                                    Xiphos
                               by Electronic Zoo
 
                               Commander's Manual
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|========================== -=- INTRODUCTION -=- ===========================|
|___________________________________________________________________________|
 
Xiphos is an action/strategy/war game realized in 3D for the Amiga, Atari
ST, IBM PC and compatible computers.
 
To play Xiphos you will need fast reactions, skill and wisdom.  You will
take part in complex space battles, dock with space bases, talk to aliens
and trade for the supplies you need to traverse the six universes of the
Xiphon system.
 
On your travels through the war torn Xiphon territory, you will encounter
battles bitterly fought out between the Pio and Qon factions.  Sometimes
you will get involved on one side or the other.  Sometimes it will be best
to stay clear.  If you are successful in your quest you will have the
chance to destroy the omnipotent superbrain, Xiphos himself.
 
To sharpen your wits and prepare for the full Xiphos mission, you can take
the role of a space raider in an action-only version of the game.  When you
are ready, the full multi-universe adventure awaits you.  We strongly
recommend that you play Xiphos in the dark.

======================== -=- THE TERRITORY -=- ===============================
 
Xiphon history is nearly as old as that of the civilized universe itself. 
To understand the Xiphons we must go back to the early days of galactic
civilization.  The known universe was expanding and every year new systems
were brought into the fold under the benign guidance of the Galactic
Council.
 
For the Xiphons and the other founding civilizations, life was rich and
rewarding.  There seemed no end in sight to the growth of their culture and
no end to the affluence of their peoples.
 
Like civilizations before it, in time the vigorous growth slowed down.  Not
that the civilization became decadent exactly, but somehow breakneck
expansion ceased to hold the old excitement.  After all, hadn't they done
enough colonizing?  Wasn't it now time for a respite; a little peace and
quiet?  The different races all found their own ways of adapting to the new
mood.
 
Some concentrated on the arts, some on science and others drifted out of
the mainstream of galactic culture.  Still others lapsed into political
infighting and power struggle.
 
The Xiphons reacted more radically.  Disenchanted with the galactic
civilization  they had helped to bring about they resolved to opt out once
and for all..
 
The Xiphon retreat caused a good deal of upset in the Galactic Council.
Ambassadors rushed to and fro in what came to be known as 'warp diplomacy'.
But it was their privilege; their right as citizens.  Nobody could stop
them. After this communication ceased, little was heard of the Xiphons
officially, although rumors were rife.  Travellers found the whole Xiphon
cluster closed off by a huge force field and nobody could gain access.
 
Little by little the Galactic Council was able to piece together what
information there was until a picture emerged.  Shortly after closing off
their borders the Xiphons had embarked on a huge project to create for
themselves a secure and impenetrable enclave.  They had used certain known
space expansion techniques to construct five artificial spaces, nested
within one another.  To the ordinary observer the Xiphon space seemed no
larger than before.  In fact, a gate constructed in space gave access to an
infinitely large artificial space which formed the outer nest of the new
system. Somewhere in this new space was located another gate giving access
to a further universe and so on.
 
Because the Xiphon system defies ordinary notions of space, an accurate
diagram is difficult to construct.  U0 represents the Xiphon system as
observed from outside.  The gate at G0 allows access to U1, the first
artificial universe.  G1 gives access to U2, G2 to U3, and so on.  The
Universes U0, U1, U2, U3, U4, U5 and U6 are infinite on the inside but
occupy no space when seen from their enclosing Universe.

Why the Xiphons chose to construct such a system we may never know. 
Whatever their reasons, the novelty of the Xiphon system did not end there
for at the very center of the system in U6 they constructed a vast
artificial intelligence to whose care they entrusted the government and
management of the entire system.  This intelligence they named Xiphos.

Government by artifact was not at that time new.  It had been tried with
varying degrees of success on several worlds.  But nowhere before had
anything on the scale of Xiphos been attempted.

Once again, little is known of how the project fared over the centuries
that followed.  Information that did emerge seemed to suggest that all was
well within the Xiphon system.  Certainly the Xiphons were no trouble to
anyone else.  They avoided all contact and no one bothered them.

The Xiphon retreat, at the time much discussed in the rest of the galaxy,
was soon forgotten and it was not until many centuries later that interest
in Xiphon affairs once again rose to prominence.

For some time the Galactic Council had been aware of occasional strange
disturbances in the fabric of space-time within their jurisdiction.  These
disturbances, insignificant to begin with, had become increasingly
frequent.  Space liners disappeared unaccountably and on more than one
occasion entire populated planets were swallowed up.

At that time no one had an explanation for the phenomena and certainly no
reason to link it with the Xiphons.  Nonetheless, as time went on more and
more evidence pointed to the giant intelligence Xiphos as the cause.  For
the first time in centuries a delegation was sent to the Xiphon cluster in
an attempt to make contact.

The diplomats who made up the delegation had little idea of what to expect
of a cluster isolated for so long.  What they did find was a shock.  In
accordance with established diplomatic custom they travelled to the Xiphon
border and waited politely to be recognized.  After some days without
contact and several attempts at communication, they ventured cautiously
across the border.  Still there was no sign of life and nothing to suggest
the existence of civilization within.  In the ordinary way the mission
would at that point have retreated.  This was a job for a properly
supported exploratory expedition, not a single diplomatic ship.  However,
the eyes of the Universe were on them.  They decided to travel on.

