+-+-+-+-+-+-+-+-+-+-+-+-+-+
                       | S T A R   C O M M A N D |
                       +-+-+-+-+-+-+-+-+-+-+-+-+-+

              GAME:  STAR COMMAND
          PLATFORM:  PC (DOS)
             GENRE:  RPG/ACTION
           CREATOR:  Strategic Simulations Inc. (SSI) Copyright 1988
AUTHOR OF THIS FAQ:  Kevin Butler AKA War Doc
            E-MAIL:  kevinb(at)technologist(dot)com
       FAQ VERSION:  1.0

-------------------------------------------------------------------------------

                              TABLE OF CONTENTS

     UNIT   I:  INTRODUCTION

 1.  Legal Stuff
 2.  Version Information
 3.  Acknowledgements
 4.  Welcome
 5.  Overview and System Requirements

     UNIT  II:  GAME INFORMATION

 6.  The Missions

     UNIT III:  PLAYING THE GAME

 7.  Getting Started

     7.1  Main Menu
     7.2  Starport Menu
     7.3  Building a Character

 8.  Taking Control

     8.1  Space Menu
     8.2  Ship Combat Menu
     8.3  Drop Ship Menu
     8.4  Ground or Boarding Combat Menu
     8.5  Unique Area Menu

     UNIT   IV:  STRATEGIES

 9.  General Strategies
10.  Specific Strategies for Missions

     10. 1  Mission  1
     10. 2  Mission  2
     10. 3  Mission  3
     10. 4  Mission  5
     10. 5  Mission  5
     10. 6  Mission  6
     10. 7  Mission  7
     10. 8  Mission  8
     10. 9  Mission  9
     10.10  Mission 10
     10.11  Mission 11
     10.12  Mission 12
     10.13  Mission 13
     10.14  Mission 14
     10.15  Mission 15
     10.16  Mission 16
     10.17  Mission 17

     UNIT   V:  APPENDIX

11.  You Are Here and Lost
12.  Personal Weapons Database
13.  Personal Armor Database
14.  Personal Sighting Hardware Database
15.  Personal Miscellaneous Equipment Database
16.  Espionage Items
17.  Enemy Ships Database
18.  Starship Database
19.  Starship Weapons Database
20.  Starship Defense Database
21.  Esper Combat Table

     UNIT  VI:  CONCLUSION

22.  Conclusion

_______________________________________________________________________________

To find a particular chapter or subchapter do the following:

1.  Highlight the chapter or subchapter name you wish to find.
2.  Press CTRL-C
3.  Press CTRL-F
4.  Press CTRL-V
5.  Press CTRL-F
5.  You will arrive at the desired chapter or subchapter.

_______________________________________________________________________________

                                **************
********************************* U N I T  I **********************************
                                **************
+=================+
| 1.  LEGAL STUFF |============================================================
+=================+

This guide may not be reproduced under any circumstances except for personal
private use.  It may not be placed on any web site or otherwise distributed
publicly without advanced permission from the author.  Use of this guide on
any other web site or as part of any public display is strictly prohibited, and
a violation of copyright.  All content in this guide is Copyright 2004 by
Kevin Butler.  Only the sites listed below have permission to publish this
work or to display it:

www.gamefaqs.com
www.cheats.de
faqs.ign.com
www.neoseeker.com
www.oldgames.nu

If you wish to put this guide on your site, e-mail me and ask.  Save yourself
the headache of putting up with lawsuits and whatnot because you failed to ask
a simple "Can I post your guide on <insert site>?".  If you wish to use info
in this guide, please acknowledge that you have done so.  If I don't respond or
I say no, accept it as fact.  This especially goes out to Dave at
www.cheatcc.com since he has a habit of taking guides without permission.  In
addition, do not modify this guide in any way whatsoever to suit your purposes.
The latest version can always be found at www.gamefaqs.com.

If you see this guide on any other site then the one listed above, please
e-mail me.  If you wish to ask questions or give input to this guide, please
e-mail me.  Just have Star Command as the subject so I know it isn't another
kooky vendor trying to sell me hair gel or another XXX site telling me I have
new friends.

+=========================+
| 2.  VERSION INFORMATION |====================================================
+=========================+

Version 1.0  10/19/04:  A guide is born.

+======================+
| 3.  ACKNOWLEDGEMENTS |=======================================================
+======================+

The following are a list of people or organizations that have made this FAQ
possible:

My wonderful family (who has had to put up with the tapping on the keyboard)
SSI for making a great historical simulator
The instruction manual for some of the information for the Appendix
GameFAQ's for putting up this FAQ

+=============+
| 4.  WELCOME |================================================================
+=============+

Welcome to my FAQ for (Star Command).  Since this is a role playing game and it
is a somewhat linear format, there is a walkthrough to help with the various
missions.  This FAQ is broken up into parts.  First you will be given an
explanation of choices you have for playing the game.  Next, you will be given
all the possible commands you can give with a brief description of what those
commands are.  The last part is dedicated to strategy.  This strategy will give
you an idea on how to fulfill the requirements for accomplishing the various
missions.  Input is appreciated along with constructive criticism.  If you wish
to e-mail me thoughts on this FAQ, better ways of doing things, other
strategies, etc., feel free.  Make sure you put Star Command in the subject.
If you don't, I'm liable to discard the e-mail as spam.

+======================================+
| 5.  OVERVIEW AND SYSTEM REQUIREMENTS |=======================================
+======================================+

First, the system requirements:

-  At least DOS 2.0 or higher
-  256 KB of RAM
-  CGA or EGA card
-  Either a 5 1/4" or 3 1/2" disk drive.  (Also works fine off the hard drive).
   NOTE:  Can be run from a DOS box in Win 95/98 and 2K.

Star Command takes place in deep space.  The humans, though, are not the only
race trying to gain dominance in this little piece of space.  You will also
have to contend with robots, insects, and lizards.  In addition to these races,
you will also have to contend with pirates, those denizens of the galaxy who
live outside of the law.  Most of the time, everyone lives in relative harmony.
It now seems, though, that the Insect Race believes that humans are bent on war
and destruction and must be eliminated.  Your crew's job is to ensure that the
insects cannot achieve this objective.  You have at your disposal the best
ships and weapons that money can buy to make sure you not only stop the Insect
Race, but also anybody else that would threaten your corner of the galaxy.
There are hundreds of planets to be explored and hundreds of items to acquire
as you head toward the final showdown with the Insect Race.  The Human Race is
depending on your crew to ensure their survival and to make a name for them-
selves in the galaxy.  Good luck and good hunting.

                               ***************
******************************** U N I T  II **********************************
                               ***************

+==================+
| 6.  THE MISSIONS |===========================================================
+==================+

Star Command will require you to go through seventeen missions.  Six of these
missions are randomly generated so you won't necessarily get the same mission
when you play the game again.  Each mission has a single objective in order to
complete it.  This doesn't mean, however, that completing each mission will be
that easy since some missions require you to do additional things (within that
mission) to complete them.  You must successfully complete each mission in
order to advance to the next mission.  This doesn't mean, however, that you
cannot go exploring or make money on the side.  There is no time limit, per se,
that you have to complete a mission.  The only limiting factor is that your
characters age so you don't want to be stuck forever on a mission.  The galaxy
you will be operating in is divided into a 32 x 32 grid at the galaxy level.
Each of these grids, in turn, are divided into an 8 x 8 grid for the long-range
view.  Each magnification results in a 8 x 8 grid for the sector and finally
the system.  A system can contain anywhere from one to ten planets.  You can in
turn explore each of these planets for new things or just to cause hate and
discontent.  As you can see, you have a large area to explore.  All these
things are discussed later on in the FAQ.

                               ****************
******************************** U N I T  III *********************************
                               ****************

+=====================+
| 7.  GETTING STARTED |========================================================
+=====================+

Once the game has loaded, you will be able to Start a New Game or Continue.
Either choice will take you to the next menu.

 _________________
/ 7.1  Main Menu /_____________________________________________________________
-----------------

Whether you started a new game or are continuing an old one, you will be pre-
sented a menu with the following choices:

+-------------------+
| PLAY STAR COMMAND |
+-------------------+

Continue a game already in progress.  You can only have one game at a time.

+----------------+
| BEGIN NEW GAME |
+----------------+

This reinitializes the entire game and you start over from the beginning.

+-----------------+
| HARD DISK DRIVE |
+-----------------+

If you are playing the game off the hard disk, this will allow the game to be
saved to hard disk versus floppy disk.

+-----------+
| SOUND OFF |
+-----------+

Toggles the speaker on or off.  Default is on.

+---------------------------+
| ENHANCED GRAPHICS ADAPTER |
+---------------------------+

This determines whether you will be playing the game in CGA or EGA.  EGA is the
default.

 _____________________
/ 7.2  Starport Menu /_________________________________________________________
---------------------

This is the screen you will get when you are in a starport:

+================================================+=======================+
|                                                |                       |
|         Rank        Name      Class            |  STARPORT NAME YOUR   |
|  P>                                            |                       |
|  C>                                            |  SHIP IS LOCATED AT   |
|  1>                                            |                       |
|  2>                                            |                       |
|  3>                                            |                       |
|  4>                                            |                       |
|  5>                                            |                       |
|  6>                                            |                       |
|                                                |                       |
+========================================================================+
|                              Main Menu                                 |
|                                                                        |
|A-Personnel                        G-Game Save                          |
|B-Buy                              H-Headquarters                       |
|C-Sell                             I-Inspect                            |
|D-Dry Dock                         K-Christen                           |
|E-Training                         L-Leave                              |
|F-Fuel                             M-Medical                            |
|                                   T-Time Delay                         |
|                                                                        |
+========================================================================+

The top left box is your crew and it is self-explanatory.  When you want to
find out something about your crew, just type the letter or number
corresponding to their name.  The following are the main menu choices:

+-------------+
| A-Personnel |
+-------------+

This is where you create a new squad, dismiss a squad member, or re-order the
squad.  Initially when you create a character, you will go through eight years
of training.  See Chapters 7.2, 9.2, and 9.10 for more details.

+-------+
| B-Buy |
+-------+

This is where you buy weapons, ammunition, armor, sighting hardware, and
miscellaneous for your character.  You can also buy your ship's weapons,
ammunition, armor, shields, defense hardware, and missile killers.  See
Appendix for more information on these items.

+--------+
| C-Sell |
+--------+

You can sell personal equipment, ships equipment, cargo, ship, or declare
bankruptcy.

A note on bankruptcy.  You will liquidate everything you own and get 90,000
credits.  This is only to be used in the most critical situations.

+-----------+
| D-Drydock |
+-----------+

Here you can repair your ships and personal equipment.  You can also remove
armor from your ship if it is overweight.  It costs 4,000 credits to repair
items marked with a "#" on you ship and it costs 400 credits to repair each
personal item that is broken.

+------------+
| E-Training |
+------------+

You get eight years of initial training and you earn one training session for
each mission completed.  You can also invest 200,000 credits per character for
extra training.  See Chapter 7.3 for more details about training.

+--------+
| F-Fuel |
+--------+

Refuel your ship.

+-------------+
| G-Game Save |
+-------------+

Save your game.  You will be given a screen to give the correct word to the
location in the instruction book designated.  If you fail twice you will not
get to save your game.

+----------------+
| H-Headquarters |
+----------------+

Where you receive your assignments or review an assignment already in progress.

+-----------+
| I-Inspect |
+-----------+

This allows you to inspect your ship, squad, cargo, espionage items, or any-
thing else not covered by the preceding.

+---------+
| L-Leave |
+---------+

Leave the starport

+-----------+
| M-Medical |
+-----------+

Allows your squad to heal over time.  You can also create a clone for 30,000
credits.  In the event of a characters demise, the clone is activated.  If the
character is already dead, you can create a clone for 100,000 credits to bring
them back again.

+--------------+
| T-Time Delay |
+--------------+

A number from 1 to 9999 for the speed of messages.  The lower the number, the
faster the speed.
 
 ____________________________
/ 7.3  Building a Character /__________________________________________________
----------------------------

When you initially set up your character, you will get a list of attributes
with a random number after them.  The attributes are:  Strength, Speed,
Accuracy, Courage, Willpower, Esper, and Intelligence.  Each of these
attributes has some effect on the abilities of your character.  The abilities
affected are:

Strength    :  Affects hit points, movement, and carrying capacity.

Speed       :  Affects a characters movement rate.

Accuracy    :  Affects a character's ability to hit.

Courage     :  Also affects a character's ability to hit.

Willpower   :  Determines hit points.

Esper       :  Determines an Esper's abilities for mental combat.

Intelligence:  Determines ability to learn during training.

After you determine you like the numbers rolled, you will next put your
character through training.  Training is determined by what job (Pilot,
Soldier, Marine, or Esper) you determine is the best for your character.  The
jobs are:

+--------------+
| Astro Gunner |
+--------------+

Gives a character an improved chance of hitting enemy ships.  Only open to
Pilots and Espers.  NOTE:  It is worthless to give this skill to the Pilot
or Co-Pilot since they never man gun positions.

+-------------------+
| Chemical Weaponry |
+-------------------+

Allows a character to be proficient with chemical-type weapons.  Only open to
Soldiers.

+---------------+
| Code Breaking |
+---------------+

Allows a character the ability to communicate with enemy ships.  Only open to
Pilots.

+---------------+
| Esper Ability |
+---------------+

Gives certain skills to Espers as they improve this skill (see chapter 21 for
Esper combat tables).  The levels are:

   Level 1:  Mindshock - Causes a fixed amount of damage to be done to the
                         target.
   Level 3:  Communications - Allows communication with enemies during ground
                              combat.
   Level 5:  Five point healing - Allows the Esper to heal themself during
                                  combat.
   Level 7:  View Rooms -  Allows the Esper to view rooms on the other side of
                           walls.
   Level 8:  Psychic Scream -  Gives a small chance to instantly kill an enemy
                               with mental power.

+------------+
| Explosives |
+------------+

Allows a character to be proficient with explosive-type weapons.  Only open to
Soldiers.

+------------+
| Light Arms |
+------------+

Allows a character to be proficient with light arms.

+---------------+
| Hand Weaponry |
+---------------+

Allows a character to be proficient in hand weapons.

+------------+
| Heavy Arms |
+------------+

Allows a character to be proficient with heavy arms.  Not open to Espers.

+---------+
| Medical |
+---------+

Allows the character to head four points per session.

+-------+
| Pilot |
+-------+

Allows the character to fly the ship and also the drop ship.  Higher skill
levels mean better evasive flying reducing the enemy's ability to hit your
ship.  Only open to Pilots.

+--------+
| Repair |
+--------+

Allows a character to repair a ship's systems or to repair personal equipment.
Only open to Pilots.

+----------------+
| Scouting/Recon |
+----------------+

Allows the character to sneak up on enemies and to also see them before they
see your party.  This skill also allows the character to find and disarm traps.
Only open to Marines.

The following areas of training are only available during the initial character
creation:

+------------------+
| Officer's School |
+------------------+

Allows the character to be promoted to the next rank.  It can only be used
twice and it isn't open to Espers.

+----------------+
| Special Forces |
+----------------+

Increases Speed and Accuracy by two to six points.  Only available to Soldiers
and Marines.

+-----------------+
| Survival School |
+-----------------+

Increases Willpower and Strength by three to seven points.  Only available to
Soldiers and Marines.

+====================+
| 8.  TAKING CONTROL |=========================================================
+====================+

The game is entirely keyboard driven.  You just have to type in the letter
corresponding to the command.

 __________________
/ 8.1  Space Menu /____________________________________________________________
------------------

This is the screen you will get when you are buzzing around in space:

+================================================+===========+===========+
|                                                +-----------+           |
|                                                |FUEL: #### |  SHIP'S   |
|  CURRENT PICTURE SHOWING THE GALAXY, LONG      +-----------+  FACING   |
|  RANGE, SECTOR, OR SYSTEM VIEW                 |ARMOR:###  |           |
|                                                +-----------+           |
|                                                |CONDITION  |           |
|                                                +-----------+-----------+
|                                                |    NAME       AM   RL |
|                                                |P>                     |
|                                                |C>                     |
|                                                |1>             --   -- |
|                                                |2>              8   20 |
|                                                |3>             --   -- |
|                                                |4>             --   -- |
|                                                |5>             --   -- |
|                                                |6>             --   -- |
+------------------------------------------------+-----------------------+
|A-Up Scan                          B-Switch                             |
|C-Computer                         D-Down Scan                          |
|E-Equip                            F-Fix                                |
|H-Heal                             I-Inspect                            |
|J-Time Delay                       L-Load                               |
+========================================================================+

The menu choices are:

+-----------+
| A-Up Scan |
+-----------+

Allows you to change the scan from localized to bigger view.

+------------+
| C-Computer |
+------------+

Allows you to see your total kill list, mission kill list, kill list since
starport, mission (review or if it is completed), or tow list.

+---------+
| E-Equip |
+---------+

Allows you to redistribute character's equipment and whatnot.

+--------+
| H-Heal |
+--------+

Allows you to heal your characters or examine their health.

+--------------+
| J-Time Delay |
+--------------+

How fast you want the combat messages to appear.

+----------+
| B-Switch |
+----------+

Switch character positions around.  NOTE:  A Pilot or Co-Pilot must be in the
first position to fly the ship.

+-------------+
| D-Down Scan |
+-------------+

Allows you to change scan from a bigger view to localized.

+-------+
| F-Fix |
+-------+

Allows you to fix the ships or personal equipment.

+-----------+
| I-Inspect |
+-----------+

Allows you to inspect the squad or ship.

+--------+
| L-Load |
+--------+

Loads a gun that has zero ammunition in the chamber.

In addition, this screen also tells you about the ship:

+------+
| FUEL |
+------+

How much fuel you have left.

+-------+
| ARMOR |
+-------+

How much armor your ship has left.

+-----------+
| CONDITION |
+-----------+

Indicates alert level.  These are Green, Yellow, and Red.

+---------------+
| SHIP'S FACING |
+---------------+

Indicates your facing while traveling through space.  The number one is always
the front.

The next box indicates gun positions.  AM is for ammunition left in the gun's
clip while RL means the number of reloads left.  Rate of fire determines how
rapidly you burn through reloads.

