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                       TRADE WARS 2002                           
    (C) Copyright 1990, 1991 by Martech Software, Inc.
       Another quality on-line game brought to you by
                   Martech Software, Inc.
              and the game development team at
                      Castle RavenLoft
                        Lawrence, KS
                       (913) 842-0300
                        WWIVnet @9354
   You peer out the window of your private quarters onto the
   vast unknown.  You ponder the possibilities of expanding
   your one-ship trading company.  You've become comfortable
   with your regular route; the familiar ports, the familiar
   traders, no hassles, no dangers.  Maybe you've become too
   comfortable.  Lately you've been hearing a nagging voice
   in the back of your mind urging you to be more, do more
   and experience more.  You feel there has to be more to
   life than this easy, peaceful yet unfulfilling existence
   your life has become.  
   You put your feet up, sip your drink and resolve to
   become the best trader the universe will allow you to be.

Trade Wars 2002 combines adventure and exploration with strategy and cooperative play in an entertaining and exciting on-line game. You compete against other BBSers to be the most powerful trader (or corporation of traders) in the universe. Independent traders can compete quite effectively against large corporations. Corporate members can perform specific duties (as directed by their C.E.O.) in specialized ships. Traders can be "good guys" or "bad guys" with different avenues for advancement. The universe can be different with each new game. There is no right or wrong way to play and the possible strategies are limited only by one's imagination.


When you enter the game, you will be piloting a Merchant Cruiser. This is considered the most versatile ship in the Trade Wars armada. In it, new players have a chance to try out all aspects of the game.

Upon entering, you will be asked what alias you would like to use in the game and what name you would like to christen your ship. The alias you choose will display in the player and corporate rankings and in several corporate listings. Your ship name will be used in the docking logs at the ports. You can use these names to be as conspicuous or as inconspicuous as you want.

The equipment in your initial ship will include 20 holds to store the cargo that you can trade at the ports found throughout the universe. Trading is the basic way to advance in the game. By good trading, you can gain experience as well as gain credits. The credits you earn can fund your military and can provide the capital you will need to expand your trading expeditions.

The game will differ with each different group of players. Individual traders are ranked by their experience. You gain experience simply by playing the game. The more things you do, the more experience you will get. Good and Evil are represented by the titles each player receives. Your experience combined with your alignment will determine whether you are a Lieutenant or a Dread Pirate. When you do something that affects your alignment, you will get a message saying your alignment went up or down and by how much.

There are benefits and drawbacks whether you choose to play the game as a good trader or an evil trader. Traders who follow the FedLaws are offered protection in FedSpace until they are experienced enough to protect themselves. Traders who aspire to be very good can be awarded a Federal Commission. This allows them to purchase an Imperial Starship. This is one of the most powerful ships in the universe. On the other hand, the evil traders are offered some options in the Underground. Traders who have proved that they are truly evil can steal product or money from the ports.


You will be traveling in a 1000 sector universe. Sectors may have planets, ports, other players, aliens, Ferrengi, Federation Starships, mines, message beacons, fighters (belonging to you, other players, rogue mercenaries, or the Ferrengi) or the sectors may contain nothing at all. If in your travels you come across something undesirable, your initial ship comes equipped with 30 fighters with which you can defend yourself.

Many players find it useful to have a home sector or group of sectors. Players, especially those just joining a game, need an out-of-the-way place to stay so they can build up their assets. You can explore the universe and look for dead end sectors to use as a hiding place. Corporate bases built in traffic lanes don't fare too well and those in the major thoroughfares (in the paths between the class 0 and class 9 ports) just don't stand much of a chance.

Planets play a key part in your success as a trader. Terra, the first planet you encounter as you enter the game, is where the people can be found to colonize all other planets. The other planets in the game will, if inhabited, produce Fuel Ore, Organics, Equipment and Fighters. You and the other traders decide where the planets will be. You can purchase a Genesis Torpedo and use it in almost any sector in the galaxy. If the planet has enough of the required commodities and enough people to supply the labor to build it, you can begin construction of a Citadel. The Citadel can provide you and the other members of your corporation with a secure place to dock your ships and deposit the credits you've earned. As you progress in the game, your Citadel can be upgraded to provide additional protection to you and your corporation. If you decide to build a planet in your home sector, be sure you can defend it. A planets is very vulnerable until it has a Combat Control Computer (level 2 Citadel) to safeguard it.

There are ten different types of ports scattered about the universe. The ports are classified by the products they buy and/or sell. Port classes 1 through 8 trade the three basic commodities: Fuel Ore, Organics and Equipment. The universe also contains specialty ports for the other items you will need to advance in the game. There are three Class 0 ports where you can purchase holds (beneficial for moving colonists to your planets as well as transporting goods for trade), fighters (to help protect your territory), or shields (to protect your ship from the traps laid by your enemies). There is one Class 9 port that contains not only a Trading Port, but also a StarDock. The StarDock houses the Stellar Hardware Emporium, the Federation Shipyards, the Lost Trader's Tavern, the 2nd National Galactic Bank, the Videon Cineplex and the Interstellar Space Police Headquarters. There are other places of interest located in the StarDock. These places you will have to discover on your own. Some are not advertised because they are establishments of questionable repute. Others are Federation buildings that house top secret government information.


A large part of playing is interacting with others in the game. You can mingle with other players in the Lost Traders Tavern, gambling against them, conversing with them, leaving announcements at the door or writing a message on the bathroom wall. You can combine your assets with other players of the same alignment to form a Corporation. Just be aware that more than one Corporation has been brought down by a con man who wormed his way into the Corporate structure. You can have a chance encounter with other creatures of the universe, both real (other users) and Non-Player Characters (the Federals, Alien traders and the Ferrengi). Chance encounters offer many possibilities and can advance you in your chosen career path. Your alignment and experience and the alignment and experience of the creature you encounter will determine just how that advancement if affected.

Other traders are users just like you. They have alignment and experience points. You can see all the others by Listing Traders from your ships computer. By using the listing, you can see which players are good and which are evil. You can estimate whether the other player would better serve your needs as an ally or adversary.

The Federation is the main governing body of the cosmos. You will meet the Feds if you go to the Police Station. You might run into them as you roam around space. The Feds don't look kindly on players who break FedLaws, so if you're not careful, they might visit you when you least want their company.

Alien traders are visitors from another universe who are looking for better ports. You can get a listing of the Aliens similar to the one you get for other traders. Aliens also have experience and alignment, but you cannot form a Corporation with them.