The diplomatic mission did not get far.  But it got far enough.  In the end
they had made contact, but not at a diplomatic level.  As they penetrated
into the Xiphon territory they stumbled upon a craft, made contact and
gleaned a little scanty information concerning the system and its
inhabitants. After this, other missions followed and a picture was
gradually built up of Xiphon history following the retreat so many
centuries before.

The period following the retreat had been one of great prosperity for the
Xiphons.  The superbrain Xiphos regulated their artificial system
efficiently and to the great benefit of Xiphon society.  The architects of
the new Xiphon order felt vindicated.  They saw their society as the most
liberated and enlightened in the known Universe and they looked forward to
a secure and stable future.

All went well for many centuries - but when disaster struck, it struck
suddenly.

The Xiphons woke up one morning to find their world in unaccountable
disarray.  Everything had stopped working.  Power was cut, communications
were out and the transport system was gone.  Anyone tuning into one of the
poly-dimensional TV channels got nothing but a repeating broadcast from
Xiphos to the Xiphon people, which translated loosely as 'I Quit'.

There was panic.

The Xiphons, depending as they did utterly on Xiphos to run their automated
culture, were lost.  They had no manual backup systems, and no
infrastructure. Within days all semblance of civilized culture had
dissolved into chaos.  It was every alien for himself.

The period after the collapse was tough for the Xiphons.  Civilization did
slowly re-emerge but it was primitive compared with what it replaced.  The
Xiphons, desperate for energy and the other basics of life, cared little
about the environment.  Their planets, once green and lush, gradually
became polluted and ultimately uninhabitable.

Exactly how the Xiphons became the space-habiting race that they are today
is unclear.  At some point the planets must have lost the ability to
support life, leaving only those who had access to space with a chance to
survive.  The process must have been accelerated by the civil war which
even then had broken out in many places.  In any case, after a century of
two the situation had settled down into the more or less stable war that
rages to this day.

It must have been during this period that, out of the chaos, rival Xiphon
factions emerged.  By the time the first expedition arrived these had been
consolidated into two opposing groups, the Pios and the Qons.

The Xiphon war is now many centuries old.  It is said that when hostilities
began, fighting was confined to the inner Universes, where even now it
rages most fiercely.  In those days huge space fleets fought epic battles
for control of the few planets still inhabitable.  As time went on,
however, the fighting spread to the whole system, where now the evenly
balanced Pio and Qon forces continue the war on a more dispersed basis.

The bases, which date from an earlier period, house the population and are
zealously guarded by their garrisons.  The bases are not exclusively
military and have become specialized, performing the various functions of a
space going civilization.  There are factories, libraries, museums,
temples, as well as the huge bases devoted to the manufacture of ships and
fighting hardware.

Much technology has over the years been lost and new bases are rarely
constructed.  The object of the war from the point of view of each faction
is to control territory and bases.  For this reason a base of a particular
model may be under the control of either faction.  Ships, however, are
often destroyed and are manufactured by each faction to its own
distinctitive designs.  Travellers come to know the ship types and
associate them with one side or the other.
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|===================== -=- XIPHON POLITICS -=- =============================|
|___________________________________________________________________________|

Although the Xiphon factions have fought a bitter war for many centuries,
over time certain customs and practices have become established.  The most
important of these concerns the conservation of the remaining habitable
areas in the Xiphon system: the bases.  The Xiphons know that if these were
lost there would be nowhere for their populations to live.  Strategic
success, however, depends on territory and it is for the control of the
bases that the Pios and Qons fight on.  Xiphons never attack bases
directly, instead, they employ the tactics of siege warfare to force their
surrender.  Occasionally, though, a situation develops where one faction or
another perceives such a strategic advantage in destroying an enemy base
that considerations of conservation are outweighed.  On these occasions, in
order to avoid retaliation, the faction wishing to destroy a rival base
would much rather have its dirty work done by an outsider.  For this and
other reasons, the Xiphons tolerate the small number of mercenaries who
make their living fighting in the pay of one faction or the other.

The Xiphos (not the most environmentally friendly of races) may latterly
have come to care, in a casual way, for their remaining living space. 
However, their scruples do not extend to ships.  Any ship, civilian or
military, is fair game, and both factions encourage bounty hunting on the
part of anyone who cares to try their luck.  So much so that a scale of
bounty prices has become established.  These prices are known to the
hunters and are honored at Xiphon bases.

This is good news for the unscrupulous travellers who can live as a bounty
hunter, fighting on whichever side gives him the prettiest pickings.
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|========================== -=-PHYSICAL INFO-=- ============================|
|___________________________________________________________________________|

The Universes of the Xiphon system, because they are artifacts, differ from
normal space in two important ways.  It is essential for any traveller in
the system to understand these differences.

                        -={The Potential Field}=-

Each Xiphon Universe encloses a strong potential field stretching from
North to South (laterally across the map).  Potential energy increases in
this direction and in order to overcome the filed any moving ships must
supply energy.  The Xiphon field is very like a planet's gravitational
field.  Moving south in a Xiphon Universe is like climbing to a higher
altitude above a planet; it takes energy.  Moving north is like falling,
and yields energy.

The energy banks of your ship, The Arrow, do not contain enough energy to
cover the distance from entry pole to the exit pole base.  To cover this
distance and for other reasons (see Ship Controls) energy must be acquired
en route from Xiphon bases.

