
      ·
      :    ¦    .     _________                 ________       _____________
._____¦    |         ·   __   / :   ___________/   _    \      \   __  _   /
|     \    |____:    :     \_/ -A : \______    \    |    \_ _:  \_/     \_/
|      \   ¦    |    ¦      \_  ··D_  /   /   _/    |     /  |___/       \_
|    :     :    |    |_______/  `N· _/    \    \_________/   |   \________/
¦    |_____¦    ¦    |           :  \__________/      \      ¦    \_
:    :    \__________|                                 \___________/
.    ·                           CRaZY GaNG              
     .               +--------------------------------+



                             K240 FULL MANUAL
                            ==================
                                            TYPED BY SHARD - N&B
CONTENTS
--------

Playing the Game
Finding Your Way Around This Manual
Zone 001 - Tutorial
Zone 002 - Colony Management
Zone 003 - Spacecraft Construction
Zone 004 - Spying
Zone 005 - Fleets
Zone 006 - Button Selection Panels
Zone 007 - Terracorp and Sci-Tek
Zone 008 - Hints
Zone 009 - Background
Zone 010 - Building Reference Section
Zone 011 - Sci-Tek
Zone 012 - Spacecraft
Zone 013 - Hardpoint Weapons
Zone 014 - Missile Warfare
Zone 015 - The Enemy


EPILEPSY WARNING
----------------

Please  read  before using this video game or allowing your children to use
it.

Some  people are susceptible to epileptic seizures or loss of consciousness
when exposed to certain flashing lights or light patterns in everyday life.
Such  people may have a seizure while watching certain television images or
playing  certain  video  games.   This may happen even if the person has no
medical history of epilepsy or has never had any epileptic seizures.

If  you  or anyone in your family has ever had symptoms related to epilepsy
(seizures  or  loss  of  consciousness)  when  exposed  to flashing lights,
consult your doctor prior to playing.

We  advise  that  parents  should  monitor  the use of video games by their
children.   If  you or your child experience any of the following symptoms:
dizziness,  blurred  vision, eye or muscle twitches, loss of consciousness,
disorientation,  any  involuntary  movement  or convulsion, while playing a
video game, IMMEDIATELY discontinue use and consult your doctor.

PRECAUTIONS TO TAKE DURING USE
------------------------------

Do  not  Stand  too close to the screen.  Sit a good distance away from the
television screen, as far away as the length of the cable allows.

Preferably play the game on a small television screen.

Avoid playing if you are tired or have not had much sleep.

Make sure that the room in which you are playing is well lit.

Rest for at least 10 to 15 minutes per hour while playing a video game.

CREDITS
-------

Programming:           Graeme Ing
Graphics:              Pete Daniels
Game Design:           Graeme Ing and Pete Daniels
Music:                 Patrick Phelan
SFX:                   Patrick Phelan and Neil Biggin
Intro Programming:     Michael Hart
Intro graphics:        Paul Green and Syd Franklin
Produced by:           Mark Glossop
Manual Copy:           Kai MacMahon and Graeme Ing
Manual Design:         Kai MacMahon,
Edited by:             Steve Mckevitt
Manual Artwork:        Dave Lewis and Alan Batson
Voice of the Computer: Tracey Park
Additional Help:       Graham Stone, Kevin Dudley and Damian Hibbard
Quality assurance:     Simon Short, Robert Millington, Tony Howe

PLAYING THE GAME
----------------

From Floppy disk:

1) Turn on your Amiga,
2) Insert disk 1 in your internal disk drive, (DF0:)
3) The game will automatically boot and run

From Hard Disk:

1) Turn on your Amiga,
2) Wait for the Amiga to boot into Workbench
3) Locate the directory you have previously installed K240 into, (see 
"Installing onto Hard Disk" below) and double click on the K240 game icon,
4) The game will run.

It  is  recommended that you install K240 onto a hard disk if you have one.
The  game  will  be  easier to play due to do data and screens being loaded
almost instantaneously.

