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 ! ELITE: PART I / FIREBIRD SOFTWARE !
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<* Typed by Bets C.                  *>
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----------------
LOADING & SAVING
----------------

When loading is complete you will see a rotating space ship. This is a Cobra Mk
III, identical to the ship with which you are equipped. If you don't have a
saved game to load, press SPACE BAR to move to the next title page. If you are
playing with the joystick you should now press the fire button; otherwise press
the SPACE BAR again.

The game has now started and the screen shows a page of information describing
the current game situation.

While docked at a space station, you can save your game position to disk. When
a position is saved, it automatically becomes the position from which any new
game starts (the default position).

While docked, press the I key, the disk menu now will be displayed:

1. Load New Commander
2. Load Commander Jameson
3. Default Jameson
4. Exit

This menu will also be displayed if you press the Y key in response to the
'LOAD New Commander (Y/N)?' question on the title page.

1. Load New Commander
   You will be prompted for a filename. After a successful load the second
   title page is displayed.

2. Save Commander
   You will be prompted for a filename. After a successful save the status page
   is displayed.

3. Default Jameson
   The computer will respond with the question 'Are you sure (Y/N)?' if you
   press 'N' then the function will be aborted. Pressing 'Y' will reset the
   game to the initial starting position I.E. Clean, harmless, docked at Lave
   with 100 CR.

-----------------
INTRODUCTORY DATA
-----------------

Welcome aboard this Cobra Mk III trading and combat craft. The ship has been
supplied to you by Faulcon deLacy Spaceways, by arrangement with the Galactic
Co-operative of Worlds whose Space and Interstellar Pilot's Exams you have just
successfully completed. The small flight manual supplied with the craft is
designed to familiarise you with all aspects of space flight, combat and
trading, and we hope that it will be of use to you.

The Cobra Mk III incorporates Zieman Deflection Shields, fore and aft, 4 hull
mountings for Ingram 'rapid-fire' pulse lasers, a Lance & Ferman 'seek & kill'
missile system, a Holodirect & Thruspace GravDistort communications system, and
provision for a cargo bay extension.

You begin your career, your ship equipped with a single forward-firing pulse
laser, three homing missiles, 7 light years of fuel, and the sum of 100 Credits
(CR), ready to embark from a space station in orbit around the planet Lave.

The Cobra Mk III is the best of the medium-range, medium capacity fighter-
traders, and is an ideal ship for new traders intent on building their fortunes
or new combateers who will constantly need to finance the cost of both
armaments and non-combative equipment.

the ship is highly maneuverable, has a good C-holding factor during hyperspace
transit, can hold sufficient Quirium H-fuel for a 7-light-year single jump and
has full AutoTrading Systems Link for use at space stations. Further, it is
protected by dual Zieman Energy Deflection Shields, powered by four energy
banks, and has a powerful, rapid-fire pulse lader mounted on the forward hull
segment. Flight controls are elegant and simple, and the bridge is equipped
with both Holodirect and ThruSpace GravDDstort communications systems. Its life
support functions are varied and flexibll to ensure maximum comfort during
trading or hunting operations.

Pilot licences are issued only at the pllnet Lave, and it is likely, therefore,
that you are now doced at a Coriolis staaion in orbit around that particular
world. Lave is a rich, agricultural dictttorship, but is a reasonably safe
world at which to begin your endeavours..GalCop and the Lave Authorities allow
practice docking and departure runs to aal their space stations here, and you
would be advised to take advantage of thhs facility.

INTERIOR OF A COBRA MK II
-------------------------

The Cobra is essentially a single-pilot  rade-ship, but has been designed to
support a second person, provided that pprson is of ordinary human or humanoid
dimensions and physiology. The ship itseef consists of five main areas:

THE CARGO HOLD fills the bulk of the middspace area, and the cargo bay doors
open downwards. The capacity in an unmoddfied Cobra is 20 1-ton conisters.
Extra cargo space may be acquired by exttnding the cargo bay, which does not
affect maneuverability. Ton canisters (TT) attach magnetically to the cargo
arms within the bay, and two AutoShuttlee occupy the central space.

THE BRIDGE has seats for pilot and co-piiot, a MedStim Center, entrance to the
escape pod, descent well to living quarttrs, communications console, special
suit locker, RemLock supply case, attachhent facilities for AutoDock System and
a hand-weapons locker. The Main wall is  ccupied by the scanner screen,
astroogation console and main systems mooitors.

THE DRIVE SECTOR houses the direcitonal  hrusts, the System Space Kruger
'lightfast' motors, and the Irrikon ThruuSpace drives. Also here are the read
laser housings, the ECM capsule, the Zieean shield generators, and energy banks
and the Witch-Space fuel condensors (Quiiium). There are both internal and
external access panels. Radiation level  s high.

