CONTENTS GEMINI SECTOR ...................................23 The Frontiersman ..................................24 Gemini Sector: an Overview .................32 Quadrants ...........................................32 Clarke, Fariss, Humboldt, Potter Base Types ...........................................33 Agricultural ..................................33 Mining .........................................33 Pirate, Pleasure, Refinery ...............34 New Constantinople ......................34 New Detroit ..
ORIGIN Systems, Inc. LIMITED 90 DAY WARRANTY. ORIGIN warrants to the original purchaser of this computer software product thai the recording medium on which the software programs are recorded will be free from defects in material and workmanship for 90 days from the date of purchase.
QUICK START This section of the manual will familiarize you with the basics of gameplay: getting around a base, making money, and flying your ship. Experienced players may wish to begin exploration without the benefit of this information. However, Privateer takes place in a large and complex universe filled with opportunities and choices. Although you do not have to follow the walkthrough, even experienced game players may benefit from what follows.
Trade This puts you in the main concourse. There are occasional pedestrians and carts of ore moving about the concourse. On the left of the concourse is the door to the hangar where your ship is waiting for you. On the right there are doors on two levels: representatives from the Merchants and Mercenaries' Guilds have their offices on the upper level; the lower level houses the local ship dealer, bar, mission computer and Commodity Exchange.
beside the map for a description of the selected nav point. Press (N) repeatedly to cycle through the available nav points until Nav 6 is selected, or use the mouse to select Nav 6. The information box tells you about each nav point as it is selected. Once you have selected Nav 6, the box informs you that Nav 6 is an agricultural base named Helen. Leave the nav computer by pressing [Esc| that your Autopilot light is now lit. (Your Autopilot light will not light when there are hostile craft nearby.
Combat Getting Work In the center of the main concourse there is a small pillar with a Mission Computer set into it. Click on the computer to step up to it. To activate the Mission Computer, click on the palm reader in the lower right comer. Once it has scanned all sectors for missions, you can use the arrows in the lower left to cycle through the available missions. Read them all before deciding to accept one. Look for a mission that takes place in Troy.
if you have fulfilled the mission objective. Previously bright red nav points are displayed in blue if their objective has been accomplished. A nav point will still be bright red if you have missed someone. Press (M) in your nav computer to view objectives if you are not sure what you might have missed. When you have fulfilled all mission objectives, return to any base for payment.
PERSONAL COMPUTER The Personal Computer is as important to you as to your character. Your character uses it to keep track of business obligations and finances. You use it to save and load games. Effective and quick use of the Personal Computer is crucial to both of you.
To save your game, name it and press [Enter] or click on SAVE. To save over an existing game, click on the name of the old one — it appears in the box. The only limit to the number of saved games you may have is the amount of available space on your harddrive. To exit the Personal Computer, press the PWR button at the bottom of the unit. If the names of your saved games overflow this screen, use Up or Down to scroll through further pages. LOAD.
OPTIONS SCREEN The Options Screen is available from the Title Screen by selecting OPTIONS at the bottom right, or at any time during the game by pressing [Alt][O]. Options Screen UNLIMITED AMMO. Weapons in 2670 do not fire hard ammo so much as various forms of energy. They cause a substantial drain to your ship's power supply, which also feeds your shields and afterburners. This option allows you to fire your weapons without using up energy.
IN THE COCKPIT This section offers a detailed description of how to use your ship's controls and what to expect when you do. It describes the various camera views and how to make use of your nav computer, as well as the numerous controls for activating and using each of your ship's systems. You begin the game flying a Tarsus you inherited from a relative, but there are three other ship types available for sale in the Gemini Sector.
Cockpit Gauges Speed In the cockpit, speed is indicated by two gauges: SET indicates the speed your ship tries to maintain during spaceflight. KPS indicates the craft's current speed in klicks per second. Press + to increase your speed. (If you are playing with your joystick, hold joystick button #2 down and push forward to accelerate.) Press - to slow down. (Holding down joystick button #2 and pulling backwards also decreases your speed.