On  Machines with more than half a Meg of chip ram K240 uses sampled speech
to  announce important events.  This can cause excessive disk swopping on a
single  drive  system.   If  you do not have a second drive, we suggest you
disable  the  speech  option from the Tetracorp screen.  On the Floppy disk
version,  all saved games are made to the internal disk drive (DF0:), IT IS
IMPORTANT  THAT YOU HAVE A PRE-FORMATTED DISK FOR USE AS A SAVE-DISK BEFORE
YOU  BEGIN  TO  PLAY THE GAME!  The save disk must be formatted in standard
Amiga  format.   If  you  are  unsure  how  to  format  a  disk, follow the
instructions  given  in  the  manuals that came with the Amiga.  Each saved
game requires approximately 180K of space.

Apart  from the save-disk, which will always be in DF0, K240 will recognise
any of the game disks in any Floppy disk drive, internal or external.

On the Hard Disk version, all saved games are made to the Hard Disk, in the
same directory as the game has been installed.

Installing Onto Hard Disk

1) Turn on your Amiga.
2) Wait for the Amiga to boot into Workbench.
3) Insert K240 disk 3 into any Floppy disk drive. Wait for the disk icon 
   to appear on the screen.
4) Double click on the K240 disk icon.
5) Double click on the "Install K240" disk icon.
6) Follow on screen directions.

FINDING YOUR WAY AROUND THE MANUALS
-----------------------------------

This manual comes in three distinct sections.

a) Tutorial: 
K240  is  a  complicated game.  Once you are familiar with the basics it is
actually  quite  straightforward  to  play.   The tutorial forms a painless
introduction to the basic elements of the game, and gives you an idea where
to start.  We strongly advise that you follow it.

b) Main Reference section: 
This  explains  in  detail all of the game.  It is divided into sections so
that  you  can  easily  find out about any subject.  It is not necessary to
read this part of the manual before you commence play; you can refer to the
sections  when  you  need them; but it is worthwhile skimming through it so
that you are familiar with what you can do in the game.

A  hints  section  is  included  to assist you if you are unsure of how you
should go about developing your mining colony.

c) Technical section: 
This  contains  technical details on the various weapons, spacecraft, alien
races  etc,  as  well  as some notes on Imperial history.  The bulk of this
material is for background only, and is not necessary to play the game, but
an  understanding of these technical details may help you to develop better
strategies.


ZONE 001 : TUTORIAL
-------------------

This  section  of  the  manual  is  designed  as a full tutorial.  Over the
following pages you will be taken step by step through the initial parts of
the  game.   The  more  complex  aspects  of  the  game  will  be easier to
understand when you have this basic knowledge.

For  a  painless introduction to the game, we strongly advise you to follow
this tutorial.

Because  you will be playing a proper game during the tutorial (Alien level
1  in  fact)  events are bound to happen that are not documented here.  The
most  noticeable  of  these  will  be windows that pop up to report certain
events.  For now if any message window appears that is not explained by the
tutorial, simply ignore it and click with the left mouse button on the Exit
button  that  will  appear  in a little box beside the message window.  The
message will go away and you can continue with the tutorial.

THE MAIN ASTEROID VIEW SCREEN
-----------------------------

When  you  start  the  game select your language by picking the appropriate
flag.   When  you  reach the Tetracorp screen click on "END" to begin Alien
Level one.  You will now find yourself looking at your initial asteroid, on
the  Asteroid  View  Screen.   Before  we  go any further let`s take a look
around this screen.

In  the  centre  is  a  3-D  representation  of your asteroid showing rocky
terrain and the sole building in your colony (A Colony Preservation Unit in
green.)

In  space above the asteroid is the transporter ship that you used to reach
Sector K240.

At  bottom  right  is  a  building  icon.  This indicates which of the many
buildings  is  currently active for construction.  You`ll see how it`s used
when we look at Colony Construction in a moment.

Below  it is a blue button.  This is explained in the section of the manual
about "Time Saving Techniques".