The Ferrengi are a greedy, cowardly group. Their primary purpose is the speedy acquisition of money. They will steal from anyone no matter what the person's or corporation's alignment. They seldom engage in face-to-face combat because they prefer the advantage of surprise when ambushing their opponent. They often travel in groups and will spy on promising territory. After targeting an area, they will raid the sector when it is least defended. If they are attacked, that group will hold a grudge against the attacker and they will not rest until they feel the score has been settled.

Explore the universe and take part in the adventure. You can just look around or you can become a dominant factor. Most of the displays are fully explained. When you are asked to make a selection, anything displayed in brackets [], will be the default. Most displays can be aborted by hitting the space bar.

Good Trading and Good Luck.

                        MENU OPTIONS



<D> Re-display Sector. This will re-display the information

   about the sector where you are currently located. 
   Information includes sector number and nebulae name,
   marker beacons, port name and class, mines, fighters,
   planets and any other ships.

<P> Port and Trade. This will allow you to dock at the port

   in your current sector.  This is the only way to trade
   your commodities.  You will have some choices for what
   action you would like to take at the port.  Most of the
   choices are self-explanatory.  When you dock at the port,
   you will be able to see the docking log.  This will show
   you the name of the last ship to do business there.  If
   there is a planet in the sector with this port, you will
   be able to negotiate a Planetary Trade Agreement.  This
   is a trade contract that will allow you to trade off all
   your excess commodities to the port without wasting your
   turns hauling one shipload at a time.  If you want to
   build a new Starport and the universe is full or if you
   decide that your adversaries have too big an advantage
   and you need to get rid of that port they have been
   using, you can attack and destroy a starport.  This is
   never an easy task.  The starports are very heavily armed
   and will retaliate, so you will need to have plenty of
   military forces with you if you decide to proceed with
   this selection.

<M> Move to a Sector. The sectors adjacent to your current

   location will be listed as warp lanes in the sector
   display.  You can move to one of them, or you can choose
   any other sector in the universe.  If you designate a
   sector that doesn't have a direct warp lane, your ship's
   computer will plot your course and ask you if you want to
   engage your AutoPilot.  You will be able to use the
   Autopilot in three different modes.  The default is Alert
   mode.  This will suspend your travel in any sector where
   there is a planet, port or other trader.  The second mode
   is Express.  This speeds you to your destination provided
   there are no enemy forces in your path.  The third mode
   is Single Step.  This was developed by an enterprising
   group of pioneers.  Their group was getting smaller due
   to bold exploration of sectors filled with mines, so the
   survivors manufactured an Autopilot that would stop in
   each sector.  This allowed them to scan the next sector
   for hazards before proceeding into it.  Select this
   option if you feel the need for caution.  To move through
   the AutoPilot course after choosing this option, you will
   need to select M, then re-confirm your destination and

<L> Land on a Planet. This option will enable you to

   colonize your planets, build a Citadel and do business
   there, pick up the fighters built by your colonists or
   pick up the production of Fuel Ore, Organics and/or
   Equipment.  If you have purchased a Planet Scanner at the
   Hardware Emporium, it will automatically provide you with
   additional information about the planet.  The Planet
   Scanner will also allow you to abort the landing
   procedure if, after looking at the defenses, you feel you
   may not be able to land successfully.

<S> Long Range Scan. If you have purchased a scanner from

   the Hardware Emporium, you can use it to view adjacent
   sectors.  All things in the Trade Wars universe have a
   density value and you can use your Density Scanner to
   display the relative density of the neighboring sectors. 
   You can then use that information to determine what's
   next door.  If you have a Holographic Scanner, you will
   be able to see ports, planets, hazards and other players
   all for just the cost of one turn.

<R> Release Beacon. Choose this when you want to launch one

   of the Marker Beacons you purchased at the Hardware
   Emporium.  You will need to decide what message your
   beacon will send when you launch it.

<W> Tow SpaceCraft. This option lets you toggle your tractor

   beam on and off.  The computer will ask you which trader
   in your current sector you wish to tow.  The computer
   will then calculate (using the size difference between
   the two ships) the number of turns you will use for each
   sector you tow this trader and his/her ship.  You can
   then use the Move option to go to an adjacent sector or
   you can engage your AutoPilot to move you and your
   "passenger".  TransWarp drives were not made to be used
   in conjunction with tractor beams, so if you use your
   TransWarp, the tractor beam will automatically shut down. 
   The person you are towing will not enter a sector until
   you have safely entered.  The tractor beam will act as a
   protective shield and will safeguard the towee from any
   damage from mines, offensive fighters or Quasar cannons. 
   If your ship is destroyed, the tractor beam will also be
   destroyed and the person you are towing will be left
   stranded.  To disengage the beam at any point, use this
   option again.                       

Computer and Information

<C> Engage Crai XXV. This command will activate your on-

   board computer.

<I> Ship Info. This will display all your current

        Trader Name......Your alias in the game
        Rank and Exp.....The number of experience points you have
                         accumulated, the number of alignment  
                         points you have accumulated and the
                         title you have received
        Times Blown Up...The number of times your ship has been
        Ship Name........The name of the ship you are now using
        Ship Info........Manufacturer and model
                         Ported = The number of times this ship
                         has docked at a Trading Port
                         Kills = Number of other player's ships
                         destroyed by this ship
        Date Built.......The date this ship was purchased
        Current Sector...Your current location
        Turns Left.......Number of turns remaining for this ship
        Total Holds......Number of holds this ship is carrying
                         (This display also shows the breakdown
                          of the cargo in the holds)
   Additional information includes all the special equipment
   your ship has and the number of credits you have on your

<T> Corporate Menu. This will give you information about all

   the corporations in the game.

<U> Use Genesis Torpedo. If you are carrying a Genesis

   Torpedo, you will be able to detonate it using this
   command.  Have your planet name ready because these will
   create your new world quickly.

<J> Jettison Cargo. If your holds are full of some cargo you

   just can't unload on any nearby port or planet, you may
   use this selection to unceremoniously dump your holds
   into space.  Remember that FedLaw prohibits littering in
   FedSpace.  Dumping holds filled with colonists will leave
   a negative impression on your alignment.


<A> Attack Enemy Spacecraft. When you encounter an opponent

   (or other creature) in a sector you have the option of
   going on the offense and attacking.  The controller will
   ask you how many of your fighters you want to use in the
   attack.  Attacking others can (and probably will) affect
   your alignment.  If you attack a pirate or known terror
   you will get good points.  On the other hand, if you
   decide to pick on some good soul you will go down the
   ladder of righteousness.