Fuel The fuel gauge indicates how much fuel you have. Fuel is only used by your jump drive. Your vessel uses energy for propulsion and afterburners (see Energy, below). Each jump you make uses up a considerable amount of fuel — a full fuel tank provides enough for only six jumps. Shields and Armor The shields display in the cockpit of your ship indicates the current status of your shields and armor.
Radar Every cockpit features a circular radar display. However, the screen does not indicate distance to a particular ship. Instead, the different sections of the display show how far you must rotate your ship to be able to see the object on your radar through your front view screen. The radar display is the most important instrument in your cockpit, but it may also be the least intuitive. Objects detected by your radar are displayed as dots.
Multi-Function Displays (MFDs) The Multi-Function Displays in each cockpit provide a wide range of information essential to flying successful missions. The Tarsus and Centurion have only one MFD, while the Orion and Galaxy give information on two displays. In ships with two MFDs, the relevant information can be pulled up on either display, thus allowing you to view two different displays concurrently. Hitting the appropriate key on the keyboard pulls the information up on one of the two displays. [ and ].
Report Damage. Press (H) to display a damage report on your ship. The listed areas of your ship appear in different colors, according to the amount of damage done: Green indicates an intact component. Yellow indicates slight damage to the affected component. Orange indicates considerable damage to the affected component. Red indicates that the affected component is completely nonfunctional. Gray indicates that the component is completely destroyed and unrepairable. Cargo Manifest.
Weapons and Guns Loadout. Press (w) to display your ship's available weapon systems. Pressing [w] repeatedly cycles through the weapons systems and activates one system at a time. Press [G] to display your ship's available guns. Pressing (G) cycles through all possible gun combinations. The active systems are highlighted in the display and listed below the image of the ship. Laser Weapons Loadout Active Missile Launcher Guns Loadout (activated) Communications.
Other Cockpit Commands Jumps To travel from one system to another, you must purchase a jump drive. If your ship is equipped with a jump drive, you can use the jump points found in various locations. To jump, fly into a jump point and press [ J ] to activate your jump drive. The nav map shows how jump points connect individual systems. If you want to jump from one system to another, refer to your Navigation system to determine which jump point to use.
Different ITTS Gun Type Crosses Initially, the targeting system defaults to the ship closest to you. Press [T] repeatedly to cycle through the different ships, bases or cargo in sight and select your desired target. When your targeting system is active, your tracking mechanism automatically locks onto ships that appear through your view window.
Autopilot You can shorten the actual time it takes to travel between two nav points by autopiloting from one to the next. The autopilot can only be activated when there are no hostile fighters, or asteroids in range. Once you have cleared the area of all enemies and avoided all hazards, the gauge marked AUTO in your cockpit lights up. Press (A) and you see an external camera view of your ship shooting off into space.
Green Circles are nav points — usually a buoy. Green Squares indicate a base where you can land your ship. When you select a square, the planet types and base names located at that nav point appear in the information screen in the upper right hand comer of the navigation screen. Blue Circles indicate jump points. Yellow highlights the currently selected nav point. Bright Red Circles highlight nav points containing mission objectives. White Dot i n d i c a t e s the location of your ship.
CREDITS Executive Producer................ Chris Roberts Producer............................... R. Scott Russo Associate Producer................Erin Roberts Lead Programmer..................Ed Maurer Programming........................Charles Cafrelli, Reinaldo Castro, Arthur DiBianca, Edwin Herrell, Alex Jen, Richard Dean Johnson, Jeff Wilson Lead Designer....................... Joel Manners Design..................................
GEMINI SECTOR 23
THE FRONTIERSMAN: INTERVIEW WITH A PRIVATEER As told to Chandra Karr For the fourth installment of our ongoing series on the young pilots who make a killing prospecting the open space lanes of Gemini, I went to find out what motivates a hotshot pilot to risk it all, to seek out new challenges in our little corner of the war. I was curious what these young people were leaving behind and what they hoped to achieve, knowing the odds against them.