Below that is the status line.  Messages will appear here from time to time
but usually it flashes between two important pieces or information:

a) your money in Imperial Credits
b) The date in the format: E2.yyy.dd

Where  E2  marks  the 2nd Millennium AD, yyy the year and dd the day.  Each
year  has  100 standard Imperial days.  The game begins in E2.380.01, which
is the year 2380 AD.

USING THE MOUSE
---------------

Before we go any further, lets look at the 3 different mouse modes as it is
important that you are in the correct mode for an operation.

a) Hand:
This is the default mode used for most operations.  Whilst in this mode you
can  click on the asteroid to construct buildings and click on buildings to
obtain information.

b) Arrow:
This is the Ship Selection mode.  In this mode you can ONLY click on any of
your  spacecraft  (or  Orbital Space dock) to obtain information about them
and control them.  You can perform no other function.

You  enter  this  mode  by clicking on the Ship Mode button (see later), or
pressing the "S" key.  Do so again to return to the normal "hand" mode.

c) Bomb:
This  is  the  demolish  Mode.   In  this  mode  you can ONLY demolish your
buildings  should  you  desire  to do so.  Simply click with the left mouse
button over any building to destroy it.

You  enter this mode by clicking on the demolish Mode button (see later) or
pressing the "D" key.  Do so again to return to the normal hand mode.

You  carry  out  most operations by clicking with the Left mouse button, eg
selecting ships, selecting buildings, clicking on the asteroid, clicking on
buttons, etc.

Clicking the right mouse button anywhere on the screen brings up one of the
several Button Panels.  A different button Panel appears for each different
screen.  Some buttons also lead to other Button Panels.

Most  buttons  are  explained  in the appropriate section in the manual but
there  is  a  separate  card provided which identifies the purpose of every
button.

Try it now:  Click with the right mouse button.  The Asteroid Screen Button
Panel appears with 3 rows of three buttons.

Notice  the  button  in  the  bottom  right.   This  is the Exit button and
clicking  on  it  takes  you  back  to  the  game.   Every  button Panel or
information window has an Exit button and in each instance it will resemble
the return key on your computer.

Note also, that whilst any information window or button Panel is visible on
the screen, the game is paused so take as long as you like.

THE ASTEROID FIELD SCREEN
-------------------------

Let`s  have  a  quick  look  at this before we continue.  This and the Main
Asteroid View Screen will be the screens you will use most.

From  the  Asteroid  View  Screen  bring up the button Panel as shown above
(Click the right mouse button.)

The  centre button will take you to the Asteroid Field Screen.  Click on it
now.

Your  starting  asteroid is the one rotating with a little green dot an it.
The  green  dot  indicates that the asteroid is owned by you.  Those with a
red  dot  belong  to the enemy, and those without a dot are uninhabited and
free for the taking.

Around  your  asteroid  is a small black circle.  The rest of the screen is
grey.   Grey  indicates  uncharted space, and you only know about ships and
asteroids  within  the black circle which marks the extent of your sensors.
At the start of the game it is likely that the only asteroid you know about
is your own, though there are one or two others visible.

There are two ways you can discover more asteroids:

a) Sensor Range:
If  any  asteroids move into your sensor range (the black circle) then they
will  become visible.  You can extend the range of your sensors by building
a Sensor Array and by colonising other asteroids.

b) Scout Ships:
You  can  instruct  Scouts  to  head  into uncharted space and Discover new
asteroids outside your sensor range.

Other  information  will  be laid over this screen at various points in the
game but these will be explained later.

Below  your asteroid is the acronym PAFW.  This is a status summary of your
asteroid and will appear below all asteroids owned by you.  It is used as a
quick means of seeing which of your colonies needs attention.

P   Power supplies
A   Air supplies
F   Food supplies
W   Water supplies

A green letter indicates that all is well.

An  orange  letter indicates that you are using more than you are producing
on that asteroid and will be using up your surplus.

A  red letter indicates that you are producing none at all and are existing
(or maybe not!) off surpluses alone.  Time to do something!.