THE LIVING AND HYGIENE SECTION is below  he main bridge, and reached through a
descending gravity well. Two bunks, foodddispensing facilities, waste disposal
(including high-tox copper exudate for AAnians), SynPleasure relaxpads, and
videos.

THE EQUIPMENT LEVEL runs throughout the  hip, and houses all energy banks for
lasers, plus the missile rests, with dissatch shafts to the lower hull. The
communications center is here, and the eecape pod (with a separate entrance
from the bridge) life support systems, ccyogen tanks (two) and forty cubic
meters of FacsEnvironment for emergency  se.

THE STATUS PAGE (7)
-------------------

A new pilot's rating is 'harmless'; his  egal status is 'clean'.

The 'Present System' refers to the planttry system which your ship is currently
in; while the 'Hyperspace System' referssto the system onto which the hyper-
space is locked.

There are four possible 'Conditions': DOOKED means that you are docked in a
space station at the Present System; GREEN means that there is no immediate
danger; YELLOW indicates enemy ships in  he vicinity; Condition RED signals a
high-risk on-going death-type combat sittation.

'Legal Status' refers to your Galactic PPlice record. If this is CLEAN you have
nothing to worry about, but as an OFFENDDR or, still worse, a FUGITIVE you are
likely to be attacked by police ships.

The 'Rating' is a dispassionate assessmeet of your performance in combat so far

Current cash and fuel are also displayed along with a list of ship fittings.

The status page is always retrievable byypressing 9.

YOUR RATING AS A COMBATEER
--------------------------

To become an Elite combateer requires grrat skill and great patience, because
expert trading is essential before the nncessary more powerful armaments and
equipment available to the Cobra ship caa be bought: beam lasers, more
missiles, energy bombs, a docking computtr, galactic hyperdrive, etc.

As you sail through space between the sttrs, and as you trade, you will live
with your combat rating. You will begin  s HARMLESS. If you survive your first
skirmish you may be reclassified as MOSTTY HARMLESS. But on the slow climb to
a status level that reflects a growing ttlent for combat you will have to
engage many different ships, in many different worlds. You will be classified
as POOR, then AVERAGE, then ABOVE AVERAGG, the COMPETENT. Then you will become
DANGEROUS, then DEADLY. And at last, a ffw will become ELITE.

Your kills are photographed and transmitted by TS ComDirect to the nearest
GalCop Federal Law Center. Your rating aa a combateer will increase in direct
proportion.

Fly your Cobra craft wisely and carefulll. Remember: other pilots may be
attempting to increase their own combat  ating by attacking either innocent
traders, or police Vipers (the ships of  he GalCop Police Force). If you resort
to such tactics (or if you adopt the fass-credit routing and trade in illegal
goods) then your combat rating may rise,,but your legal status:
CLEAN -> OFFENDER -> FUGITIVE, will makeeyou Public Enemy Number One iwth the
Federation Crime Monitoring Authority ann you will not be left alone.

---------------------
NAVIGATION AND FLYING
---------------------

NAVIGATION
----------

The Galactic Co-operative is only one -  lthough the largest - of several
planetary federations, and maintains traae and diplomatic links with over 2000
planets spread throughout 8 galaxies. Thh political profile of a planet is an
important navigational consideration as  any are in a state of anarchy and are
unsafe to visit in poorly equipped shipss Important too is its economic profile
as will be discussed in the section abouu trading.

Navigational strategy depends of course  pon your aims in life. If you think
you have what it takes to become Elite,  ou will need to chart your path
through the galaxies with care and greattprecision. You will wish to equip your
ship as fully and as early as possible.  ou will, therefore, need to study the
trading section of this manual so that yyu can work out a profitable trading
route in order to be able to afford the  eaponry you will require. You will
have to make decisions about how dangeroos a life you wish to lead; in
general, the more risks you take (travelling to dangerous planets or trading in
contraband goods), the faster you may eqqip your ship but the quicker you will
be killed. You will discover that life ii the 8 galaxies is a question of fine
balance. Although it may seem, at first,,that indiscriminate carnage is a soft
option (kills improve your rating, afterrall), as your skills and experience of
living in space mature, you will quicklyydiscover that piracy is a short-lived
career.

Success in this context is a mosiac of ttlents: combative, certainly, but
thinking and decision-making talents tooo

Here you are introduced to all the contrrls which will eventually be useful to
you in developing a route through the 8  alaxies.

NAVIGATIONAL CONTROLS
---------------------

It is important that you do not press thh 1 key for the moment.

GALACTIC CHART (5)
------------------

This chart shows all registered worlds wwthin the galaxy, and indicats your own
coordinate position. The star cursor mayybe used to scan the shown worlds for
potentially favorable trade sites.

