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- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- Star Flight II
-
- Supplied by Enlightened One
- Typed by Enlightened One
- The folks at Phantom Networks
-
- Game made by Electronic Arts
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
- Introduction --
-
- Orientation Briefing -- Interstel
- Date: 22-10/4638
- Chaired by: Phexipotex, Director of Starport Outpost 1
-
- Greetings and welcome to the frontiers of space. Thank you all,
- veterans and raw recruits alike, for volunteering for a particularly
- hazardous and probably fatal mission. We're especially thankful
- to have with us again those heroic individuals who, just 19 years
- ago, saved Arth and each of our respective posterior ends from an
- untimely annihilation. In case no one mentioned it before,
- we're all very happy not to be dead, and we have you to thank for
- it.
-
- You probably want to know why we're offering huge rewards that
- could include (but aren't limited to) cash prizes, stock options,
- and piles of stuffed animals. Well, we wouldn't have offered
- except that we're in BIG trouble. In case your mission briefing
- didn't give you an idea of how big BIG is, we'll tell you now.
-
- Discovery of Noah 2
- -------------------
- First, let's look at the events that lead to our current crisis.
- About 35 years ago, archaeologists on the planet Arth stumbled
- upon an ancient, underground network that had once been inhabited
- by a group made of Humans, Velox, Elowan, and Thrynn -- in short,
- all of the folks we find on Arth today. A spaceship -- the Noah 2
- -- was also found among the ruins.
-
- Now, we'd all grown up with epic tales of the Great Earth Empire
- and the Noah 2 colony ship sent to Arth, but few believed they
- were more than just children's stories. Earth had always been a
- "mythical" world; the fall of Earth was just another adventure
- story. But the discovery of the underground fortification and
- the actual Noah 2 spaceship forced people to look at the old
- tales as actual historical accounts.
-
- Records found among the ruins revealed that the Humans on Earth
- once controlled a huge, interstellar empire that was closely
- allied with the neighboring Elowan, Thrynn, and Velox. For
- centuries, Earth dominated the region -- until one day hordes
- of aggressive alien species arrived seeking new worlds to
- settle. The aliens -- Gazurtoid, Uhlek, Spemin -- were being
- driven from their home regions by a wave of flaring stars that
- obliterated everything in its path. Sharing wasn't a popular
- concept among these aliens (they prefered invasion), so Earth
- formed a coalition with her alies to defend the empire. The
- coalition sucessfully repelled the first onslaught, but as
- fleet upon fleet of enemy warships arrived, the empire's
- defenses quickly buckled.
-
- Just before Earth's final destruction, project Noah was
- launched as a last ditch effort to save a remnant of the
- empire. The last of Earth's meager resouces were mustered and
- a dozen or so colony ships were scattered in all directions.
- The second colony ship, Noah 2, landed on Arth and planted
- the seeds of our culture. Unfortunately, a planetide
- catastrophe caused the descendants of the colonists to lose
- the knowledge and technology of their forefathers. Arth
- civilization fell into an age of darkness (and chaos).
-
- When the Noah 2 ruins were uncovered, scientists immediately
- began to reconstruct the Faster-Than-Light (superphotonic)
- technology of our forefathers. We couldn't have got it at
- a more critical time -- the same flaring star thing that had
- driven the alien hordes toward Earth centuries before was
- just then reaching Arth. Without superphotonic technology --
- and the Endurium fuel found in the ruins -- we never could've
- pushed beyond our system and unraveled the mystery of the
- flaring stars. And without unraveling the mystery, we'd all
- be one big Arth flambe.
-
- Ban on Endurium
- ---------------
- None of us who lived through those days will ever get over the
- shock of what we learned on the Crystal Planet:the secret of
- Endurium and how its use was responsible for the wave of
- flaring stars. Once the Crystal Planet was safely destroyed,
- the High Council of Arth banned the use of Endurium as fuel and
- strongly suggested that other species do the same. Of course,
- other species don't really care what the High Council says, and
- with no fuel for our warships, our ban amounts to little more
- than finger-shaking.
-
- That isn't to say that the call for a ban on Endurium has been
- unversally ignored. Naturally, the more noble species understand
- the moral issues involved and have given up -- or at least
- curtoiled -- their use of the substance. Agressive species,
- however, have not only ignored the ban but are using it as an
- opportunity to take advantage of our vulnerable state.
