
     you wish.

  3) Rumors indicate that there may be a maximum
     limit of 500 planets in the universe.
:16
                 PULSAR BOMB

       Pulsar bombs are nuclear devices capable
oof doing immense damage to a planet or star-
base. At Present, there are four known ways in
which pulsar bombs may be used.

  1) Dropped on a planet while after the player
     has landed. (You would first have to defeat
     any defenses on the planet)

  2) Launched from a starbase in the sector.

  3) Launched from a player's ship which is
     equipped with a pulsar tube. (You do not
     have to defeat planetary defenses for this
     method)

  4) Left on a starbase for self-destruct-on-
     capture purposes. (Multiple bombs are
     usually left for this purpose)

       Pulsar bombs may be purchased from SOL in
sector one, produced on a starbase, or won in
the lottery.

NOTES:

  1) Pulsar bombs usually do 1,000 production
     units of damage if dropped while the player
     is on the planet, 500 production units
     of damage if launched from methods #2
     or #3, or 1,000 units of damage if a star-
     base self-destructs via method #4.

  2) You may transport up to 64,000 pulsar bombs
     on your ship at any one time. A maximum
     of 64,000 pulsar bombs may be left on a
     starbase.
:17
             PLANETARY STUN/CLOAK XFER

       This option allows you to transport stun
mines and cloaking devices to/from the planet's
surface. You may either transport the devices in
a one-at-a-time manner or if you posess a device
transport, you may transport them in bundles of
255. Below is a listing of the devices and their
functions:

   CLOAK: Makes your planet invisible to players
          without anticloaking devices and
          battle groups.

   STUN:  Does damage to the players devices and
          ship systems in the form of turns.
          Only used as a last-resort weapon when
          you planet is in danger of being
          captured.

NOTES:

  1) If a planet is captured, the cloaking
     devices will be captured with it.

  2) Cloaking not only attempts to make your
     planet invisible to sensors, but also
     causes interference to planetary
     scanners and early warning sensors.

  3) When stun mines detonate, they all detonate
     at once. If an invader has armor of some
     type, he can deflect a portion of the
     damage.
:18
                   PLANET MENU

       The planet menu is a submenu providing
various commands needed to manage your planets.
In order to get to this menu, you must either
land on a friendly planet (i.e. owned by you
or one of your teammates) or defeat/capture an
enemy planet.
       There are an immense number of planetary
commands so we will once again refer you to the
GW manual for help which is available with "Z"
from the main menu.

NOTES:

  1) You may create a planet with a Genesis
     device which may be purchased at SOL
     in sector one.
:19
                    TEAM MENU

       The team menu provides various services
used to accomodate team play in GW. You may
Join, Quit, Create, and list teams. Here are
some topics of interest:

Why Play on Teams
-----------------
       Playing on a team is almost a necessity
in GW. Team play gives you a form of collective
security, meaning that your team members defense
forces also aid in defending your ship and
property.

How to join/start a team
------------------------
       Teams may have a maximum of four players
so you may have to shop around for one that both
has room and has players willing to let you
join. Usually, just write messages to other
players on teams and one will respond, giving
you the password to join.
       If you want to create a team, you can use
the create-team command.

The Team Quit Rule
------------------
       A while back, we had troubles with
players repetetively quitting and joining teams
in order to evade taxes. Because of this, the
galactic council has created the one-day team
quit rule.
       To quit a team, you must have 1) Been on
the team for one day or more or 2) Be on a team
by yourself.

NOTES:

  1) See the above Team Quit rule, it is
     important.

  2) Being on a team with players of higher
     scores may raise your taxes (or lower
     your sale) at SOL.
:20
               STARBASE TRANSPORT

       Starbases have the unique capability to
transport players from any starbase to any other
starbase in only one turn! This capability is
achieved with the starbase teleporter. To use
it, simply use the [M] command while you are
inside the starbase or the [R] command if you
are outside a starbase, but in the sector.
       Starbases may charge a price for tele-
portation TO the starbase. (There is no charge
to teleport FROM a starbase). If a starbase
charges a price of 64,000 credits, then it is
considered "closed" to all but teammates.

NOTES:

  1) You can always transport to/from the
     federation transport base in sector five.