 ________________________
/ 8.2  Ship Combat Menu /______________________________________________________
------------------------

Ship to ship combat is broken up into two or three parts.

The first part in the Communications Phase.  If whomever you have with the Code
Breaking skill manages to establish to communications link, this will be part
of the combat.

The next phase is the Movement Phase.  Movement is determined by the ship type
and any other enhancers or detractors.  The last phase is the attack phase.

These phases will continue until either you destroy the enemy ship, board the
enemy ship, flee the scene (by speed or hyperspace), force them to surrender,
you bribe or bargain with them, or until you are killed.  These three phases
are indicated at the bottom of this display.

+================================================+===========+===========+
|                                                +-----------+           |
|                                                |FUEL: #### |  SHIP'S   |
|  CURRENT PICTURE SHOWING YOU AND THE ENEMY     +-----------+  FACING   |
|  SHIP(S)                                       |ARMOR:###  |           |
|                                                +-----------+           |
|                                                |CONDITION  |           |
|                                                +-----------+-----------+
|                                                |    NAME       AM   RL |
|                                                |P>                     |
|                                                |C>                     |
|                                                |1>             --   -- |
|                                                |2>              8   20 |
|                                                |3>             --   -- |
|                                                |4>             --   -- |
|                                                |5>             --   -- |
|                                                |6>             --   -- |
+------------------------------------------------+-----------------------+
|                         Communications Phase                           |
|A-Plead                            D-Bargain/Bribe                      |
|B-Ask                              E-Impersonate Deity                  |
|C-Demand                           F-None                               |
+========================================================================+
|                           Movement Phase #                             |
|A-Rotate CCW                       E-Skip Move                          |
|B-Rotate CW                        F-Switch                             |
|C-Scan                             G-Time Delay                         |
|D-Visual                           H-Jump to Hyperspace                 |
+========================================================================+
|                            CHARACTER NAME                              |
|Ships in Range:                                                         |
|Command:                                                                |
|ENTER to Accept                                                         |
|W-Wait  F-Fire  R-Rapid Fire  L-Load  M-Aim                             |
+========================================================================+

+----------------------+
| COMMUNICATIONS PHASE |
+----------------------+

Once communications have been established, you have a variety of things you
can do.  They start off from a position of weakness to one of great strength.
Except for Bargain/Bribe and None, you have the following choices:

Fuel     :  Try to get fuel from the enemy.

Truce    :  Try to call a truce and everyone goes their own way.

Tribute  :  Have them pay you off to leave them alone.

Surrender:  They surrender their entire squadron to you.  You will get credit
            as if you killed them all.

+----------------+
| MOVEMENT PHASE |
+----------------+

This menu is pretty self-explanatory.  A couple of things, though, to further
describe a couple of things.  Hyperspace costs 40 fuel to try.  Even if it
fails you burn 40 fuel.  The difference between scan and visual is that scan
gives you the big picture of enemy location while visual is just what you can
see.

+--------------+
| COMBAT PHASE |
+--------------+

Again, self-explanatory.  Make sure you keep track of damage and your gun
situation.  Don't want to go into battle only to realize you have no ammunition
for your guns.

 ______________________
/ 8.3  Drop Ship Menu /________________________________________________________
----------------------

When you get down to the planetary level, you will get the following screen:

+================================================+===========+===========+
|  PLANET'S COORDINATES                          +-----------+           |
|                                                |FUEL: #### |  SHIP'S   |
|  ATMOSPHERE TYPE:                              +-----------+  FACING   |
|                                                |ARMOR:###  |           |
|  MASS OF PLANET:                               +-----------+           |
|  GRAVITY OF PLANET:                            |CONDITION  |           |
|  DIAMETER OF PLANET:                           +-----------+-----------+
|  DENSITY OF PLANET:                            |    NAME       AM   RL |
|  LIFE: Hi-Tech, Lo-Tech, No-Tech, None         |P>                     |
|                                                |C>                     |
+-----------------+                              |1>             --   -- |
|                 | SURFACE TEMPERATURE:         |2>              8   20 |
| PLANETARY       |                              |3>             --   -- |
|  PICTURE        |                              |4>             --   -- |
|                 |                              |5>             --   -- |
|                 |                              |6>             --   -- |
+------------------------------------------------+-----------------------+
|A-Up Scan                          E-Visit Unique Area                  |
|B-Espionage Mission                                                     |
|C-Scientific Investigation                                              |
|D-Cargo Pickup/Delivery                                                 |
+========================================================================+

Explanations for the various things you can do at planetary level:

+-----------+
| A-Up Scan |
+-----------+

Return to a bigger view and lift off the planet.

+---------------------+
| B-Espionage Mission |
+---------------------+

Only can be done on Hi-Tech worlds.  Get the different espionage items that are
listed in Chapter 16.

+----------------------------+
| C-Scientific Investigation |
+----------------------------+

Go down to a planet's surface to pick up inanimate and animate objects.

+-------------------------+
| D-Cargo Pickup/Delivery |
+-------------------------+

Allows you to drop off or take cargo on board.

+---------------------+
| E-Visit Unique Area |
+---------------------+

Your scanners will determine if there is something more on a planet such as a
unique structure you can explore.

 ______________________________________
/ 8.4  Ground or Boarding Combat Menu /________________________________________
--------------------------------------

When you have an encounter or board an enemy vessel, you will get an
introductory screen telling you what the gravity, fatigue factor, atmosphere
(breathable or non-breathable), and location (swamp, corridor, etc.).

You will also be shown a graphic of the what the different areas of the battle-
field are.  These areas are:

+---------+
| Typical |
+---------+

Both sides are evenly matched in ability to hit.

+--------------+
| Inaccessible |
+--------------+

These areas cannot be crossed so you will have to go around them.

+-----------+
| Defensive |
+-----------+

Whichever side uses these areas make them harder to hit.  If the side doing the
attacking uses these areas, it makes it harder for them to hit something.  This
confers a -25% probability the enemy hits you and gives you a -25% to hit the
enemy.

+-----------+
| Offensive |
+-----------+

Gives the attacking party a bigger "to hit" advantage.  Of course, it also
makes them easier targets for the enemy.  This confers a +25% hit probability
on the enemy while it gives a +25% hit probability on your characters.

After the introductory screen, Ground or Boarding combat is broken up into two
or three parts.

The first part in the Communications Phase.  If your Esper can use ESP
efficiently, you may be able to communicate with the enemy.

The next phase is the Movement Phase.  Movement is determined by encumberance
and speed.  The last phase is the attack phase.

These phases will continue until either you destroy the enemy ship, board the
enemy ship, flee the scene (you cannot flee after you have boarded a ship),
force them to surrender, you bribe or bargain with them, or until you are
killed.  These three phases are indicated at the bottom of this display.

+======================+=========================+=======================+
|                      |    1   2   3   4   5    |                       |
|                      |A                        |                       |
|                      |B                        | +------------------+  |
|                      |C                        | |                  |  |
|                      |D                        | |                  |  |
+----------------------+-------------------------+ |                  |  |
|                                                | |                  |  |
+------------------------------------------------+ |                  |  |
| Name               HP         Cond         A:R | |                  |  |
+------------------------------------------------+ |                  |  |
|1>                                              | |                  |  |
|2>                                              | |                  |  |
|3>                                              | |                  |  |
|4>                                              | |                  |  |
|5>                                              | |                  |  |
|6>                                              | +------------------+  |
+------------------------------------------------+-----------------------+
|                         Communications Phase                           |
|A-Plead                            D-Bargain/Bribe                      |
|B-Ask                              E-Impersonate Deity                  |
|C-Demand                           F-None                               |
+========================================================================+
|                           Movement Phase #                             |
|A-Switch Weapons                                                        |
|B-Skip Move                                                             |
|C-Time Delay                                                            |
+========================================================================+
|                            CHARACTER NAME [##]                         |
|Groups in Range:                                                        |
|Command:                                                                |
|ENTER to Accept A-D  1-5 to retarget                                    |
|W-ait   F-Attack R-apid Fire   L-oad   M-Aim  E-sp                      |
+========================================================================+

+----------------------+
| COMMUNICATIONS PHASE |
+----------------------+

Once communications have been established, you have a variety of things you
can do.  They start off from a position of weakness to one of great strength.
Except for Bargain/Bribe and None, you have the following choices:

Truce    :  Try to call a truce and everyone goes their own way.

Tribute  :  Have them pay you off to leave them alone.

Surrender:  They surrender you and the battle ends.

+----------------+
| MOVEMENT PHASE |
+----------------+

This menu is pretty self-explanatory.  You can switch out a character's weapon.
Note that this takes a round of combat to occur plus another round of combat if
said weapon requires reloading.  You can also stay in one place by skipping
your move.  To escape from combat, just walk off the edge of the screen.
During boarding combat, you cannot escape.  It is either a fight to the death
or if you can get the other side to surrender.

+--------------+
| COMBAT PHASE |
+--------------+

Again, self-explanatory.  Make sure you keep track of damage and your gun
situation.  Don't want to go into battle only to realize you have no ammunition
for your guns.  Also, a character's gun may get ruined from combat.  This will
be indicated under the A and R (ammunition in clip and reloads) as Brkn.

The number after the characters name indicates the number of moves they have
left before they have to rest from fatigue.  It is best not to move around a
lot, although you still fatigue just from "standing around", or you may find
yourself in trouble when your whole squad decides to "take five".

Also, during your attack, you will the Groups in Range with the letters listed
after them.  If the letter is small, then that group is out of effective range.
You can still try to hit them but your chances go down 25%.  If a group isn't
shown as in range but they are on the battlefield, you can try to hit them at a
penalty of 50%.

 ________________________
/ 8.5  Unique Area Menu /______________________________________________________
------------------------

When you enter an unique area, your position will be indicated by a white
square.  Areas not known will be filled in with white.  You can enounter
various beings and traps when you navigate through a unique area.  It is always
a good idea to have your Motion and Radiation detectors activated to avoid any
nasty surprises.

+================================================+=======================+
|                                                |                       |
|                                                |                       |
|                                                +-----------------------+
|                                                |                       |
|                                                |      NAME OF ROOM     |
|                                                |                       |
|                                                +-----------------------+
|                                                | IS ROOM OPEN, SEMI-   |
|                                                | ENCLOSED, OR ENCLOSED |
|                 OVERHEAD VIEW                  +-----------------------+
|                       OF                       |C-Change Wep.          |
|                  UNIQUE AREA                   |E-Equip                |
|                                                |F-Fix Items            |
|                                                |G-Switch               |
|                                                |I-Inspect              |
|                                                |M-Medical              |
|                                                |R-Reload               |
|                                                |S-Search               |
|                                                |T-Time Delay           |
|                                                |U-Use  V-View          |
+========================================================================+

+---------------+
| C-Change Wep. |
+---------------+

Allows you to change a squad members weapon.

+---------+
| E-Equip |
+---------+

Allows you to exchange equipment between characters.


+-------------+
| F-Fix Items |
+-------------+

Fix broken items.  Since you don't have a repair kit available, it is a better
idea to go back to the ship to fix items since you will have a better chance of
getting them repaired.


+----------+
| G-Switch |
+----------+

Switches the order that the squad is in.


+-----------+
| I-Inspect |
+-----------+

Inspect the individual squad members.


+-----------+
| M-Medical |
+-----------+

Heal injured squad members.  Someone must have a Medkit in order for you to do
this.


+----------+
| R-Reload |
+----------+

Have squad members who have zero rounds in their clips reload


+----------+
| S-Search |
+----------+

Search a room for things.


+--------------+
| T-Time Delay |
+--------------+

Set time delay for messages.


+-------+
| U-Use |
+-------+

Activate the Motion and/or Radiation detector.


+--------+
| V-View |
+--------+

Use the Esper's ability to view rooms.  See Chapter 21 for more information.

                               ***************
******************************** U N I T  IV **********************************
                               ***************

+========================+
| 9.  GENERAL STRATEGIES |=====================================================
+========================+

Star Command is a turn-based game.  This means that you can take your time when
you are deciding upon an action.  This can work to your advantage since you
will be given unlimited time to decide on your next move.  Of course, sometimes
the only teacher can be experience since some moves you make may get you into
trouble faster then you can get out of it.  These general strategies hopefully
will help you accomplish the mission objectives so that you don't have to deal
with a lot of frustration.  These specific strategies are not all-encompassing
and there are many other things others have done.  I have found, however, that
these worked for me since I shared in the frustration.

First, a quick look at how the galaxy is set up.  The humans exist in what is
known as the "triangle".  This triangle has starports at its apexes.  It is
arranged like this:

                           EARTH            LUNA
                          (21,30)----------(29,30)
                             \               /
                              \             /
                               \           /
                                \         /
                                 \SOLONOR/
                                  (25,26)

Everywhere inside the "triangle" is considered safe while everything outside is
"at your own risk".

 _______________________________
/ 9. 1  Saving is a Good Thing /_______________________________________________
-------------------------------

This really goes without saying.  Every time you have a significant
accomplishment or plan to go into uncharted territory, it's a good idea to save
your game.  It is also good to save before you do training or do any
modifications to your ship.  This way, you can go back to your previously saved
game if you do something your really didn't want to do.

In addition, it is also a good idea to back up your "Charinfo.bas" and
"Charname" files to either a floppy disk or to another folder on the hard
drive.  Since this game only lets you save one game, you can create a record
(of sorts) to go back to a previously saved game.

If you want to make the game a real challenge, go through without saving.

 ___________________________________________
/ 9. 2  The Right Person for the Right Job /___________________________________
-------------------------------------------

Although a big part of the game is ship to ship combat, there are still many
times that you will have to land troops on a planet's surface, into a unique
area, or on board an enemy vessel.  Having the right balance of troops is the
difference between survival and becoming a statistic.

It is up to the player as to the best balance they desire.  I have found, how-
ever, the following team to be pretty strong.  This includes the eight years in
initial training followed by the 17 other training sessions you will earn.  Of
course, you can train more often if you have the money (See Chapter 9.9).

First, someone has to fly the ship.  For your first character (Pilot), a high
Intelligence is a must.  Accept nothing less then a 60 in Intelligence.  Then
train them to Level 3 in the Pilot skill and Level 3 in Ship Repair.  Go to
Officer's School for any remaining time.  Later on, when you have hit Level 6
in both skills, you can train your Pilot in Medical.

Your Co-Pilot will also need a high Intelligence.  Train them to Level 1 Pilot
(at least) and Level 3 Code Breaking.  Take them through Officer's School for
the remainder of training.  Later, train the Co-Pilot up to higher skill levels
in Pilot.

The Soldier needs good Strength and Accuracy.  Numbers above 55 in both these
traits is desirable.  Train them to Level 3 in Explosives then alternate be-
tween Survival School and Special Forces.  Use remaining year (if available)
for Officer's School.  Later on, after their Explosives level is 6, train them
in Heavy Weapons.  Alternate between increasing the Strength and Accuracy
traits as you move up.

Marines are the shock troops of your outfit.  It is a good idea to have four
of them on your team.  High Strength, Accuracy, and Willpower are what
separate a good marine from a great marine.  Train them all to Level 3 in
Heavy Weapons.  Train one to Level 3 in Scouting/Recon and another to Level 3
in Medical.  Spend remaining time in Survival School and Special Forces.  Use
remaining time (if available) for Officer's School.  As with soldiers, increase
their Strength and Accuracy trait.

Espers are very special troops.  First of all, you must have an Esper trait
score of over 51.  If you see an Esper score above 51, make them into your
Esper.  Espers do not like to be on the front line.  They are more useful be-
hind the lines using their mental abilities to cause serious problems to the
enemy with Mindshock and Psychic Scream.  Train them to Level 3 Esper and all
remaining years in Astro Gunner.  After you get them up to Skill Level 8 in
Esper, work on Astro Gunner and constantly increase their Esper trait score.

After you are done training and naming, your team should look like this: (NOTE:
Ranks don't take into account spot promotions during training).

Sergeant Pilot
Sergeant Co-Pilot
Corporal Soldier
Corporal Marine
Corporal Marine
Corporal Marine
Corporal Marine
Private  Esper

 __________________________
/ 9. 3  Pick your Battles /____________________________________________________
--------------------------

You do not have to fight everything that comes along.  Sometimes diplomacy will
go a lot further.  If you are in a position of strength, then demand they
surrender.  Sometimes, even if they outnumber you, they will take your advice.
If you are in a position of weakness, then pleading for a truce may be the
answer.  These two situations will be dictated by several factors including
ship strength, squad strength and health, the mission you are on, etc.  Only
you can judge whether to fight in every battle or to pick and choose where and
when you will fight.

 ____________________________________________
/ 9. 4  In Space, Nobody Can Hear You Swear /__________________________________
--------------------------------------------

Combat can be both rewarding and frustrating at times.  Many factors figure
into the equation governing how combat is conducted.

Ship to ship combat is a little easier then squad-level combat, but it can also
be more dangerous since the loss of your ship means the loss of your entire
squad.

When you have an encounter, you can try to establish communications.  If that
is successful, then you can choose how to use those communications.  If the
enemy chooses to fight, then you need to be in a position to take them on.  A
lot of times, you will fight four or five enemy ships at a time.  Your ship is
tough, but it usually isn't tough enough to take a pounding from that many
enemy ships.

First of all, movement plays a big part in this game (both in space and on the
ground).  If you move slowly, the enemy will easily outmaneuver you and
basically ruin your day.  That is why it is important to either have a fast
movement rate or enough defense to withstand enemy attacks.

For ship-to-ship combat, it is a good idea to isolate each ship and destroy
them one at a time then try to take on a whole fleet.  Over time, when you get
enough powerful weapons, you may be able to split your attacks among two or
three ships with a good success rate.  If you wish to board an enemy ship, it
must be the last ship remaining and you must occupy the same area it does.
Also, your weapons must be powerful enough to break through the enemy's
defenses.  If you have a gun that does 20 points of damage and they have
shields that can absorb 100 points, guess what...you aren't going to penetrate
their shields.  This also works the other way when they attack your ship.

Ground combat works basically the same way.  This time, though, you control the
actions of your six characters.  Again, good weapons make short work of the
enemy and gunboat diplomacy usually works good after a first attack kills 3/4
of their number.