It is essential that a supply of energy is maintained at all times.  If you
run out of energy you will feel the pull of the Potential field and will be
accelerated north until you have regained enough energy to maintain your
position.  Energy can always be gained by moving north, away from the pole
base.  Travel in the east-west direction does not affect energy levels.

It is possible to continue south even if The Arrow runs out of energy, by
expending fuel.  However, without energy to feed the shields and to launch
missiles you will be at the mercy of any attack and in any case will be
unable to gain the credits necessary for passage to the next Universe.

                            -={Atmosphere}=-

The Xiphon universes are so polluted that a thin "atmosphere" of CFCs and
food additives now fills the entire system.  This has been used to
advantage by Xiphon ship designers, who have constructed ships with
bird-like flapping wings.

The presence of an atmosphere also allows sound to travel.  But because the
atmospheres is thin this happens slowly.  The sounds of distant battle take
longer to reach the observer than they would in a thicker atmosphere.
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|======================== -=-SHIPS AND BASES-=- ============================|
|___________________________________________________________________________|

Because of the impenetrability of the Xiphon system, information concerning
the deeper Universes is at best sketchy.  The most reliable body of data
concerns the other Universe, but even this is incomplete and travellers
still report encounters with hitherto unknown varieties of craft.  The
notes that follow will acquaint the reader with some of the known ship and
base types.  The list, however, is far from complete.

It is known that the Xiphon Wars originally began in the inner Universe. 
The few travellers to have reached these regions, and returned, report a
harsher and more dangerous environment than that which prevails at the
outer levels.

The log of Captain Bastable, an early traveller, reports the following
adverse circumstances affecting the deeper Universe levels:

The military supply chain becomes weaker with the increasing age and
ferocity of the war.  Bases in the inner Universes become stronger.  More
energy is needed the overcome the field in the north - south direction.

In certain inner regions the ferocity of the fighting can be extremely
intense; more so than in the outer Universe.  In general, the Xiphon crews
are better trained and equipped.

                        -={Known Base Models}=-

The following illustrated list catalogues some of the Xiphon base models
recorded by travellers.  This data is maintained by the Galactic Council's
Central Xiphon Research Agency.  The database is constantly updated and
revised by new reports but is still far from complete.

It has been estimated that data is available on about one tenth of the
Xiphon Base types.  Because of the changing territorial situation, bases
frequently change hands.  The Galactic Council database does not contain
information concerning the position or allegiance of any individual base. 
Relatively up- to-date information can be obtained on occasion from the
bases themselves.

BASE CODE  :   M112
CLASS      :   CIVILIAN SETTLEMENT
POPULATION :   2000-5000 BEINGS
SEX RATIO  :   40:40:20

This common model houses largely no-combatant Xiphon populations.  An M112
usually supports a strong garrison, but overall command is non-military.

BASE CODE  :   M109
CLASS      :   SHIP MANUFACTURING
POPULATION :   1000-2000

This base type is a military installation devoted to the design,
construction and commissioning of ships.  These bases are well protected as
they house a technology now apparently lost to the Xiphons.  They do
occasionally change hands and appear capable of producing ships to the
design of either faction.

BASE CODE  :   B2
CLASS      :   WORSHIP AREA / TEMPLE
POPULATION :   TRANSITORY 200-300

This base model provides a retreat for battle-weary military and civilians.
 Each temple is dedicated to a different deity in the Xiphon religion and
supports a resident order of clergy and prebendaries.  At one time the
worship areas were by mutual consent completely non-combatant.  Widespread
exploitation of this status led to the abandonment of the treaty and the
temples now carry a small military garrison of one side or the other.

BASE CODE  :   M100
CLASS      :   HOSPITAL
POPULATION :   TRANSITORY 400-500

This base was originally a space liner model used by rich Xiphons on the
Grand Galactic Tour.  Now there are no rich Xiphons, and the remaining
bases are used as infirmaries for those suffering from common Xiphon
ailments such as knotted antennae or hematoma of the proboscis.

BASE CODE  :   TON3
CLASS      :   GERIATRIC ALIENS' HOME
POPULATION :   TRANSITORY 800-1000

The life cycle of the Xiphon, after the larval and adult phases, ends in a
horrible green puddle of steaming liquid.  The TON3 base is equipped with
intensive care vats to provide a homely environment for senior Xiphons.

BASE CODE  :   M118
CLASS      :   PLEASURE SPHERE AND RESTAURANT
POPULATION :   PERMANENT 130

Xiphon combatants on leave enjoy hanging out on the ring which surrounds
the pleasure globe itself.  Decency forbids a full description of the range
of activities on offer.  Suffice it to say that the pleasure chambers are
hosed down frequently...
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|===============================THE ARROW===================================|
|___________________________________________________________________________|

The success of any adventurer who dares enter the Xiphon system must depend
first on his ship and his skill as its pilot.  Much effort has been devoted
to the evolution of the specialized class of ship capable of standing up to
the Xiphon environment.  The Arrow is the latest model and incorporates
several novel features, not least the navigation and control system itself.