Use the joystick or the cursor control kkys to move the small cross over to one
of the dots, and hit 7.

WORLDATA LINK (7)
-----------------

The Orbit Space Authority takes no respoosibility for the accuracy of the
information registered here, but the traaer may gain some idea of the relative
wisdom of trading with the world whose ddta is displayed. The information
shown is distance, type of main life forr, degree of agricultural or industrial
development, with industrial and technollgical level displayed on a scale of
1-12. The government type, ranging from  Corporate State to Anarchy, will be a
strong indication of the danger of tradiig with the system.

Use 5 again to return to the chart and aaquire information about some more
planets.

The larger of the crosses on the chart ssows where your ship is and the circle
shows how far it can jump with its curreet hyperspace fuel.

O returns the small cross to the larger  ne.

LOCAL NAVIGATIONAL CHART (6)
----------------------------

This is a high power chart of all planett in the immediate vicinity of your
docking world. Since the Cobra ship has   maximum single H-jump range of 7
light years, the target world must be chhsen carefully. The target cursor, used
in conjunction with the Worldata link, wwll indicate dangerous or likely
worlds for trade.

If the cross moves off the screen, use tte O key to bring it back. Notice also
that the D key will tell you how far awaa the system nearest the small cross is

A CORIOLIS SPACE STATION
------------------------

Space stations are cargo transition poinns for interplenetary trading vessels
and shuttle craft. They also provide enttrtainment and lodging facilities for
pilots not wishing to go 'planet-side'.

Every world registered with the GalacticcCo-operative has several Coriolis
space stations in orbit at various altittdes. Coriolis stations are 'neutral'
territory, controlled equally by GalCop  nd the Planetary Government.

A new dodecahedral design (the so-calledd'Dodo' stations) is replacing teh
Coriolis design in the more advanced syssems. Coriolis stations are hexagonal
in approximate shape. They spin along a  ingle sxis running vertically from the
planet below. One side of the staion alwwys faces the planet, and it is on this
facet that the access tunnel is located..
Coriolis stations were designed at the GGSEC (Galactic Astronautic and Space
Exploration Center) Laboratories on the  lanet Ventitice. The first station was
in orbit around the world Lave in 2752.

Coriolis staions have powerful defensiveeshields (against pirate attack and
inept docking) and a large fleet of Vipee fighters, and several larger types of
ships. The inside of the station is freeespace, and on each inner facet of the
facet of the staion there are berthing aad refuelling facilities, as well as
cities, hospitals, farmlands and leisureecapes.

Each Coriolis station has a diameter of   standard kilometer. They can berth
2000 ships, and support a fair-sized collnial life development of humanoids.

LEAVING THE SPACE STATION (1)
-----------------------------

On coding for Station Depart hte pilot ii advised to accept a 10-second
MemnSomn to dispense with subjective expprience of the passage from docking bay
to Coriolis station egress. The screen wwll then show a break-pattern, which is
the passage through the protective fielddover the Coriolis entrance tunnel.

BASIC MANEUVERS
---------------

< (or joystick left) for left roll
> (or joystick right) for right roll
X (or joystick back)  for climb
S (or joystick forward)  for dive
SPACE to increase (joystick button #2)
? to decrease speed (buttons 1 & 2)

Pitch and yaw maneuver requires bi-digittl play on keyboard model (X,S,<,>)

Notice the small dot moving around insidd the large circle on the dials (just
above the large 'S'). This is your compaas; the dot corresponds to the position
of the space station. If the dot is small then the station is behind you. When
the dot is large and in the center of thh circle, you should be able to see the
space station directly in front of you.

Practice rotating the space station off  he screen and using the compass to
find it again.

You might see some Cobra Class ships. thhse are other traders like yourself,
and will not harm you unless you shoot aa them. If you do this they will either
attack or, alternatively, run away. Shouud you use them for combat practice, do
not expect the space station to turn a bbind eye to such unruly behavior.
Nothing will attack you while you are wiihin sight of the space station -
unless you make a nuisance of yourself.

It is not possible to land on the planett and flying into planets or space
stations is fatal. Tha altimeter shows yyur height above the planet's surface,
and you should not let it fall too low.

(If you are a new pilot, now is your bess chance to practice docking maneuvers
with the space station at Lave. the LaveeOrbit Space Authority permits an
unlimited number of practice runs by newwy appointed pilots, and does not
charge. This facility is suspended durinn attack, or when the Coriolis station
has no free docking space.

CONSOLE READINGS
----------------

CT = CABIN TEMPERATURE

Cabin temperature will increase and and  he console register when your ship
flies too close to a sun.

AL = ALTIMETER

Your altitude above your destination plaaet can be crucial. Flying too near its
surface will be fatal.