These  factors are explained more fully a little later in the tutorial.  In
the section about the Colony Summary Window.

Finally, at the bottom right is the date/money indicator.

Notice that the mouse pointer is now an orange cross hair.

Let`s return to your asteroid now and look at building it up a bit.

Click with the right button to bring up the Button Panel.  Notice that this
is  a  different  button Panel to that on the Asteroid View Screen since it
has  functions  applicable  to  this  screen.  Notice again that the bottom
right button is the Exit button.

The  bottom  left  button  will  take you back to the Asteroid View Screen.
Click on it now.

CONSTRUCTING A COLONY
---------------------

We`re  now  going  to  construct a small colony an our starting asteroid to
give you a feel for colony construction.

As already mentioned, you begin with a single CPU.

There  are a range of buildings available to you and more are available for
purchase  from  the  Sci-Tek Corporation.  You select the building you want
from the Engineering Window.

As  we showed you earlier click the right mouse button to bring up the main
Button  Panel.  You access the Engineering Window by clicking on the button
at bottom left.  Click there now.

The Engineering Window
----------------------

You  can browse through the buildings available by clicking on the Left and
Right  arrow  buttons.   Have  a  look  now at whats available.  The later
section on buildings gives more detailed information about each building.

Since  we are operating a Mining Colony let`s get things started.  Cycle to
the "Mine" building.  Click on the Exit button to select this building.  As
you  return to the main Asteroid View Screen, notice that the Mine building
graphic appears at bottom right reminding you of your selection.  Until you
select another building every time you click on the asteroid you will build
a Mine.

Find  a  piece  of  flat land on the asteroid and click there with the left
mouse button, to build.

Notice  the  error  message?  Good.  We have not yet allocated any funds to
the  Engineering  Section.  To do this, bring up the Button Panel and click
on  the  Information  button  (middle top).  This in turn brings up another
Button Panel.  Click on the Financial Funds button top-right)

You are now in the Financial Funds Window.  Before we proceed we`ll explain
how this works.

Financial Funds Window
----------------------

You have 5 different budgets to manage:

Money          -  spare cash not assigned to any budget
Construction   -  used for constructing buildings
Vehicles       -  used for constructing spacecraft
Intelligence   -  used tor financing spying
Missiles       -  used for constructing missiles

The  number  at  the  far  right gives the amount allocated to each budget.
There are also 3 bar charts for each budget.

Green          -  Each block = 5,000 credits     (heading is "5k")
Orange         -  Each block = 100,000 credits   (heading is "100k")
Red            -  Each block = 1,000,000 credits (heading is "1M")

To  add  some  money  to a budget simply click somewhere on the appropriate
line, under any of the three columns.  So if you click on the VEHICLES line
between  the  5K and 100K headings you will add one or more blocks of 5,000
credits.   Clicking  between  100K  and  1M  will add one or more blocks of
100,000  credits.   The  further to the right you click the more blocks you
will add.  To fine tune the amount, click and hold down the left button and
drag it either left or right - this will add or remove a block.

Go ahead and experiment, its easier to use than to describe!

To  remove  some  money  from a budget click and drag left to remove one or
more blocks.

Notice that all money is given to or taken from the Spare Cash line (called
MONEY)  at  the  top,  so you cannot directly move money from one budget to
another,  you  have to delete it from one budget (making it spare cash) and
then  add it to another budget.  If you are trying to add money to a budget
and  nothing  is happening, its probably because you have no spare cash and
you`ll have to reduce another budget first.

Continuing our tutorial return all your money to the Spare Cash line at the
top.   We  need  to  put  some  money  into  CONSTRUCTION so add some in by
clicking  on the CONSTRUCTION line.  Anything over 100,000 Cr should do for
now.  Add the lot if you like.  If during the rest of the tutorial you find
that  one of your budgets has run out, simply return to the Financial Funds
Window and allocate some more money.

Now exit from this window (using the "exit" button) and return to the game.

Construction
------------

You  can  now  build  some Mines by clicking on the asteroid.  Build 2 or 3
Mines.  Notice that scaffolding appears as your men begin work.