-
- Spemin Aggression
- -----------------
- This brings us to our current situation. As if fuel weren't a
- big enough problem, the loathsome Spemin recently acquired some
- powerful new technology -- seemingly out of nowhere. Armed with
- new weapons and an unlimited new fuel source, the Spemin --
- once just a dangerous nuisance -- are now a deadly threat. Last
- week they issued Arth another unlimatum demanding that we
- willingly enslave ourselves to them or be destroyed. At this
- point in time, our skeletal defenses couldn't withstand a
- concerted attack by their fleet. only natural Spemin cowardice
- has kept them from striking (as we all know,"spinless" applies
- to the Spemin in more ways than one.) But we can't count on
- their fear forever. And I think each of us wuold agree that
- kneeling before an arrogant mass of slime isn't a viable
- option.
-
- But hope is not lost. About two years ago we learned the location
- of the continum flux that leads to the region of space where
- this new fuel and technology originates. (knowing that the Spemin
- like to boast, a commander of an Arth installation cleverly
- tricked a Spemin by saying "I suppose you know that we hve the
- same technology as you. We got it by going through that flux
- at....um, where was it again?") Since then we've built this
- outpost and learned a few facts about the region. It's inhobited
- by approximately 20 to 30 species, 6 or 7 of which possess
- spacefaring technologies. Several of the sentient species in the
- region are hostile, which has made collecting information
- difficult.
-
- Mission Objectives
- ------------------
- This is where you come in. As outlined in your mission
- briefingly, your objectives are to find the souce of the fuel
- substance known as Shyneumand acquire the technology the Spemin
- possess. I think you now know how vital it is that we accomplish
- these objectives -- it's the only way we're going to avoid
- serving mucous cocktails to the Spemin overlords. Are there any
- questions?
- Navigator Krk Pectok...
-
- Krk Pectok: Can you elaborate on the Spemin's new technology?
- What do they have that we don't?
-
- Phexipotex: Aside from having all the fuel they want, the Spemin
- have new shields that function in nebulas. We've given their
- shields a Class 6 rating. Their ships are also armed with plasma
- bolts, a nasty weapon they obtained from the Uhlek. As you may
- or may not know, you can outrun a phasing artifact that lets
- them make short "jumps" in combat. This phasing capability makes
- them difficult to hit with missiles and almost impossible to
- escape. Another question... Yes, Captain Briggs...
-
- Cpt. Briggs: If this new region of space is as hostile as you
- claim, we'll need to upgrade our ships and train our crews in
- order to meet any threats. That takes cash. Trade has been
- suggested as a good means of acquiring capital. Can you suggest
- any markets for the goods we acquire?
-
- Phexipotex: Each of you passes a copy of starmap which interstel
- bought from the best merchants in the region, the Humna Humna.
- All star systems known to be inhobited by sentient beings are
- marked with a small cross. When you find a planet inhobited by
- sentients, you Science Officer can access the trade buoy info
- to find out whether they'll trade goods or not.
-
- We've provided you with some standard Trade Goods to get you
- started. We suggest you try to sell some of them to the Tandelou,
- the species closest to starport. As you'll soon discover, they're
- agreeable aliens, though a little long-winded on theological
- matters. We have time for one more question. Captain Ariel...
-
- Capt. Ariel: The Humna Humna seem to have done much for us. Can
- we consider them allies?
-
- Phexipotex: The Humna Humna are driven purely by the profit
- motive. However, they recognize that goodwill and mutual respect
- are indispensable to profitable trade relations. Show them your
- good intentions and you'll find their friendship very beneficial.
- That includes keeping your weapons disarmed around their trade
- ships -- they're sensitive about that.
-
- Well, that's about it. We sincerely hope you fare better than
- our last group of explorers. Good night, good luck, and don't
- forget: the Spemin are finks.
-
- End of introduction - Oh boy, isn't that long??
-
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- Command Summary
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
- Selecting Commands
- ------------------
- You run your starship and command your crew by selection options
- from the screen. To select an option, use the cursor key or
- the arror keys on the numeric keypad to move the highlighted
- cursor to the option you want and press the spacebar. Note:Enter
- is equivalent to the spacebar everywhere except during combat.
-
- Movement
- --------
- Move your character, terrain vehicle, and starship using the
- numberic keypad. [INS] = Cruise Control.
- Press [Spacebar] to open doors and confirm selections.
- *Cruise Control
- Cruise Control lets you travel through hyperspace or a
- planet without holding down a movement key. You can also use
- cruise control to travel quickly across a star system. To set
- your ship or terrain vehicle on cruise control, begin moving in
- a diretion and quickly press [INS] on the neumeric keypad. To
- deactivate cruise control, press the [spacebar] or any cursor
- key.
