
This file contains the on-line documentation for Universal Mayhem the C
version. The file may be updated as the System Operator wishes however the
SysOp must observe some rules:

o The asterick in the first collumn of a line starts the beginning of
  another on-line help item. There MUST be the correct number of such lines
  or the whole thing falls apart.

o Because of this, if you add or remove things from this file, you MUST
  NOT change the number of these lines but the text between them.

o You may place any comments at the top of this file if you wish, such as
  an update history or whatever. All you must observe is to not place a line
  in the opening comments that has an asterick as the first character.

---------------------------------------------------------------------------

* SCAN - Perform sensor scan of the surounding area

Syntax: SCAN [enter]

The scan command will allow you to take a look at the surounding area.
The result of the scan is a half-screen of ascii-graphic type data. The
various elements of the scan that you may see are:

SHIP - Any upper case four-letter word is a ship. Yours is always center
ship - Any lower case four-letter word is a base.
<RR> - Remote robot sensor
@@@@ - Ion field
#### - Edge of the universe
<00> - A planet
<**> - A star
<%%> - A triten mine
<  > - A black hole. May have a white hole somewhere
 .   - An attack swarm
<GP> - The Galactic Police attack ship
O--- - A comet in clockwise orbit about a star
---O - A comet in counterclockwise orbit about a star
<OX> - A pirate ship

If you scan a comet and are the first to do so, you are allowed to name
the comet anything you wish. The names of the comets are available, as
well as a list of those that have been found, through the 'COMETS' command.

Because enemy ships can become cloaked, your sensor array technology must
be higher or equal to the cloaked ship before the cloaked ship will
appear on the sensor scan. If the sensor scan can not see an enemy ship
but one is in the area, "Sensors report an ion trail in this area..." is
offered to let you know its around.

The borders of the sensor scan show the positions of the various objects.
Your ship is always center-screen unless you are pulling a scan from one
of your remote robot sensors in which case <RR> will appear in the center
of the sensor scan.

* Wdv - Warm drive [d]irection [v]elocity

Syntax: w45 [enter]

The warp command is how you get around in the universe. It provides a
method to move in any permissible direction in jumps that your warp drive
class will allow. The directions are:


                1   2   3
                  \ | /
              4 --  5  -- 6
                  / | \
                7   8   9


For the sample warp in the syntax above, this would warp the ship
towards direction 4, (left), five spaces.

If you warp onto a star or a mine, you will receive some damage. The ship
will then be blown off of the star or mine one sector.

If you warp onto a black hole, you will enter it and come out at another
point in the universe. Some black holes have linked white holes. This
can bee seen when you enter a hole and come out of the hole sitting
right next to another hole. Enter that hole and if you come out sitting
next to the first black hole, they are linked.

See command 'RPT' to see how warp commands are easily strung together.

Gateways exist between the thirteen universes. The various universes are
aranged in the macrouniverse in the following manor:


                           ----
                          | 12 |
                      ---- ----
                     | 10 |
                 ---- ----
                | 06 |
            ---- ---- ----  
           | 01 |    | 02 |
       ---- ---- ---- ---- ----
      | 05 |    | 00 |    | 07 |
       ---- ---- ---- ---- ----
           | 03 |    | 04 |
            ---- ---- ----
                | 08 |
            ---- ----
           | 09 |
       ---- ----
      | 11 |
       ----    




* RPTn - Repeate the command string [n]umber of itterations

Syntax:

w34;b110;w74;s110;rpt30 [enter]

The RPT command allows you to create "Commerce loops". Take a look at the
syntax example above. This command string shows a ship warping in direction
three four spaces, buying 10 units of cargo, warping back the way it came
for four spaces, selling the cargo it just bought, and then repeating the
whole thing 30 times.

The RPT command allows from 1 itteration to 30. You may not have commands
after the RPT statement; indeed, they are ignored. You may not nest the
RPT commands either as that would envolve complex stack operations that
are not acceptable to code size and execution times.

* QUIT / EXIT - Quit Universal Mayhem the C version.