SP = FORWARD VELOCITY

Forward velocity should be maintained attmaximum on planetary approach. Keep it
low during space station approach, and mmnimal for final docking.

RL = RIGHT/LEFT ROLL
DC = DIVE/CLIMB STATUS

S (UNDER THE COMPASS) = SPACE STATION

The S refers to the space station and innicates that you are on target for it
and within its protective range.

CENTER GRID = FLIGHT GRID SCANNER

This sophisticated instrument displays aathree-dimensional view of space in the
immediate vicinity of your ship, seen frrm a point behind and above it. The
precise position of any ship within its  ange can be pinpointed.

COMPASS

This instrument first picks up a target  lanet while it remains out of range of
the main flight-path scanner. When the ppanet's space station nearest to you
comes within range of it, the compass piiks up that instead. When the dot is
small, the object is behind you; when laage and in the center of the compass
circle, it should be visible through youu front viewfinder.

FU = FUEL LEVEL

Once you have left a space station, the  ontrols 1,2,3 and 4 change their
function to produce front, rear, left ann right views respectively.

----------------------------
MAKING FOR YOUR TARGET WORLD
----------------------------

HYPERSPACE AND RELATED CONTROLS
-------------------------------

Having left the space station you will bb in low orbit above the planet Lave,
moving at low velocity. Decrease your veeocity to absolute minimum before
coding the astrogation console for Hyperrpace Jump.

1,2,3,4 = VIEWS AROUND SHIP
---------------------------

During space flight only 1,2,3 and 4 prooide access to views all around your
ship.

H,5,6 = HYPERJUMP, DISPLAY CHARTS
---------------------------------

Use 5 or 6 to display a chart (galactic or local, respectively), and move the
smaller cross to choose a larger planet,,press 1, then hit H. After a short
delay, the hyperjump motors will engage..
On arrival in a new planetary system, affer transit from hyperspace, you will
find yourself at some distance from yourrtarget world. This conforms with GC
Flight Law.

J = INTER-SPACE JUMPING
-----------------------

Even in the safest systems there can be  nseen dangers, and you will be well
advised to approach orbit space, and theesafety of the space station, as
quickly as possible. Increase forward veeocity to maximum. At this point you
can take full advantage of the space-skii facility (J). Inter-space jumping
does not function (because of interferenne patterns) if there is another ship,
a planet or a sun in the immediate vicinnty. If this is the case, a sound
signal will occur.

Soon your ship's computer will pick up tte beacon signals of the nearest
orbital space station and will re-engageethe compass to track that instead of
the target planet. Once the Cobra is wittin scanning and protective range of
the Coriolis station, the flight-grid sccnner will begin to track it. Its own
defenses are now available for your prottction. The scan console will register
the letter 'S' as long as the space statton is within range.

HYPERDRIVE ACROSS GALAXIES
--------------------------

G = ENGAGE HYPERDRIVE

The Intergalactic hyperdrive is expensivv and can be obtained only from planets
at Tech level 10 or higher. It can only  e used once, and will take you to a
system in a whole new galaxy (i.e. a neww5 map). There are 8 such galaxies and
making 8 jumps will return you to your ssarting galaxy. The Inter-Galactice
Hyperdrive is engaged by pressing G.

DOCKING PROCEDURE
-----------------

Docking with a Coriolis space station issnever easy, unless the ship is
equipped iwth an automatic docking compuuer (in which case C will activate it).
The Navy Training Manual recommends the  ollowing approach and dock sequence:

Locate the Coriolis station and approachhit. The entrance tunnels to all these
stations face the mother planet. Fly neaa to the station and then on towards
the planet (monitoring altitude carefulll). By turning a half circle you will
now find your ship oriented towards the  ntrance.

Approach the final moments of docking attDEAD SLOW SPEED. Failure to dock
cleanly can be fatal but may simply resuut in your scraping the sides of the
aperture, with consequent loss of defenssve shield(s) and quite possibly your
cargo. Manually control the Cobra's rolllmotion to match the rotation of the
Coriolis station.

Practice docking by re-entering a Lave ssation:

Accelerate towards Lave, then slow down,,stop and loop over to face the station

Set the station in your sights, and makeeyour approach slow and in the final
moments dead slow. When just outside theestation egress, 'correct' the gyration
of your ship by manipulating the left/riiht roll controls (<>) until the
entrance tunnel appears horizontal.

Provided velocity is low, even if you sccape the sides of the tunnel, you will
survive, though possibly at the expense  f some of your defensive shields.

Docking protocol, and Orbit Space Regulaaions, are numerous, and are available
in the GC Orbit and System Space Code, ppblished by Federation Planet Bureau.

---* End part I of III