If  you  click  on  the scaffolding with the left mouse button and hold the
button  down  you  will be told what is being built and how many days until
completion.

Go  back  to  the  Engineering Window and move on a few buildings until you
come  to  a  Storage  Facility.   Exit  the store and build a Store on your
asteroid.

You  may want to build a couple of Solar Generators too, to ensure you have
enough power.

Interrogating Buildings
-----------------------

If  you click on an existing building with the left mouse button it will be
identified.  Certain buildings also pop up information or control windows.

As an example click on one of your finished Mines.  There is no information
window for a mine just it`s name at the bottom of the screen.

Click  on  the  Store  and  you are presented with a listing of all the ore
being  held in your Stores at this time.  For further details see the entry
on Stores in the buildings section.

We suggest that you now construct a few more buildings on your asteroid and
when  they are built, click on them to see what information you can obtain.
For  now  simply  exit  any  information windows and refer to the Buildings
section  for  more  details.   Build  what  you  like  but  we  suggest the
following:

                       4 or 5 Solar Generators
                       Command Centre
                       Weapons Factory
                       Decontamination Filter
                       Medical centre
                       2 or 3 Mines
                       2 or 3 Deep Bore Mines
                       Storage Facility
                       Sensor array

Tactical Mode
-------------

If  you  were  having  difficulty locating a flat piece of land to build on
there are two ways around this:

The  first  is to rotate the asteroid around so you can see behind existing
buildings.  To do this bring up the main Button Panel.  Click on the middle
left  button  which  will  take  you  to the Asteroid Control Button Panel.
There  are  two  yellow  arrow  buttons.   Clicking on them will rotate the
entire asteroid left or right by 90 degrees.

A  quicker way of doing this is to use the left and right arrow keys on the
keyboard.

Notice  how  the Transporter in orbit rotates as well since you are viewing
the entire asteroid from another viewpoint.

The  other  method  to  assist you is the Tactical Mode.  Bring up the main
Button  Panel  and  then the Asteroid Control Button Panel just like above.
The bottom left button (a blue cube) toggles the tactical mode on and off.

Solid  box  with  "N"  indicates normal mode 
Outline box with "T" indicates tactical mode.

The  button  will  not  take effect until you exit out of the button panels
(Later we`ll show you a quicker way to access buttons!)

Notice  that  when you exit the button panels all the buildings and terrain
have  disappeared  to be replaced by colour coded squares.  You can now see
every part of the asteroid and selecting a site to build upon is easy.

You  can  also  click on buildings to obtain information just as you can in
normal mode.

The various colours represent the following features:

Light Grey     -   Flat land
Dark Grey      -   Terrain unsuitable for building
Light Blue     -   Buildings
Red            -   Landing Pads
White          -   Buildings protected by a Screen Generator
Green          -   Asteroid Virus deposits
Dark Blue      -   Anti Virus deposits

We`ll explain some of these later.

A  quicker way of changing between normal and tactical mode is to press the
SPACE key on the keyboard.

Tutorial Conclusion
-------------------

You  should  now  have  an understanding of the basics of the game:  How to
access button Panels, view your asteroid, access the asteroid Field Screen,
select and build a building, manage your budgets, and so on.

The  rest  of  the  manual  is  a  reference  section  and will explain the
important  features of the game in depth.  We would recommend that you read
the  reference  sections.   In  the  order  they  appear, as they have been
structured in such a way as to be chronologically correct ie they appear in
the order that you are going to need them in.


ZONE 002 : COLONY MANAGEMENT
----------------------------

Your  prime directive is to extract and sell as much ore as you can but the
most  successful  and productive mining colonies all rely upon a strong and
stable  colony  infrastructure.   It  is  vital  to  regularly  monitor the
colonies on all your asteroids and to keep them running smoothly.