Syntax:

quit [enter] Or
exit [enter]

The quit command allows a structured exit from the game. It assures that
the files are updated such that any movements or actions made while you
are playing have been properly logged to disk.

In addition, quit deallocates the memory that was set aside by the game
to contain the psudomultitasking operating system that Universal Mayhem
maintains to automate enemy ships.

It's not vital that the structured bail-out of the game be performd. When
an unforceen accident occures where carrier detect is dropped, WATCHCD
is usually resident which will reset the computer. In any event, Universal
Mayhem maintains two timers which watch for player activity. After one
minute of inactivity, a warning is issued. After an additioanl two
minutes, the system bounces the inactive player.

This insures that if a player is somehow suspended with no posibility of
bail-out, Universal Mayhem will take over with a maximum of three
minutes of system inaccessability before bounceing out back to the
BBS software.

* STAT - Perform a status report of ship, base, and other systems

Syntax:

stat [enter]

The STAT command will tell you what supplies are abord your ship and
aboard your base if you have one. In addition, it will also report:

o The amount of taxes you have due
o Who you were last attacked by and what their weapon use was
o Who you attacked and what condition you left them im
o Wether your base has been damaged or not
o The locations of up to four remote robot sensors
o Who destroyed your remote robots if any were destroyed

Another IMPORTANT aspect to STAT is the subspace mail monitor. When you
perform a STAT command, if you have subspace mail waiting to be read, or
mail that has been read marked for you, STAT will tell you how many
messages you have.

* INFO - Get commerce information on a planet

Syntax:

info [enter]

The INFO command will tell you if the planet you are currently docked
with, (you warp on top of it), has been named or visited. You are
allowed to name planets by using the 'name' command.

Most importantly, this command tells you the cost of the various items
that the planet has to offer. In addition, the technology level of the
planet is offered.

This technology value determines the class warp drives and shuttles,
among other things, that you may buy and sell at the planet.

* Tdv - Torpedo [d]irection, [v]elocity

Syntax:

t49 [enter]

The torp command is how you fire at objects in space. You offer the
direction and the distance the torp is allowed to travel. The directions:

                1   2   3
              4     5     6
                7   8   9

You may fire at anything and anyone you wish but be sure you know that
people may shoot back. If you hit a mine or a star, they will blow off
a lot of high energy gama radiation in your general direction and cause
some damage.

As the torpedo moves through space, its positional tracking radio sends
back information on its position to your ship. It will continue to do
so until the distance runs out or until it hits something.

If you fire a torpedo into an attack swarm and cause some damage, you
will get damage reports. The same goes for hitting unshielded bases.

* BOARD - Board an enemy ship or base

Syntax:

board [enter]

If you want to board a ship or a base, you must drop its shields. You
may not ask nicely to do so as the enemy ship commander will probably not
think its wise to do so.

You'll have to use phasers and torpedos to drop the ship or base shields.
When you do so, its  very important to make sure that you don't damage
the ship or base if you intend to board it.

After thye shields are down, warp onto the ship or base and type 'BOARD'.
Everything abord will be transfered to your ship. In the case of boarding
a ship, the crew abord the enemy ship will not be in any condition to
put up much of a fight and you may have your way with them.

The base personnel, however, are a different matter. They will fight to
the last crew member so you must make sure that your shi contains more
crew than the enemy base you intend to board. If you are defeated, a
small asortment of damaged crew people will come staggering back and
the base will be unboardable unless you can hire some new recruits.

After boarding a ship, you have two choices. You may back off a space and
send one last torpedo to finish it; accumulating your kill count, or you
may elect to leave it adrift. In this case, the enemy ship commander will
have a hard time surviving. The capatin will probably need to send a
general subspace message to all ships asking to be destroyed.

* POWER - Redistribute power among shields and engines

Syntax:

power [enter]

The power command will pull a systems check on available power and
inform you of what energy is available. It will then ask you how much
of it you wish to divert to shields.

You need a certain amount of power in your engines to operate them at
warp speed and you also need some in your shields. The higher the
speed, the more needed in both engines and shields. Engines to attain
the higher speeds and shields to ward off interstellar molicules.