"We'll be arriving soon," he said slowly, "and I want you on your toes. I don't feel good about this run." "Why so nervous, boss?" I asked. "You know something or just got a feeling?" "I don't know yet. Maybe it's nothing. I know the captains of the last Draymans to make this run. We were supposed to meet back on Baroda for a drink. I still haven't heard from either one of them. They're old pals from my Navy days — I really should've heard something by now." "Maybe they just stood you up, boss.
with your life, but is only way to get you here." I don't believe Kane was any more satisfied with that answer than I was. The inhabitants of Sheol moved swiftly and efficiently to unload the supplies we'd brought. I'd assigned a few of our men to security to keep an eye on our goods as they were unloaded, but I now saw that that was unnecessary. The men and women unloading the cargo were careful, organized and visibly relieved that we had arrived.
Once we had arranged for the unloading and distribution of cargo, I headed off to discuss security concerns with Furstenburg and Kane. Furstenburg's office looked out over the hangar and into the void. We could clearly see our staffs cooperating to unload the Scarab. I moved into the room, expecting something a little more commanding but pleased to see that Furstenburg was a busy man, definitely not a delegator.
My room's dull grayness stood in stark contrast to the bright green of the hallway. The bed, night stand and desk, with its small communication console, all reflected a unified Spartan vision. Comfort was not a priority in the design. All the same, I felt relaxed by the very austerity of the room. As 1 emptied my pockets of l.D., personal computer and a few loose coins from Baroda, I dropped the disk Furstenburg had given me. It was time I read my mail.
"Turns out he had a ship. A Tarsus. Maybe even a little cash. Who knows?" "I think you should quit the Scarab. Go out there and get that ship," she said, with more than a trace of sarcasm in her voice. She started to pace. "I think you should drop everything — me, Kane, the Scarab — and run away to where you'll be poor and a nobody." She stopped pacing, squared her shoulders and glared at me. "Look, seriously, I don't think you should do it.
Running up to Kane's quarters, I nearly smashed into a harried-looking Furstenburg, who said he wanted to get the Scarab fired up and into space to fill a gap in the patrol schedule as soon as I was ready. He wanted to come along. I thought this was a strange request; I could think of no reason he should want to be on a patrol run. Furstenburg didn't seem himself. Still, 1 agreed.
theirs. From the turret I could see flames erupt from our hull, a quick burst of plasma destroying an enemy. That reduced the odds to five against one. Then my radar went red. 1 thought it was a glitch. There was a swarm headed past us straight for the base. We'd been suckered into a trap, separated from the base the way wolves separate a calf from its mother. Before I could get a lock on any of the ships I was slammed against the inside of the turret. We were out of control, spinning without purpose.
GEMINI SECTOR: AN OVERVIEW By Lieutenant Gabriel Quentin, Exploratory Services Gemini is still a newborn sector struggling to find her feet. It has only been 30 years since the military set out to contain Kilralhi expansion by entrenching along the border. It was during this early entrenching period that the Exploratory Services (ES) were first called in to map out available resources, including habitable planets, mineral-rich asteroids and jump tunnels.
Ceti Prime. Potter is the only quadrant that has more than one Pleasure planet, built entirely on rabid consumerism and providing R&R for the military types. Reports of Kilrathi and pirate attacks in Potter have dropped to the lowest rate of any border sector. BASE TYPES As mankind has settled the stars, several types of bases appear wherever we go. As you travel throughout the quadrants you will certainly encounter each of these.
Pirate General Notes. With the population boom has come a piracy boom. At times, entire bases have been taken over. These hostile takeovers have been mostly limited to Fariss Quadrant and, therefore, to backwater mining bases, especially those left abandoned due to depleted resources. Pirate bases are a hazard to aboveboard shippers and a boon to unscrupulous dealers in illicit goods. Due to the nature of this type of base, no guild offices are ever available here. Trading Tips.