 __________________________________________
/ 9. 5  Law of Conservation of Ammunition /____________________________________
------------------------------------------

First of all, everything in this game comes at a price.  This price is both in
credits to purchase an item and the weight of said item.  You must take both of
these factors in account when you are equipping your characters.  Every
character has a maximum amount of weight they can carry (as determined by the
Strength score).  This means that after factoring in other equipment, you may
not be able to carry around that 20 kg rocket launcher with the reloads that
weigh .5 kg apiece.

This means that you will be severely limited on the amount of ammunition you
can carry for your selected weapon.  This in turn means you have to be "stingy"
as to how you expend your ammunition.  If you are going against a small group
of enemies, it is not necessary for everyone to unload on them if it would only
take two or three squad members to finish the job.  This also means using the
tactics in Chapter 9.2 will come in real handy to help you save your ammunition
for the big battles.

Another thing to keep in mind is to stagger the times your squad reloads their
weapons.  This will ensure that you will always have one or two squad members
ready for action at all times.  It becomes a real bad situation when all your
squad members have to reload at the same time.  The enemy always looks for
mistakes, such as these, to ensure your squad is quickly eliminated.

 ________________________________________
/ 9. 6  Sometimes it's Good to Have Gas /______________________________________
----------------------------------------

As important as your equipment, you need to have fuel so your ship can go from
place to place.  Depending on the ship type, you will be restricted in range to
how far you can go out.  The smallest ships have only a 100 unit capacity tank
while the large ships have a 400 unit capacity.

The worst thing that can happen to a party is to get stranded out in space, out
of fuel.  Depending how far you are from the nearest starport, it could
literally take many months for a rescue operation to make it to you ship.  Even
then, they only will refill you a quarter-tank.  During this waiting period,
characters may starve to death while awaiting the rescue of your ship.

There are, though, a couple of ways you can ensure that your tanks are "topped"
off most of the time:

   -  Obviously, any time you go to a starport, you can fill up your ship.

   -  Capturing enemies, forcing them to surrender, or forcing them to give
      fuel is another method.  Keep in mind, if you flying around in a big ship
      and you capture a small ship, you won't fill your tank to the top, only
      what that small ship's capacity was.

   -  There are planets scattered around the galaxy that will sell you 20 units
      of fuel for 150 credits.  These planets are spread far and wide, however,
      you can still have a good chance to find one as long as you have the
      money to pay.

Make sure you always fuel up before leaving starport.  Even if you fueled up
when you arrived, it is still a good habit to fuel up before you leave to
ensure you won't be running on less then a full tank.

 ___________________________
/ 9. 7  Run Away, Run Away /___________________________________________________
---------------------------

This goes hand-in-hand with Chapters 9.2 and 9.3.  When you face a superior foe
and negotiations break down, you next best bet is to run away.  There is no
shame in saving your "skin" until you have more of an advantage.  The only time
you cannot run away is when you board an enemy vessel with the intention of
capturing it.  It will either be a fight to the death or until one side or the
other surrenders.  As you progress through the game, you will know when it is
better to fight or to run.

 ______________________________
/ 9. 8  If It's Broke, Fix It /_________________________________________________
------------------------------

A very good habit to get into is to make sure your equipment is in top shape
and that all the squad members are at full health.  It would be bad to have the
advantage only to lose it because key squad members lost their weapons or were
killed at the wrong time because you didn't bother to do either of the above.

After every battle, fix everything.  If nothing needs fixing then nothing is
lost, however, if things do need fixing, then you will be given the chance to
avoid the costly repairs charged at the space station drydock.  In addition,
you will be able to stay out longer and not have to run to the space station
every time something is broken.  Keep a few Repair Kits around so that you can
repair damaged equipment.

Health is another important aspect.  Make sure you stock up on the Medical Kits
since you will be using them quite a bit.  Since the Pilot and Co-Pilot don't
venture outside the ship, load them up with several Medical Kits.  That way,
you always have a stock at hand, plus, you can transfer them to the squad
member who trained in Medical when they visit a planet.  Also, you don't have
to use up valuable time recovering in the sickbay of the space station.

 _________________________________________
/ 9. 9  Money Makes the Galaxy Go 'Round /_____________________________________
-----------------------------------------

The single most important thing your squad needs to worry about.  There never
seems to be enough (at the beginning of the game) to get all the nifty things
you want.  As you progress through the game, you will gain money but it usually
isn't enough to have your squad decked out in the finest gear, carry the finest
weapons, and buzz around in the finest ship.  Fortunately, the game makes it
easy to make money, you just have to be patient and be prepared to take some
time to use these tactics.  You will soon be rolling around in the credits if
you are willing to work a little.

-  You automatically gain 1,000 credits x the mission number every time you
   complete a mission.  This means if you successfully accomplish mission 12,
   you will gain 12,000 credits.  Sometimes you will also gain a bonus in
   addition to these credits.

-  Each character has a certain rank.  They get paid according to that rank
   each time a mission is completed.  It is assumed that it takes one month to
   complete a mission so the characters will collect one month of pay.  The pay
   chart is below:

                         +----------------+-------+
                         |      RANK      |  PAY  |
                         +----------------+-------+
                         +----------------+-------+
                         | PRIVATE        |  1500 |
                         +----------------+-------+
                         | CORPORAL       |  2000 |
                         +----------------+-------+
                         | SERGEANT       |  2500 |
                         +----------------+-------+
                         | 2ND LIEUTENANT |  3100 |
                         +----------------+-------+
                         | LIEUTENANT     |  3800 |
                         +----------------+-------+
                         | COMMANDER      |  4700 |
                         +----------------+-------+
                         | MAJOR          |  6000 |
                         +----------------+-------+
                         | COLONEL        |  7800 |
                         +----------------+-------+
                         | BRIGADIER      | 10000 |
                         +----------------+-------+
                         | COMMODORE      | 15000 |
                         +----------------+-------+
                         | ADMIRAL        | 22000 |
                         +----------------+-------+
                         | FLEET ADMIRAL  | 30000 |
                         +----------------+-------+
                         | GRAND ADMIRAL  | 45000 |
                         +----------------+-------+

A great money making idea is to stay out for long periods of time during
missions.  Since the missions aren't time dependent, you can stay out two or
three months at a shot.  The only downside is that you need to keep track of
your characters age since this factor could work against them.  This means
don't finish the mission too soon or you will only get paid for a month's worth
of work.

-  Bounty hunting is another enjoyable past time that can make you loads of
money.  You can gross 100,000+ credits when you hunt.  Your goal is not only to
destroy enemy ships, but also to board them so you can tow them back to a space
station.  You get 20 x the ships weight for destroying or capturing it and 10 x
the ships weight for towing it back.  For example:

You have destroyed four 50-ton ships and towed one back.  You will get 20 x 50
tons or 1,000 credits per ship destroyed.  This then is multiplied by five
(total number of ships either destroyed or captured) plus 10 x 50 tons or 500
credits for towing an enemy ship back.  Grand total, 5,500 credits for this
small encounter.

As you progress through the game, you will encounter heavier enemy ships, which
will in turn yield even higher bounties, which in turn generates even more
credits.  Just keep in mind that the heavier ships also have stronger enemy
forces on board.

In addition, you may also collect any extra credits that these ships may have
been carrying with them.

NOTE:  Civilian freighters do not give you bounties.  They will be counted as
part of your kill or tow list but you will receive no money from them so it is
best to avoid them and not waste the ammunition.

-  Some dungeons and other unique areas have money in them.  This can range
   from a few thousand credits to almost 100,000 credits.  Make it a special
   point to raid vaults and other money holding areas.

-  Espionage missions can bring in some serious credits.  You may have to visit
   a Hi-Tech planet several times in order to collect all of the espionage
   items.  Each race has their own items and some items can fetch up to 15,000
   credits apiece.  Just be warned that you may have to go through several
   planetary encounters while hunting out these items.

-  Bringing back souvenirs such as plant life and wildlife doesn't yield much
   in the way of money.  Neither does trading so I wouldn't do it unless you
   are really desperate for a quick credit.

 ____________________________________________
/ 9.10  A Mind is a Terrible Thing to Waste /__________________________________
--------------------------------------------

When you first start the game and create a character, they will go through
eight years of training.  After this initial training, the only other time you
get free training is after you complete a mission.  Use this training wisely
and keep in mind what the specific character is good at (or what you want them
to be).

For Pilots and Co-Pilots, just increase their Intelligence and improve their
Pilot, Ship Repair, and Code Breaking skills.

For Soldiers and Marines, work on increasing their Strength, Accuracy, and
Courage.  Then improve them in their specialty areas which are usually Heavy
Arms, Medical, and Scouting/Recon.

Espers are your basic non-fighter.  They use their mental prowess to cause hate
and discontent.  Increase their Esper almost exclusively.  Then improve them in
Esper and Astro Gunner.

Some things to keep in mind when learning skills:

-  Intelligence directly effects whether a character can learn or improve upon
   a skill.

-  All skills "top" out at level 8.

-  When you get to level three, skill increment by .5 points.  After level
   five, they increment by only .2 to .3 points.  When determining a
   character's skill level, only the whole number is read.  For example, a
   skill level of 6.7 would register as skill level 6 for purposes of use.

If you wish to get additional training, it costs 200,000 credits per character
per session.

Improving a character's primary skills will ensure greater success with tasks
at hand.  The base chance of doing any task is 50% plus 5% per skill level.
This number maxes out at 90%.  See Chapter xx for each skill and what it
enables a character to do.

 ___________________________________
/ 9.11  Keeping Up With the Jones' /___________________________________________
-----------------------------------

Okay, you want to be at the top of your game.  That's fine and all, but you had
better have the ship, weapons, and personal equipment to pull it off.  Below is
a recommended series of steps you can take to ensure you can get the best that
money can buy.  Use the money-making tips from Chapter 9.6 and you should be on
the road to improving your lot in no time.

You start the game with 95,000 credits.  This money is to be used for buying a
ship and all the equipment needed for the ship and the squad.  Also give this
ship approximately 250-300 armor points.

Purchase the Hornet Scoutship to start.  Arm either the front three or back
three gun positions with Hypervelocity Rockets.

Arm all the squad (except the Esper) with 40 mm Panzerjaeger Rocket Launcher.
These are superior to the HAAWS Heavy Rocket due to rate of fire and also the
cost of reloads.  Also take into account that you must also purchase ammunition
for these weapons.  I would recommend five reloads per person.

After all your purchases, you will be pretty much broke.  Also take into
account for the purchase of a Repair Kit and Medical Kit.

When you get enough money, trade in your Hornet and upgrade to the Dagger
Escort.  Switch out one of your Hypervelocity guns for a Ranger missile
position.  Also, add on an Inertialess Drive.  Granted, this may overload your
ship, however, the benefits of the movement bonus and defense bonus quickly
outweigh this problem.  From this point on, you should always have maximum
armor for your ship.

By now, all of your squad should be armed with 40 mm rocket launchers.  Also,
you may want to also have a soldier to train in explosives so you can also lob
a few grenades at the enemy.  You will also want to consider getting Surface
Effect Stasis Armor for your characters since you will be certainly boarding
enemy ships and making trips down to unique areas.

Your final ship upgrade should be to the Warrior class Frigate.  You should add
everything else you don't already have.  This means getting the Variable Stasis
Shields, "Skynet" Antimissile System, and replacing all of your guns with Anti-
matter Missiles.  With this set up, you shouldn't have any problem taking out
enemy ships.

Your squad should be armored in Electroactive Armor which offers great
protection for a light weight.

NOTE:  Don't mix too many gun types for your ship.  Better yet, try to keep the
gun types the same (if possible).  You are only allowed a maximum of 30 reloads
for ALL weapons.  This means if you have two or more different weapon types,
you must figure out how to split this 30 so a position doesn't run out of
ammunition too quickly.  This also means that that number of reloads must cover
all the gun positions that have a particular gun.

+=======================================+
| 10.  SPECIFIC STRATEGIES FOR MISSIONS |======================================
+=======================================+

These strategies cover the 17 missions you will have to complete to win the
game.  Some missions are constant and you will encounter them every time you
play a new game.  Some missions, though, are random which means you may
encounter something different each time you play.  In order to advance to the
next mission, you must have completed the previous mission.

Note that as you go farther along in the missions, the enemies become tougher
so you must adjust your strategy accordingly.

The missions will be set up like this:

 ____________
/ Mission # /
------------

Objective:  If there is a different objective each time you play the game, it
will be noted here.  These objectives are the exact ones you will see in the
game.

Overview of mission

Walkthrough  NOTE:  If something is written in ALL CAPITALS, this means either
a command must be selected or you must type in a specific word.  Some areas
require you to interact with your environment.  For the unique areas, map
location numbers will be annotated in the walkthrough as they correspond to the
maps in Chapter 11.

All Stars are numbers from left to right, top to bottom.  Therefore, those
objects nearer the upper left corner will have low numbers while those near the
bottom right corner will have the highest numbers.  Planets are numbered from
the first being closest to that sun counter-clockwise out away from that sun.

 _____________________
/  10. 1  Mission  1 /_________________________________________________________
---------------------

Objective:  Welcome new recruits!  Your first  mission is to pick up a badly
            needed shipment of vaccine from our lab on planet 7 of star 5 in
            sector (23,29).  Deliver it to the mining colony on planet 2 of
            star 2 in sector (27,29).  Good luck, and remember time is short.

            OR
 
            Welcome new recruits! Your first mission is to do a scientific
            investigation of every planet in  sector (23,29).  It was reported
            that rare fuel gems were found in that area.  Bring back everything
            that you find.

            OR
 
            Welcome new recruits!  Your first mission is to make espionage runs
            on every planet in sector (23,29) which has intelligent life.
            There is suspected to be a smuggler base in that sector. Bring back
            whatever you find.

This mission is designed to get your feet wet.  It is a pretty straightforward
as far as missions go.  Achieving the first two objectives are pretty easy but
the third one may cause you some problem.

-  Make sure your ship is well stocked with weapons and ammunition.  The first
   two objectives will mostly involve ship-to-ship combat (if any).  If you
   want even more practice, make sure your characters are also well equipped so
   you can practice boardings.

-  The third possible objective will involve many battles on the planet's
   surface.  Make sure you have enough Medical Kits and that your characters
   are well stocked in weapons and ammunition.

-  This mission occurs within the Triangle so you should have very few
   encounters with any aliens or pirates.

 _____________________
/  10. 2  Mission  2 /_________________________________________________________
---------------------

Objective:  Five freighters are currently in  orbit around a planet in sector
            (24,28).  They contain dangerous criminals.  Find them and destroy
            them.

            OR

            Five freighters are currently in orbit around a planet in sector
            (25,29).  They contain dangerous criminals. Find them and destroy
            them.

            OR
 
            Five freighters are currently in orbit around a planet in sector
            (29,29).  They contain dangerous criminals. Find them and destroy
            them.

You get to practice your ship gunnery skills on this mission.  The best part is
the freighters have minimum defense and minimum offensive capabilities.

-  Again, stock your ship up with maximum amounts of ammunition and get ready
   to go out hunting.

-  You will need to explore every planet in the designated sector to find the
   freighters.  When you do find them, you will be informed of this.

-  You can usually take out one freighter per gun position so you should be
   able to take out three at a time.

-  You get no bounty for the freighters but you do get credit for the kills.
   Your consolation is getting the mission bonus for completing this mission.

 _____________________
/  10. 3  Mission  3 /_________________________________________________________
---------------------

Objective:  A small, secret colony of miners that has been operating slightly
            outside the triangle is being menaced by a pirate ship that is
            searching the area.  Destroy the ship and pick up the miners' ore
            shipments at planet 2 of star 1 in sector (28,26).

            OR

            Unmanned deep space probes have encountered a battered pirate ship
            drifting enginless around planet 5 of star 1 in sector (26,25).  Go
            and destroy it.

            OR
 
            Go destroy the freighter of a criminal and the pirate that he is
            scheduled to rendevous with.   They will both near the first star
            in sector (27,26).

The first two missions were designed to get you familiar with the game.  From
this point on, things will start getting a bit harder.  Your basic goal on all
the objectives is destroy another starship.

-  By this time, you should have enough money to upgrade a couple of your
   weapons and to get your ship's armor up to 999.  In addition, you should
   finish outfitting your squad.

-  You will be leaving the comfort of the "triangle" and going into the
   Pirate's zone.  This means you need to be ready for Pirate Scouts and other
   pirate starships that will be blocking your path.  Fortunately, you get
   money for taking them out.

-  You can do some good hunting on this mission and pick up some good bounties
   hunting pirates.  Just keep in mind that their armament is strong enough to
   do some significant damage to your ship and your weapons may not penetrate
   their shields.

-  When confronting the ships you must destroy to accomplish your mission, keep
   in mind that they carry heavier firepower then your own ship.  In addition,
   if you choose to board them, strong Pirate troops are ready to receive so
   make sure your characters are ready to go.

 _____________________
/  10. 4  Mission  4 /_________________________________________________________
---------------------

Objective:  The last known whereabouts of the infamous pirate leader Blackbeard
            is a space station in sector (31,27).  Go there, investigate
            thoroughly, and report back to us.

            OR
 
            There is suspected to be a pirate space station in sector (31,27).
            Go there and investigate it thoroughly and report back to us.  It
            may contain some information about the infamous pirate leader
            Blackbeard.

            OR
 
            The infamous pirate leader Blackbeard is thought to be located in a
            space station in sector (31,27).  Go there and investigate
            thoroughly and report back to us.

Your first mission where you will have to visit a unique area.  If this isn't
bad enough, you will have to fight your way through some pirate ships to get
there.  First, look at the map in Chapter 11 to see how the space station is
set up.

-  Make sure you have enough ammunition and Medical Kits.  In addition, a
   Radiation and Motion Detector for your Scouting/Recon marine would also be a
   good thing to have.  Don't want any nasty surprises.

-  Go down the corridor and go through the door at the end.  You will be in the
   Machine Shop (Location #6).

-  Go left and up to enter the barracks (Location #3).  Exit through the west
   door into the short corridor.