There are four main aspects to successful colony management:

a) Population
b) Security
c) Life Support
d) Power

a) Population
Though  many  parts of your mining equipment are robotic,the robots usually
only  undertake  the  tasks  that  are most dangerous to human life.  Human
employees are required for many important duties and to oversee and control
the  robots.   To  support  the mining and technician employees there is an
entire  Service Industry offering training, relaxation and participation in
other  leisure  activities.   Shifts  are  long  and  hard  and as a result
Tetracorp encourage their employees to play hard too.

Procreation  is  outlawed  on  mining  colonies for safety reasons but your
colonies  will  slowly  grow  in  population  as  your personnel department
entices  more  men and women out from the Home Worlds.  The more successful
and  smoother  running  your  colonies  the easier recruitment becomes.  In
general  your population will grow slowly to fill all avaiable living space
so  you  can  directly  control  your  population by building fewer or more
Living  Quarters.   The  Colony  Summary  Window  (see below) indicates the
number  of  surplus  employees you have.  These are employees available for
backup roles and to operate alternate shifts with technical employees.  For
stability  attempt  to  keep the surplus positive but not too high.  If the
surplus  is  negative  then your employees are stretched and may be working
double  shifts to complete necessary work morale will deteriorate.  If your
surplus  is  too  high,  boredom can effect those not currently working and
trouble can break out.

b) Security
Morale  can  fluctuate  quickly on a mining colony.  Spaces are cramped and
employees  work  and  play with the same faces day in and day out.  Tempers
can  flare,  fights  are  commonplace  and  employees are quick to anger at
management  failures.  There would be mutiny every day were it not for your
dedicated and highly paid security team.

Security  will keep your employees under control but only if their presence
is  large enough.  Each Security Centre can easily manage 150 employees and
often  many  more  but  don`t  stretch  your  security  too thin or you are
inviting big trouble.

You  will  be  issued  with reports when (if?) trouble breaks out but don`t
wait  for  these  reports monitor the Security status in the Colony Summary
Window (see below)

c) Life Support
Each  asteroid  colony must be self sufficient and that means producing its
own Air, Food and Water.  Each employee uses 1 unit of each every day so it
is  necessary  to  produce  at  least  as  many  units  per day as you have
employees but it is also wise to produce and store a surplus.

Initially  each  asteroid  colony  begins with a single Colony Preservation
Unit (CPU) which provides living space, power, air, food and water but only
for  a  limited  population  and  time.  (see description of the CPU in the
Buildings section) To back up the CPU you need other support buildings.

                 BUILDING                 PRODUCES

                 Life Support              AIR
                 Hydroponics               FOOD
                 Hydration Plant           WATER

In addition Environment Control continues where the CPU left off by storing
all three of the above in vast quantities.

The Colony Summary Window (see below) details how much of each resource you
are  producing,  using and storing, so monitor it often and keep production
ahead of population growth.

More  information is given for each of the above buildings in the Buildings
section.

Remember also that the PAFW display on the Asteroid Field Screen provides a
quick  summary  of the status of your asteroids.  PAFW was explained in the
tutorial pages.

d) Power
Clearly  nothing  can  operate without power.  The Buildings section of the
manual  details the power requirement of every building.  There are several
power  production  buildings  and  more  efficient  ones are available from
Sci-Tek.  Like Life Support it`s vital to use the Colony Summary Window and
PAFW  to  monitor  the  status  of power to each colony and keep production
ahead of usage.

Should  you  suffer power shortages some buildings will fail before others.
In  general the most vital buildings like Life Support and Hydroponics will
fail  last.   To  see which buildings have failed simply click on any power
generating building and those buildings without power will be listed.

RADIATION
---------

Each  asteroid has background radiation some higher than others.  Radiation
is expressed as a percentage.  0% means the radiation is immeasurable above
the  radiation given off from the local star.  Any value of 50% or lower is
acceptable  but higher radiation is harmful and will result in sickness and
even deaths amoungst your employees.  Use Radiation Filters to provide them
with  the  necessary  protection.   (see  the  description in the Buildings
section).