New Detroit General Notes. New Detroit is one of the most fascinating of Gemini's urban centers. It is our industrial heart and it beats with the rhythms of heavy machinery. Even from orbit, the pervasive gray of buildings and smog are visible. Before there were refineries in Gemini's space, there was New Detroit. For three decades the central metropolis has been expanding to cover the planet's enormous land masses.
COMMON BASE LOCATIONS As a pilot and an entrepreneur, you need to use all the resources of the bases you frequent. 1 will profile each of the major industries that will attempt to exploit you as a customer but are essential to your survival. Each of these places has been selected for its usefulness. Some are places that broker for employers while others — like hangars with docking fees — are necessary evils.
more about trading than the Merchants' Guild ever will. Learning from bartenders has always been an important part of doing business in Gemini, a part of our culture. Mission Computer Mission Computers are ubiquitous. These are the most popular forum for hiring pilots. They are quick and typically built into the base itself. Many pilots rely upon their convenience for work. This automated system offers a variety of missions for widely varying pay.
Ship Dealer The last common location is the ship dealer. These privately held dealerships are where you can buy the latest model ship. Indicating the ship you would like will undoubtedly lead to a sales pitch. Be forewarned — there are hitches that they do not mention in their pitch. Here are a few things you should know before dealing with these shysters: • When trading-in a ship you also get trade-in value for your upgrades.
Go to Software Booth Go to Dealership Repair Mode: Select Item Sell Mode Buy Mode Scrolling Arrows Software Booth The other useful department in a dealership is the Software Booth. This is where you acquire such essential equipment as maps and scanners. Both are imperative. It seems that this is one of the areas that was too rapidly deregulated. Without a map you may as well be flying blind.
Mercenaries' Guild As a long-time associate of this proud organization, I can personally speak for their integrity and usefulness. For a reasonable membership fee, pilots are able to take a variety of jobs cleared by the Guild. This means no missions are illegal and payment is guaranteed. They also guarantee their clients that all guildmen are registered and can therefore be tracked and penalized for indiscretions.
Merchants' Guild The Merchants' Guild has, in the last decade, established good relations with the Mercenaries' Guild. They realized that there is really no competition between them. In fact, each depends upon the other. This is especially true as the supply of pilots increases. With the war effort and the heavy campaign to advertise Gemini's opportunities abroad, there has been an upsurge in prospectors panning for golden opportunities.
Commodity Exchange These are automated centers of trade scattered throughout the sector. They are state run and standardized, although prices are set locally by demand. Using the Exchange is as easy as interfacing with the monitor provided. You select whether you are in buy or sell. mode and scroll through the available cargo. Purchasing or selling is as easy as touching the screen when the desired goods are being displayed. Finances are handled automatically.
COMMONLY AVAILABLE SHIPS There are four basic models of single-person ship available to the general public: the Tarsus, Centurion, Galaxy and Orion. Recently I went to several dealerships posing as a naive newcomer to Gemini and asked which ship was right for me. The salesman pitched his poor little heart out and managed not to tell me a thing. The best way for you to make the right choice is to be well informed.
Centurion This is the workhorse of the mercenary community. The Centurion is a heavy fighter with the ability to do almost any gun-for-hire work. The limited cargo hold can contain more than an overnight bag but not by much. This is a ship for those pilots who love to fly, but it won't make you a living on the trade circuit. Cockpit. High visibility. The dome cockpit of this singleseater affords the pilot a clear view of his target. Ride is comfortable at high speeds and in tight turns.
Fuel Gauge Set Speed Energy Gauge Actual Speed Autopilot Light Armor and Shields Display Class Max. Velocity Afterburner Velocity Acceleration Max. YPR Weapons Cargo Hold Armor Sides Fore Aft MFD Bounty Hunter Heavy Fighter 500 kps 1000 kps Excellent Good Mass Drivers (2) Particle Cannon ( 1 ) IR Missiles (2) Turreted Mass Drivers |2) 50 units 1 5 cm equiv, each 20 cm equiv. 1 5 cm equiv.