-  Go up into the pod in the northwest corner (Location #1) and you will get
   the following choices on the main computer screen:

   1>Weather Report
   2>Scan the Immediate Area
   3>Storage Inventory
   4>Maintenance Drones
   5>Tourist Information
   6>Scan Logbook

-  First, use the arrow keys to choose #4.  Then choose #1 to Activate Drones.
   Then choose #4 to Clean.  Finally, choose #8 for Clean Vault.

-  Choose LEAVE to get back to the main computer screen.  This time, choose #6
   to Scan Logbook.  You will read that Blackbeard will be will be refueling in
   sector (30,22).

-  Choose LEAVE to exit the computer and return to the map.  Backtrack to the
   Machine Shop and go up into the door on the other side.

-  You will enter the Training Room (Location #4).  Be prepared to be jumped by
   five Pirate Trainees.  After you dispose of them, head out the door on the
   east wall into the short corridor.

-  There is a trap halfway down this short corridor.  Have your Scouting/Recon
   marine disarm said trap or your characters will take some damage.

-  Go down and into the southeast pod and enter the vault (Location #9) to
   collect the 25,000 credits.  NOTE:  You could have gone to the vault and
   blasted through the door, but the above is much easier and it save
   ammunition.

-  Exit the space station and return to a starport to collect your mission and
   character's pay.

 _____________________
/  10. 5  Mission  5 /_________________________________________________________
---------------------

Objective:  You were followed back from your  last mission by two pirate
            privateers. They are currently in the triangle, getting revenge for
            what you did.  This is your responsibility so you must take care of
            them.  They are currently in sector (26,28).

            OR

            On your last mission you discovered the sector in which Blackbeard
            was scheduled to refuel his ship.  The Potemkin, one of our finest
            corvettes, was sent to investigate this sector and was disabled by
            pirates and barely escaped.  Go and help the Potemkin and
            retaliate.  It is orbiting planet 3 of star 10 in sector (25,20).

It appears that the pirates didn't appreciate your "social call" to their space
station.  They are now attempting to exact their revenge for your little "mis-
step"

-  Re-equip your ship and characters and head over to sector (26,28).  There
   are six stars, and their accompanying planets, you must explore to find
   these pirates.

-  Once located, either turn them both into stardust or destroy one and board
   the other.  Overall, a relatively easy mission.

-  For the second objective, you will have to tangle with a few pirates before
   the rescue is a success.

-  Return to starport.

NOTE:  This mission comes up randomly.  You may not get this mission.  If you
don't, just proceed to the next mission walkthrough.

 _____________________
/  10. 6  Mission  6 /_________________________________________________________
---------------------

Objective:  On your last mission you discovered that Blackbeard was scheduled
            to refuel his ship somewhere in sector (30,20).  Go to this sector
            and do a standard search, investigate and destroy.

            OR
 
            On your last mission you discovered that Blackbeard's headquarters
            are located in sector (32,20).  Find his headquarters and destroy
            him.  You should be able to tell which planet he is on because his
            corsair will be orbiting that planet.

Well shiver my timbers, you now know the location of that space-barnacled cut-
throat Blackbeard.  Of course, he doesn't make it easy to get to him but that
just adds to the excitement and rewards you will get.

-  Go to sector (32,20) and explore every planet until you encounter the
   corsair.

-  You need to go to star 2, planet 4 in sector (32,20) to find Blackbeard's
   corsair.  Once you find Blackbeard's corsair, either blow it out of the sky
   or capture it.  Then go to that planet and visit the unique area to enter
   his headquarters.

-  Once you enter the area, go through the first door to your right (just east
   of where you entered) and go up the corridor.  About a third of the way up
   the corridor is a trap.

-  Go to the end of the corridor and make a right at the "T" intersection and
   head for that door.

-  Blocking your path is a pirate kid who wants to play a video game for 600
   credit bets (Location #7).  You can play if you want but it is easier to
   choose ATTACK/BLOW IT UP to get the little brat out of your way.

-  Continue through the arcade and exit through the door on the other end of
   the room.  You will enter the casino (Location #8).

-  If you go through the north door, you will enter the slot room
   (Location #4).  Selecting ATTACK/BLOW IT UP will reveal a passage.
   Unfortunately, some of your number may get radiation poisoned if you enter
   this passageway.  Continuing through this passage will reveal a titanium
   door valued at 30,000 hit points.

   -  In all there are five doors with a like number of hit points to get
      through if you want to "chat" with Blackbeard.  Fortunately, though,
      there is an easier way to get to him.

-  Exit this room and go through one of the doors on the right (east) side of
   the room to enter the bar (Location #9).  When you enter the bar, you are
   given the following choices:

   [1] table one
   [2] table two
   [3] table three
   [4] the bar

-  Choose option #4.  When the bartender asks if you would like to see the
   drink list, answer YES.

-  Choose #6, the U-235 drink.  When the bartender serves the drinks, choose
   LEAVE to take your drinks with you.

-  Backtrack to the "T" intersection you went through to get to this area.
   Instead of heading down (south), head straight ahead (west) until you get to
   the mining machine (after you blast through a 1500 hit point door).

-  At the command screen, choose ENTER A COMMAND, then enter the word FUEL.  It
   then asks what do you wish to use as fuel.  Choose ENTER A COMMAND then
   enter the word DRINKS.

-  The machine will sputter to life.  You now have a choice of directions.
   Choose #1 or north.  After the machine has broken through the wall, choose
   LEAVE.

-  You will be at the corner of the upper passage.  Head to the right (east) to
   do battle with Blackbeard and his pirate commanders (Location #2).

-  Once you have cleared the room of Blackbeard and his henchmen, go up to the
   door on the left (west) wall (Location #1).  This is a vault containing
   50,000 credits.  A pretty good reward.  If you go to the door on the right
   (east) wall, it is just the titanium doors you would have had to cut through
   from the other side.

-  Return to starport for to see your names in the headlines.  As an extra
   reward, Star Command will give you 80,000 credits.

 _____________________
/  10. 7  Mission  7 /_________________________________________________________
---------------------

Objective:  Pick up a new antitoxin developed at our secret research facility
            on planet 6 star 1 of sector (11,30) and deliver to our advanced
            experimental lab on planet 5 star 1 in sector (20,31).

            OR

            Pick up a Hyper-intelligent ambulatory fungus created in our
            advanced experimental lab on      planet 5 star 1 in sector (20,31)
            and deliver it to our secret research facility on planet 6 star 1
            in sector (11,30).

            OR

            Pick up a new antitoxin developed at our secret research facility
            on planet 6 star 1 of sector (11,30) and deliver to our advanced
            experimental lab on planet 5 star 1 in sector (20,31).

Compared to the last mission, this one will be a cakewalk.  Keep in mind that
you will be entering into insect territory so be prepared for a lot of
encounters.

-  As always, stock up on fuel and supplies and head to wherever the objective
   tells you to go.

-  Go to the planet's surface and pick up the goods.  Then travel to your
   designated drop-off point and drop them off.

-  Pretty easy stuff to collect some mission money from.

 _____________________
/  10. 8  Mission  8 /_________________________________________________________
---------------------

Objective:  Princess Versilda's ship was on a diplomatic mission when it was
            attacked by insect ships.  The princess escaped in an escape pod
            near a black hole.  Find her and  bring her back to a starport.

The objective tells you everything.  The good princess dropped into a black
hole and escaped to another star system to avoid the insects.  This mission is
rough because you must explore every star and planet on the other side of the
black holes.

-  The black holes and their exit points are:

   -  (10,29) exit at (23,21)

   -  (28,14) exit at (15,24)

   -  (23, 6) exit at (30,19)

-  The entrances to all the black holes are located deep within insect space.
   The exit points of the first two black holes are in insect space while the
   third is within pirate space.

-  Each exit point has two stars with several planets around each.  Just go
   down to planetary level on each planet until you get the princesses signal.
   Then drop down to retrieve her.

-  Go back to starport for your reward.  One odd thing is the princess will
   stay in your cargo hold until you sell her (for about 50 credits).  I say
   make her ride around due to the inconvenience her rescue caused you.

 _____________________
/  10. 9  Mission  9 /_________________________________________________________
---------------------

Objective:  Unmanned deep space probes have reported insect ships docked with
            strange alien ships at star 1 of sector (14,30).  Trade is assumed
            to be taking place.  Go and destroy any ships in that system.

            OR
 
            Insect ships have reportedly been receiving arms shipments from
            another alien source.  Go to their rendevous point at star 4 in
            sector (14,25) and destroy anything there.

            OR
 
            Unmanned deep space probes have reported bomb shipments being
            delivered to insect ships from    other alien ships at star 10 in
            sector (19,19).  Investigate and take appropriate action.

Well, it looks like the insects are up to no good and they are being assisted
by some unknown ally.  By now, you should have at least "Ranger" missiles on
your ship and your Esper should be on one of them.

-  Head over to the coordinates that headquarters tells you to go to.  You will
   be met by a couple of Robot recon ships.  Some things to note about the
   robot ships:

   -  They are extremely fast and maneuverable.  Don't even think about
      boarding them because your chances are slim to none.

   -  Because they are so fast, you cannot just shoot at them.  You must AIM
      twice to get a bead on them.  This means you need to load up on the
      defensive hardware to absorb their attacks.

   -  This battle will take some time due to the fact you must constantly aim
      at the Robot recon ships.  Make sure you bring plenty of ammunition.  If
      it gets too hot for you, hyperspace out and go back to starport to re-
      stock.  NOTE:  Keep in mind that using hyperspace automatically burns 40
      fuel.

-  Once you have taken care of this "illegal" trading, go back to starport and
   take some R&R.

 _____________________
/  10.10  Mission 10 /_________________________________________________________
---------------------

Objective:  The insects have attacked and poisoned the food chains of triangle
            planets by infecting all mammilian food sources.  Find a planet
            dominated by mammals and bring back some Herdbeasts to our advanced
            experimental lab at star 1 in sector (20,31) so that repopulation
            studies may be done.

            OR
 
            The insects have attacked and poisoned the major oceans of triangle
            planets.  Search for an   aquatic planet and bring a Guagle fish
            specimen to our advanced experimental lab at star 1 in sector
            (20,31).  Repopulation studies will be done.

            OR
 
            The insects have attacked and poisoned the food chains of triangle
            planets resulting in the destruction of most plant life.  In order
            for repopulation to be carried out you must find a specimen of
            Celcaysic plant from a planet dominated by plant life.  Bring it to
            our advanced experimental lab at star 1 in sector (20,31).

Another pick-up and drop-off mission.  This one is pretty straightforward so
you will probably be able to get some good hunting in while you complete this
mission.

-  For objective one, all you have to do is go to a Lo-Tech world with mammals.
   There are many around and inside the triangle.  Keep doing scientific
   missions until you get the desired animal such as Herdbeasts.

-  Objective two is real easy.  Go to the experimental lab planet and do
   scientific missions to get the desired fish.

-  Objective three will require you to go to a Lo-Tech world with plants.
   Again, scientific missions until you get the desired plant.

-  Head back to starport and get ready for the crap to hit the fan.

 _____________________
/  10.11  Mission 11 /_________________________________________________________
---------------------

Objective:  An Insect advanced base has been  discovered by unmanned deep space
            probes.  Investigate the base thoroughly and report back.  It is
            located at star 2 in sector (15,26).

            OR
 
            One of our one-man scoutships was intercepted while investigating
            an insect advanced base at star 2 in sector (15,26).  Discover the
            fate of the pilot and report back to us.

           OR
 
           Transmissions have been intercepted from an insect advance base at
           star 2 in sector (15,26).  Investigate the base and report back.

This will be one of your tougher assignments.  First of all make sure everyone
has an Environment Suit, Oxygen Mask, and Oxygen Cylinder.  If you don't have
these things, your stay at this base will be permanently cut short.  In
addition, it would be a very good idea to have a Radiation Detector and a
Motion Detector to avoid nasty surprises.

-  When you enter the base, you will be confronted by a 1,500 hit point door.
   Have the Esper blast it down with their Needle Gun.

-  You will get jumped by three to five Insect Workers.  Take care of them and
   you will now be in one of the fueling areas.

-  Proceed down (south) to the double doors.  Go into either one of them and
   take on the Insect Warriors and clear out the guard shack (Location #2).
   The quickest way to your next destination is to take the leftmost door (west
   door).

-  You will go through a laboratory (Location #4).  Go through the room to the
   next door and enter this room.  You will get jumped by 20 Insect Hatchlings.
   They are easy to clear out.

-  Go toward the bottom (southern) door.  About two spaces away, you will
   detect a trap.  Have your Scouting/Recon marine disarm it and proceed
   through the door.

-  You will enter a room where an Insect is suspended above the ground
   (Location #7).  There are wires and tubes coming out of it.  Your first job
   is to extract information from this bug.

-  Select SEARCH AND INSPECT.  You will be told that there is a computer
   nearby.  Select USE IT to open up a communication channel with the
   suspended Insect.

-  The Insect realizes it can't do much so it is at your mercy.  Next select
   DEMAND INFORMATION.  The Insect inquires as to what information you wish to
   know.

-  Select ENTER A COMMAND and type in VAULT.  The Insect will explain that the
   vault door can only be open by the base commander or when an abandon station
   order has been issued.  The vault door will also open if power is killed to
   the base.

-  Select ENTER A COMMAND and type in BASE.  The Insect explains that this is
   an advanced fueling station for the Insect fleet.  It also is serving as an
   observation point for exploration.

-  Select ENTER A COMMAND and type in INSECT.  The Insect explains they are an
   intelligent race of Insects.  They believe that humans are violent and bent
   on destruction.  Therefore, the Insect Race has deemed it necessary to
   eliminate the Human Race.

-  After getting this information, LEAVE this area and the room.  In the next
   room, go through the bottom (south) door into the hatchery (Location #10).
   You will again get jumped by 20 Insect Hatchlings.  Blast them out of your
   path and exit the door on the other side of the room.

-  Enter the next room and choose ATTACK/BLOW IT UP to wipe out the sunbathing
   Insects (Location #5).  Go through the door directly across the way (south
   door).

-  You will tangle with Elite Insects guarding the computer terminal in the
   radio-tracking room (Location #6).  Eliminate them then choose ATTACK/BLOW
   IT UP to destroy the computers and shut down power to the base.

-  Go into the next room and access the computer (Location #9).  DO NOT try to
   ATTACK/BLOW IT UP or you will be met by the computer's defense system which
   can do some serious harm to your party.  Just do a SEARCH/INSPECT on the
   computer.

-  You will see two bar-graph readouts.  One reads 150 notches while the second
   reads 20 notches.  You also notice controls to change their settings.
   Select USE IT and you will given the chance to mess with the controls.

-  All you have to do is enter 0 for both of the controls to shut power down.
   Go into the newly opened room (south) and enter it.  Select SEARCH/INSPECT
   and you will learn about a Psychic Anomaly located in sector (6,19), Star 1,
   Planet 3.  Do not ATTACK/BLOW IT UP on this computer or you will be ejected
   into space for an instant death.

-  Exit the base and hop back onboard your ship.  Go back to starport with this
   information and await your next mission.

 _____________________
/  10. 12 Mission 12 /_________________________________________________________
---------------------

Objective:  In your last mission you learned  that the insects have gone to
            great lengths to investigate a `psychic anomoly' in a double star
            system near sector (5,20).  Our research indicates that this
            anomoly could be a singular alien being.  Legend has it that this
            being possesses a vast amount of  knowledge of the surrounding
            galaxy.  Try to learn what it knows about the insect race.

First of all, the objective is in error.  The anomaly is at sector (6,19) not
(5,20) so don't go to that sector or you will be very disappointed.  This area
is quite different due to the fact it is a giant maze.  Don't worry, though,
the maze is pretty easy to negotiate.  You will, however, have to deal with the
various robot War Units that populate this maze.  Most of the time, if you
Plead for a Truce, they are pretty responsive.  Avoid fighting or you will be
quickly overwhelmed.

-  When you enter, go down and around on the top to make it to the "Pyschic
   Anomaly".  You will find out he is a hermit who has a vast knowledge of the
   universe.

-  Select ENTER A COMMAND and type in INSECT.  The hermit will tell you that in
   order for him to answer these questions, you must obtain three gems for him:

   -  The Gem of Time is located in the northeast corner.

   -  The Gem of Energy is located in the southwest corner.

   -  The Gem of Space is located in the southeast corner.

-  Select LEAVE and start heading down into the maze.  Your path will go left,
   then diagonal right until you are very near the southeast corner.  There is
   a three-way intersection here that you can use as a reference point for
   obtaining the gems.

-  First, go up and follow the right wall until you get to the northeast
   corner.  You will see a red gem suspended in the air:  Select TAKE IT.

-  Backtrack down to the intersection and go to the southeast corner.  There
   will be a green gem suspended in the air:  Select TAKE IT.

-  Go again to the intersection and follow the bottom path around.  Right
   before you get to the gem in the southwest corner, you will encounter a
   trap.  Have your Scouting/Recon marine disarm it.  Then go to the blue gem
   suspended in the air and select TAKE IT.

-  Go back to the intersection and backtrack back up to the hermit in the
   northwest corner.  Select ENTER A COMMAND and again type INSECT.  He will
   tell you that the Insects are out to take care of the Human Race.  He says
   there is somebody who may know more about what the Insects are up to but he
   doesn't know who it is but he tells you that it is at sector (11,22).

-  Select LEAVE and exit the maze.  Return to starport and get ready to go to
   the "seedy" side of the galaxy.

 _____________________
/  10.13  Mission 13 /_________________________________________________________
---------------------

Objective:  After your last mission you reported that the `psychic anomoly' or
            `space hermit' told you that the insects' battle plans had been
            stolen.  You should go the The Bar, a popular hang-out for rogues
            and villans, and try to obtain the plans.  The Bar is located in
            sector (11,23) or an adjacent sector.

Ahhh, you get to meet all the different races that cohabitate the galaxy.  Some
are friendly but most are pretty hostile.  Don't get too close to the ships on
the flight line or you may get more trouble then you bargained for.  Bring a
lot of ammunition since you will be getting into a lot of fights in the bar and
surrounding areas.  Also, it would be a good idea to stock up on those Medical
Kits.  In addition, make sure you have a lot of money for gambling.  For your
information, the bar is located in sector (11,22), Star 6, Planet 3.