* Siv - Sell [i]tem for [v]alue units

Syntax:

s1100 [enter]    or
s [enter]

This command allows you to sell items at planets. For a list of what you
may sell, hit "s" and you will get the list.

The above command will sell 100 units of cargo. For a list of what your
ship contains that is sellable, request 'STAT'. If you try to sell more
than you have, you will get an error message.

See 'RPT' for a sample commerce loop syntax that uses [S]ell.

The money that you make selling something is taxed and when you have
some 10,000 credits due in taxes, you really should pay them. If taxes
are not paid after ten warnings or so, your ship will be impounded.

* Biv Buy [i]tem for [v]alue units

b1100 [enter]    or
b [enter]

This command allows you to sell items as planets. For a list of what you
may buy, hit "b" and you will get the list.

The above command will buy 100 units of cargo. You ship may not contain
and infinite amount of articles so you will be told if you try to buy
more than your ship can cary.

Likewise, if you try to buy something that you can't pay for, you will
be informed and you will not buy anything.

* BASE - Build or disassemble a base; transfer items to and from base

Syntax:

base [enter]

The base allows you to maintain a stock of supplies that are not kept in
the ship. This allows you to hoard things that won't normally fit in your
ship.

To build a base, you simply warp to the spot you want the base and type
"BASE". The base will be built and you are given the option of moving
things to the base.

If you are docked with your base, (simply warp on top of it), you may
transfer items to and from it or disassemble it to build it somewhere else.

It's always a good idea to place a large asortment of crew aboard to
repel a ship-bound attack if someone tried to board your base.

* A - Again command; Repeat last command or command string entered

Syntax:

a [enter]

The "a"gain command allows you to cause the reexecution of the last command
or string of commands. If you typed the following commerce loop and want
to run it again, you would do something like this:

b12000;w410;w63;s12000w43;w610;rpt30

.
. This will warp around buying and selling cargo 30 times
.

a

You may hit "a" any number of times, causing the commerce loop to be run
as many times as you wish. As always, in a rpt loop, if you hit [esc]ape,
the commerce loop will bail-out and wait for another command.

* MSG - Subspace messages transmitter

Syntax:

msg [enter]    or
msg {ship name} [enter]

You may send messages to the other ship captains. Usually, threats and
counter threats are exchanged. A lot of times, however, intentions for
making peacefull alliances between ships is discussed.

It's important to note that the subspace messages that you enter to
other ships capatins are readable by all other captains; there are no
private messages.

This is because Universal Mayhems Subspace Mail is in fact FidoNet
Echo Mail. AREA:MAYHEM. This means that those systems that are tied into
the echo conference MAYHEM will ALL read your subspace messages, and
you  can read those other systems Universal Mayhem subspace messages.

To determine IF YOU HAVE MAIL WAITING, perform "STAT". Command STAT
will tell you if you have mail waiting and how many messages if there
are some.

You would need to return to the BBS software to read your subspace mail.
In the Beta test version, this is required. In the initial release, the
subspace mail will be offered as soon as you sign in.

- - - Technical aspect of subspace mail - - -

The mail originating from the system you used to play Universal Mayhem
has a Network Address for FidoNet. The system you use has configured
Universal Mayhem to mark all subspace mail originating at this address. In
addition, the system operator also offeres the destination network
address in the configuration file.

All mail, then, has an origination and destination address. When the system
processes those messages you enter, (usually at night), the messages are
compressed and sent through the phone line to other systems that have
Universal Mayhem on-line and wish to partisipate in the echo mail exchange.

* Time - Tells you how much time you  have left to play

Syntax:

time [enter]

The system operator determines how much time a player may spend on the
game every day. There is no way a player may aquire additional playing
time unless the system operator updates the configuration file.

This command will tell you how much time remains to play.

* STAND - Offers standings in the game

Syntax:

stand [enter]

The top ten strongest ship names are offered. In addition, the highest
ships location is given. In this way, every one with a gun will try to take
this ship down. You must have at least one million units of power available
to your use to show up on the list.

The top ten killers is also given. You need only kill once to make the list.