Galaxy A versatile merchant's vessel, the Galaxy is perfect for those with an entrepreneurial spirit. She is by no means a military vessel, but a Galaxy can usually protect herself and the large amount of cargo she's able to carry. Cockpit. This large, roomy cockpit offers decent visibility despite the bulky ship behind it. Some pilots may take a while to adjust to the limited HUD area. Unlike most modern ships, the Galaxy's HUD is not built into the main window.
Radar Display Set Speed Actual Speed Armor and Shields Display Energy Gauge Fuel Gauge Class Max. Velocity Afterburner Velocity Acceleration Max. YPR Weapons Cargo Hold Armor Sides Fore Aft MFD 1 MFD 2 Autopilot Light Merchant Ship 300 kps 750 kps Average Average Mass Drivers (2| DF Missiles (3) HS Missiles (4) Turreted Mass Drivers (4) 150 units (225 with cargo expansion) 17.5 cm equiv. each 25 cm equiv. 20 cm equiv.
Orion The Orion is perhaps the safest of all the vehicles mentioned here. It is can carry the most armor and shields of all ships listed (at the expense of its maneuverability). This is a sturdy ship, designed to last. Cockpit. Low visibility. The cockpit is dark and somewhat cramped, with less window area than the Tarsus. Dual MFDs are standard and easy to use (see illustration). Instruments are not as easy to use as in the Centurion, but are simple to get a handle on. Speed/Maneuverability.
Radar Display Set Speed Autopilot Liqht Actual Speed Armor and Shields Display MFD 1 Energy Gauge Class Mercenary Gunship Max. Velocity Afterburners Acceleration Max. YPR 800 kps Average Weapons Cargo Hold Armor Sides Fore Aft MFD 2 350 kps Poor Mass Drivers (2) HS Missiles (3) Turreted Lasers (2) 50 units (75 with cargo expansion) 35 cm equiv. each 48 cm equiv. 50 cm equiv.
OTHER SPACECRAFT You encounter a wide variety of ships in the Gemini Sector, covering a whole gamut of designs and functions. Many of the hostile forces operating in this sector fly just one type of vessel and thus are recognizable by the design of their spacecraft. A thorough familiarity with the most common vessels in Gemini provides you with a distinct advantage in combat.
Dralthi Class Max. Velocity Afterburner Velocity Acceleration Max. YPR Weapons Armor Sides Fore Aft Kilrathi Light Fighter 400 kps lOOOkps Excellent Excellent Lasers (3) DF Missiles (3) 1 2 cm equiv. each 1 5 cm equiv. 1 3.5 cm equiv. Most Kilrathi fighters emphasize high velocity and maneuverability, since a majority of all Kilrathi pilots rely on aggressive combat strategies. Similar to the Gothri, the Dralthi is designed in precisely this manner.
Gladius Class Max. Velocity Afterburner Velocity Acceleration Max. YPR Weapons Armor Sides Fore Aft Militia Light Fighter 400 kps lOOOkps Very Good Good Lasers (2) HS Missiles (2) Particle Cannon (1) Torpedoes (8) 8 cm equiv. each 1 4 cm equiv. 1 0 cm equiv. The Gladius combines good velocity and acceleration with an effective and varied array of weapons. Its torpedoes make it an effective fighter for combat against capital ships.
Kamekh Class Max. Velocity Afterburner Velocity Acceleration Max. YPR Weapons Armor Sides Fore Aft Kilrathi Capital Ship 300 kps n/a Poor Poor IR Missiles (2) DF Missiles ( 1 0 ) Meson Blasters (2) Turreted Lasers (4) HS Missile ( 1 ) Ionic Pulse Cannon ( 1 ) Tachyon Cannon (2) Turreted Plasma Cannon (2) 55 cm equiv. each 70 cm equiv. 40 cm equiv. If you are flying missions in the Clarke Quadrant, you are apt to encounter the Kamehh sooner or later.