-  When you disembark, you will be on the airstrip next to the bar.  First
   things first, it is time to "borrow" some items.

-  Go down the left (western) airstrip until you get to the end.  You will see
   Robot fighters above (north) and below (south) of you.  Go to the northern
   fighter first.  It will tell you that this is a combination lock.  Select
   USE IT and it will ask you for the combination.  Type in 1357 (not real
   creative) and the fighter will open.  A laser will knock you down a few hit
   points but you will acquire the Robot Battle Computer (an espionage item).
   (Location #1)

-  Now go to the southern fighter and repeat the above steps.  For the
   combination, enter 2468 (really not creative) and you will acquire 5,000
   credits (Location #2).

-  Go back to the main runway and head down.  Avoid going around the other star
   ships or you will have some battles to fight or you may get into a nasty
   trap.  Go into the building in the bottom right (southeastern) corner.  Once
   inside, go to the door on the left (Location #13).

-  Have your Esper blast through the door and enter the next room.  You will
   now be in the storage area for the alcoholic beverages.  Select TAKE IT and
   it will ask what you want to take.  Select ENTER A COMMAND and type BRANDY.
   It will then ask you what type of brandy.  Select ENTER A COMMAND and type
   DOSNEBIAN.  You will acquire some.  Select LEAVE to exit the storeroom.

-  Go to the bar across the runway.  When you enter, be prepared for some
   encounters.  Sometimes you will get lucky and only have one encounter.  More
   times, then not, you will have several encounters with all the different
   races in the galaxy.  Keep fighting until the Lizard greets you and tells
   you to have a nice day (Location #10).

-  Go up (north) and through the door on the upper left (west) wall.  Then go
   down this hallway and enter the last door on the left (west) (Location #4).
   You will be greeted by a Lizard who wishes to play 21 for 2,000 credits a
   hand.

-  Select FOLLOW THE ADVICE and start playing.  It is random whether you win or
   lose a hand.  After a period of time, the Lizard will drain his last bottle
   of brandy.  He will then state he cannot play any longer unless he has
   another bottle.

-  When he asks you for some brandy, select YES and then FOLLOW THE ADVICE for
   more card playing.  Eventually the Lizard will drink so much, he will pass
   out.  When this happens, select SEARCH/INSPECT and you will find the key to
   his starship.

-  Exit the room and go back to the main bar and be prepared for some more
   fighting.  When you are done,  exit the bar back onto the landing strip
   again.  Go to the third starship on the right and walk up to it
   (Location #3).  You will be told that the key opens up the ship.  Once the
   ship is open, take the Insect Battle Plans (another espionage item) and
   leave the area.

-  Go back to starport and let the "think-tank" figure out the plans and your
   next assignment.

 _____________________
/  10.14  Mission 14 /_________________________________________________________
---------------------

Objective:  We have analyzed the insects' battle plans which you recovered on
            your last mission.  One of the keys to their plan is a new
            radiation bomb depot on planet 2 of star 3 in sector (19,26).
            Destroy the bombs by detonating one in the complex.

            OR
 
            We have analyzed the insects' battle plans which you recovered on
            your last mission.  One of the  keys to their plan is a new
            radiation bomb depot on planet 2 of star 3 in sector (19,26).
            Destroy the nuclear fision control computer.  This will start a
            chain reaction which will destroy most of their bombs and equipment.

            OR

            We have analyzed the insects' battle plans which you recovered on
            your last mission.  One of the  keys to their plan is a new
            radiation bomb depot on planet 2 of star 3 in sector (19,26).
            Destroy the bombs by making the main computer self destruct.

This is another tough assignment.  First of all make sure everyone has an
Environment Suit, Oxygen Mask, and Oxygen Cylinder.  This is another
environment hostile to those who breath air and your stay will again be cut
short if you don't possess these items.  Make sure you still have a Radiation
and Motion Detector and if you don't, get one or both.

-  When you enter the complex, you will be a bird-pit area.  Go through the
   bottom door on the right (east) wall.

-  You will enter a room that has a bunch of birds in cages (Location #4).  You
   will be asked what you want to do.  Select ATTACK/BLOW IT UP and the cages
   will open.  Unfortunately, the birds will tear each other to pieces.

-  Go into the top door on the right (east) and you will enter another small
   room that has a bunch of hanging insects (Location #2).  Select ATTACK/BLOW
   IT UP to send them to their maker.  Go through the door on the opposite side
   of the room.

-  You will enter the game room (Location #1).  Go through the door that up
   (north) and you will enter a small storage area.  Select SEARCH/INSPECT and
   you will notice in the pile of coins one is wired to detonate an explosive.
   Take the 30,000 credits and go back into the previous room.

-  Have the Esper do a VIEW and in the upper-left corner, the letters THPI will
   become evident.  Remember this for later.

-  Backtrack to the room that had the caged birds and go through the door on
   the bottom right (east) wall and into the corridor.

-  Follow the corridor down and enter the next room (Location #9).  This is a
   guardroom so eliminate the Insects that stand in your way.

-  DO NOT go through the door at the bottom (south) in this room.  Doing so
   will expose you to lethal doses of radiation which will instantly snuff your
   characters out.

-  Go through the door on the right (east) wall and you will enter another
   corridor.  At the "T" intersection, go up (north).

-  Follow this corridor around to the control room (Location #6).  Eliminate
   the insects then select TAKE IT to collect one of the tuning forks.

-  Go up (north) and enter the top door on the right (east) wall (Location #5).
   You will enter a room that is lined with material that is used for insect
   ships.  Select USE IT then go to ENTER A COMMAND and type FORK.  Then select
   TAKE IT then LEAVE this room with your metal plate.

-  Go back down (south) and go through the lower door and into the corridor.
   You will see screen come up describing the area as acid laden.  Select USE
   IT then go to ENTER A COMMAND and type PLATE.

-  Your squad will safely go through this corridor into an empty room
   (Location #7).  Head into the next room to deal with the computer
   (Location #8).

-  Depending on what objective you have been given to complete will determine
   your course of action with the computer.

   -  For the first objective, the computer will display the following:

      -  Bomb Testing Computer.  Enter Test Distance in Light Years.

   -  Press ENTER and type 0.  This will detonate the bombs after your squad
      runs away.

   -  For the second objective, you must first select ENTER A COMMAND then
      enter the password THPI to gain access.  Then select ATTACK/BLOW IT UP to
      destroy the computer.

   -  For the third objective, select ENTER A COMMAND then enter the password
      THPI.  Then select ENTER A COMMAND and type DESTRUCT to set up the self-
      destruct mechanism.

-  Head back to starport to see if you averted a war or just escalated it.

 _____________________
/  10.15  Mission 15 /_________________________________________________________
---------------------

Objective:  The insects' battle plans show that most of their fleet is massing
            in sector (24,25)    preparing to invade starport Solonor.  Enter
            that sector and find their flagship, which will be orbiting a
            planet, and destroy it.  This will leave them without leadership.

            OR
 
            The insects' battle plans show that most of their fleet is massing
            in sector (24,25) preparing to invade starport Solonor.  Enter that
            sector and find the two sister ships, which will be orbiting a
            planet, and destroy them.  This will leave them without leadership.

This mission is pretty straightforward.  You will first need to make sure that
both your ship and squad is well equipped for this mission.  You can either
destroy the ship or ships or attempt to board one in the case of the sister
ships.

-  Getting to either of the objectives can be a chore.  It seems that every
   insect ship in the galaxy is concentrated in this one sector.  It's best to
   run away (unless you can use little ammunition in destroying them).

-  The flag ship(s) usually are at star 5, planet 4 (bottom star).

-  The flagship is a 345-ton frigate.  It will take a little pounding to
   destroy it or you can board it for the towing bounty.

-  The sister ships are 270-ton frigates.  It will be hard to isolate one so do
   your best to beat the first one down and then work on the second one.
   Again, board it for the towing bounty.

-  Go back to starport for your reward.

 _____________________
/  10.16  Mission 16 /_________________________________________________________
---------------------

Objective:  Your last mission was a success.  The insects have been hurt but
            not as much as we hoped.  They seem to be incredibly well organized
            and efficient regardless of the loss  of their commanding ships.
            We now ask that you return to the `space hermit' in sector (6,19)
            and ask  him for any vital information he may have about combating
            the insects.

This mission is actually in two parts.  One part has you going to the "space
hermit" twice while the second part has you invading a Lizard space station.
You will need to stock up on plenty of equipment, ammunition, and other things
for a long stay in space.  It would be even wise to overstock on ammunition
because you will be burning plenty of it at the Lizard space station.  Also
make sure you have your Motion and Radiation Detectors since there are a lot of
traps in the Lizard space station.

NOTE:  If the Lizards are at a disadvantage or you really pound them, you can
exact a tribute from them.  If you really do good, you can possibly leave with
15,000 to 20,000 more credits.

-  Head back to the hermit's lair at (6,19) and go through the top part of the
   maze to get to him.  Select ENTER A COMMAND and type in INSECT.  The hermit
   will tell you that he needs the Gem of Death in order to answer that
   question.

-  He tells you that the Gem of Death is located in sector (7,8).  It would be
   a good idea to head back to starport to save your game.  Depending on the
   ship you have, you may have to either find a planet with fuel or capture
   some enemies to top off your tanks.

-  Depart for sector (7,8).  When you get there, a solitary starport sits in
   the middle of the screen.  Land at it and enter.  Make sure you have
   activate your Radiation and Motion Detectors.

-  Go down (south) the corridor to the "T" intersection.  Don't enter the rooms
   to the left or right while traveling down this corridor or you will be up to
   your eyeballs in Lizards.  Disarm the trap at the end of this corridor.

-  Head left (west) and follow the corridor around until you get to your first
   door on the left (west).  Enter and take care of the Lizards (Location #9).

-  Follow this room down through the lizard spawning tanks (Location #13).  You
   will go through three doorways and enter a malfunctioning incubation
   chamber.  Select TAKE IT then select ENTER A COMMAND.  Type EGG and leave
   this area and go back into the corridor.

-  Continue following the corridor down (south) and around (Location #22A).
   You will eventually be heading right (east).  Go into the first door above
   (north) of you.  You will now be in a lizard art gallery with statues.

-  Disarm the trap and head into the next door on the right (east)
   (Location #8).  This will lead you into a viewing room.  Head up (north)
   through the door and you will be in a guard area (Location #18).  Your party
   will be captured and tossed into prison.

-  You will be told a lizard guard is busy shoving food through the cell door.
   Select ENTER A COMMAND and type WIRES.  A selection will come up as to where
   you wish to place these wires.  Select #3 and the guard will get toasted on
   the bars of the cell.  Your party will escape and re-equip.

-  Head up (north) into the dancing room (Location #12) and take care of the
   lizards in here.  Then proceed through the left (west) door to enter another
   art area with statues (Location #11).  Eliminate the lizards here.

-  Go through the open doorway down (south) of you and you will see a gem
   suspended in mid-air (Location #16).  Select TAKE IT to acquire the Gem of
   Death.  LEAVE and backtrack to the exit.

-  Again, it would be a good idea to head to the starport and save.  Then head
   back to the space hermit and select ENTER A COMMAND.  Again, type in INSECT.
   The space hermit will explain that the insects are lead by a queen.  If you
   destroy her, all insect organization should collapse.  The queen is located
   in sector (1,32).

-  With your new found information, go back to starport and gear up for your
   final battle.

 _____________________
/  10.17  Mission 17 /_________________________________________________________
---------------------

Objective:  This is your most important mission yet.  It could be the finest
            hour of the human race.  Find the insect queen in sector (1,32) and
            slay her or destroy her ship.

Your final mission.  Just like Mission 15, either destroy the ship or board it
and get the towing bounty.  If you do board it, concentrate most of your fire-
power on the queen since she has some nasty mindshocks.  Then eliminate the
drones.

Go back to starport and you will receive a hero's welcome.  In addition, you
will get 200,000 credits for eliminating the insect menace for good.

Although you have no other missions to do, you can still explore the galaxy at
your leisure collecting anything that you haven't already gotten.

                                **************
********************************* U N I T  V **********************************
                                **************

+============================+
| 11.  YOU ARE HERE AND LOST |=================================================
+============================+

These maps go along with the six (out of the seven) unique areas you will be
visiting.  Most of the areas are pretty straightforward, however, there are
still a few twists and turns.  For all maps, north is up; south is down; west
is left; and east is right.

 _______________________________________________________
/ 11.1  Space Station at Sector (31,27) from Mission 4 /_______________________
-------------------------------------------------------


                  +---------------------------------------+
                  |     +-+                       +-+     |
                  |   +-+ +-+                   +-+ +-+   |
                  | +-+     +-+               +-+     +-+ |
                  | |    1    |               |    2    | |
                  | +-+     +-+               +-+     +-+ |
                  |   +-+ +-+     +--+-+--+     +-+ +-+   |
                  |     | |       |  |E|  |       | |     |
                  |     | |      |   | |   |      | |     |
                  |     | |     |    | |    |     | |     |
                  |     | |    |     D |     |    | |     |
                  |     | |   |      | |      |   | |     |
                  |     | +---D   3  | |  4   +-T-+ |     |
                  |     | +---D      | |      +-T-+ |     |
                  |     | |   |      | |      |   | |     |
                  |     | |   +--+-D-+-+--D---+   | |     |
                  |     | |    |5D    6     |     | |     |
                  |     | |    +-+         |      | |     |
                  |     | |      +--------+       | |     |
                  |   +-+ +-+                   +-+ +-+   |
                  | +-+  7  +-+               +-+     +-+ |
                  | +---------+               |    9    | |
                  | +-+  8  +-+               +-+     +-+ |
                  |   +-+ +-+                   +-+ +-+   |
                  |     +-+                       +-+     |
                  +---------------------------------------+

                  LEGEND:

                  E=ENTRANCE/EXIT   4=PIRATE TRAINING AREA
                  D=DOOR            5=COLD STORAGE
                  T=TRAP            6=MACHINE SHOP
                  1=COMPUTER ROOM   7=WINE ROOM
                  2=KITCHEN         8=GAME ROOM
                  3=SLEEPING AREA   9=TREASURE VAULT

 ______________________________________________________________
/ 11.2  Blackbeards Fortress at Sector (32,20) from Mission 6 /________________
--------------------------------------------------------------

          +------------------------------------------------------+
          |                                                      |
          |            +---------------+                         |
          |            |               |                         |
          |       +----+               |  TITANIUM               |
          |       | 1  D       2       | /       |               |
          |       +----+               D-D-D-D-D-D--------+      |
          |            |               |                  |      |
          |    +-------O---------------+                  |      |
          |    |                                          |      |
          |    |                    +--                   |      |
          |    |                    |                     |      |
          |    | +---------------+  |                     |      |
          |    | |       3       |  |                     |      |
          |    | +-+------D----+-+  +--------             |      |
          |    |   |     3     |    |         +--------+  |      |
          |    |   |           |    +------   |    4   P--T      |
          |    |   +---+----D--+    |     +---+-D---+--+         |
          | +--O----+  |    T  |    |     |         |            |
          | |   5   |  |   6   |    |     |         +----------+ |
          | |       |  |       |    |     |         |          | |
          | +----O--+  +--D----+    |     |         D          | |
          |      |        |         |  +--+         |          | |
          | +----+-----D--+----+----+--D7 D    8    |     9    | |
          | |                  |       +--+         |          | |
          | |    +----+        |          |         D          | |
          | |    |    |        +--------  |         |          | |
          |      | 10 D--+     T          |         +----------+ |
          |      |    |  |     |          |         |            |
          |      +----+  |     |          +---------+            |
          |           +--D--E--D----+-------------+              |
          |    +------+             |     +-------+              |
          |    |      +--+          D     |                      |
          |    |  11     D          | 11  |                      |
          |    |         |          |     |                      |
          |    +---------+----------+-----+                      |
          |                                                      |
          +------------------------------------------------------+

          LEGEND:

          D=DOOR                       4=SLOT MACHINE ROOM
          E=ENTRANCE/EXIT              5=CAVERN
          O=OPENING                    6=PIRATE READY ROOM
          T=TRAP                       7=GAME ROOM
          P=PASSAGEWAY                 8=CASINO
          1=BLACKBEARD'S VAULT         9=BAR
          2=BLACKBEARD'S LAIR         10=STORAGE ROOM
          3=BARRACKS                  11=GUARD ROOM

 ______________________________________________________________
/ 11.3  Insect Advance Base at Sector (15,26) from Mission 11 /________________
--------------------------------------------------------------

         +--------------------------------------------------------+
         |                                                        |
         |            +-+   +-+             +-+   +-+             |
         |    E +-----+ +---+ +-------------+ +---+ +-----+       |
         |    +-D                    1                    |       |
         |      +-----+ +---+ +-----+ +-----+ +---+ +-----+       |
         |            +-+   +-+     | |     +-+   +-+             |
         |                     +----+ +----+                      |
         |                     |           |                      |
         |                     +----D-D----+                      |
         |                     |     2     |                      |
         |      +---+        +-+--D--+--D--+-+                    |
         |      |   |        |       |     | |         +-+        |
         |      |   +-----+--+       |     | +----+    | +--+     |
         |      | 3 D     |          |     |      +--+-+    |     |
         |      |   |     D     4    |     |         |      +---+ |
         |    +-+---+     |          |  5  |    6    D    9     | |
         | +--+     |  8  +----------+     |         |          | |
         | |    7   D T   |          |     |       +-+--+       | |
         | |        D     D    10    |     |       |    +-O-----+ |
         | +--+     |     |          D     D +-----+    +-O-+     |
         |    +-----+-----+--+       |     | |          | 9 |     |
         |                   +-+--D--+--D--+-+          +---+     |
         |                     |           |                      |
         |                     |           |                      |
         |                     |           |                      |
         |                     +----+ +----+                      |
         |            +-+   +-+     | |     +-+   +-+             |
         |      +-----+ +---+ +-----+-+-----+ +---+ +-----+       |
         |      |                    1                    |       |
         |      +-----+ +---+ +-------------+ +---+ +-----+       |
         |            +-+   +-+             +-+   +-+             |
         |                                                        |
         +--------------------------------------------------------+

         LEGEND:

         D=DOOR                        5=SUNNING ROOM
         E=ENTRANCE/EXIT               6=RADIO TRACKING STATION
         O=OPENING                     7=SUSPENDED INSECT
         1=FUELING PODS                8=COCOON ROOM
         2=GUARD ROOM                  9=COMPUTER ROOM
         3=COLD STORAGE               10=INSECT HATCHERY
         4=LABORATORY

 __________________________________________________
/ 11.4  The Bar at Sector (11,22) from Mission 13 /____________________________
--------------------------------------------------

        +----------------------------------------------------------+
        |                                                          |
        |       1                           |E|                    |
        |                                   |||                    |
        |      /----------------------------+ |                    |
        |       -- -- -- -- -- -- -- -- -- --||                    |
        |      \----------------------------+ |                    |
        |       2                           |||                    |
        |                                   | +----                |
        |                                   |||  3                 |
        |  +----+--+----+----+              | +----                |
        |  | 4  D  D  5 | 6  | \            |||                    |
        |  +----+  +----+-D--+  \           | |                    |
        |  | 7  D  D         |   \          |||                    |
        |  +--+-+--+         |    \         | |                    |
        |  |8 D D9 |         |     +        |||                    |
        |  +--+ +--+   10    |     |        | |                    |
        |  |                 |     |        |||                    |
        |  +-D-+-D-+         |     |        | |                    |
        |  |11 |12 |         |     |        |||                    |
        |  +---+---+---     -+     |        | |                    |
        |  \                  \    |        |||                    |
        |   \          +-+-+   \   |        | |                    |
        |    \          \ \ \   \  |        \|/                    |
        |     \          \ \ \   \ |         |                     |
        |      +----------+-+-+---+          |                     |
        |                                       +----+++----+      |
        |                                       |     D     | \    |
        |                                       | 13 |||    |  \   |
        |                                       |     D     |   +  |
        |                                       +----+++----+   |  |
        |                                       \        +-+ \  |  |
        |                                        \        \ \ \ |  |
        |                                         +--------+-+-+   |
        |                                                          |
        +----------------------------------------------------------+

        LEGEND:

        D=DOOR                         7=INSECT'S GAMBLING ROOM
        E=ENTRANCE/EXIT                8=INSECT'S ROOM
        1=ROBOT FIGHTER (NORTH)        9=LIZARD'S ROOM
        2=ROBOT FIGHTER (SOUTH)       10=MAIN BAR
        3=LIZARD'S FRIGATE            11=LADIES ROOM
        4=LIZARD'S GAMBLING ROOM      12=MEN'S ROOM
        5=HUMAN'S GAMBLING ROOM       13=STOREROOM
        6=KITCHEN

 ____________________________________________________________
/ 11.5  Insect Bomb Depot at Sector (19,26) from Mission 14 /__________________
------------------------------------------------------------

         +---------------------------------------------------------+
         |                                                         |
         | __|__ |  | ------ -|- |                                 |
         |   |   |  |  |  |   |  |                                 |
         |   |   |  |  |  |   |  |                                 |
         |   |   +--+ ------  |  |                                 |
         |   |   |  |  |      |  |                                 |
         |   |   |  |  |      |  |  #          +------+            |
         |   |   |  |  |     -|- |+-D-+        |      |            |
         |_______________________||   +-+      |      |            |
         |                        | 1   |      |      |            |
         |     +-E---+       +----+     |      |      |            |
         |     |     D##     | 2  D   +-+      |      +-+          |
         |     |     |       +-D--+---+        +--+     +-+        |
         |     |  3  +----+    C                  +--+    +-+      |
         |     |     |    DCCCCC       +--+          +--+    +-+   |
         |     |     D 4  |     +--+   |  |             +-+    +-+ |
         |     |     |    |     |  DCCCD5 |     +-+       |      | |
         |     +---D-+    DCC +-+  +-+ +--+   +-+ +-+   +-+      | |
         |         # +----+ C |  6   DCCCCCCCCD  7  OCCCD    8   | |
         |                  C +-+  +-+        +-+ +-+   +-+      | |
         |                  C   |  DCC          +-+       |      | |
         |                +-D-+ +--+ CC                 +-+    +-+ |
         |              +-+   +-+     C              +--+    +-+   |
         |              |   9   D----DC           +--+     +-+     |
         |           +--+---D---+--+  C        +--+      +-+       |
         |         +-+             +-+C        |       +-+         |
         |         |                 |C        |       |           |
         |         |       10        DC        |       |           |
         |         |                 |         |       |           |
         |         +-+             +-+         |       |           |
         |           +-------------+           +-------+           |
         |                                                         |
         +---------------------------------------------------------+

         LEGEND:

         #=CLOSET                      4=CAGED BIRDS
         C=CORRIDOR                    5=STOREROOM
         D=DOOR                        6=MAIN CONTROL ROOM
         E=ENTRANCE/EXIT               7=EMPTY ROOM
         O=OPENING                     8=BOMB COMPUTER CONTROLS
         1=GAME ROOM                   9=GUARD ROOM
         2=GUARD ROOM                  10=AVOID AT ALL COSTS
         3=PIT/ARENA

 _____________________________________________________________
/ 11.6  Lizard Space Station at Sector (7,8) from Mission 16 /_________________
-------------------------------------------------------------

          +-------------------------------------------------------+
          |                                                       |
          |                      +---+E+---+                      |
          |                  +---+   | |   +---+                  |
          |               +--+   |   | |   |   +--+               |
          |          +----+  |   |   D |   |   D  +----+          |
          |        +-+       D 2 | 3 | D 3 | 2 D       +-+        |
          |       ++ |   1   D   |   | |   |   |    1  | ++       |
          |       |4 |       |   |   | |   |   |       |5 |       |
          |       |  +-----+-+-D-+---+ +---+-D-+-+-----+  |       |
          |     +-+--D--+--+ +---+---+ +D--+---+ +--+---D-+-+     |
          |     |   6   |    | 4 | 7 D | 4 |   |    |   8   |     |
          |   +-+-D--+--+  +-+-D-+   | |   +-D-+-+  +--+--D-+-+   |
          |   |   9  D  +--+ 10  +---+-+---+ 12  +--+  |   9  |   |
          | +-+-D-+--+  D  |     |   11    D     |  |  +--+-D-+-+ |
          | |  ---+  +--+  +--D--+---- ----+--D--17 +--+  |     | |
          | |     |  |     |     |         +--D--|     |  |     | |
          | | 13  |  D  14 D  15 |   16    | 18  |     |  D 20  | |
          | |     |  |     |     |         +--D--19    |  |     | |
          | |     |  +--+  +-DDD-+---------+--D--+  +--+  |     | |
          | +-+- -+--+  D  |     |   11    D  8  |  |  +--+-D-+-+ |
          |   |  13  |  +--+  4  +-D--D--D-+     +--+  |  21  |   |
          |   +-+- --+--+  +--+--+   22A   +--+--+  +--+--D-+-+   |
          |     +-+-13--+--+  +---D-------D---+  +--+---D---+     |
          |       +------+-+-----+---+ +---+-D-+-+-+---+    |     |
          |       ++ +-D-+       |   | |   |   |   |   |   ++     |
          |        +-+      22   |22 D | 22|   |24 |25 | +-+      |
          |          +--+        D   | |   |23 D   D   +-+        |
          |             +--+     +D--+-+--D+   |   +---+          |
          |                +--+  |         |   +---+              |
          |                   +--+    22   +---+                  |
          |                      +---------+                      |
          |                                                       |
          +-------------------------------------------------------+

          LEGEND:

           D=DOOR                     15=EATING ROOM
           E=ENTRANCE/EXIT            16=CONFERENCE ROOM
           1=GUARD'S SLEEPING         17=COMMUNICATIONS ROOM
             CHAMBERS
           2=MUNITIONS ROOM           18=PRISON GUARD ROOM
           3=GUARD ROOM               19=GREEN WALLED ROOM
           4=STORAGE                  20=DORMANCY ROOM
           5=ORANGE WALLED ROOM       21=TEMPERATURE CONTROL
                                         ROOM
           6=RED WALLED ROOM          22=ART MUSEUM
           7=GARBAGE DISPOSAL ROOM    23=MEDICAL LAB
           8=VIEWING ROOM             24=ADULT LIZARD TREATMENT
                                         CENTER
           9=MEETING ROOM             25=HATCHLING TREATMENT
                                         CENTER
          10=TARGET PRACTICE ROOM
          11=STATUE ROOM
          12=RITUAL DANCING ROOM
          13=INCUBATION ROOMS
          14=LIBRARY

+================================+
| 12.  PERSONAL WEAPONS DATABASE |=============================================
+================================+

There are a lot of different types of weapons, either by weight or projectile
type, in Star Command.  They are divided up into five classes:  Hand, Light,
Heavy, Explosive, and Chemical Weapons.  These classes are further subdivided
into the damage type such as bullet, rocket, needle, electric, grenade, etc.
The charts below will be divided up by the five classes, then further
categorized by the damage type.

The legend is:  DA=DAMAGE; RF=RATE OF FIRE; MA=MAX AMMO; WGHT=WEIGHT IN KG;
                RNG=WEAPONS RANGE; RLDW=RELOAD WEIGHT; RLDC=RELOAD COST;
                HB=HIT BONUS; COST=WEAPON COST

If a space is left blank, then that means that header doesn't apply to the
weapon in question.

 _____________________
/ 12.1  Hand Weapons /_________________________________________________________
---------------------

            +----------------------------------+----+------+----+
            | NAME                             | DA | WGHT | HB |
            +----------------------------------+----+------+----+
            +----------------------------------+----+------+----+
            | STILETTO                         |  8 |   .1 |  0 |
            +----------------------------------+----+------+----+
            | SHOCK GLOVE                      | 10 |   .4 |  0 |
            +----------------------------------+----+------+----+
            | "UGLY STICK" CROWD CONTROL BATON | 12 |   .8 |  5 |
            +----------------------------------+----+------+----+
            | STASIS BLADE                     | 16 |  1.0 | 15 |
            +----------------------------------+----+------+----+
            | MARINE ASSAULT BLADE             | 20 |  1.5 |  0 |
            +----------------------------------+----+------+----+
            | LIGHT SWORD (ONLY USABLE BY      |    |      |    |
            | ESPERS)                          | 40 |  1.0 | 30 |
            +----------------------------------+----+------+----+
 ______________________
/ 12.2  Light Weapons /________________________________________________________
----------------------

+---------------------+----+----+-----+------+-----+------+------+-----+------+
| NAME                | DA | RF | MA  | WGHT | RNG | RLDW | RLDC | HB  | COST |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 5.56 PALM GUN       |  8 |  2 |   8 |   .4 |  20 |   .4 |    4 | -10 |   20 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 1mm SILVERGUN       | 10 | 12 | 250 |  1.3 |  30 |   .3 |    8 |   5 | 5370 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 5.56mm MINIMAC SMG  | 10 |  7 |  50 |  2.5 | 100 |  2.6 |   10 |   0 | 1279 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 5.56mm 'STREET-     |    |    |     |      |     |      |      |     |      |
| SWEEPER' SMG        | 10 |  8 | 100 |  5.3 | 100 |  5.1 |   35 |  10 | 2433 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 9mm MAC-10 SMG      | 11 |  5 |  30 |  3.5 |  90 |   .9 |   10 |   0 |  898 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 9mm AUTOMATIC       | 12 |  2 |   8 |  1.0 |  50 |   .3 |    5 |   0 |  338 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 9mm REVOLVER        | 12 |  2 |   6 |  1.0 |  50 |   .2 |    1 |   0 |  299 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 11mm 'LEAD HOSE'    |    |    |     |      |     |      |      |     |      |
| SMG                 | 12 |  6 |  30 |  4.0 |  90 |  1.3 |   11 |   5 | 1084 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 40 GHz EMP GUN      | 12 |  1 |   5 |  8.0 | 250 |   .2 |   75 |   5 |  677 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 5.56mm ASSAULT      |    |    |     |      |     |      |      |     |      |
| RIFLE               | 13 |  4 |  30 |  5.5 | 205 |  1.5 |   16 |   0 | 1218 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 2mm NEEDLER         | 14 | 10 | 220 |  1.8 | 100 |   .9 |    9 |   5 | 5434 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 12mm AUTOMATIC      | 14 |  2 |   7 |  1.3 |  50 |   .3 |    6 |  -5 |  282 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 2-COIL ION GUN      | 15 |  3 |  25 |  5.5 |  15 |   .3 |   50 |  10 |  959 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 7.62mm ASSAULT      |    |    |     |      |     |      |      |     |      |
| RIFLE               | 15 |  3 |  20 |  6.3 | 210 |   .4 |   15 |   0 | 1130 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 11mm 'AUTOMAG'      | 15 |  2 |   8 |  1.5 |  75 |   .3 |    7 |   0 |  516 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 11mm WRIST GUN      | 15 |  2 |   2 |   .3 |  10 |   .1 |    5 | -20 |   20 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 2.5mm GAUSS RIFLE   | 16 | 10 | 200 |  3.3 | 200 |  1.2 |   14 |  10 | 5861 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 12ga AUTOMATIC      |    |    |     |      |     |      |      |     |      |
| SHOTGUN             | 18 |  2 |   5 |  5.3 |  50 |  1.1 |    3 |  20 |  973 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 40 KV TASER         | 18 |  1 |  20 |  2.5 |  10 |   .5 |   20 |   0 |  570 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| TWT AMPLIFIED EMP   |    |    |     |      |     |      |      |     |      |
| GUN                 | 18 |  1 |   4 | 11.0 | 250 |  1.5 |   90 |   5 |  740 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 7.62/20mm AR/       |    |    |     |      |     |      |      |     |      |
| GRND LNCHR          | 20 |  3 |  20 |  7.3 | 210 | 10.9 |   55 |   0 | 1577 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 10ga ROTARY MAG     |    |    |     |      |     |      |      |     |      |
| SHOTGUN             | 21 |  2 |   5 |  6.0 |  75 |  1.4 |   13 |  20 | 1440 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 12ga 'SLUGMASTER'   |    |    |     |      |     |      |      |     |      |
| RIOT GUN            | 22 |  2 |   5 |  4.5 | 100 |  1.1 |    8 |  -5 | 1125 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 3-COIL ION GUN      | 25 |  3 |  12 |  7.5 |  20 |   .3 |   50 |  10 | 2790 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 1.1 MV TASER        | 27 |  1 |  15 |  3.0 |  10 |   .5 |   40 |   0 | 1333 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 5-COIL ION GUN      | 30 |  3 |   8 |  9.3 | 215 |   .3 |   50 |  10 | 5520 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| INCENDIARY GRENADE  | 30 |  1 |   1 |   .2 |  50 |   .2 |   83 |  -5 |   83 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+

 ______________________
/ 12.3  Heavy Weapons /________________________________________________________
----------------------

+---------------------+----+----+-----+------+-----+------+------+-----+------+
| NAME                | DA | RF | MA  | WGHT | RNG | RLDW | RLDC | HB  | COST |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 1MW LASER CARBINE   | 15 |  4 | 100 |  3.5 | 210 |  2.0 |   40 |  10 | 3035 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 7.62mm 'PUFF PACK'  |    |    |     |      |     |      |      |     |      |
| MINIGUN             | 15 |  9 | 250 | 18.5 | 220 |  5.3 |  113 |  10 | 6276 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 6mm MICROJET ROCKET |    |    |     |      |     |      |      |     |      |
| GUN                 | 16 |  2 |  12 |  5.5 | 150 |  1.2 |   18 |   0 |  788 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| .458 MAGNUM RIFLE   | 18 |  2 |   5 |  6.5 | 220 |   .8 |   10 |  10 | 1093 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 1.5 MW LASER RIFLE  | 18 |  3 | 100 |  4.3 | 210 |  2.5 |   60 |  15 | 3335 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 10mm ROCKET RIFLE   | 19 |  2 |  10 |  5.8 | 180 |  1.5 |   18 |  10 | 1276 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| .600 NITRO EXPRESS  | 20 |  2 |   2 |  6.0 | 210 |   .5 |    3 |   5 | 1149 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 20mm FLAME THROWER  | 20 |  1 |  12 |  6.0 |  30 |  3.0 |   35 |  30 | 1160 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 2MW LASER ASSAULT   |    |    |     |      |     |      |      |     |      |
| RIFLE               | 20 |  3 |  50 |  4.8 | 215 |  2.5 |   60 |  20 | 2765 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| ZERO-G ASSAULT      |    |    |     |      |     |      |      |     |      |
| ROCKET LAUNCHER     | 22 |  3 |  20 |  4.3 |  75 |  2.0 |   30 |   5 | 2071 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| FREQ. AGILE SNIPING |    |    |     |      |     |      |      |     |      |
| LASER               | 24 |  2 |  40 |  4.0 | 225 |  3.1 |   50 |  30 | 3115 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 12.5mm LONG BARREL  |    |    |     |      |     |      |      |     |      |
| MG                  | 25 |  4 |  50 | 12.0 | 225 |  2.8 |  155 |  15 | 4760 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 20mm AUTO ROCKET    |    |    |     |      |     |      |      |     |      |
| RIFLE               | 25 |  1 |  15 |  8.2 | 200 |  3.5 |   38 |  25 | 1907 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 25mm FLAME THROWER  | 25 |  1 |  10 |  6.5 |  30 |  3.0 |   35 |  30 | 1571 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| TYPE 1 COMPRESSION  |    |    |     |      |     |      |      |     |      |
| LASER               | 27 |  2 |  30 |  5.3 | 100 |  3.7 |  100 |   5 | 2986 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 'SUPERNOVA' FLAME   |    |    |     |      |     |      |      |     |      |
| GUN                 | 30 |  1 |   8 |  8.3 |  40 |  4.5 |   75 |  45 | 2645 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 40mm 'PANZERJAEGER' |    |    |     |      |     |      |      |     |      |
| ROCKET LAUNCHER     | 30 |  4 |  12 |  9.2 | 210 |  2.5 |   41 |  35 | 7786 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| TYPE 2 COMPRESSION  |    |    |     |      |     |      |      |     |      |
| LASER               | 32 |  2 |  30 |  5.8 | 150 |  4.0 |  225 |   0 | 5038 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| LAWS ANTI-ARMOR     |    |    |     |      |     |      |      |     |      |
| ROCKET              | 35 |  1 |   4 |  3.0 | 205 |  3.0 |  850 |  10 | 3771 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| HAAWS HEAVY ROCKET  | 43 |  1 |   4 |  5.0 | 210 |  5.0 | 1200 |  15 | 7368 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+

 __________________________
/ 12.4  Explosive Weapons /____________________________________________________
--------------------------

+---------------------+----+----+-----+------+-----+------+------+-----+------+
| NAME                | DA | RF | MA  | WGHT | RNG | RLDW | RLDC | HB  | COST |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| CONCUSSION GRENADE  | 20 |  1 |   1 |   .3 |  75 |   .3 |   18 |  25 |   18 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| FRAGMENTATION       |    |    |     |      |     |      |      |     |      |
| GRENADE             | 25 |  1 |   1 |   .4 |  60 |   .4 |   40 |  10 |   40 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| ENHANCED SPLINTER   |    |    |     |      |     |      |      |     |      |
| GRENADE             | 40 |  1 |   1 |   .5 |  50 |   .5 |  258 |  15 |  258 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| 1500 MICROTON       |    |    |     |      |     |      |      |     |      |
| NUCLEAR GRENADE     | 60 |  1 |   1 |   .5 |  40 |   .5 | 1299 |  50 | 1299 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| NEUTRON GRENADE     | 50 |  1 |   1 |   .1 |  80 |   .1 |  625 |  50 |  625 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+

 _________________________
/ 12.5  Chemical Weapons /_____________________________________________________
-------------------------

+---------------------+----+----+-----+------+-----+------+------+-----+------+
| NAME                | DA | RF | MA  | WGHT | RNG | RLDW | RLDC | HB  | COST |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| NERVE GAS CANISTER  | 38 |  1 |   1 |   .3 |  75 |   .3 |  209 |  25 |  209 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+
| CAUSTIC MIST BOMB   | 43 |  1 |   1 |   .2 |  70 |   .2 |  343 |  40 |  343 |
+---------------------+----+----+-----+------+-----+------+------+-----+------+

+==============================+
| 13.  PERSONAL ARMOR DATABASE |===============================================
+==============================+

This is body armor.  It will absorb a certain amount of hit points of damage
before the character is affected.  So if the character has ten points of
protection, any weapon that does ten and lower damage won't effect them.
Personal armor can be damaged in combat.  When it is damaged, it will offer a
lesser degree of protection.