<E> Ethereal Probe. Launch the Probe you purchased at the

   Hardware Emporium.  Send the unmanned spy off to its
   destination sending information back to you from every
   sector it passes through.  Remember that this device has
   no defensive capabilities so if it encounters any enemy
   fighters, it will be destroyed.

<F> Take or Leave Fighters. This enables you to deploy your

   fighters.  You will have several options so you can
   customize your defenses.  You can leave fighters as
   either Personal so they recognize only you as an ally or
   you can leave them as Corporate so any member of your
   corporation will be treated with respect.  Fighters can
   be Offensive, Defensive or Toll.  Defensive fighters
   defend your territory.  They bar opponents from entering
   a sector and will fight when attacked.  Offensive
   fighters will send out an attack group on any poor soul
   who happens into their sector.  The size of the attack
   group depends on the fighter support escorting the
   intruder.  After the initial attack, offensive fighters
   fall back to defend their territory.  Toll fighters
   simply stop the casual passers-by and ask them for money
   to help with your cause.  The number of Toll Fighters
   deployed will determine the amount of the toll charged. 
   Toll fighters, as all other fighters, will fight back if

<G> Show Deployed Fighters. This display can be a very

   useful tool as you plan your military strategies.  The
   information shown contains the sector number where the
   fighters are located, the quantity of fighters there,
   whether the fighters are Personal or Corporate, the
   strategic mode they are in (Offensive, Defensive or Toll)
   and any tolls they have collected.

<H> Handle Space Mines. Mines can be a very convincing way

   of marking your territory.  This selection will let you
   place or pick up the mines.  You will be able to choose
   whether to set the mines as Personal or Corporate. 
   Personal mines will recognize only you and Corporate
   mines will recognize any member of your corporation. 
   Mines don't always go off, but it stands to reason that
   the more mines there are in a sector, the more likely one
   is to detonate.

<K> Show Deployed Mines. This display is similar to the Show

   Deployed Fighters.  You get information about the sectors
   containing your Personal and/or Corporate mines and how
   many mines are located in each of those sectors.

<O> Starport Construction. If there is not a Starport in the

   sector, this menu selection will display the Starport
   Construction Menu.  Starports are available throughout
   the universe.  You may decide that you want your own
   customized commerce center in a place you specify instead
   of using the ones built by others.  You will see a
   detailed graph of the different port classes, the
   products they can import/export and the initial
   construction costs.  The license bureau will check to see
   that there is a planet in the sector to provide materials
   for the construction.  They will also check for
   sufficient funding to support the undertaking.  Be sure
   to leave the specified amount of materials on the planet
   every day during the construction phase or the building
   will not progress.  If there is already a Starport in the
   sector, the Upgrade Starport Menu will be displayed. 
   This allows you to increase the trading levels of any or
   all of the commodities.  The universe can support only so
   many ports.  If the Starport Construction request tells
   you that the universe is full, then you have to destroy
   an existing port before you can begin construction on
   your new one.  (See PORT AND TRADE)                     


<Q> Quit and Exit. This exits you from the game and returns

   you to the BBS.

<!> Main Menu Help. Display the portion of the documentation

   describing the Main Menu functions.

<Z> Trade Wars Docs. Display this entire document. Useful

   menus are available anytime a ? appears in the prompt. 
   Specific help files are available wherever an ! appears
   in the menus.

<V> View Game Status. Trade Wars 2002 can be configured in

   a variety of ways by your SysOp.  This display will show
   you the static information about the game as well as the
   current information.  Static information includes the
   version number, maximum number of sector, players, etc.,
   whether or not the local display is on, and if this is a
   registered version of the game.  The StarDock location
   may also appear on this screen (SysOp option).  The
   current information will show how many players are now in
   the game with the percentage of good, how many planets
   have been built, how many corporations are registered,
   the amount of credits accumulated at the ports, the total
   fighters and mines in the universe and how long the game
   has been running.


<Y> Yes, stop here. This will disengage the Autopilot and

   will stop you in the current sector.

<N> No, continue on. Continues on the pre-defined route.

<E> Express Non-stop. This will speed you through the

   sectors without pausing to ask if you want to stop in the
   sectors with planets or ports.  Hitting the space bar
   while in Express mode will put you into warp speed.  If
   you encounter enemy forces you will have to react.  If
   you retreat, the computer will re-plot your course
   avoiding that sector from which you retreated.

<I> Ship Information. This displays all your current

   statistics.  The display is the same as option <I> from
   the Main Menu.

<R> Port Report. This will display the port report

   information as if you chose <R> from your on-board

<S> Long Range Scan. If you have purchased a Long Range

   Scanner from the Hardware Emporium, you can use it during
   your AutoPilot voyage without having to stop in the

<D> Re-Display Sector. This is the same sector display that

   can be accessed by choosing option <D> from the Main

<P> Port and Trade. This will allow you to dock at a Trading

   Port and conduct your business without having to
   recalculate your Autopilot course when you're done.  You
   will be selecting the same options as you would if you
   chose the <P> selection from the Main Menu.

<!> Autopilot Help. Displays this file.



<F> Course Plotter. This will show the number of moves it

   will take to get from any sector in the universe to
   another.  You can use this tool to avoid any surprise as
   you travel between sectors.  You know the universe is
   full of unexplained phenomenon and just because you got
   from your home sector to this sector with a great port in
   five moves doesn't mean you'll get back in five moves.

<I> Inter-Sector Warps. This selection will show you the

   warps lanes connected to any sector in the universe that
   you have explored.  You just enter the sector number and
   the computer will show you every sector directly linked
   to that sector.  The computer will not have data to
   display for those sectors you have yet to explore.

<K> Your Known Universe. As you travel through space, you

   will be creating your personal travelogue.  This will
   store information about the sectors you've explored. 
   Your computer will use this information to give you your
   Port Reports and Inter-Sector Warps.  You may wish to see
   what sectors you have (or don't have) in your travelogue. 
   This option will tell you.  You will see what percentage
   of the universe you have visited and the computer will
   ask if you want the list of Explored or Unexplored
   sectors.  When you reply, you will get a list of sector

<R> Port Report. This report gives you relatively up-to-date

   information about any port located in a sector which you
   have explored.  All you have to do is enter the sector
   number in which the port is located.  You will see items
   being traded at the port, the status of each of those
   items (whether the port is buying them or selling them),
   the number of units the port is willing to trade (and
   what percentage of maximum that number represents) and
   how many of each of the commodities you have in your
   holds.  If for some reason you get the message that the
   computer has no information on that port and you are sure
   there is a port in the sector you indicated, there may be
   enemy forces in that sector interfering with your
   computer's scan.