  2) Purchasing a starbase autopilot will give
     your ship the capability to automatically
     figure starbase teleporters in when
     calculating the shortest path.

  3) Purchasing a starbase teleporter will allow
     you to teleport to any starbase (assuming
     the you meet the "fee" requirements)
     whether there is a starbase in the sector
     or not.
:21
                  STARBASE MENU

       The starbase menu provides all necessary
for managing all aspects of your starbase. You
may control the trading portion of your star-
base, its defensive capabilities, and you may
log off inside the starbase.
       Due to the amount of information
regarding starbases, starbase use is covered
both in the GW manual and in the specific
starbase instruction command.

NOTES:

  1) "?" will get you a quick summary of
     commands.

  2) "H" will display the starbase help
     file.

  3) "Z" from the main menu will display
     the GW manual (which partially covers
     starbase operations)
:22
                    INTERSTEL

       Interstel is a specialized port located
in sector number two which allows players to
perform a variety of financial and other mis-
cellanious functions. Here is a brief rundown
of what you can do at interstel:

       REPORT CABAL       PAY FINES
       BUY/SELL STOCKS    LIST MISSIONS
       SELL STUFF         REPAY TRADERS GUILD
       CREDIT ACCOUNT     FINANCIAL STATUS

NOTES:

  1) By purchasing an Interstel link, you will
     be permitted to remotely use interstel's
     services from any sector in the universe.
:23
               GUILD/DEATH PAYOFF

       Since the Traders Guild provides funds
for all player's starting expenses, they get a
bit upset if you happen to die and their
investment is lost. After a certain number of
deaths, they will start providing you with less
equipment every time you are recreated.
       There are, however, certain ways to get
around these difficulties. For a modest fee, the
Trader's Guild will "forget" how many times you
have died. You may pay them off at their office
at Interstel in sector two.
:24
                      FINES

       The Federation does not take kindly to
players destroying their defense forces or
capturing thier planets. If you are guilty of
any of these high crimes against the federation,
they will impose a fine upon you and after your
fine has accumulated to a certain amount, they
will begin to deny your ship access to the
federation sectors #1 through #10.
       You may repay this fine at the port
Interstel which is located in sector number two.

NOTES:

  1) Since sector two is protected by federation
     fighters, if you accumulate a high fine,
     they will deny you access. Therefore, you
     must either defeat the sector defenses or
     use an interstel link device to gain access
     to the port.

  2) If you accumulate a high enough fines, all
     fighters set to <Attack Cabal> will become
     hostile towards your ship. This includes
     fighters that other players are "renting"
     to the federation.
:25
                 CREDIT ACCOUNTS

       You may invest your credits in a "Credit
Account" at the galactic bank at Interstel in
sector two. Credit acocunts will earn you five
percent of your investment per day.

NOTES:

  1) If you die, any money in your credit
     account dies with you.

  2) Unlike stocks, credit accounts are NOT
     confidential or tax deductable.
:26
                     STOCKS

       The Galactic Stock exchange is located at
Interstel is sector two. The stock market allows
you to invest in a total of five companies as
well as in other players in the game. The stocks
will vary each night during maintenance, cor-
responding with changes in the game.

NOTES:

  1) You may invest in the five galactic warzone
     companies or in individual player's
     scores.

  2) Investment in stocks is completely tax
     deductable, condifential, and is not
     reported in the rankings.

  3) If you die, any money you have invested in
     stocks will die with you.
:27
                 REPORTING CABAL

       The Federation will pay you if you report
the location of cabal fighters to them. You may
report these fighters at the port Interstel in
sector two. The federation will pay you a
certain amount of credits depending on how many
fighters are present.

NOTES:

  1) If someone else has already reported
     fighters in the sector you report, you will
     not be paid.
:28
                 ALPHA CENTAURI

       Alpha Centauri is the local gambling port
in the galaxy. A variety of games are available
for your entertainment and profit. Alpha
Centauri is located in sector three.

NOTES:

  1) The Galactic Lottery is available within
     Alpha Centauri.
:29
                       SOL

       Sol is your basic Galactic Market. You
may purchase such necessities as fighters,
mines, holds, etc. Sol is located within Fed-
eration space in sector number one.