Stiletto Class Max. Velocity Afterburner Velocity Acceleration Max. YPR Weapons Armor Sides Fore Aft Confederation Light Fighter 500 kps 1400kps Excellent Excellent Mass Drivers (2) HS Missiles (2) 7 cm equiv. each 9 cm equiv. 8 cm equiv. The Stiletto is the fastest ship in the Confederation fleet. With an afterburner velocity of 1400 kps and excellent maneuverability, it can evade even the swiftest Kilrathi lighters.
CUSTOMIZING YOUR SHIP Once you've bought the ship that is right for you, you are ready to buy the accessories that make the ship truly your own. Whether this is your first time outfitting a ship or you're an old pro who wants all the latest numbers, this section is for you. I have broken down the vital statistics of each nonstandard item and listed them alphabetically. Guns are listed with other weapons, at the end of the section.
ECM Packages Electronic Counter Measures come in three levels, each working to prevent missile locks. (Note that even if they break the lock, they do not prevent missiles from flying straight and hitting you.) In our testing, Level 1 ECM only had about a 25% success rate in breaking a missile lock. Each upgrade seemed to improve the success rate by another 25%. Engine Upgrades There are five levels of engine upgrade. Each upgrade is a generator or series of generators that powers your guns and shields.
Scanners The scanner provides you with radar, target information, friend-or-foe HUD targeting and a target camera. There are three brands, each with a different display and each with its own advantages. Below are the statistics for each level of scanner, listed by brand name. All have a range of 35,000 K, and all have HUD brackets. In general, the brands are comparable except at the high end, in which the B&S Omni is clearly the superior (and costliest) choice.
Weapons Guns. For many pilots in Gemini, this is the most important purchase you make after your ship. Guns are listed here in order from least to most expensive. Be careful to balance the energy use with the engine upgrade available. Shields and guns combined can leave you powerless and vulnerable. Check to make sure you are getting the most power for your credits and that you optimize your energy use. Buying a gun you haven't got the juice to fire is a painful experience.
Plasma Gun Velocity 840 kps Retire Delay 0.8 seconds Energy Use 22 GJ Armor Penetration 7.2cm Missile Launcher. Missile launchers are crucial in making a quick kill. Without shields few ships can withstand a missile hit. Missiles are listed in order, from least to most expensive, with a brief description of its locking method. Each launcher can hold up to 10 missiles in any combination. Armor penetration is based on the durasteel standard, and is listed only for comparison.
SURVIVAL TIPS by Lieutenant Travis Sanford When I recently attended a convention on Oxford, I was fortunate enough to make the acquaintance of a young pilot working at the fighter base. Mark Thornton's boundless enthusiasm for his job impressed me so much that I decided to interview him for publication here. What I have compiled is condensation of our conversations about his training at the TCSN Academy. Here are the high points of his advice tor rookie pilots. Use your weapons and blasters wisely.
Afterburner Slide 4. At a range of 1000 - 1500 meters, the nose of your ship should be aiming at the lead enemy ship. Thumb the fire button for maximum effect, then turn and follow the enemy wing. 3. At a range of about 2000 meters, turn hard to the right. Make sure you don't change elevation during the turn. 2. Straighten out and immediately punch your afterburners hard, making sure you achieve maximum velocity. 1 . At a range of 3000 - 3500 meters from your target, turn left about 30 degrees.
Vary your speed. The most basic evasive strategy in combat is to vary your speed. Spin and turn maneuvers are not always sufficient to shake off a Church of Man terrorist. Using your afterburners for short, unexpected bursts of speed add an element of unpredictability to your projected flight path that make it hard for an enemy to zero in on your vessel. Keep in mind, though, that afterburners expend tremendous amounts of generator power.
Attacking A Capital Ship Kilrathi Kamekh-class Destroyer 1000 meters .
ONLINE SERVICES AND BULLETIN BOARDS Many of the most popular online services provide access to ORIGIN company news, product updates, release dates, technical support and game hints. In addition, ORIGIN has established its own electronic bulletin board as a customer service. America Online. You can e-mail Customer Support at ORIGIN CS or Marketing at OSI. To reach our Customer Support board in the Industry Connection, press [Ctrl][K] for "Go to Keyword." Then type ORIGIN in the Keyword window.