<V> Avoid Sectors. You will sometimes find sectors

   containing things that are detrimental to your success in
   the game.  This function will avoid those sectors when
   doing any course plotting.  You just have to enter the
   sector or sectors to be by-passed before you use the
   computer to plot a course or to establish a route for
   your AutoPilot.  If the computer encounters a situation
   where there is not possible route between the sectors you
   requested, then all voids will be cleared and will have
   to be re-entered before any future course calculations.

<W> Use Mine Disrupter. You are exploring a new region of

   the universe and as you single-step your way along, your
   scanner shows a number of mines in the next sector.  Send
   one of the Mine Disrupters you purchased at the Hardware
   Emporium into this mined sector so you don't have to take
   the damage to your ship.  If the first Disrupter doesn't
   disarm all the mines, you can send in another.

<X> List Current Avoids. When you want to see just what

   sectors are being avoided when the computer charts your
   course, use this selection.  You can use this information
   to determine if you want to make any changes.  Due to the
   limited functionality of this module of the computer, if
   you want to remove one or more avoided sectors from the
   list, you must clear the entire list and re-enter the
   sector numbers you still want to bypass.   

<P> Fire Photon Missile. You can fire your Photon Missile

   into the adjacent sector and run in to do your damage. 
   Remember that the timer is running as soon as the missile
   is launched so be quick!

<B> Begin Self-destruct Sequence. If you have managed to

   make a real mess of things and the only way to continue
   is to start from scratch, then go ahead and use this
   command.  You will escape from your ship moments before
   it self-destructs.  Think it over carefully before you
   hit the button.  This will not only destroy your ship and
   all its inventory, but it will also affect your rank and
   alignment.  Your spirit takes two days to migrate back to
   Sector 1, so you won't have any turns the day after you

<!> Computer Help. Display the portion of the documentation

   describing the Computer functions.

<Q> Exit Computer. This option will return you to the bridge

   of your ship.


<A> Make Announcement. Do you have something you want to

   tell everyone in the game?  If so, prepare your
   proclamation and enter it.  You will have 160 characters
   for your announcement and it will be displayed in the
   Daily Log for everyone to read as they enter the game.

<C> View Ship Catalog. This tool lets you view the

   specifications for all the available ships in the game. 
   You can get a list of the ships and choose which ever one
   strikes your fancy.  The display will show the following
   information - 
             Basic Hold Cost
             Main Drive Cost
             Computer Cost
             Ship Hull Cost
             Base Cost
             Minimum and Maximum Holds
             Maximum Fighters
             Maximum Shields
             Number of Moves per Day
             Maximum Number of Mines
             Maximum Number of Genesis Torpedoes
             Offensive Odds for Combat
             Maximum Number of Marker Beacons
             TransWarp Drive Capability
             Long Range Scanner Capability
             Planet Scanner Capability
   In addition to all this information, there is a brief
   narrative about the capabilities and shortcomings of each

<D> Read Daily Log. This will re-display the Daily Journal

   that you see when you enter the game.

<E> Display Evil Ranks. This is a display of the titles to

   which you can aspire if you are of negative alignment. 
   It shows the levels, titles and the number of experience
   points needed to attain that level.

<G> Display Good Ranks. This is a display of the titles to

   which you can aspire if you are of positive alignment. 
   It shows the levels, titles and the number of experience
   points needed to attain that level.

<H> List Aliens. You will encounter traders from other

   galaxies as you make your way through the universe.  You
   can interact with these creatures the same as you do with
   the Traders native to your 1000 sectors.  Of course,
   aliens are either good or bad.  Their alignment (good or
   evil) can make a big difference in how you want to
   associate (or not associate) with them.  When you use
   this selection, your computer will tell you everything
   you need to know.

<L> List Traders. This choice will show you all the players

   in the game in order of experience.  Your prompt will ask
   if you would like the list to show the Titles of the
   players or their Values in Experience points.  Each
   trader will be displayed with his or her title or value,
   the number of the Corporation to which he/she belongs,
   and the type of ship currently being used.

<M> Re-Read Your Mail. This gives you a chance to review the

   messages that were sent to you since the last time you
   were in the game.

<N> Toggle ANSI On/Off. That just about says it all.

<S> Send Mail. When you need to get a message to one of the

   other players, this will serve your need.  You will have
   160 characters to get your message through.  You do not
   need to know the player's entire name.  If you have part
   of it, your computer will search the player file and
   prompt you when it finds a match.

<T> Current Ship Time. This will display the time and date

   stored in your ship's computer.  (Remember, the game
   began in the year 2002.)

<Y> List Your Planets. If you have planets that you want to

   keep as personal, you can view them using this option just
   as you can view Corporate Planets using the <L> option in 
   the Corporation Menu.


<A> Take All Products. This will load your empty holds with

   the products available on the planet.  The dock workers
   will load your ship to the brim with as much of each of
   the products that is available beginning with the cargo
   of greatest value (Equipment) to the least value (Fuel

<E> Enter Citadel. You enter the Citadel (and display the

   Citadel Menu).  If there is no citadel on this planet,
   you will have the option to build one.  The necessary
   products and labor force needed in the construction will
   display.  You will not be issued a building permit if you
   don't have the necessary people and commodities.

<D> Display Planet. This will show the planet number, type,

   name and the alias of the player who created it.  There
   is also an informative chart showing how many colonists
   are working in each production area, how many units of
   each product are being produced daily, the quantity of
   each product currently available on the planet, and how
   many of each you have on your ship.  Citadel information
   including level, construction underway and credits in the
   vault is also available.

<M> Change Military Levels. You will want to move your

   fighters around to protect your territory.  This option
   will allow you to take fighters currently on the planet
   or to leave fighters you have escorting you.  The
   fighters on the planet are controlled by the Combat
   Control Computer (level 2) in the Citadel.  If there is
   no Combat Control Computer there, the fighters would
   better serve you patrolling the sector outside the
   planet.  Leaving fighters on a planet will designate the
   planet as yours.