-
- Scrolling
- ---------
- In this manual, scroll means to move a highlighted bar up and
- down a list of items or options. Use the up/down cursor keys
- to move the highlighted bar to the item or option you want.
- Press the [spacebar] to make your selection. You can exit a
- list by pressing the right/left cursor keys.
-
- Reading Text
- ------------
- Text appears in the Text window. Anytime the border around the
- Text Window is highlighted, there's more text to read -- press
- the [spacebar] to continue. Sometimes you'll need to press the
- [spacebar] twice to continue.
-
- Confirming Commands
- -------------------
- You'll occasionally be asked to confirm important commands such
- as launching your ship, entering trade centers, etc. Press the
- right cursor key to confirm your command; press the left cursor
- key to abort the command.
-
- Pausing the Game
- ----------------
- Press [Pause] to pause the game. Tandy users, press [hold]. To
- resume the game, press any key. If you don't have a [pause] key,
- press [ESC] to bring up the Game Options.
-
- Sound On/Off
- ------------
- Press Ctrl-S to turn the sound effects on or off.
-
- Boss Key
- --------
- If you wnt to hide your compulsive game habit from others, press
- Ctrl-B to pause the game and bring up a phony DOS prompt. Type any
- command you want after the prompt. To return to the game, press
- Ctrl-B again! (neat, eh!)
-
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- Navigation Calibrator (The protection)
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
- Before you leave starport, you'll be asked to calibrate the ship's
- navigation system. You'll need the trademap and navigation
- calibrator include in the package. The omputer will ask you to place
- the navigation calibrator on the correct coordinates and count
- certain stars in the square.
- Note: On some trademaps, dark blue stars look purple. Consider any
- purple looking stars as dark blue.
-
-
- --------
- Starport
- --------
-
- Entering Starport Modules
- -------------------------
- To enter a module, use the left/right cursor keys to move your
- character to the module's entryway -- the module's name appears at
- the top of the screen; press [spacebar] to enter.
-
- Personnel
- ---------
- When you select Create, your first crewmember is automatically
- placed in File #1. Use the up/down cursor keys to choose the
- crewmember's species and press the [spacebar] Next type the name
- of the crewmember and press the [spacebar]. Now you can press the
- up cursor key to advance to the next file.
-
- Crew Assignment
- ---------------
- Assign your crews!
-
- -----
- Space
- -----
-
- Combat
- ------
- Once you've selected combat, use the numberic keypad to
- accelerate and maneuver your ship. Press the [spacebar] to fire
- weapons. To disengage Compat, press [Enter]
-
- Playback
- --------
- Select Playback from the Communication office's option to review
- conversations you've had with aliens. If you don't want to review
- the entire file, you can exit Playback by pressing the right cursor
- arror and then the [spacebar]
-
- If you've recorderd a lot of messages, you may encounter a graphics
- problem in which parts of your screen get pulled up or down while
- scrolling through the playback files -- the result can be a messy
- screen. If this happens, you can exit Playback and select Starmap
- from the Navigator's options. Exit the starmap and the ship's console
- will look like it's supposed.
-
- Jump Pods
- ---------
- To initiate a jump, select Jump Pod from the Engineer's options.
- When the starmap appears, use the numeric keypad to move the crosshair
- to the desired destination and press the [spacebar].
-
- Launching Blasto Pods
- ---------------------
- Press F1O to launch a blasto pod. The targeting mechanism
- automatically appears on the Main View Screen as a group of concentric
- rings. Use the numeric keypad to move the detonation point close
- to your opponents. Press the [spacebar] to confirm the detonation
- point.
-
- ----------
- Planetside
- ----------
-
- Describe
- --------
- Select Describe to activate your terrain vehicle's sensors and
- describe a specific object in the vicinity. Use the numeric keypad
- to move the target cursor to the object you want to describe and
- press the [spacebar]
-
- Weapons
- -------
- Select Weapons to re weapons at a specific object in the vicinity.
- Use the numberic keypad to move the target cursor to the object
- you want to hit and press the [spacebar]
-
- Entering Trade Centers
- ----------------------
- To enter a trade center, position your terrain vehicle next to
- or on top of the trade center and press the [spacebar] to stop your
- vehicle. You'll be asked if you want to trade. Press the right cursor
- key to enter the trade cetner;press the left cursor key if you
- decide not to go in.
-
- End of dox...