Factors  that  lead to high radiation values are the use of Nuclear missles
extensive  combat  and the presence of rare ores such as Traxium and Nexos.
When  mining  these ores you must be very careful to protect your employees
using Radiation Filters.

COLONY SUMMARY WINDOW
---------------------

You can access this by clicking on any of the colony support buildings such
as  Living  Quarters  Life Support, Hydroponics and CPU etc.  Remember that
you  must  be in Normal (hand) mode.  You can also access it via the button
in the Asteroid View Screen Button Panel.

This  information  gives  you  an important breakdown on the status of your
colony on that asteroid.

You  are  told  your current population, your maximum population, the total
space  in  all  your  Living Quarter) and Surplus Population.  As explained
above  in  Colony  management  try to keep the surplus a positive number to
allow  for  growth  but  if you overpopulate your asteroid you risk running
short of food, water and air.

Keep an eye on the Radiation reading (see Radiation above).

The  most  important  part of the Colony Summary Window is the breakdown of
Power,  Air,  Food and Water.  You are told how much you are producing, how
much is being used daily and how much is stored for later use.

The  colour  codes give you an instant indication of which of these factors
may need attention:

Green      -    No problems
Orange     -    The asteroid is using a commodity faster than it is being 
                produced. Your reserves are being used up.
Red        -    The asteroid is no longer producing a commodity and you are 
                running entirely from reserves (or maybe none at all!) you 
                must rectify the situation quickly!

The  Security  line  provides a summary of employee morale on the asteroid.
If  the  message suggests that the asteroid is not secure you would be wise
to construct another Security Centre.

The final line reminds you which fleets are present at this asteroid.

There are also some options available by using the supplied buttons:

            RENAME       INVENTORY      EXIT

Clicking  on RENAME allows you to rename the asteroid.  You can personalise
all  your asteroids and give them a name that reflects their function, like
MAIN MINE or ORE DEPOT or SPACE DOCK etc.

Simply  delete the existing name using the backspace key and enter your own
name up to 15 characters.

Clicking  on  INVENTORY will provide a detailed listing of how many of each
type  of building you have.  The listing is broken down into pages - simply
use the Arrow Buttons to cycle through the pages.

ASTEROID MINING
---------------

The purpose of your colony in sector K240 is to locate and extract ores for
sale  to  Tetracorp  and  the  Empire.   The more you sell, the larger your
profits  and  your fame in the mining fraternity.  This section details how
to mine ore, what to do with it, how to transport it and how to sell it.

DISCOVERING ORE
---------------

The  first  step  is  to  locate  asteroids  rich  in  ore  deposits.  This
Exploration  Phase  requires  the use of one or more Scout Ships.  To go in
search  of  new  asteroids  dispatch the Scout with orders to Explore.  For
details of how to do this see the section on Controlling Spacecraft and pay
particular attention to the subsection on Scouts.

Each  asteroid  has  different  amounts  of each type of ore.  To determine
which  asteroids are the most abundant in ore you must use a Scout with the
orders  to  Prospect  for  ore.   Again  see  the  section  on  Controlling
Spacecraft.

When  the  scout  has examined the asteroid it will return to its departure
asteroid and present you with an ore report.  You can obtain this report at
any  time  for any at the asteroids you have prospected, by clicking on the
Geology button.

The  Ore  Report simply details how much of each type of ore remains on the
asteroid  to be mined.  The most common are shown at the top and the rarest
at the bottom.

ORE EXTRACTION
--------------

To  extract  ore you must have one or more mines.  There are three types of
mine  each  mining  a  particular range of ores.  The table below indicates
which mines you require to mine particular ores by colour coding them:


Selenium       Red           Red requires a mine
Asteros        Red
Barium         Red
Crystalite     Red
Quazinc        Orange        Orange requires a deep bore mine
Bytanium       Orange
Korellium      Orange
Dragonium      Orange
Traxium        Green         Green requires a Seismic Penetrator
Nexos          Green         obtainable from Sci-Tek


As  well  as  providing  adequate power for the mines you must build one or
more  Stores  to  hold  the ore.  Clicking on a Store building provides you
with a listing of what ores you have in ALL the stores on that asteroid.