                      -={Navigation and Control}=-

1.   The Navigation Database
     =======================

Navigation is achieved using a three-level, computerized information
package.  At the top level is the database, maintained by the shipboard
computer which accumulates information concerning the populated region   
of a whole Xiphon Universe.  The database is updated automatically       
whenever the ID system is invoked to identify a base and also from       
information traded from bases.  A graphic readout of the database is     
invoked with the f7 key, which overlays a Head-Up-Display of a map of    
the entire current Universe.  A key to the map which depicts the position
of known bases and their allegiance is provided in the upper part of the
map.  The map will continue to be displayed until cleared with the F8 key. 
However, the cockpit view is still visible as a shadow behind the map and
all controls remain active.


2.   Radar
     =====

Information concerning a more local region of space around the ship is
depicted in the radar display in the center of the control panel.        
Objects within a certain range are represented as dots, joined by lines  
to the radar 'surface'.  The length and direction of the line indicates  
the object's altitude relative to the Arrow's position.  The two shift   
keys control the range of the radar.  The left shift key increases range to
give a large scale view of local space and the right key reduces it,  
providing a display more suitable or combat and close up maneuvering. In
all there are five range settings.

3.   Cockpit View
     ============

The third navigation level is the cockpit view itself.  This is not a
direct external view, which would be dangerous to human eyes due to the  
wildly changing light intensities during combat, but a computerized      
display.  The Arrow's computer uses external scanners together  with its 
own flight monitor system to yield an integrated display of immediate    
space with computer-generated status information.

                          -={Flight Controls}=-

The Arrow's flight controls allow control over the altitude of the craft
and the power delivered to its forward and retro thrusters. In order to
give the ship increased stability at high thrust, giros limit the angle of
elevation (<<>>>.  An attempt to increase this angle beyond a certain limit
causes vertical thrusters to propel the craft upward or downward


Because of the increased stability of design, the ship is able to tolerate
much great acceleration than conventional ships, including most in the
Xiphos system.

                      -={Control Configurations}=-

A choice of control configurations is available to the Arrow's pilot via
the C key.

Control modes 1 to 4 configure mouse, joystick and keyboard as follows:

MODE 1 : Mouse.
(this is the default setting and is strongly recommended by the Arrow's
manufacturers)

MODE 2 : Mouse in port 1
Rotation and elevation as in MODE 1

MODE 3 : Joystick in port 2
Rotation and elevation as in MODE 1

MODE 4 : Keyboard
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|                                                                           |
|=========================== -=-WEAPON SYSTEMS-=- ==========================|
|___________________________________________________________________________|

            The Arrow supports five weapons delivery systems:

         F1- Lock     F2-LOS     F3-FAF     F4-RING     F5-NUKE

Systems 1 and 2 take standard ammunition, a supply of which is provided at
launch.

The remaining 3 delivery systems are designed to accommodate other locally
available missiles.

Delivery Systems And Weapon Specification
=========================================

The basic specification of a weapon includes 4 parameters.  These are
measured in Standard Length Units(SLU) and Standard Energy Units(SEU). 
Each of the Arrow's on board energy cells holds 1.0 SEU.  One SLU is
approximately the length of an average ship.

1.   Launch energy---This is the energy supplied to the launch system for
     the Arrow's energy cells.

2.   Range-----------The effective range of the missile.

3.   Impact energy---The energy released when a missile detonates.

4.   Fuse proximity--The distance from target at which the missile will
     auto detonate.

                         -={Missile Types}=-

Lock Missiles - Key: F1

     Range          1000      SLU
     Impact Energy  50        SEU
     Launch Energy  0.3-1.0   SEU
     Fuse Proximity 0.0       SLU

When this system is invoke an invisible force-beam is set up pointing
outward in the line of the ship.  The bema does not itself carry
appreciable energy, it is merely there to guide the Lock missile which
travels along it.  The effect is similar to a beam weapon in that the
missile holds a path locked to the Arrow even though the latter may be
rotating.  A Lock missile is easily aimed because it is guaranteed to
travel in the line under the sights.

The Line of Sight (LOS) missile - Key: F2

     Range          1000      SLU
     Impact Energy  80        SEU
     Launch Energy  0.3-1.2   SEU
     Fuse Proximity 0.0       SLU

The LOS missile travels in the line of sight of the ship at launch time. 
This weapon should be aimed at the predicted position of the target at
estimated impact time.  LOS missiles are launched in pairs from tubes
situated in front of the port and starboard thrusters.

Homing missiles - Key: F3

     Range          800-5000  SLU
     Impact Energy  1000      SEU
     Launch Energy  1-5       SEU
     Fuse Proximity 200       SLU

These missiles are colloquially known as Fire and Forget (FAF) missiles. 
The launch system an the missile's local computer work together to deliver
the missile to a specific target.  Before an FAF can be launched the target
must be identified using the standard ID mechanism as described below.

FAF missiles lock onto their target by means of a heat sensing receptor. 
For this reason they can only be used against targets with active engines. 
The Xiphon bases, which are not normally under propulsion, do not provide a
sufficiently strong heat image.

Ring missiles - Key: F4

     Range          1000      SLU
     Impact Energy  200       SEU
     Launch Energy  0.5-2.0   SEU
     Fuse Proximity 100       SLU

These missiles travel in a similar way to LOS missiles.  However, they
trigger at a greater rage and release more energy.  Because of its Fuse
proximity, the effect of a ring missile is no more than that of a LOS, in
spite of it's greater energy dissipation.  It is useful in situations where
precise aiming is difficult.  These missiles tend to be more expensive than
LOS because of their larger charge.