The Galactic Police always start out at the top of the list.

* NAMES - Get a list of the other ships names, captains, and status

Syntax:

names [enter]

If you want to know how else is out their, this command will offer that
information. n addition to showing the ships names, it also shows the names
of the captains and the general status of the ship.

It's important to notice that if a ship is impounded, it is marked as
such in this display. Those ships that have auctioned on impounded ships
are also shown. In this way, if you see a ship is bidding on the same
ship you are, you can simply try to destroy it so your's will be the
highest!

* NAME - Name a planet

Syntax:

name [enter]

You may name a planet. Why not?

Though naming a planet adds to the number of planets you have named in
the "names" command, naming planets doesn't do anything else BUT name
planets.

                                    NOTE

If the system operator did not have that much disk space left when Universal
Mayhem was installed, you may or may not be allowed to name planets. This
option was done to save a little under 1/2 of the file size for the planets
file. If NAME is not supported, you will be told that the planetary
government does not allow the nameing of planets.

* LONG - Long range scan for an enemy ship

Syntax:

long [enter]    or
long {ship name} [enter]

The long command will accept the name of a ship and tell you the direction
of the enemy ships transponder. The transponder is a transmitting unit
that is required by the Galactic Police to offer an identification signal
that they use for traffic control through out the universe.

This direction can then be used to locate enemy ships. When you warp in
close to the enemy ship, their sensors pick you up and the transponder is
disabled while you are near.

The enemy ships can pick you up around 50 sectors away so you would need
to perform a search grid to locate an enemy ship after getting into the
general area.
There are problems, of course, that you will need to consider. Getting
logged off of the system because of no more time while in the area of an
enemy ship can be dangerous if the captain signs on and finds you looking
for him.

The method for a search grid is left for your consideration.

* PEACE - Make an alliance with an enemy ship captain

Syntax:

peace [enter]

If you want to make peace with an enemy ship commander, the PEACE command
is what you need. You are allowed to make up to 5 alliances with other
ships. They, on the other hand, may not make an alliance with you.

If you make an alliance with a ship, you should first ask that captain to
do likewise. In this way, the alliance will work both ways.

Interesting things happen when you break alliances by fireing at a friendly
ship. Have fun.

* FIRE - Use phasers on an enemy ship

Syntax:

fire n [enter]

The number of energy units [n] is fired from phasers against all ships in
the area. The varriations in damage done, if any, is determined by the
proximity and number of ships.

The Galactic Police won't allow the use of phasers on ships that are much
weaker than yours. They will warp into the area and fire at you! if you
continue to use phasers against a weak ship.

* FIND - Find all planets within sensor range

Syntax:

find [enter]

The find command is one you will use often. It will scan the area around
the ship for a distance up to the technology level of your ships sensors.
The location and distance to those planets are offered and the closest
planet is also shown.

The "GO" command uses the "find" in that "find" passes the location of the
closest planet to the "GO" computer which will warp the ship to that
closest planet.

A lot of times, the following command string is performed:

find;go;info [enter]

* REMnP||r - Remote scan, place, or recall

Syntax:

remn [enter]     or
remnp [enter]    or
remnr [enter]

The remote robot sensors are maintained by this command. When you buy
remote robot sensors, you deploy them with the following command:

   remnp

Where 'n' is the remote robot number from 0 to 3. The 'p' after the n
is for 'p'lace. The remote robot sensor is put at the current location
in space, or, if your ship is on top of an enemy ship, reguardless of
wether that ships shields are down, 'p'lace will cause the remote to be
attached to that enemy ship.

If you deploy a remote onto an enemy ship, that remote will stay with
that ship untill it's destroyed of you recall it. This is so that you
may know that ships location simply be requesting a "STAT" command, which
offers all of your remotes locations, or by performing a sensor scan
from that remote.

If you deploy a remote near your base, you may move about the universe
freely and pull a sensor scan from your base area any time you want. The
format for this is:

   remn

Where 'n' is the number of the remote you wish to pull a sensor scan from.
The sensor scan is exactly like a "SCAN" command except that your ship is
not in the center of the display screen; <RR> is, depicting the remote.