<O> Claim Ownership. Let the entire universe know who

   controls the planet.  Use this option to set the planet
   as either Personal or Corporate.  This is a must when
   you've gone to all the trouble to capture one of your
   opponent's planets.  

<P> Change Population Levels. Throughout the course of the

   game you may wish to change the distribution of your
   workforce among the commodities.  This selection provides
   you with an easy, efficient way to order your workers to
   the job you need done.

<S> Load/Unload Colonists. Colonizing your planets can

   contribute greatly to your trading profits.  This will
   enable you to leave the colonists you've brought from
   Terra or pack everyone up and move them to another
   planet.  Keep a close watch on your planet's population
   because many planets experience a growth/death cycle.  If
   your planet has too many people to support, the raw
   materials needed to produce your commodities will be used
   up by the surplus population and your production rates
   will be adversely affected.

<T> Take or Leave Product. This will let you specify to the

   dock workers which type of products you want to leave and
   which ones you want loaded on your ship.

<Z> Try to Destroy Planet. First you purchase Atomic

   Detonators from the Hardware Emporium.  That is the easy
   part.  You then have to fight your way into the sector
   containing the planet.  After battling the fighters,
   Quasar Cannons, and any other military defenses that may
   be there, you have the ability to lay your Atomic
   Detonators.  Colonists have been trained in the disarming
   of detonators.  Most of the training was rushed and
   provided by inexperienced teachers, so they aren't very
   good at it.  Most of their attempts literally go up in
   smoke, and if you are still on the planet when their
   attempt goes awry, you go awry with it.  You have the
   option of suing your conventional weapons to kill off the
   colonists before you lay the detonators so you don't run
   the risk of getting killed by their lack of skill.  If
   you're willing to risk the bad Karma to be a little
   safer, this might be the correct option for you.

<L> Leave This Planet. Take off from the planet.

<!> Planetary Help. Display the portion of the documentation

   describing the Planetary functions.


<C> Engage Ship's Computer. Use this function to use all

   your Crai's power just as you would by choosing <C> from
   the Main Menu.

<D> Display Traders Here. This will show you the guest

   register of the other players who are parked in the
   Citadel.  The register gives you the name of the player,
   their ship type and how many fighters, shields and holds
   they have.  This information could prove very useful if
   you have just captured the planet from one of your

<E> Exchange Trader Ships. If the other players parked in

   the Citadel have specified their vehicle as available for
   trade, then you have the option of exchanging your ship
   for theirs.  Be sure to coordinate this carefully with
   the other members of your corporation.  Only C.E.O.'s can
   use Corporate Flagships so they are not available for
   trade.  If you have seized this planet from an opponent
   still parked in the Citadel, you may want to commandeer
   his ship for your own use.

<G> Shield Generator Control. If you have your level 5

   Citadel completed, you can use this option to store your
   shields.  You transfer your Ship's shields to the
   Planetary Shielding System using this option (10 ship
   shields = 1 planetary shield).  Stored shields will be
   used in the defense of your planet.  The Planetary
   Shielding System will protect your planet from your
   enemies.  You will thwart your rivals' attempts to
   incapacitate your defenses with Photon Missiles.  Your
   opponents will even be unable to scan your planet.

<I> Personal Info. This selection will enable you to see all

   of your current statistics.  The information will display
   same as it does when you choose option <I> from the Main

<M> Military Reaction Level. Another method of customizing

   your protection, this will let you set the percentage of
   fighters stationed there to be used as offensive or
   defensive in case of an attack on the planet.  You must
   have a Combat Control Computer (Level Two Citadel or
   higher) to use this option.  The value you enter will be
   the percentage of fighters that will attack offensively
   as someone attempts to land on your planet.  The balance
   of your fighters will fall back for defense of the planet
   and Citadel.

<P> Planetary TransWarp. The instructions for this feature

   are in your Level Four Citadel.  Provided you have enough
   Fuel Ore to power the mammoth engine, you can move your
   planet to any sector where you currently have fighters

<Q> Quasar Cannon R-level. Use this option to set both the

   Atmospheric and Sector reaction levels.  The Quasar
   Cannon in your Level Three Citadel uses massive amounts
   of Fuel Ore.  Use this option to adjust the percentage of
   Ore on the planet used in this weapon's capability. 
   PLEASE NOTE: The Quasar Cannon will use the entered
   percentage of Fuel Ore remaining on the planet for EACH
   SHOT it fires.  If you set the Sector value to 100% and
   a Scout Marauder with 5 fighters wanders into your
   sector, the Cannon will use all the Fuel Ore on your
   planet to blow the intruder into space dust.  If another
   player later tramps into your sector in a well-armed
   BattleShip your Cannon will sit idle due to lack of
   ammunition.  Another consideration when setting your
   percentages is that the accuracy of the Cannon is much
   better and the damage caused by the blast is greater when
   the target is in the planet's atmosphere.

<R> Remain Here Overnight. You can sleep feeling safe and

   secure if you bed down inside the Citadel, out of the rat
   race.  You will have the protection of your planetary
   forces to guard you.  When you leave your ship, the valet
   will ask if you want others who enter the Citadel to have
   the privilege of exchanging ships with you.  It's
   perfectly within your rights to keep your ship for
   personal use only.

<S> Scan This Sector. This option will let you see

   everything in the sector around this planet.  The display
   will be the same as you get from option <D> in the Main

<T> Treasury Fund Transfers. If you don't like to carry a

   lot of credits on you when you're out exploring the
   universe, you can deposit your excess in the Citadel. 
   You can withdraw the credits whenever you need them.  Be
   advised that the Treasury workers are quite lax in their
   security measures and anyone who enters the Citadel can
   withdraw any and all of the credits.

<U> Upgrade Citadel. Once your Citadel construction is

   complete, you may find you wish to upgrade.  Very few
   people are content with a Level One Citadel.  You will
   need more colonists and materials for each level of
   improvements.  Level Two has a Combat Control System
   which enables you to set the fighters deployed on the
   planet as offensive or defensive.  Level Three contains
   a Quasar Cannon which is a very powerful weapon, but uses
   a considerable amount of Fuel Ore to operate.  Level Four
   encloses the massive engine used for the TransWarp Drive. 
   Level Five provides the power for the Planetary Shielding
   System.  The PSS will provide a sturdy shield for your
   planet which your enemies will have a hard time
   penetrating with fighters or photon missiles.