Strategic Nukes - Key: F5

     Range          800-5000  SLU
     Impact Energy  100       MSEU
     Launch         1-5       SEU
     Fuse Proximity 200       SLUE

These weapons, which carry a nuclear device, are outlawed by galaxy-wide
treaty except in the Xiphon system.  They are environmentally extremely
damaging and even the Xiphons use them rarely.  With Strategic Nuke,
destruction of any target is virtually guaranteed, provided that the
missile can be delivered.  Despite their high cost these weapons are
considered to afford the highest chance of destroying Xiphos himself.
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|                                                                           |
|============================= -=-Energy-=- ================================|
|___________________________________________________________________________|

The Arrow can carry a maximum of 55 energy banks.  The energy contained in
each bank is quite large and each bank is broken down into 48 cells.  The
energy status readout located on the bottom right hand corner of the
control panel consists of 2 displays.  The upper one shows the number of
banks that currently contain energy.  The lower shows the number of cells
remaining in the bank currently being consumed.

All functions which consume energy draw on this common pool.

Energy can be drained by the following factors:

     1) Launching missiles
     2) Feeding the protective shields which protect against enemy fire
     3) Overcoming the potential field in each of the Xiphon Universes
        when the Arrow travels South.

Energy can be supplied to the Arrow in two ways:

     1) By travelling North and thereby feeding energy from the potential
        field into the Arrow's banks.
     2) By purchase from friendly bases.
 
                              -={Fuel}=-

Fuel is carried by the Arrow in banks similar to the banks that contain
energy.  The readout for these is at the bottom of the left hand side of
the control panel.  Fuel is consumed only while the forward or retro
engines are exerting thrust.

If you run out of fuel or energy you will begin to feel a pull towards the
entry pole(North) and will lose the ability to accelerate or decelerate. 
you can, however, still rotate your craft all the way round and point up or
down to a limited extent.  The chances are that if you run out of fuel, 
you will eventually die by falling out of the Universe and becoming lost in
Space, but there is a chance; if your path takes you close enough to the
base, and you have credits of the right sort, you can turn on your docking
beacon and hope that the base will pull you in with its tractor beam.  They
you can buy fuel or energy to continue your journey.
 ___________________________________________________________________________
|                                                                           |
|========================== -=- OTHER SYSTEMS -=- ==========================|
|___________________________________________________________________________|

                             -={The ID system}=-

The Arrow's general purpose ID (identification) system is used whenever any
object specific function is invoked.  The ID system identifies ships or
bases

     1) For docking beacon transmission
     2) For ship/base data readout
     3) For use with FAF missiles and strategic nukes

To identify an object hit the F9 key.  The ID system will 'tag' a flashing
ID box to one of the objects in the display.  As you repeatedly hit F9, the
box will move from object to object.  Identified objects are highlighted in
the radar display by a flashing blip.

Identification can be very useful for keeping track of a ship in a complex
battle.  The ID tag will remain around an object until a new object is
identified.

                     -={Ship/Base database readout}=-

The F10 key causes the Arrow's computer to search its database for any info
on the currently identified object.  Any info (in particular on the cations
Pio or Qon) will be displayed in the panel's text display area.

                             -={Stasis}=-

The arrow is equipped with a time stasis field which causes time to 'stand
still' for all on board systems (including human systems).  The field is
energized (and de-energized) by the P key.

                            -={Sights}=-

The S key causes sights to be overlayed on the main display.  The S key
also removes the sights.  Whenever the Arrow's computer detects a target
under the sights its signals the fact by contracting the sight image.

                        -={Docking Beacon}=-

The docking beacon is raised by first identifying a base using the ID
system and then hitting the F6 key.  If your message is received and the
base wishes to permit docking it will place you under the control of a
powerful tractor beam and guide your ship towards its docking port.

                           -={Status}=-

The arrow's current status can be displayed with the ESC key.  The meaning
of the information in a status report is as follows:

     F:00      E:00      M:00      :00       :00       :00       :00
     (fuel,    energy,   LOC,      LOS,      FOF,      RING,     NUKE)
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|                                                                           |
|======================== -=- Trading -=- ==================================|
|___________________________________________________________________________|

Once you have found a friendly base and docked successfully (F9 to ID the
base then F6), you will be able to negotiate for supplies in return for the
bounty credits as recorded on your control panel indicators.  It is
essential to know the allegiance, Pio or Qon, of the base you are trading
with.  Pio bases will only be interested in Qon kills(right hand numeric
display) and will not take kindly to being offered the wrong sort.  As soon
as you're docked, ask to see the bases' price list by typing 'deal'(you can
abbreviate any word).  The base will project info onto your screen and
expect you to open negotiations.  Bases usually willing to haggle and will
discount their prices, especially for bulk purchases.

                          -={Making an Offer}=-

To make an offer you must type the quantity you wish to buy followed by the
name of the commodity and then the total offer price.  For example, if the
screen shows energy at 15 credits per cell, you might type:

                             10 energy 120 <return>
 
                                   or just

                               10 e 120 <return>

You are offering the base less than the asking price of 15 credits per cell
and it will either reject or accept your offer.  As you trade, the screen
will show a record of your transactions including the total amount spent. 
To end the session type 'quit' or 'OK'.  The base will ask you to transfer
the credits you have spent. eg:

                            1000 credits please

                           you must respond with:

                              transfer 1000

                                 or just

                                 t 1000

If you fail to pay or if you don't have enough credits of the right sort,
the base is likely to become annoyed, eject you and start firing using a
particularly powerful beam weapon and probably also missiles.  The best
strategy at this point is to retreat rapidly.