The legend is:  PR=PROTECTION FACTOR; WGHT=WEIGHT OF ARMOR IN KG; COST=COST
                OF ARMOR

          +------------------------------------+----+------+-------+
          | ARMOR NAME                         | PR | WGHT |  COST |
          +------------------------------------+----+------+-------+
          +------------------------------------+----+------+-------+
          | FLIGHT SUIT                        |  3 |  1.5 |    60 |
          +------------------------------------+----+------+-------+
          | BALLISTIC CLOTH JUMPSUIT           |  5 |  3.0 |   252 |
          +------------------------------------+----+------+-------+
          | STANDARD COMBAT SUIT               |  6 |  5.0 |   312 |
          +------------------------------------+----+------+-------+
          | ANTIHIXOTROPIC PLASTIC ARMOR       |  6 |  3.5 |   444 |
          +------------------------------------+----+------+-------+
          | SEMI-RIGHT PLASTIC ARMOR           |  7 |  7.5 |   384 |
          +------------------------------------+----+------+-------+
          | REINFORCED COMBAT SUIT             |  7 |  7.0 |   408 |
          +------------------------------------+----+------+-------+
          | METALIZED PLASTIC ARMOR            |  8 |  8.5 |   576 |
          +------------------------------------+----+------+-------+
          | MICROBONDED STEEL/RESIN ARMOR      |  9 | 15.0 |   528 |
          +------------------------------------+----+------+-------+
          | POLYMERIZED TITANIUM ARMOR         | 10 |  9.5 |  1260 |
          +------------------------------------+----+------+-------+
          | SCOUT EXO                          | 11 |  4.0 |  4392 |
          +------------------------------------+----+------+-------+
          | BIPHASE CARBIDE ARMOR              | 12 | 12.0 |  2076 |
          +------------------------------------+----+------+-------+
          | INFANTRY EXO                       | 12 |  8.0 |  3108 |
          +------------------------------------+----+------+-------+
          | HEAVY ASSAULT EXO                  | 13 | 10.0 |  3432 |
          +------------------------------------+----+------+-------+
          | SURFACE EFFECT STASIS ARMOR        | 13 |  4.0 | 11424 |
          +------------------------------------+----+------+-------+
          | ELECTROACTIVE ARMOR                | 15 |  5.7 | 34488 |
          +------------------------------------+----+------+-------+
          | STABILIZED NEUTRONIUM PLATED ARMOR | 16 | 20.3 |  5628 |
          +------------------------------------+----+------+-------+

+==========================================+
| 14.  PERSONAL SIGHTING HARDWARE DATABASE |===================================
+==========================================+

Sighting hardware allows a character to hit the enemy with more accuracy.
Sighting hardware is designed for a specific character so it cannot be traded
with other characters.

The legend is:  HB=HIT BONUS; WT=WEIGHT; COST=COST

           +-----------------------------------+----+-----+------+
           | HARDWARE NAME                     | HB |  WT | COST |
           +-----------------------------------+----+-----+------+
           +-----------------------------------+----+-----+------+
           | LASER TARGETER                    | 10 |  .5 |  432 |
           +-----------------------------------+----+-----+------+
           | SELF CALIBRATING 4x OPTICAL SIGHT | 15 |  .8 |  936 |
           +-----------------------------------+----+-----+------+
           | INTEGRAL HELMENT SIGHT            | 25 |  .3 | 2928 |
           +-----------------------------------+----+-----+------+
           | COMPUSIGHT AIMING ASSISTANT       | 35 | 1.0 | 5484 |
           +-----------------------------------+----+-----+------+

+================================================+
| 15.  PERSONAL MISCELLANEOUS EQUIPMENT DATABASE |=============================
+================================================+

These are the "other" items that your characters will probably need in order to
complete some missions successfully.  The most important items are the Medkit,
Repair Kit, Motion Detector, Radiation Detector, and the Environment Suit (with
oxygen mask and cylinder).  The Motion Detector (hand-held and helmet) will
deteriorate over time.

                   +--------------------+--------+------+
                   | EQUIPMENT NAME     | WEIGHT | COST |
                   +--------------------+--------+------+
                   +--------------------+--------+------+
                   | MEDKIT             |    2.0 |  420 |
                   +--------------------+--------+------+
                   | REPAIR KIT         |  100.0 | 1440 |
                   +--------------------+--------+------+
                   | HELMET SCANNER     |    1.0 | 1800 |
                   +--------------------+--------+------+
                   | MOTION DETECTOR    |    1.2 | 2400 |
                   +--------------------+--------+------+
                   | SONIC TORCH        |    2.0 |  900 |
                   +--------------------+--------+------+
                   | CHEMICAL TORCH     |    4.0 |  480 |
                   +--------------------+--------+------+
                   | LOCKPICK SET       |     .5 |  120 |
                   +--------------------+--------+------+
                   | OXYGEN MASK        |    1.0 |  300 |
                   +--------------------+--------+------+
                   | OXYGEN CYLINDER    |     .8 |   48 |
                   +--------------------+--------+------+
                   | ENVIRONMENT SUIT   |    3.0 | 3000 |
                   +--------------------+--------+------+
                   | RADIATION DETECTOR |    1.0 | 1440 |
                   +--------------------+--------+------+

+======================+
| 16.  ESPIONAGE ITEMS |=======================================================
+======================+

During your travels, you can collect the espionage items available from all the
four races in the galaxy.  These are extra items and only two of them are
required to complete a mission:  The Robot Battle Computer and Insect Battle
Plans.  These two you will acquire at the bar.  Each race has ten espionage
items (excluding the extra one for the Insects and Robots) and they all fetch
an ever-increasing bounty when you bring them back to starport.  Keep in mind
that you can only acquire these items from a Hi-Tech planet and you also may
have to go down to these planets several times throughout the game to get said
items.

 ______________________________
/ 16.1  Human Espionage Items /________________________________________________
------------------------------

                     +------------------------+--------+
                     | ITEM NAME              | BOUNTY |
                     +------------------------+--------+
                     +------------------------+--------+
                     | QUARK COUNTER          |   200  |
                     +------------------------+--------+
                     | MAGNETIC GENERATOR     |   649  |
                     +------------------------+--------+
                     | MESON METER            |  1294  |
                     +------------------------+--------+
                     | SPATIAL GYROSCOPE      |  2111  |
                     +------------------------+--------+
                     | BIOTECH MEDICAL LASER  |  3085  |
                     +------------------------+--------+
                     | RAM DATA CRYSTALS      |  4206  |
                     +------------------------+--------+
                     | CHEMICAL ANALYZER      |  5466  |
                     +------------------------+--------+
                     | DNA MANIPULATOR        |  6859  |
                     +------------------------+--------+
                     | STASIS DEVICE          |  8379  |
                     +------------------------+--------+
                     | MEDLAB SIMULATOR       | 10023  |
                     +------------------------+--------+

 _______________________________
/ 16.2  Insect Espionage Items /_______________________________________________
-------------------------------

                     +------------------------+--------+
                     | ITEM NAME              | BOUNTY |
                     +------------------------+--------+
                     +------------------------+--------+
                     | HUNTING TROPHIES       |   200  |
                     +------------------------+--------+
                     | RADIOACTIVE WASTE      |   649  |
                     +------------------------+--------+
                     | NEURON ANALYZER        |  1294  |
                     +------------------------+--------+
                     | CARBON MEMORY CUBES    |  2111  |
                     +------------------------+--------+
                     | RADIATION EMITTER      |  3085  |
                     +------------------------+--------+
                     | MINERAL ORE            |  4206  |
                     +------------------------+--------+
                     | COCCOONS               |  5466  |
                     +------------------------+--------+
                     | ANTIMATTER FUEL        |  6859  |
                     +------------------------+--------+
                     | ANTIGRAVITY DEVICE     |  8379  |
                     +------------------------+--------+
                     | ELEMENTAL CONVERTOR    | 10023  |
                     +------------------------+--------+
                     | INSECT BATTLE PLANS*   | 10023  |
                     +------------------------+--------+
                     *ACQUIRED AT THE BAR

 _______________________________
/ 16.3  Lizard Espionage Items /_______________________________________________
-------------------------------

                     +------------------------+--------+
                     | ITEM NAME              | BOUNTY |
                     +------------------------+--------+
                     +------------------------+--------+
                     | SKIN MOISTENER         |   200  |
                     +------------------------+--------+
                     | HUMIDIFIER             |   649  |
                     +------------------------+--------+
                     | SPACE HEATERS          |  1294  |
                     +------------------------+--------+
                     | PROTEIN PURIFIER       |  2111  |
                     +------------------------+--------+
                     | ALIEN SLAVES           |  3085  |
                     +------------------------+--------+
                     | WORK DRONES            |  4206  |
                     +------------------------+--------+
                     | IMAGE ENHANCER         |  5466  |
                     +------------------------+--------+
                     | HEAVY ELEMENTS         |  6859  |
                     +------------------------+--------+
                     | CRYSTAL DATA BANKS     |  8379  |
                     +------------------------+--------+
                     | FULL EGG INCUBATOR     | 10023  |
                     +------------------------+--------+

 ______________________________
/ 16.4  Robot Espionage Items /________________________________________________
------------------------------

                     +------------------------+--------+
                     | ITEM NAME              | BOUNTY |
                     +------------------------+--------+
                     +------------------------+--------+
                     | OPTICAL SENSORS        |   200  |
                     +------------------------+--------+
                     | COOLING UNITS          |   649  |
                     +------------------------+--------+
                     | INTERROGATION DEVICE   |  1294  |
                     +------------------------+--------+
                     | ASSORTED CHEMICALS     |  2111  |
                     +------------------------+--------+
                     | DATA RETRIEVER         |  3085  |
                     +------------------------+--------+
                     | WARP DRIVE CONTROL     |  4206  |
                     +------------------------+--------+
                     | ROBOT BATTLE COMPUTER* |  4206  |
                     +------------------------+--------+
                     | SPARE 'BRAIN' UNIT     |  5466  |
                     +------------------------+--------+
                     | HEAVY ISOTOPE FUEL     |  6859  |
                     +------------------------+--------+
                     | BIO DETECTOR           |  8379  |
                     +------------------------+--------+
                     | UNASSEMBLED ROBOT      | 10023  |
                     +------------------------+--------+
                     *ACQUIRED AT THE BAR

+===========================+
| 17.  ENEMY SHIPS DATABASE |==================================================
+===========================+

During your travels, you will encounter various ships both alien and human.
These are the known ships, crews, and money you can acquire as a bounty (de-
struction and towing).  As you progress farther into the game, you will
encounter tougher enemy ships and increasing numbers of the lesser ships.  All
ship weights are in tons.

 _________________
/ 17.1  Civilian /_____________________________________________________________
-----------------

The legend for troops is:  CV=CIVILIAN

+------------------------+--------+-----------+-----------+---------+------+
| SHIP TYPE              | WEIGHT | # CREW    | WEAPON(S) | DESTROY | TOW  |
+------------------------+--------+-----------+-----------+---------+------+
+------------------------+--------+-----------+-----------+---------+------+
| PRIVATE CRAFT (1)      |   31   |   2 CV    |   GUNS    |       0 |    0 |
+------------------------+--------+-----------+-----------+---------+------+
| PRIVATE CRAFT (2)      |   41   |   3 CV    |   GUNS    |       0 |    0 |
+------------------------+--------+-----------+-----------+---------+------+
| FREIGHTER              |   59   |   3 CV    |   GUNS    |       0 |    0 |
+------------------------+--------+-----------+-----------+---------+------+
| LUXURY LINER           |   68   |   4 CV    |   GUNS    |       0 |    0 |
+------------------------+--------+-----------+-----------+---------+------+

NOTE:  ALTHOUGH YOU GET NO MONEY FROM THESE SHIPS, THEY ARE GOOD FOR GETTING
       FUEL

 ________________
/ 17.2  Insects /______________________________________________________________
----------------

The legend for troops is:  IWO=INSECT WORKER(S); IWA=INSECT WARRIOR(S);
                           EI=ELITE INSECT(S); ID=INSECT DRONE(S); Q=QUEEN

+------------------------+--------+-----------+-----------+---------+------+
| SHIP TYPE              | WEIGHT | # CREW    | WEAPON(S) | DESTROY | TOW  |
+------------------------+--------+-----------+-----------+---------+------+
+------------------------+--------+-----------+-----------+---------+------+
| INSECT SCOUT SHIP      |   55   |   4 IWO   |   CLAWS   |    1100 |  550 |
+------------------------+--------+-----------+-----------+---------+------+
| ELITE INSECT SCOUTSHIP |   65   |   4 IWO   |   CLAWS   |    1300 |  650 |
+------------------------+--------+-----------+-----------+---------+------+
| INSECT PATROL CRAFT    |  122   |   5 IWA   |   GUNS    |    2440 | 1220 |
+------------------------+--------+-----------+-----------+---------+------+
| INSECT CORVETTE        |  195   |   7 EI    |   GUNS    |    3900 | 1950 |
+------------------------+--------+-----------+-----------+---------+------+
| INSECT FRIGATE*        |  270   |   8 ID    |   GUNS    |    5400 | 2700 |
+------------------------+--------+-----------+-----------+---------+------+
| INSECT COMMAND SHIP    |  345   |   8 ID    |   GUNS    |    6900 | 3450 |
+------------------------+--------+-----------+-----------+---------+------+
| QUEEN'S SHIP           |  400   | Q + 8 ID  |   GUNS    |    8000 | 4000 |
+------------------------+--------+-----------+-----------+---------+------+
*THESE ARE THE CLASS FOR THE SISTER SHIPS

 ________________
/ 17.3  Lizards /______________________________________________________________
----------------

The legend for troops is:  AL=ADULT LIZARD(S)

+------------------------+--------+-----------+-----------+---------+------+
| SHIP TYPE              | WEIGHT | # CREW    | WEAPON(S) | DESTROY | TOW  |
+------------------------+--------+-----------+-----------+---------+------+
+------------------------+--------+-----------+-----------+---------+------+
| LIZARD FRIGATE         |  700   |   12 AL   | GUNS/BITE |    2800 | 1400 |
+------------------------+--------+-----------+-----------+---------+------+

 ________________
/ 17.4  Pirates /______________________________________________________________
----------------

The legend for troops is:  PTN=PIRATE TRAINEE(S); P=PIRATE(S); PTT=PIRATE
                           TROOPER(S); PG=PIRATE GUARD(S).

+------------------------+--------+-----------+-----------+---------+------+
| SHIP TYPE              | WEIGHT | # CREW    | WEAPON(S) | DESTROY | TOW  |
+------------------------+--------+-----------+-----------+---------+------+
+------------------------+--------+-----------+-----------+---------+------+
| PIRATE SCOUT           |   42   |   4 PTN   |   GUNS    |     840 |  420 |
+------------------------+--------+-----------+-----------+---------+------+
| PIRATE PRIVATEER       |   95   |   5 P     |   GUNS    |    1900 |  950 |
+------------------------+--------+-----------+-----------+---------+------+
| PIRATE SLOOP (1)       |  157   |   6 PTT   |   GUNS    |    3140 | 1570 |
+------------------------+--------+-----------+-----------+---------+------+
| PIRATE CORSAIR         |  163   |   7 PG    |   GUNS    |    3260 | 1630 |
+------------------------+--------+-----------+-----------+---------+------+
| PIRATE SLOOP (2)       |  186   |   7 PTT   |   GUNS    |    3720 | 1860 |
+------------------------+--------+-----------+-----------+---------+------+
| ELITE PIRATE CORSAIR   |  225   |   7 PG    |   GUNS    |    4500 | 2250 |
+------------------------+--------+-----------+-----------+---------+------+

 _______________
/ 17.5  Robots /_______________________________________________________________
---------------

The legend for troops is:  WU=WAR UNIT(S); HU=HOVERING UNIT(S)

+------------------------+--------+-----------+-----------+---------+------+
| SHIP TYPE              | WEIGHT | # CREW    | WEAPON(S) | DESTROY | TOW  |
+------------------------+--------+-----------+-----------+---------+------+
+------------------------+--------+-----------+-----------+---------+------+
| ROBOT RECON            |   53   |   6 WU    |   GUNS    |    1060 |  530 |
+------------------------+--------+-----------+-----------+---------+------+
| ROBOT FIGHTER          |  120   |   8 HU    |   GUNS    |    2400 | 1200 |
+------------------------+--------+-----------+-----------+---------+------+

+========================+
| 18.  STARSHIP DATABASE |=====================================================
+========================+

As you cruise through the galaxy, you will want to make sure you keep upgrading
your ships.  This not only allows you to carry more weaponry, but you can also
install the latest defensive hardware to make your ensure your survivability.
All starships have a specific carrying capacity and if you exceed said
capacity, you will lower your movement to the point that you won't be able to
leave the starport.  All units for starships are in tons with relation to
equipment and weapons.