NOTES:

  1) The Federation will grant a sale to smaller
     players and will impose taxes on the larger
     players.

  2) Sol does not require a turn for docking
     purposes.

  3) Repair turns are available from Sol for a
     modest fee.

  4) A device known as the "Armageddon Device"
     was discovered in deep space and brought to
     Sol for examination. It is said that who-
     ever can activate it will be granted great
     wealth.
:30
               JOE'S BAR AND GRILL

       Joe's Bar and Grill is kind of a hang-out
for the local traders. Also known to frequent
the bar are a group of daredevil renegade pilots
known simply as the "spies". Each night the
spies roam the universe in search of information
that they can sell other traders for a profit.
This information may be purchased inside Joe's
Bar and Grill.


NOTES:

  1) Information that the spies posess is not
     always current. (i.e. it is only updated
     nightly).

  2) Traders sometimes tack up pictures of them-
     selves on the walls of the bar in the form
     of ANSI art.
:31
                 AMAZING DEVICES

       The company "Amazing Devices" owns two
ports located in sectors six and seven that sell
a variety of useful devices that may be added to
your ship.
       Many different devices are available
including such exotic devices as krypton bombs,
cloaking and anticloaking devices, pulsar tubes,
etc.

NOTES:

  1) Half of the inventory of Amazing Devices
     is contained at Amazing Devices I in sector
     six; The other half is contained in Amazing
     Devices II in sector seven.

  2) "Rogue Devices" which have been captured
     from the cabal are available as daily
     specials.

  3) Devices are sometimes also available at the
     Vault in sector 8.

  4) Amazing Devices will sell, buy, and
     identify devices.
:32
                     DEVICES

       Devices are special accessories that may
be added to your ship to increase its offensive
and defensive capabilities. A total of 30 known
devices have been invented by the company
"Amazing Devices, Inc" located in sectors six
and seven.
       An additional 20-40 devices are rumored
to have been invented by the cabal and have been
classified as "Rogue Devices".
       You may list or activate devices from the
"B" command of the galactic warzone main menu.

NOTES:

  1) Some devices effect your ship all of the
     time (example: Shields, Armor, etc) while
     others can only be activated through the
     "B" command listed above. (Example: Device
     Transport, Fusion Cell, etc)

  2) If you are unclear about what a device
     does, you can have Amazing Devices (in
     either sectors size or seven) [I]dentify
     it. They will tell you as much as they know
     about its funciton.

  3) Devices may be listed with the "B" command
     from the GW main menu.
:33
                      VAULT

       The vault is a specialized port located
in sector eight of federation space. The vault
will for a modest fee, store almost any devices,
cargo, holds, or other items within thier
protected enclosure. The vault will charge you a
monthly rental fee for items that you store
there.
       Every player is allocated a personal
vault and every team is allocated a team vault
which is shared among all players of the team.
There are also special purpose vaults. Below is
a listing of all vaults and their corresponding
vault numbers:

    000-100 PERSONAL VAULT

              Allocated to each player to store
              his/her property in.

    100-200 TEAM VAULT

              Allocated one per team. Any member
              of the team may access the teams
              vault. This make the vault a very
              powerful means of sharing wealth
              among players.

        200 RECLAIMED EQUIPMENT

              When people die or teams are
              abandoned, anything in their
              vaults is moved to here. You may
              purchase anything in this vault.

        201 GENERAL TRADING

              This vault was created as a means
              for players to trade between them-
              selves. You may both buy and sell
              items from this vault.

        202 SALVAGED CABAL EQUIPMENT

              Each night, federation operatives
              capture some cabal devices. These
              devices are placed in this vault
              for players to use.

        203 TAX DEDUCTABLE DONATIONS

              Items sold to this vault will be
              re-distributed to the smaller
              players in the game. The Galactic
              IRS is working on a tax-break
              for players who donate, but as of
              this date, it was not completed.

NOTES:

  1) Lottery winnings are automatically placed
     in your personal vault.

  2) If you kill another player and capture his
     holds or devices, they will be placed in
     your personal vault.

  3) The daily rental prices at the vault may be
     listed from the vaults main menu.