                           -={Asking For Help}=-

if you say 'help' to a base it may give you useful information.  Be alert -
the information will probably not be repeated.

                  -={Buying Passage from a Pole Base}=-

The pole base is the only type able to transport you into the next deepest
universe.  The pole base can be identified by its hollow interior.  Among
the items at pole bases is 'Passage'.

This is expensive (usually around 1000 credits) and can be purchased by
typing, for example,

                                passage 900

                      or however much you are offering.

                              -={Advice}=-

A base will usually think that it knows which side you are on and it won't
let you dock if you are considered an enemy, so don't go firing at its
ships!

When you have managed to find a base that likes you, you can turn on your
docking beacon and get pulled in by the base's tractor beam.  Any attempt
to get too close to a base w/o permission will cause you to be repelled by
its protective force shield.

Once docked, spend your credits wisely.  The first priority is to have the
fuel and energy you need to take you as far south as possible.  You must
also be sure that you have at least the cheapest type of missile so that
you can gain more credits.  If you want navigational data you will need to
buy information in the form of an info podule.  If you can afford it you
can also buy the more expensive weapons.  Traversing a universe therefore
consists of running around, picking up credits in your local area and
trading these for supplies you need to get further south.  It will probably
take you between 5 and 15 dockings to make it to the pole-base.  There you
should stock up with supplies as you cannot take credits into the next
universe (this is because Pios and Qons rarely travel across universe
boundaries and are suspicious of each others 'foreign' currency).  Once you
have stocked up, purchases passage and paid, you will be projected into the
next universe.  During passage, be prepared to lose part of your energy in
crossing the potential energy gap in between the universes.
 ___________________________________________________________________________
|                                                                           |
|=================== -=- FINDING THE POLE BASE -=- =========================|
|___________________________________________________________________________|

The strength of the rival Xiphon factions can be measured by the territory
they hold.  Each base is an important strategic link and it is vital to
each side that they hold bases well spread out through the territory. 

Strategically the most important base is the one guarding access to the
next Universe; the Pole base.  The faction holding the Pole base controls
all inter-universe traffic and has the power to allow or forbid your
passage.

The physical laws governing inter Universe travel require that the Pole
base be situated in a region of high Potential Energy, that is at the
southern end of the territory.  Its exact position is not fixed and may be
anywhere south of latitude (sector) 14.  For security reasons, the Pole
base is never identified on any map.  Often it is not marked at all.  Bases
in the area know where it is and may guide you if you ask by typing 'help'.

One more reliable way of finding the Pole is to look out for the space
creatures known as Wanderers.  These semi-intelligent animals inhabit the
region around the Pole and feed off the energies released during inter-
universe jumps.  For this reason Wanderers are eager to help you find the
Pole base as your passage into the next Universe will provide a tasty meal
of raw energy for them.  If you are within a few sectors of the Pole base
you will almost certainly run into one of these creatures who will guide
you in.  If you make friends with a Wanderer you must protect it against
enemy fire.  Hostile ships wishing to impede you progress will think
nothing of blasting a Wanderer and you must head these ships off and
destroy them.
 ___________________________________________________________________________
|                                                                           |
|========================== -=- STRATEGY -=- ===============================|
|___________________________________________________________________________|

Your aim as the Galactic Council's agent is to make your way into the heart
of the Xiphon universe structure to the central universe, where it is
believed that the giant and evil intelligence Xiphos still lurks.  Once
there you must destroy Xiphos utterly.

To reach the central universe you must travel through the war torn outer
universes in the guise of a mercenary, living off the spoils of war.

The strategic aim in each universe is to reach the exit pole without
misadventure and with enough credits at least to buy passage into the next.
 To do this you must overcome the gravitational field which drains your
energy as you move south.  Energy, along with supplies, is available from
the bases that populate each universe in exchange for credits.  Credits are
of two types: Pio and Qon.  Pio credits are gained by destroying Qon ships
and Qon credits for destroying Pio ships.

A base run by the Pio faction will be interested in the Pio credits (right
hand panel indicator).  You can however carry both sorts, as your onboard
computer will automatically transfer credits of the correct sort when you
use the 'transfer' command (see docking).

Pio and Qon ships can be seen as blips in the radar display.  You can tell
whether the object represented by a radar blip is above or below you by
determining whether the stalk joining the blip to the horizontal radar
display points up or down.  To see an object in the main 3D display, adjust
your orientation so that the stalk disappears.  Once you are correctly
orientated, distant ships will appear as dots or lines on the 3D screen.

Ships can be found alone or in groups either travelling together or in
combat.  Your ship, the Arrow, is well cloaked and Xiphon ships will
usually not show any interest in you unless you display hostile behavior. 
Once you open fire you will be regarded as fair game by allies of the ship
that you fired at.  If you decide to get involved in an existing battle,
try to figure out which factions is the stronger and join in on that side. 
You don't have to know whether it is Pio or Qon, although it is essential
to know which side you are on when approaching a base for trading.

Success in the Xiphon system depends on your ability to use limited
resources effectively.  In other words, you won't get very far simply by
blasting everything in sight.  To get ahead in the Xiphon system you must
choose your targets carefully and use the right weapon.  You must plan your
route and take advantage of the fighting already going on around you. 
Divide and conquer.  There are many strategies that travellers have found
to work to their advantage.  Here are a few of them, but remember that you
will need to find more for yourself.

