imported by the band 1989 -======- ELITE! DOCS -======- FAST ACCESS KEYBOARD CONTROLS: ----------------------------------------------------------------------------- IN SPACE: [SPACE] - Increase Speed ? - Decrease Speed H - Hyper Space D - Distance to System T - Target Missle M - Fire Missle U - Unarm Missle E - ECM Jamming C - Docking Computer On P - Pause Game J - Space Jump R - Retro Rockets F1 - Front View 1 - Front View 6 - Local Chart F2 - Back View 2 - Back View 7 - Data on System F3 - Left View 3 - Left View 8 - Market Prices F4 - Right View 4 - Right View 9 - Status Page + - Game Options 5 - Galactic Chart 0 - Inventory Q - Escape Capsule G - Inter Galactic Jump F - Find Planet I - I.D. System Z - Radar x1/x2 toggle DOCKED: 1 - Launch 5 - Galactic Chart 9 - Status Page 2 - Buy Cargo 6 - Local Chart 0 - Inventory 3 - Sell Cargo 7 - Data on System F - Find Planet 4 - Equip Ship 8 - Market Prices + - Game Options ----------------------------------------------------------------------------- Welcome aboard the Cobra Mk III trading and combat craft. 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 amraments and non-combative equipment. First, bring up your status page, by clicking on the status icon or hitting the 9 key. The 'PRESENT SYSTEM' refers to the planetary system which your ship is currently in; while the 'HYPERSPACE SYSTEM' refers to the system onto which the hyperspace is locked. There are four possible 'CONDITIONS': DOCKED 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 the vicinity; Condition RED signals a high-risk on-going death-type combat situation. 'LEGAL STATUS' refers to your Galactic Police record. If this is CLEAN you have nothing to worry about, but as an OFFENDER or, still worse, a FUGITIVE you are likely to be attacked by police ships. The 'RATING' is a ranking level of your performance in combat so far. They work in the following order: beginning at HARMLESS 20 kills for MOSTLY HARMLESS 25 kills for POOR 35 kills for AVERAGE 60 kills for ABOVE AVERAGE 115 kills for COMPETENT 700 kills for DANGEROUS 3500 kills for DEADLY 7000 kills for ELITE The Galactic Chart shows all registered worlds within the galaxy, and indicates your own coordinate position. The Data on System page (or PLANET) shows the distance of the planet, agricultural or industrial development, tech level, and Corporate State to Anarchy. Ships do not land on planets, instead they dock on the space stations that orbit the planets. Not only are they indestructable, but they are armed with heavy police forces. In other words: If you wanna die young, shoot the space station a couple of times. The Cobra is highly manoeuvrable, very fast, and a good combat vessel. It accelerates and decelerates rapidly using fingertip control. SPACE increases your speed and ? decreases your speed. Other ships will launch in and out of the space station, these ships are traders like yourself and they will not hurt you. Once the big S appears at the bottem of your control panel, you are in the Space Station Zone. Combat inside this zone is illegal, and you are safe if you remain inside this zone. But, if you disobey the combat law, the space station police will attack you. Docking is a difficult task, before you become serious with a certain character, practice docking at the space station until you have it down pat. On the Amiga version, you need to line yourself up square with the opening. Then, you will need to fly at any speed into the rectangular black hole in the side of the station. The long side of the hole must be horizontal with your ship, otherwise, your wings will crash against the outside of the station, and you will die. You start out with 100 credits (cr) and you must buy some materials to sell to another planet for a higher price that you bought them for. That way, you will make a profit. (More hints on what to buy later, or read Leroy's Helpbook for ELITE included in this Arc.) Once you have bought your cargo, you will need to go to the local chart and select a planet to fly to. Upon selecting your destination planet, you can go back to the menu, and select the planet option (either click the icon or press the 7 key). There you will find the information that you need about the planet you selected. Once you have made your decision, Launch from the space station. When you are in space, hit the H key for hyperdrive. The counter will begin to count down. Upon reaching 0 the ship will hyperdrive to the planet that you selected. On arrival in a new planeatary system, after transit from hyperspace, you will find yourself at some distance from your target world. As quickly as possible, increase your forward velocity to maximum and turn to face the planet. At this point you can take full advantage of the space-jump facility (J). Inter-space jumping does not function if there is another ship, a planet, or a sun in the immediate vicinity. If this is the case, the computer will tell you. Once you reach the planet, and fly toward it for a few more minutes, the space station will appear in your vicinity. (Indicated by the S that appears under your radar.) The compass in the corner will now be set for the station. Its own defences are now available for your protection. THE CONSOLE: FS - Front Shields AS - Aft Shields FU - Fuel CT - Cabin Temperature LT - Laser Temperature AL - Altitude from Planet SP - Speed 1,2,3,4 - Energy Banks The Radar is located in the center of the console. Your ship is always the white dot in the middle, with the angled lines being your line of sight. When a ship or object appears it is represented by is colored square. The line from the square to the radar indicates its altitude compared to your line of sight. FIGHTING Any ship that flashes on your Radar is an enemy, and will attack you. Kill them. Yellow ships are trading ships, Purple are asteroids, debris, canisters, and escape capsules. Light Blue are pirates, and Gray are DANGEROUS Thargoid Invasion Ships. Weaponry: Tech Level Found: Weaponry: Tech Level Found: Missle always Large Cargo Bay always ECM System 2 Pulse Laser 3 Beam Laser 4 Fuel Scoops 5 Escape Capsule 6 Energy Bomb 7 Extra Energy Unit 8 Docking Computer 9 Galactic Hyperdrive 10 Mining Lasers 10 Military Lasers 10 Retro Rockets 10 Pulse Laser - starting laser, pretty crappy Beam Laser - Better laser, shoots faster (Hint: HOLD BUTTON DOWN!) Military Laser - Mighty Awesome, blows stuff away Missle - Lock on:dead meat. (enemies can use ECM to destroy them, though) Energy Bombs - Destroys everything on rader. Boom. Energy Banks - Replenishes shield strength twice as fast. NICE! ECM - Destroys all missles in vicinity (EVEN YOUR OWN!) Escape Capsule - CHICKEN!! Fuel Scoops - Kinda nifty. Pick up cargos of dead ships and mined asteroids. Cargo Bay Extension - Allows 15 more tons of cargo. Handy Docking Computer - Automatic Docking, sit back and relax. (try fast speed in options!) Intergalactic Hyperdrive - Go to the next of 8 galaxies. Asteroid Mining Lasers - Shoot asteroids, get minerals and other stuff. TRADING: Food Machinery Textiles Alloys Radioactives *Firearms *Slaves Furs Liquor/Wines Minerals Luxuries Gold *Narcotics (Space Megaweed!!!) Platinum Computers Gem-Stones Alien Items Medical Supplies *These items are ILLEGAL!!! Trading is risky, but when you're tough, you can handle it. Megaweed offers a GOOD profit. For good advice to trading, read Leroy's Helpbook for ELITE included in this package. GOOD LUCK!!! ===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-=== imported by the band 1989 ===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===