Each  mine  extracts one unit of ore about every 8 to 16 days.  You have no
control over which units are extracted.

The  main thing to remember about mining is to keep it running smoothly and
consistently.  Here are a few other points to bear in mind:

Make sure there is enough power for all mines.

Keep  a  constant  track  on  the  population  of your asteroid and try and
maintain a positive surplus.

Make sure you have enough storage space for the ore.

ORE USAGE
---------

What do you do with ore?

1) Use it for ship construction
2) Use it for missile construction
3) Sell it to the Empire (see later)

This is a summary of most of the cases in the game when you wil need ore:

 ORE            NEEDED FOR

Selenium        Explosive Missile, Scatter Missile, Assault Fighter,
                Combat Eagle, Scout Ship, Destructor, Terminator
                Transporter, Fleet Battleship

Asteros         Nuclear Missile, Powerplant

Barium          Area Explosive Missile, Anti Virus Missile, Spy Satellite

Crystalite      Vortex Missile, Assault Fighter, Combat Eagle
                Scout Ship, Destructor.
      
Quazinc         Napalm Missile, Hellfire Missile
  
Bytanium        Space Dock
 
Korellium       Stasis Missile

Dragonium       Space Dock, Terminator, Transporter, Fleet Battleship

Traxium         Virus Missile
  
Nexos           Mega missile  


SELLING ORE
-----------

It  is  necessary to retain some ore for your own use but the remainder can
be sold to Tetracorp and the Empire.  The Empire offers prices for ore that
vary  each Imperial year.  You may attempt to play the markets and wait for
a  high  price  before you sell ore but don`t speculate for too long or the
price may drop again.

To  obtain  the  Imperial  Ore Prices click on the Command Centre building.
These  are  the  prices  that  the  Empire  will  pay for each unit of ore.
Sometimes  the  Empire  will  guarantee  prices for a number of years for a
particular  ore type that it needs badly.  In this case the letter "H" will
appear  after  the ore price to indicate that the price has been held.  The
number  after  the "H" indicates the number of years that the price is held
for.

The  Prices  window  also  indicates  the  number  of  days before the next
Imperial Ore Carrier arrives at your colony.  This is important because you
can only sell ore when the Imperial Ore Carrier arrives.

The  Imperial Ore Carrier will always arrive at whichever of your asteroids
has  the  most ore in its Stores.  You can use this fact to ensure that you
transport  ore in from your other asteroids.  Tetracorp recommends that you
have  a  central  asteroid  that acts as a major storage depot and that all
other asteroids regularly ship their ore to this depot.

The  Imperial  Ore Carrier remains in orbit about your asteroid for a short
time before returning to the Imperial Home Worlds.  5 days before it leaves
the crew will radio down with the appropriate message.

Click  on  the Imperial Ore Carrier (whilst in Ship Selection Mode) and you
will  gain  access  to the Ore Transfer Window.  This lists all the ore you
have  in  the  asteroids  stores and the contents of the Ore Carriers cargo
bays.  The current Imperial Prices are listed for convenience.

To  transfer  ore to the Ore Carrier click over the name of the type of ore
with  the right mouse button.  A quantity of ore will be transferred.  This
quantity  depends upon which ore type you have selected.  Since you usually
have large numbees of the cheaper ores the transfer quantity is large.  For
rarer ores it is small.

Ores marked as red     50 units at a time.
Ores marked as orange   5 units at a time.
Ores marked as green    1 unit  at a time.

If  you  change your mind you can unload ore from the Ore Carrier into your
Asteroid  Stores by clicking with the left mouse button.  Note that you can
only Unload ore that you have previously loaded:  there is no way of buying
ore from the Empire.

You can access the Ore Transfer Window as many times as you like whilst the
Ore  Carrier  orbits  your asteroid.  You will be paid for the ore when the
Ore Carrier returns to the Imperial Home Worlds.

                            END OF PART ONE
                            -=- -=- -=- -=-