1.  Beware Xiphon freeloaders.  These are fighters affiliated to one side
    or the other but not stationed at any particular base.  Freeloaders
    wander around the Universe looking for action.  They have very long
    range radar and can travel at tremendous speed.  They appear when you
    least expect like a bat out of hell.  Freeloaders like to find solitary
    ships and once they have you in their sights they are hard to get rid
    of. A favorite haunt of freeloaders are the entry poles where ships
    having made the inter-universe jump emerge.  Once you arrive in a new
    universe, get moving south.

2.  If you have a ship on your back which will not die, get some help. 
    Find a friendly ship or a battle in progress and lure your attacker
    into a more complex battle.  This will give you more scope and let you
    play one off against the other.

3.  Take your time.  Wander around and investigate any action.  After you  
    move into a new area it sometimes takes your radar a little time to
    pick up data.  Ships that are travelling along or in groups are often
    engaged on (relatively) peaceful missions and won't fight unless
    attacked.  Ships on supply trips are often ambushed and if you follow
    them at a discreet distance you may get the chance to join in on the
    action when they (or their attackers) are weak from combat.

4.  Think before getting involved in a battle too close to a base.  The
    Xiphons have long since lost the technology for manufacturing bases or 
    space stations and there is a tacit agreement on both sides not to
    attack them directly.  The Pios and Qons often fight near to a base and
    sometimes use it for cover.  In these situations your best strategy is
    to decide on a target, catch it when it is momentarily isolated and
    draw it away from the fray.  It is as well to understand the psychology
    of the base garrisons.  They do not expect to be attacked and in most
    cases only a lunatic would do so.  If a missile gets too close, a base
    will probably shoot it down.  This is usually only a precaution on the
    part of the base and does not necessarily indicate hostility.

    If you fire repeatedly directly on a base you may cause some damage    
    before it lets rip with its powerful armoury.  If you do get into a    
    situation where a base starts firing in a determined way, make a rapid 
    exit before your energy resources are sucked dry by your shields. 
    There are times when you can destroy a base with ordinary weapons. 
    This situation arises when a base is weak for some reason.  The only
    way to find out is through intelligence supplied by another base.  The
    only weapon which is virtually guaranteed to take out a base (or
    anything else) is a nuke.  Nukes are outlawed everywhere in the
    universes and are morally very dubious (as well as being expensive). 
    You will probably wish to avoid these weapons on ethical grounds.

5.  When you are docked with a friendly base, take advantage of the
    temporary alliance to improve your intelligence.  Bases will often
    respond to a request for 'help'.  If a base offers you a mission, weigh
    up the advantages and risks carefully.

6.  Don't get involved in long chases after enemy ships.  Often a ship may
    appear to be fleeing.  Usually what it is really doing is trying to
    lure you into empty space where you are sure to get lost and die. 
    Resist temptation to chase at full throttle.  Hang around.  He will
    probably come back to you and you can zap him at a closer range.

7.  Make sure that you have plenty of fuel, energy and fire power before
    you make an inter-universe jump.  You will lose energy in the jump and 
    anything could be waiting for you on the other side.

8.  Be nice to wanderers, the creatures that live in the vicinity of the
    pole bases.  They can save you a lot of trouble by guiding you to the  
    pole base.  These creatures are not involved in the war and don't mean 
    anyone harm.  Nonetheless, they must sometimes be protected from
    Xiphons who simply regard them as a nuisance.  It is immoral to fire at
    wanderers.
 ___________________________________________________________________________
|                                                                           |
|======================= -=- RAID MODE -=- =================================|
|___________________________________________________________________________|

Although the Xiphon universe system is for the most part closed to the rest
of civilization, since Xiphos quit running things, the force shields
protecting the other Universe have become weak and broken in many places. 
The inhabitants of this Universe have been at war with one another for many
years and now have little that makes them attractive to outside raiders.

Outside the Xiphon system, however, life is highly civilized and provides
little scope for those who enjoy a good punch up.  For this and other
reasons it has become the custom for young warriors, wishing to flew their
muscles and sharpen up their combat skills, to stock their ships with
ammunition and launch themselves into Xiphon territory with the single aim
of defeating as many Xiphons of either faction, as possible.

As one of these reckless young warriors you enter the  system.  You need to
know little of  politics as you will not need to dock with bases or make
the jump between Universes.

                             -={Resources}=-

Because your ship is not loaded down with the heavy equipment needed for
docking and inter-universe travel you are able to carry a convertor capable
of salvaging energy from the radiation emitted by disintegrating ships. 
Sufficient reserve energy is available to overcome the potential field that
pervades the Xiphon system and you will not have to contend with the
problems of energy management which dog the pilots of the Arrow and other
heavier ships.

Your propulsion system also is simplified and gathers reaction mass
automatically from the debris that litters the Xiphon territory.  Your
arsenal includes only the lighter weapons, Lock and LOS missiles (see
Weapons Systems), and because you carry no FAF missiles you have room for a
virtually unlimited supply.