The legend for this is:  WTE=WEIGHT EMPTY; WMX=MAXIMUM WEIGHT; LMX=MAXIMUM
                         LOAD; IAR=INITIAL ARMOR; DEB=DEFENSE BONUS;
                         MOV=MAXIMUM MOVEMENT; ACP=ARMOR COST/POINT; ATP=ARMOR
                         TONS/POINT; FUEL=MAXIMUM FUEL

+---------------------+--------+-----+-----+-----+-----+-----+-----+------+
| NAME/CLASS          | PRICE  | WTE | WMX | LMX | IAR | DEB | MOV | FUEL |
+---------------------+--------+-----+-----+-----+-----+-----+-----+------+
+---------------------+--------+-----+-----+-----+-----+-----+-----+------+
| HORNET SCOUTSHIP    |  57600 |  42 |  52 |  10 |   0 |  30 |  7  |  100 |
+---------------------+--------+-----+-----+-----+-----+-----+-----+------+
| WASP SCOUTSHIP      |  70800 |  40 |  52 |  12 |   0 |  30 |  7  |  100 |
+---------------------+--------+-----+-----+-----+-----+-----+-----+------+
| KATANA ESCORT       | 124800 |  80 | 102 |  22 | 150 |  10 |  6  |  200 |
+---------------------+--------+-----+-----+-----+-----+-----+-----+------+
| DAGGER ESCORT       | 146400 |  85 | 112 |  27 | 125 |   5 |  6  |  200 |
+---------------------+--------+-----+-----+-----+-----+-----+-----+------+
| FIRE DRAKE CORVETTE | 264000 | 152 | 195 |  43 | 275 | -10 |  5  |  300 |
+---------------------+--------+-----+-----+-----+-----+-----+-----+------+
| SALAMANDER CORVETTE | 280800 | 149 | 199 |  50 | 250 | - 5 |  5  |  300 |
+---------------------+--------+-----+-----+-----+-----+-----+-----+------+
| RANGER FRIGATE      | 420000 | 200 | 266 |  66 | 450 | -25 |  4  |  400 |
+---------------------+--------+-----+-----+-----+-----+-----+-----+------+
| HUNTER FRIGATE      | 456000 | 200 | 270 |  70 | 500 | -20 |  4  |  400 |
+---------------------+--------+-----+-----+-----+-----+-----+-----+------+
| WARRIOR FRIGATE     | 516000 | 210 | 300 |  90 | 450 | -15 |  4  |  400 |
+---------------------+--------+-----+-----+-----+-----+-----+-----+------+

+================================+
| 19.  STARSHIP WEAPONS DATABASE |=============================================
+================================+

These are what you will use to either defend your ship from attack or to attack
another ship.  Missile weapons use ammunition, which you must purchase
separately.  You can only carry a total of 30 reloads for ALL weapons.  Beam
weapons consume fuel at the rate of one fuel unit per shot.  This means a
weapon with a rate of fire of five will consume five fuel units per round of
combat.

DA=DAMAGE; RF=RATE OF FIRE; MA=MAX AMMO; WGHT=WEIGHT IN TONS; RLDW=RELOAD
           WEIGHT; RLDC=RELOAD COST; HB=HIT BONUS; COST=WEAPON COST

 ________________________
/ 19.1  Missile Weapons /______________________________________________________
------------------------

+------------------------+-----+----+----+-------+------+------+-----+--------+
| NAME                   | DA  | RF | MA | WGHT  | RLDW | RLDC | HB  | COST   |
+------------------------+-----+----+----+-------+------+------+-----+--------+
+------------------------+-----+----+----+-------+------+------+-----+--------+
| HYPERVELOCITY ROCKET   |  75 |  6 | 24 |   .55 |   .4 |   60 |   5 |   1200 |
+------------------------+-----+----+----+-------+------+------+-----+--------+
| HIGH SPEED EMISSION    |     |    |    |       |      |      |     |        |
| TRACKER                | 100 |  4 | 16 |   .88 |   .4 |   78 |  15 |  12572 |
+------------------------+-----+----+----+-------+------+------+-----+--------+
| 500 KT NUCLEAR MISSILE | 175 |  4 | 24 | 12.10 |   .9 |  108 |  10 |  20664 |
+------------------------+-----+----+----+-------+------+------+-----+--------+
| LTV "RANGER" SEEKER    |     |    |    |       |      |      |     |        |
| MISSILE                | 200 |  2 |  8 |  5.06 |   .3 |  174 |  25 |  27960 |
+------------------------+-----+----+----+-------+------+------+-----+--------+
| SS-28 "ROGUE" MISSILE  | 200 |  2 |  8 |  2.64 |   .4 |  240 |  20 |  33312 |
+------------------------+-----+----+----+-------+------+------+-----+--------+
| SS-29 "BULLDOG"        |     |    |    |       |      |      |     |        |
| MISSILE                | 250 |  2 |  6 |  2.64 |   .3 |  630 |  20 |  61044 |
+------------------------+-----+----+----+-------+------+------+-----+--------+
| SS-31 "BOUNTY HUNTER"  |     |    |    |       |      |      |     |        |
| MISSILE                | 275 |  2 |  4 |  4.18 |   .6 |  786 |  30 |  71472 |
+------------------------+-----+----+----+-------+------+------+-----+--------+
| 1.25 MT NUCLEAR        |     |    |    |       |      |      |     |        |
| MISSILE                | 300 |  2 | 16 | 11.00 |  3.1 |  336 |   5 |  48864 |
+------------------------+-----+----+----+-------+------+------+-----+--------+
| ANTIMATTER MISSILE     | 340 |  2 |  4 |  6.38 |   .5 |  984 |  20 |  89304 |
+------------------------+-----+----+----+-------+------+------+-----+--------+
| "PILGRIM" CAPITAL SHIP |     |    |    |       |      |      |     |        |
| MISSILE                | 380 |  1 |  2 |  2.64 |   .7 | 1650 |  20 | 122628 |
+------------------------+-----+----+----+-------+------+------+-----+--------+
| SINGULARITY WARHEAD    |     |    |    |       |      |      |     |        |
| MISSILE                | 500 |  1 |  1 |  8.03 |   .5 | 5010 |  25 | 244560 |
+------------------------+-----+----+----+-------+------+------+-----+--------+

 __________________
/ 19.2  Torpedoes /____________________________________________________________
------------------

+------------------------+-----+----+----+-------+------+------+-----+--------+
| NAME                   | DA  | RF | MA | WGHT  | RLDW | RLDC | HB  | COST   |
+------------------------+-----+----+----+-------+------+------+-----+--------+
+------------------------+-----+----+----+-------+------+------+-----+--------+
| BOFORS MEDIUM TORPEDO  | 150 |  2 | 12 |  1.54 |   .4 |  114 |  20 |  18756 |
+------------------------+-----+----+----+-------+------+------+-----+--------+
| BOFORS HEAVY TORPEDO   | 250 |  2 | 10 |  2.42 |   .6 |  468 |  15 |  52284 |
+------------------------+-----+----+----+-------+------+------+-----+--------+
| NEUTRAL PARTICLE       |     |    |    |       |      |      |     |        |
| TORPEDO                | 310 |  2 |  4 |  8.47 |   .3 | 1116 |  15 |  89796 |
+------------------------+-----+----+----+-------+------+------+-----+--------+

 _____________________
/ 19.2  Beam Weapons /_________________________________________________________
---------------------

      +------------------------------+-----+----+-------+-----+--------+
      | NAME                         | DA  | RF | WGHT  | HB  |  COST  |
      +------------------------------+-----+----+-------+-----+--------+
      +------------------------------+-----+----+-------+-----+--------+
      | GAUSS CANNON                 |  50 |  5 |   .88 |   0 |   2940 |
      +------------------------------+-----+----+-------+-----+--------+
      | .75 GW LASER CANNON          | 100 |  3 |  1.65 | - 5 |  15000 |
      +------------------------------+-----+----+-------+-----+--------+
      | MULTI-BARREL LASER CANNON    | 100 |  4 |  1.43 |  10 |  23088 |
      +------------------------------+-----+----+-------+-----+--------+
      | 1.4 GW LASER CANNON          | 150 |  2 |  2.20 |   0 |  37968 |
      +------------------------------+-----+----+-------+-----+--------+
      | FREQUENCY AGILE LASER CANNON | 200 |  1 |  2.64 |   0 |  50004 |
      +------------------------------+-----+----+-------+-----+--------+
      | ION CANNON                   | 225 |  1 |  3.85 |   5 |  54294 |
      +------------------------------+-----+----+-------+-----+--------+
      | TYPE 20 COMPRESSION LASER    | 240 |  1 |  4.95 | - 5 |  55296 |
      +------------------------------+-----+----+-------+-----+--------+
      | LIGHT PLASMA CANNON          | 250 |  1 |  8.03 |   0 |  40128 |
      +------------------------------+-----+----+-------+-----+--------+
      | RESONANT CAVITY EMP CANNON   | 275 |  1 |  7.04 |  10 |  67020 |
      +------------------------------+-----+----+-------+-----+--------+
      | "THUNDERBOLT" PLASMA CANNON  | 300 |  2 |  9.02 |   5 | 148176 |
      +------------------------------+-----+----+-------+-----+--------+
      | FMC ANTI-ION CANNON          | 400 |  1 | 10.01 |   0 | 210984 |
      +------------------------------+-----+----+-------+-----+--------+

+================================+
| 20.  STARSHIP DEFENSE DATABASE |=============================================
+================================+

Armor can only go so far to protect the ship's systems and the crew.  As you
advance through the game, the enemy acquires better weapons that are able to do
a massive amount of damage to your ship.  When the armor value reaches zero,
bad things can happen such as destruction of a ship's systems, injury or death
of the crew, or destruction of your ship.  These items serve to further protect
your ship from the enemy onslaught.  Shields serve as a protection around your
ship.  They absorb damage to their maximum protection before any damage can get
through to the armor.  Missile killers cause enemy missiles to miss your ship
and defensive systems help you by adding to your movement rate and defense.
All weights are in tons.

 ________________
/ 20.1  Shields /______________________________________________________________
----------------

        +------------------------------+-------+------------+--------+
        | NAME                         |  COST | PROTECTION | WEIGHT |
        +------------------------------+-------+------------+--------+
        +------------------------------+-------+------------+--------+
        | ANTI-INERTIAL SCREEN         |  3000 |     30     |   .2   |
        +------------------------------+-------+------------+--------+
        | REACTION DAMPENING FIELD     |  5880 |     45     |   .5   |
        +------------------------------+-------+------------+--------+
        | VECTOR TRANSLATION SCREEN    | 14040 |     90     |  1.5   |
        +------------------------------+-------+------------+--------+
        | SURFACE EFFECT STASIS SHIELD | 21600 |    100     |  1.2   |
        +------------------------------+-------+------------+--------+
        | VARIABLE STASIS SHIELD       | 67620 |    150     |  4.0   |
        +------------------------------+-------+------------+--------+

 ________________________
/ 20.2  Missile Killers /______________________________________________________
------------------------

        +-----------------------------+-------+--------------+--------+
        | NAME                        |  COST | %CHANCE KILL | WEIGHT |
        +-----------------------------+-------+--------------+--------+
        +-----------------------------+-------+--------------+--------+
        | POINT DEFENSE TURRET        |  7584 |      10      |   .5   |
        +-----------------------------+-------+--------------+--------+
        | FULL SPECTRUM JAMMER        | 24996 |      25      |  3.0   |
        +-----------------------------+-------+--------------+--------+
        | "SKYNET" ANTIMISSILE SYSTEM | 84852 |      50      |  5.0   |
        +-----------------------------+-------+--------------+--------+

 ________________________
/ 20.3  Defense Systems /______________________________________________________
------------------------

+----------------------------+-------+-----------+------------+--------+
| NAME                       |  COST | DEF BONUS | MOVE BONUS | WEIGHT |
+----------------------------+-------+-----------+------------+--------+
+----------------------------+-------+-----------+------------+--------+
| STEALTH POD                |  8100 |     15    |     0      |   .5   |
+----------------------------+-------+-----------+------------+--------+
| ENHANCED ECM POD           | 18756 |     25    |     0      |   .2   |
+----------------------------+-------+-----------+------------+--------+
| MANUVERING THRUSTERS       | 11652 |     30    |     1      |  3.0   |
+----------------------------+-------+-----------+------------+--------+
| HIGH PERFORMANCE THRUSTERS | 26184 |     40    |     2      |  2.5   |
+----------------------------+-------+-----------+------------+--------+
| INTERTIALESS DRIVES        | 69432 |     60    |     2      |  4.6   |
+----------------------------+-------+-----------+------------+--------+

+=========================+
| 21.  ESPER COMBAT TABLE |====================================================
+=========================+

Espers are unique in combat.  Although they can fight with hand and light
weapons, their main "claim to fame" is their ability to use mental powers.  At
first, they can do a Mindshock for small amounts of damage.  As they continue
to train, Espers eventually have the ability to do Psychic Scream, which has a
chance of instantly slaying an opponent.  Below is the combat table for Espers:

+--------------------------+-----------------------------------------------+
|                          |                                               |
| ABILITY                  | 51-54 | 55-59 | 60-64 | 65-69 | 70-74 | 75-79 |
+--------------------------+-------+-------+-------+-------+-------+-------+
+--------------------------+-------+-------+-------+-------+-------+-------+
| NUMBER MINDSHOCKS/COMBAT |   2   |   2   |   2   |   3   |   3   |   3   |
+--------------------------+-------+-------+-------+-------+-------+-------+
| DAMAGE/MINDSHOCK         |  12   |  13   |  15   |  16   |  17   |  18   |
+--------------------------+-------+-------+-------+-------+-------+-------+
| NUMBER HEALS/COMBAT      |   1   |   1   |   1   |   1   |   2   |   2   |
+--------------------------+-------+-------+-------+-------+-------+-------+
| NUMBER VIEWS/TRIP FROM   |       |       |       |       |       |       |
| STARPORT                 |   2   |   2   |   2   |   2   |   2   |   3   |
+--------------------------+-------+-------+-------+-------+-------+-------+
| PSYCHIC SCREAM % SUCCESS |  12   |  13   |  15   |  16   |  17   |  18   |
+--------------------------+-------+-------+-------+-------+-------+-------+

+--------------------------+-------------------------------------+
|                          |                                     |
| ABILITY                  | 80-84 | 85-89 | 90-94 | 95-99 | 100 |
+--------------------------+-------+-------+-------+-------+-----+
+--------------------------+-------+-------+-------+-------+-----+
| NUMBER MINDSHOCKS/COMBAT |   4   |   4   |   4   |   4   |   5 |
+--------------------------+-------+-------+-------+-------+-----+
| DAMAGE/MINDSHOCK         |  20   |  21   |  22   |  23   |  25 |
+--------------------------+-------+-------+-------+-------+-----+
| NUMBER HEALS/COMBAT      |   2   |   2   |   2   |   2   |   3 |
+--------------------------+-------+-------+-------+-------+-----+
| NUMBER VIEWS/TRIP FROM   |       |       |       |       |     |
| STARPORT                 |   3   |   3   |   3   |   3   |   4 |
+--------------------------+-------+-------+-------+-------+-----+
| PSYCHIC SCREAM % SUCCESS |  20   |  21   |  22   |  23   |  25 |
+--------------------------+-------+-------+-------+-------+-----+

                               ****************
********************************  U N I T  VI *********************************
                               ****************

+=================+
| 22.  CONCLUSION |============================================================
+=================+

Star Command is a great game from the "classic" time of RPG-style games.
Instead of traveling dungeons and fighting monsters, you are in space fighting
aliens and exploring.  Since this is a turn-based game, there isn't a need for
fast reflexes.  All you need is a sharp mind to be able to plan out your next
moves.  With thousands of planets and star systems in the game galaxy, one can
spend a great deal of time exploring and collecting things.  In addition to
exploration, the player must also take into account cost of items, weight of
items, and what things the mission may require.  Since you can't take every-
thing with you out on every expedition, some good planning prior to your
departure is a must.  In addition to completing the required missions, players
can also get extra goodies by collecting bounties, espionage items, and even
explore those unique areas for even more things.  I originally had played this
game on an Atari ST and I can say that although the graphics were better, plus
you had mouse support, the PC version holds up very well and it is as much fun
to play.  The game itself can still be found around the net and even on E-bay
(where I just purchased a copy for the PC).  SSI continues to hold a special
place in my heart in regard to their war and RPG-style games and it is a shame
they don't put out these classics any more.  I highly recommend this game if
you have a few hours to kill and you don't want something that requires quick
reflexes.  One of the only drawbacks, I can see, is that some of the spelling
is attrocious and a couple of objectives point to the wrong thing.  Overall,
though, the game is very enjoyable to play.  This guide, though, was a lot of
fun to write and I hope you get as much enjoyment out of reading it as I did
writing it.  If you do have other ideas or thoughts, please e-mail me and share
them.  Who knows, maybe I'll start a Q&A chapter in this guide if enough people
ask the same questions.  Anyway, thank you again for reading this guide.

To see other FAQ's I have written please go to:

           http://www.gamefaqs.com/features/recognition/32691.html

           ~~~  No trees were harmed in the making of this FAQ ~~~