<V> Evict Other Traders. Now that you've survived all the

   defenses your opponent placed to keep you out, you should
   be able to come in and take over, right?  Occasionally
   you go into a newly captured Citadel only to find the
   trader (or traders) who previously controlled the planet. 
   No need to have them in your way.  Simply select this
   option to activate the Emergency Warning System in the
   Citadel.  It will alert these unwanted guests to some
   impending doom and their ships will blast off into orbit
   around the planet.  The system will list the traders as
   they escape.  You then may either stay in the Citadel out
   of harm's way or you can go out into the sector to
   inflict more damage on your enemy.

<X> Corporation Menu. This option is the same as option <T>

   from the Main Menu.

<!> Citadel Help. Display the portion of the documentation

   describing the Citadel functions.  

<L> Leave the Citadel. Exit the Citadel and return to the



<D> Display Corporations. If you want to see how you and

   your corporation compare with others in the game or if
   you want to see who the members are of a specific
   corporation, use this selection.  You will asked if you
   want to List Corporations or Rank Corporations.  L will
   give you a listing of all corporations registered at
   Federation Hall showing the corporation's registration
   number and the date of incorporation and all corporate
   members with the C.E.O. labeled.  R will display a list
   of all corporations ranked by experience.  The list shows
   the rank, the corporate registration number and name, the
   C.E.O.'s name, the corporate alignment and the corporate

<J> Join a Corporation. When you want to join forces with a

   corporation of the other traders, you will need to make
   arrangements to get your corporate security pass.  When
   a member of that corporation has approved your
   membership, use this option to join.  You will need to be
   of the same alignment as the C.E.O.  If at any time
   during your tenure with the corporation, your alignment
   is opposite that of the Chairman, you will be
   automatically ousted from the Corporation.

<M> Make a New Corporation. When you are prepared to make to

   move from independent trader to Corporate C.E.O., this
   option will file your Corporate Charter in the
   Federation's Hall of Records.  As C.E.O. you will have
   privileges that other players don't have such as owning
   an Corporate Flagship and sending Corporate Memos to all
   members of your Corporation.  You will be the one to
   determine whether your Corporation is good or evil.  As
   you go, so goes the Corporation.  A prospective member
   will have to be of the same alignment as you to join.   

<!> Corporation Help. Display the portion of the

   documentation describing the Corporation functions.

<Q> Quit Corporation Menu. Return to the game.

Corporations Only

<C> Credit Transfer. Use this option to transfer credits to

   or from your corporate associate.  You have to be in the
   same sector as the corporation member with whom you want
   to exchange credits.

<F> Fighter Transfer. Use this option to transfer fighters

   to or from your corporate associate.  You have to be in
   the same sector as the corporation member with whom you
   want to exchange fighters.

<H> Mines Transfer. Use this option to transfer mines to or

   from your corporate associate.  You have to be in the
   same sector as the corporation member with whom you want
   to exchange mines.

<S> Shields Transfer. Use this option to transfer shields to

   or from your corporate associate.  You have to be in the
   same sector as the corporation member with whom you want
   to exchange shields.

<X> Leave Your Corporation. There may come a time when you

   feel you have to make a break with your current
   corporation.  You may want to form your own new
   corporation.  You may want to play the game with an
   alignment different from that of your corporation's
   members.  This will allow you to vacate your position in
   your corporation.  Remember that you will no longer have
   access to any of the corporation's assets.  If you are
   the C.E.O. the corporation will be dissolved and all
   corporate fighters will become rogue mercenaries.

<L> List Corporate Planets. This will display a detailed

   graph of your corporation's planets.  The information
   -the sector where the planet is located
   -the planet's name
   -the current population
   -the production rate for Fuel Ore, Organics and Equipment
   -the current inventories of the commodities
   -the number of fighters stationed there
   -the level of the Citadel (if any)
   -the amount of credits in the Citadel (if any)

<A> Show corporate Assets and Member Locations. This is a

   very handy tool to use in organizing your strategy with
   that of the others in your Corporation.  The information
   shown on this display is
   -the Corporation member's name
   -the sector where that member is located
   -whether or not the member is on a planet in that sector
   -the number of fighters, shields, mines and credits on him/her

C.E.O.'s Only

<T> Send Corporate Memo. When you want to give information

   to all those in your organization, use this option. 
   Whether it is instructions on where you want to establish
   a new colony or a congratulatory dispatch for a job well
   done, you can send your message quickly and efficiently.

<P> Corporate Security. In a world where instances of

   computer crime run rampant, a C.E.O. can never be too
   careful.  Be sure you trust a player before you let him
   or her in your organization.  And just as with your BBS
   account, you can better maintain security if you change
   passwords occasionally.

<R> Drop Corporate Member. Do you have a problem with a

   member of your Corporation?  Is that member showing signs
   of insubordination?  You don't have to put up with the
   stress.  Simply drop this trouble maker.  Remember that
   the member can take any corporate assets on his/her ship
   when kicked out.


<C> The CinePlex Videon Theatres. You can smell the popcorn

   from the Hardware Emporium.  Come right in to see the
   latest releases from HollyWorld.  You can choose from
   several first-run offerings or you can opt for one of the
   classics.  Don't take too long to make up your mind
   because there are others waiting in line behind you.

<G> The 2nd National Galactic Bank. Here is the place to

   engage in matters of high finance.  You will be able to
   put credits into your or another trader's account.  You
   can take credits out of your account.  You can examine
   the balance in your account.  The bank allows only
   personal accounts.  Corporate funds should be stored in
   secured Citadels.

<H> The Stellar Hardware Emporium. This is the General Store

   of the Trade Wars Universe.  If you want it, they have it
   and if you have enough money, they'll sell it to you.

<P> The Federal Space Police HQ. The home of law enforcement

   in the galaxy.  Here you can register complaints against
   other players, collect rewards or see the wanted posters.

<S> The Federation Shipyards. This is the place where you

   can trade your ship in for a newer model.  You can see
   all the models available and all the specifications for
   each style.  

<T> The Lost Trader's Tavern. Traders come here for more

   than just a drink and a meal.  Some of the more
   interesting features of this game can be found here if
   you ask the right questions.

<!> StarDock Help. Display the portion of the documentation

   describing the StarDock functions.

<L> Return to Your Ship and Leave. Leave the Stardock and

   return to the sector.


