Xiphos Controls THE ARROW - SHIP CONTROL SUMMARY Flight Control Mode control switch: Key C Weapons Systems F1 - Lock missiles F2 - Line of sight (LOS) missiles 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 Keymap for all versions ___ ___ | | | | |Esc| Status | P | Pause |___| |___| ___ ___ | | | | |F1 | Locked Missiles | S | Sights |___| |___| ___ ___ | | | | |F2 | Line of Sight Missiles | C | Configure |___| |___| ___ | | |F3 | Fire and Forget Missiles |___| ___ | | |F4 | Ring Missiles |___| ___ | | |F5 | Strategic Nuclear Missiles |___| ___ | | |F6 | Dock beacon |___| ___ | | |F7 | Map on |___| ___ | | |F8 | Map off |___| ___ | | |F9 | I.D |___| ___ | | |F10| Info. |___| =============================================================================== XIPHOS DOCS 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 waits you. We strongly recommend that you play Xiphos in the dark. The Territory Xiphon history is nearly as old as that of the civilised universe itself. To understand the Xiphons we must go back to the early days of galactic civilisation. 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 civilisations, 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 civilisations before it, in time the vigorous growth slowed down. Mot that the civilisation became decadent exactly, but somehow breakneck expansion ceased to hold the old excitement. After all, hadn't they done enough colonising? Wasn't it now time for a respite; a little peace and quiet? Tyhe 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 civilisation 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 rumours were rife. Travellers found the whole Xiphon cluster closed off by a huge force field and nobody couls 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, gatre constructed in space gave access to an infinitely large artificial space which formed the outer nest of te 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. For an approximate representation, reading are directed to picture 1. UO represents the Xiphon system as observed from outside. The gate at GO allows access to U1, the first artificial universe. G1 gives access to U2, G2 to U3, and so on. The Universes UO,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 ot end there for at the very centre 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 the time new. It had been tried with varying degreses 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 ythe time much discussed in the rest of the galaxy, was soon forgotten and it was not iuntil 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, insignificant to begin with, had become increasingly frequent. Space liners disappeared unaccountably and on more thsan one occasion entire populated plants were swallowed up. At that time no one had an explanation for the phenomena and certainly no reason to link it with the Xiphons. Nontheless, 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 culture 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 recognised. After some days without contact and after several attempts at communication, they ventured cautiously acros the border. Still there ewas no sign of life and nothing to suggest the existence of civilisation 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 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. everthing 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 rpeating 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 infrastucture. Within days all semblance of civilised culture had disolved into chaos. It was every alien for himself. The period after the collapse was tough for the Xiphons. Civilisations 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 plants, 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 or 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 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 civilisation. 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 distinctive designs. Travellers come to know the ship types and associate them with one side or the other. 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 remaning 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 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 Xiphons (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 hunters and are honoured at Xiphon bases. This is good news for the unscrupulous traveller who can live as a bounty hunter, fighting on whichever side gives him the prettiest pickings. Physical Information The Universes of the Xiphon system, because they are artefacts, 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 field any moving ship must supply energy. The Xiphon field is very like a planet's gravitational filed. 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 Xiphone universes are so polluted that a thin 'atmosphere' of CFC's 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 atmoshpere also allows sound to travel. But because the atmosphere is thin this happens slowly. The sounds of distant battle take longer to reach the observer than they would in a thicker planetary atmosphere. 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 outer 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 tend to specialize more in their own products. They are less likely to carry a range of commodities. The potential field enveloping the Universes becomes stronger. More energy is needed to overcome the field in the north - south direction. In certain 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 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 for 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 non-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 civillians. 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 haematoma 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 SPHEE 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... THE ARROW The success of any adventurer who dares enter the Xiphon system must depend first on his ship and his skill as it 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 centre 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. Thw 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 shift key reduces it, providing a display more suitable for combat and close up manoeuvring. In all there are five range settings. 3.The third navigation level is the cockpit view itself. This is not a dirct external view, which would be dangerous to human eyes due to the wildly changing light intensities during combat, but a computerised 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 ( <<< >>> ). Beacause of the increased stability of design, the ship is able to tolerate much greater acceleration than conventional ships, including most in the Xiphon system. Control Mode 1 5 Mouse Configuration /\ || || _____________ | ___ ___ | 1. Retro Thrusters | | | | | | 2. Forward Thrusters | | 1 | | 2 | | 3. Left rotation /___3 | |___| |___| | 4___\ 4. Right Rotation \ | | / 5. Elevation | | 6. Elevation | | |_____________| F1 Lock missiles F2 LOS missiles || || \/ Control Configurations A choice of control configurations is available to the 6 Arrow's pilot via the C key. Control Mode 2 5 Mouse Configuration /\ || || _____________ Arrow Keys | ___ ___ | 1. LOS missiles * | | | | | | 2. Lock missiles /\ | | 1 | | 2 | | 3. Left rotation || /___3 | |___| |___| | 4___\ 4. Right Rotation /__ __\ \ | | / 5. Elevation \ / | | 6. Elevation || | | \/ |_____________| * Forward Thrusters * * Retro Thrusters || || \/ Control Configurations A choice of control configurations is available to the 6 Arrow's pilot via the C key. Control Mode 3 5 Joystick Configuration /\ || || _____________ | ___ ___ | 1. Fire last selected missile | | | | | | 2. Fire last selected missile | | 1 | | 2 | | 3. Left rotation /___3 | |___| |___| | 4___\ 4. Right Rotation \ | | / 5. Elevation | | 6. Elevation | | |_____________| Forward and Retro thrusters as on Control Mode 2 || || \/ Control Configurations A choice of control configurations is available to the 6 Arrow's pilot via the C key. ___ ___ ___ | || || | 2. Elevation | 7 || 8 || 9 | 4. Rotate Left |___||___||___| 5. Fire last selected missile ___ ___ ___ 6. Rotate right | || || | 8. Elevation | 4 || 5 || 6 | |___||___||___| ___ ___ ___ | || || | | 1 || 2 || 3 | |___||___||___| WEAPON SYSTEMS The Arrow supports five weapons delivery systems. Systems 1 and 2 take standard ammunition, a supply of which is provided at launch. The remaining 3 delivery systems are designed to accomodate 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 from 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 ____ ____ ____ ____ ____ | || || || || | | F1 || F2 || F3 || F4 || F5 | |____||____||____||____||____| Lock LOS FAF RING NUKE When this system is invoked an invisible force-beam is set up pointing outward in the line of the ship. The beam 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 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 weapom should be aimed at the predidcted 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 and the missile's local computer work together to deliver the missile to a specific target. Before a 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 range 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 its 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 Energy 1 - 5 SEU Fuse Proximity 200 SLU These weapons, which carry a nuclear device, are outlawed by galaxywide 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. 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. (see Xiphon Physics) 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 wil 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 last chance; if your path takes you close enough to a 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. Then 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 fuction 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. Stop when the box tags the object you wish to identify. Identified objects are highlighted in the radar display by a flasing blip. Identification can be vey useful for keeping track of a ship in a complex battle. The ID tag will remain around 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 information on the currently identified object. Any information (in particular on the factions 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 energised (and de-energised) by the P key Sights The S key causes sights to be overlayed on the main diplay. The S key also removes the sights. Whenever the Arrow's computer detects a target under the sights it 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) TRADING Once you have found a friendly base and docked successfully (F9 to ID the base and 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 are docked, ask to see the bases's price list by typing 'deal' (you can abbreviate and word). The base will project information onto your screen and expect you to open negotiations. Bases are 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 or just 10 e 120 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 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 bases's tractor beam. Any attempt to get too close to a base without 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. I f you can afford it you can also buy the more expensive weapons. Traversing a universe therefore consists of runnign 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 dickings 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 ecause Pios and Qons rarely travel across universe boundaries and are suspicious of each others 'foreign' currency). Once you have stocked up, purchased 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 byt he 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 Iniverse; the Pole base. The faction holding the Pole base controls all inter-universe traffic and has the power to allow or forbid 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 or 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 your 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 beleived 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 an 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 an 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 oriented, 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 behaviour. 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 faction 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 you r ability to use limited resources effectively. In other words, you won't get far simply by blasting everthing 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 rememeber 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 staioned 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 favourite 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 alone 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 (for 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 not 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 t lure you into empty space where you are sure to get lost and die. Resist the temptation to chase at full throttle. Hang around. He will probably come back to you and you can zapp him at 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 is for the most part closed to the rest of civilisation, since Xiphos quit running things, the force shields protecting the outer Universe have become weak and broken in many places. The inhabitants of this Universe have been a 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 civilised 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 flex 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 Xiphon system. You need to know little of Xiphon politics as you 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 travle you are able to carry a convertor capable of slavaging energy from the radiation emitted by disintegrating ships. Sifficient 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 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 on the 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 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 centre 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 inteligence 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 a 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 theatre 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 destablised by fierce magnetic storms whcih draw ships into oblivion. Your 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 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 to overcome the field as you pass through. If you travel back towards 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 of the energy you lost travelling South. Overcoming the field 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. Docs typed and drawn by The Jester of QUARTEX!! P.O Box 48, Southampton, SO1 7DD, England