                        -={Your Astro-cred}=-

The seedy space rangers' bars, found in the regions around the Xiphon
perimeter, are full of warriors making wild claims of the number of ships
they blew up before breakfast.  Most of the boasts are wildly inflated and
no-one will believe your stories unless you have proof.  To maintain your
astro-cred, you carry an on board a verification system to record kills. 
The numeric displays on the left and right hand of the ship control panel
count up kills.  Pio ships are on the left and Qon ships right.

                        -={Ship controls}=-

Your raider ship is a lighter version of the Arrow.  The basic control
system is the same but the ship is generally less well equipped and lacks
docking tackle and the heavier weapon types.
 ___________________________________________________________________________
|                                                                           |
|====================== -=- XIPHOS-THE GAME -=- ============================|
|___________________________________________________________________________|

Your mission as the Galactic Council's chosen agent is to make your way by
whatever means to the very center of the Xiphon universe system and there
to locate and destroy the giant mad intelligence Xiphos who, it is said,
lurks in this desolate region.

Because Xiphos is a pure intelligence there is no way of knowing how he
will appear to human eyes.  His appearance is unlikely to be prepossessing.
 From the moment you select 'Play Xiphos' from the title screen you are on
your own in Xiphon territory.  From then until your death (or just possibly
the successful destruction of Xiphos) you rely on wits and skill to
survive.  As your prelaunched ship heads into the outer Universe under auto
control, you are teleported via matter transmission beam into the cockpit. 
This will be your home for the duration of the adventure and probably also
your morgue.

To reach the innermost Universe and the location of Xiphos, you must
traverse all five of the enclosing Universes, each with its own hazards and
dangers.  If against all the odds, you make it to the inner Universe you
will probably not survive the encounter with Xiphos.

Each Universe extends infinitely in all directions but contains a populated
region, which is now the theater of a Xiphon war.  There is only one way to
enter a Universe and only one way to leave it: via the entry and exit poles
situated somewhere on the extremes of the populated region.

The exit poles are guarded by pole bases which control passage into the
next Universe.  Once inside a Universe you must not stray outside the
populated area.  Since Xiphos stopped maintaining the Universe structure,
these outer reaches have become destabilised by fierce magnetic storms
which draw ships into oblivion.  You instruments will warn you when you
stray from the safer regions.  If you ignore the warning you will certainly
become lost in infinite space.  In each Universe your aim must be to reach
the exit pole and negotiate passage with the base that controls it.  You
should discover which faction controls the pole base as early as possible
by asking for 'help' at friendly bases.

Assuming that you get that far, and assuming that you can convince the pole
base that you are friendly, you will be able to buy passage into the next
Universe.  You will enter at the entry pole somewhere at the Northern end
of the new universe's populated region.

Although successive universes contain a progressively harsher environment,
the essential geography is the same.  While Xiphos was looking after the
Universe system, ships could travel easily through the Universes.  Now,
however, a strong field exerts a pull towards the entry pole.  Moving North
to South across a Universe is like leaving a planet's gravitational field. 
You must supply energy to overcome the field as you pass through.  If you
travel back toward the entry pole you will regain the energy you lost.

So long as you have supplies of energy you will not feel the pull towards
the entry pole.  If you run out, the field will pull you North until you
have regained some energy you lost travelling South.  Overcoming the filed
is not the only drain on your energy banks.  Your shields burn energy as
they absorb enemy fire and you will also have to supply energy to your
weapon systems.  If your energy is low, play safe and travel North.

Once your energy is gone you will not survive enemy fire.
 ___________________________________________________________________________ 
|                                                                           | 
|======================== -=- Saving Games -=- =============================|
|___________________________________________________________________________|

The current game position can be saved whenever you are docked at a pole
base in universes 2, 3, 4, or 5.  The command 'save' will cause the base to
let you buy disk space.

To save a game you will need a formatted disk (see your computer's users
manual for formatting instructions).
 ___________________________________________________________________________
|                                                                           |
|=============== -=- THE ARROW- SHIP CONTROL SUMMARY -=- ===================|
|___________________________________________________________________________|

                           -={Flight Control}=-

Mode control switch: Key C

Weapons Systems
===============

F1  -  Lock missiles
F2  -  Line of sight
F3  -  Fire and forget (FAF) missiles (requires and identified target)
F4  -  Ring missiles
F5  -  Strategic Nuclear missiles (requires and Identified target)

The Identification (ID) System
==============================

F9  -  Attaches an ID tag successively to visible objects
F10 -  Searches the Arrow's database for information on the currently
       IDed object

Map Display
===========

F7  -  Superimposes a map display over the main screen.
       The cockpit view is still visible as a shadow.
F8  -  Reverts to normal display

Miscellaneous
=============

P   -  Time stasis (pause)
S   -  Toggle sights
C   -  Change control configuration

Docking
=======

F6  -  Beams the Arrow's docking beacon at the IDed base

Trading
=======

The basic trading commands are as follows:
deal  -  ask to see the bases price list

To make an offer type:

Quantity  Commodity-name  Offer-price   eg:

The command: 10 fuel 120

offers 120 credits for 10 units of fuel

The command: Passage 1000

offers 1000 credits for passage to the next universe (from a pole base)

Ok or Quit      - Quit the trading session
Help            - Ask a base for intelligence
Save            - Ask to save a game (pole bases only in universes 2,3,4 &
                  5)
Transfer or Pay - transfers credits to a base (in response to a request)
                  e.g. pay  1000

             Thanx again for choosing these quality SCD-Dox!

                          Documentation by: Repo Man