<A> Atomic Detonators. These detonators are used in the

   destruction of planets.  If you don't have enough
   military to take out a planet, you can set Atomic
   Detonators and run like hell.  Warning: colonists have
   been trained to disarm these detonators.  These units are
   as unstable as they are powerful.  They can react like
   Corbomite Devices when an enemy attacks your ship, and
   they can also detonate by hitting mines or offensive
   fighters as you journey through the galaxy.

<B> Marker Beacons. Marker Beacons are the billboards of the

   Trade Wars universe.  They are an inexpensive way to make
   a statement.  They stay in the sector where they are
   launched until they are destroyed.  They have absolutely
   no defensive capability.  They are so fragile that if two
   are launched in the same sector, they both explode.

<C> Corbomite Devices. Corbomite devices are weapons to

   avenge the destruction of your ship.  If one of your
   opponents succeeds in obliterating your craft, that
   person may suffer substantial damage as well when your
   ship is equipped with one or more of these.  Corbomite
   devices can also be viewed as protection.  Your enemies
   may think twice about attacking you if you are armed with
   these.  With each additional device you add to your
   vessel, you increase your protection level.  You can have
   up to a Level 1500 Corbomite Device on some ships and the
   nice part is, your foe has no way to detect the device's
   presence on your ship.

<D> Cloaking Device. Cloaking devices can hide you from your

   rivals when you are away from your home sector.  If you
   feel you will be vulnerable, use your Cloaking Device to
   conceal your ship.  Your location will be unknown to even
   your Corporate associates who view the Member Location
   display.  Remember that the Cloaking Device will use a
   lot of your energy reserves and its effectiveness
   decreases the longer it's used.  A well-known consumer
   group has tested these devices and found that on the
   average, after 72 hours of use, you stand a 50% chance of
   being detected.  Cloaking Devices are relatively
   inexpensive, but because some of the components decompose
   quickly, they are a one-time use item.

<E> SubSpace Ether Probes. Ethereal Probes are quite useful

   when you want to know what wonders lie on the other side
   of the universe, but you don't want to use up your turns
   to explore.  You can launch the unmanned probes with a
   preset destination.  As they maneuver their way across
   the cosmos, they report back sector by sector.  They are
   quite inexpensive for the amount of information that can
   be obtained, but they are not sturdy.  They contain a
   self-destruct mechanism that is triggered when the probe
   reaches its destination.  The designers of the probe
   thought this would provide anonymity for anyone using the
   gadget.  This mechanism is so sensitive that it detonates
   when the probe encounters any enemy fighters.  Since it
   has no shielding capabilities, any ship it passes will be
   able to detect its presence.

<F> Planet Scanners. If you are planning an invasion of

   another player's planet, this scanner can show you the
   military system on the planet without landing.  Once you
   are in the sector, scan the planet.  You can see who
   created the planet, who currently controls the planet,
   and the military defenses installed there.  You won't
   find out the hard way that you don't have enough weapons
   to take over the enemy forces.

<M> Space Mines. This weapon can be a very effective way of

   establishing your territory.  Space mines can cause
   serious damage to smaller craft and can be a real
   nuisance to larger vessels.  The latest technology has
   provided mines with sensors capable of recognizing the
   Federal I.D. codes.  This will keep the mines from
   detonating by your ship or your Corporation's ships (most
   of the time).

<P> Photon Missiles. Only owners of Missile Frigates or

   Imperial Starships can use these powerful weapons. 
   Shields, both Ship and Planetary, are excellent
   protection from the impact of this weapon.   However,
   once shields have been destroyed, Photon Missiles can be
   used to disable all Combat Control Computers (Level 2
   Citadels) and Quasar Cannons (Level 3 Citadels) on
   planets.  It neutralizes all mines and fighters stationed
   in a sector.  Be advised that the effect of these
   missiles is short-lived.  Get in, take care of your
   business and get out before the effect wears off.  You
   don't want to still be in the sector when the Quasar
   Cannons regain their strength.  Great care should be used
   in transporting these volatile weapons of destruction.  

<R> Long Range Scanners. These scanners can provide the

   explorer with multi-sector vision.  Your two options are
   a Density Scanner or a Holographic Scanner.  The Density
   Scanner is the cheaper and it provides the user with the
   relative density of the surrounding sectors.  You can use
   that information to determine what may be in the
   neighborhood.  If you have sufficient funds, you can
   purchase a Holographic Scanner which has both Density and
   Holographic capabilities.  Using the Holographic mode,
   you can see what and who is in the sectors adjacent to
   the one you are currently occupying.  The scanner in
   Holographic mode uses a small amount of your ship's fuel
   (one turn's worth) but that is a small price to pay when
   you consider the information and security it can provide.

<S> Mine Disrupters. If you run across a heavily mined

   sector but you really need to go in there, send in a Mine
   Sweeper to clear your path.  They can absorb the damage
   so you don't have to.

<T> Genesis Torpedoes. Much improved since the first models,

   these torpedoes can provide the foundation for the
   production of your trading commodities.  The planets
   generated from the torpedo's explosion will be able to
   support a large number of colonists.  The colonists can
   provide the labor needed to mine the Fuel Ore, grow the
   Organics and manufacture the Equipment and Fighters you
   will use in your trading company.

<W> TransWarp Drives. Only Imperial Starships, Corporate

   Flagships and Havoc Gunstars have hulls sturdy enough to
   withstand TransWarp flight.  These drives use a massive
   amount of Fuel Ore so make sure you have a source of Ore
   for your return trip, too.  The TransWarp Drive uses a
   homing device, so you should have at least one fighter in
   your destination sector.

<Y> Psychic Probes. Bartering at the ports is one of the

   main elements of this game.  You get experience points
   for making a good deal.  The better the deal, the more
   points you get.  Psychic Probes are the next best thing
   to insider trading, and they're legal.  If you want to
   see exactly where your offer is compared to what they
   would have accepted, you need one of these probes.  It
   will not only show you where you went wrong, but it will
   also help you improve your trading skills.

<!> Hardware Emporium Help. Display the portion of the

   documentation describing the Hardware Emporium functions.

<L> Leave the Emporium. Return to the main area of the



<B> Buy a New Ship. When you are ready to upgrade, or if you

   need a specialized ship, come to the Shipyards and talk
   to Cal Worthington XXI about a trade-in.  You will be
   offered a fair price for your current ship.  They will
   take anything in your trade such as fighters,
   accessories, mines, etc. so if you're trying to get a lot
   on your trade-in, load your ship up before you talk to
   them.  If you don't want to use all your extras in the
   trade, you might want to leave as much as you can in a
   secure place and pick it up after you purchase your new
   ship.  New ships are very basic models.  The extras are
   available at the Hardware Emporium and the Class 0 ports.

<E> Examine Ship Specs. This is the same information

   available to you from your ship's on-board computer, but
   in includes (for ANSI users only) a picture of each ship,
   both top and front view.  You may want to review the ship
   specifications one last time before you make your

<P> Buy Class 0 Items. After you purchase your ship, you may

   need to equip it with a few of the items normally
   purchased at the Class 0 ports.  You wouldn't want to
   take that brand new beauty out unprotected, would you? 
   The merchants in the shipyards have obtained fighters,
   shields and holds from "trade-ins" so they are offering
   them right here where you buy your ship as a convenience
   to you.  Be forewarned that you will be paying a premium
   price for this convenience.    

<R> Change Ship Registration. It's not paranoia when they're

   really out to get you.  If your foes are tracking you
   down by reading the logs at the StarPorts or they've
   received information on your ship from a loose-tongued
   fool at the tavern, go to this back room in the offices
   of the Shipyards.  For a hefty fee, you can get revised
   registration papers on your ship and christen it with a
   new, untraceable name.

<!> Shipyards Help. Display the portion of the documentation

   describing the Shipyards functions.

<L> Leave the Shipyards. Return to the main area of the



<A> Make an Announcement. Do you have something of interest

   for all the patrons of the tavern?  If so, pay the fee
   and post your announcement.  It will stay there until the
   next announcement is posted.

<B> Buy Something from the Bar. Had a trying day? Want a

   little something to soothe your nerves?  Order up
   whatever your heart desires.  You might even get it in a
   clean glass.  Remember FedLaw says, don't drink and fly.

<C> Eavesdrop on Conversations. See that group of

   individuals gathered at the table in the darkest corner
   of the tavern?  They seem to be engaged in some very
   engrossing dialogue.  If you would care to listen in and
   maybe even add some remarks of your own, use this option.

<E> Order Some Food. You really need to keep your strength

   up so you can take on the challenges of the cosmos. 
   Order up the Blue Plate Special (the food is blue, not
   the plate) and nourish yourself with some of the most
   memorable edibles this side of Barlaam.

<G> Try Your Hand at Tri-Cron. Do you feel lucky, Punk? Put

   your money down and see if you can beat the odds.  A
   simple game of chance might relax you and you never know,
   you might come away a big winner.  The game is easy - the
   detailed instructions are available in the Tavern.  The
   cost of playing is based on the size of the Top Winner's
   Jackpot.  You'll have 10 rounds against the house.  If
   you win, the payback is 2 to 1.  If you're the top
   winner, you receive the accumulated jackpot.

<T> Talk to the Grimy Trader in Back. Not much to look at,

   but he can be a wealth of information.  Depending on how
   many drinks he's had, his facts may be a bit suspect. 
   Just ask him about a specific topic, give him a little
   inducement and he'll tell you what he knows.  If you
   speak to him respectfully, he'll be fair to you. 
   Otherwise he might try to take advantage of your need for
   information.  You'll have to pay dearly for it, but he
   can sometimes get you information on specific Traders.

<U> Use the Facilities. When Mother Nature calls, this

   option will allow you to answer.  Feel free to read the
   graffiti to keep yourself entertained.  You can even add
   some of your own prose or poetry but beware of what may
   be lurking in the next stall.

<!> Tavern Help. Display the portion of the documentation

   describing the Tavern functions.

<L> Leave the Tavern. Exit back to the main area of the



<A> Apply for a Federal Commission. The Federation awards

   commissions to those individuals who have shown
   themselves to be highly experienced and law abiding.  If
   you believe yourself to qualify, apply at the Police
   Headquarters.  If the Feds grant you a commission, you
   will be able to procure an Imperial Starship.  This is a
   very powerful ship but with it comes a lot of
   responsibility.  The Federation may call upon you to aid
   their cause of maintaining law and order throughout the
   universe.  There are a limited number of Starships
   available, so apply for your commission as soon as you

<C> Claim a Federation Reward. After you have done your duty

   as a good FedLaw abiding citizen, you will want to claim
   the reward that is rightfully yours.  March right into
   the Police HQ and tell the sergeant that he no longer has
   to worry about the scumbag you terminated.  Be sure to
   put the reward money to good use.

<E> Examine the Ten Most Wanted List. There is a listing

   available in the FedPolice building of the most corrupt
   players in the game.  This list shows the level of evil
   the player has achieved, the corporation to which he/she
   belongs, the number of bounties posted on that player and
   the total reward for that player's demise.

<P> Post a Reward on Someone. Would you like to make it a

   little more rewarding for someone to get one of the
   players on the Most Wanted list?  You can offer as small
   or as large a payment as you would like.  Just see the
   officer on duty and tell him you want to post a reward. 
   You will be shown the list of the Most Wanted criminals. 
   Tell the nice officer which one you would most like to
   see brought to justice and how much you want to give to
   help in the cause. 

<!> FedPolice Help. Display the portion of the documentation

   describing the FedPolice functions.

<L> Leave the Police Station. Exit the building and return

   to the main area of the StarDock.


<D> Make a Deposit. You can inform the TellBorg that you

   wish to deposit some or all of the credits you have with
   you.  The transaction is recorded instantly so you don't
   have to wait three days for your deposit to be reflected
   in your account.  

<E> Examine Balance. You might want to see if that other

   trader who promised you a reward for helping out with the
   Ferrengi has come through with the credits.  You might
   only want to check your funds to see if you can go on a
   spending spree at the Hardware Emporium.  This selection
   can put the answer at your fingertips.

<T> Transfer Funds. If you need to get funds to a Trader who

   is not in your corporation, this option will authorize
   you to make a deposit in that other Trader's account. 
   Naturally, you must have the credits to be able to
   transfer them.

<W> Withdraw Funds. Saving can really pay off. If your ship

   has been destroyed and you don't want to start from
   scratch in a Scout, a nest egg in the Galactic Bank can
   allow you to come right back with the ship of your
   choice.  Use this option to take your savings and spend
   them any way you choose.  You and only you have the
   authorization to withdraw credits from your account.

<!> Bank Help. Display the portion of the documentation

   describing the Bank functions.

<L> Leave the Bank. Return to the main area of the StarDock.

/data/webs/external/dokuwiki/data/pages/archive/games/tw2002.txt · Last modified: 2007/03/31 02:15 by

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