When you wish to recall a remote, you warp on top of it and the syntax
for recalling the remote is then:

   remnr

Where 'n' is the number of the remote you are sitting on.

* PROTECT - Protect a planet against destruction

Syntax:

protect [enter]

If you find some good commerce planets and don't want any one to destroy
them, you may buy protection for them in the form of planetary defence
screens. They cost some five MILLION credits each, though.

Simply dock with a planet by warping on top of it and request "protect".
The Galactic Police will come out and sell you the protection if you
have the cash. The screens are then errected and if anyone tries to
bounce a torp down on some ones house, the defence screens will cause the
torp to be reflected back into space where is presumidly continues on
until it fizzels out.

If you protect a planet, the ships that fire on it are informed that it
has been protected and offers the name of the ship that did it.

Everyone may still perform commerce.

* GO - Go to the closest planet found with "FIND"

Syntax:

go [enter]

When you have run the "FIND" command, the location of the closest planet
is sent to the navagation computer. Performing a "GO" will cause the
ship to warp to that planet, reguardless of the distance and the class
warp drive.

This is done by having the ship break the size of the jump down such that
your ships warp drive can handle it. There are at minumum two jumps done.

Usually, the following command string is performed:

find;go;info

* LEAVE - Issue shore leave to the crew

Syntax:

leave [enter]

After awhile, being in space too long gets tiresome. After docking with a
planet, you can issue shore leave. This will boost the morale factor of
the ship back to 100%.

There is a problem, however, with shore leave. Certain, um, shall we say
medical problems? may become aparent in the crew due to, um, shall we say
certain "enter"actions with the natives?

If a crew becomes infected, some will die. The affects of the infection,
however, will not be felt until long after the shore leave.

In addition to this, pirates will sell plauge to ship captains. This
plauge can be used to seed planets waters and is considered quite
deadly. No honest captain would ever resort to such crude methods but
you may become infected when visiting such a planet.

You simply have to let it run its course and hope that there are not any
relapses later on after the first wave of death that rocks your crew!

* TAXES - You always have to pay taxes!

Syntax:

taxes [enter]

Well, Universal Mayhem offers death so it certaintly must have taxes! When
you buy something, the tax due accumulates. Rather than having the
Galactic Police collect it every time you make a transaction, the taxes
due are accumulated until you have some 10,000 credits due.

If you fail to pay your taxes after repeated warnings, your ship will be
impounded and set up for auction.

You may pay your outstanding taxes ANYTIME you wish, reguardless of the
amount due.

* COMMAND - Command file maintanence

Syntax:

command [enter]

The "command" command allows you to maintain a file which contains the
operational parameters that control your ship while you are not active.
It describes how your ship is to act depending on what the enemy ship
captains do.

You may:

o Assist a ship when it attacks someone

  When you assist a ship, Universal Mayhem will wait for it to attack
  some one. When it does, your ship will warp into the battle area and
  start attacking the same ship.

o Defend a ship that gets attacked

  If a friend is being attacked, your ship will warp into the battle
  area and start attacking the ship which is attacking your friend.

o Attack a ship when it signs in

  If you really don't like some one, you can cause your ship to attack
  a ship as soon as it signs on. Your ship will need to warp into the
  area that the ship you don't like, of course, but when it does so,
  it will pick a fight.

o Run-from a ship if it gets too close

  If a ship gets too close, your ship may run from it.

During a battle, your shp may have certain bail-outs to cause your ship
to run at certain times. The bail-outs are defined as:

o Bail-out when TORPEDO count drops too low

o Bail-out when TIME REMAINING to play is short

o Bail-out when DAMAGE is encountered

X Leave a decoy behind if bail-out of fight

When your ship bails-out, it will warp a random direction a randon number
of times for the maximum distance the warp drive will allow. If you have
a decoy set, your ship will drop a shuttle and warp out. The shuttle will
look like your ship and if the enemy captain is fooled, it will look as
though it is continueing to receive damage.

The class of the shuttle is very important in that the higher technology
level shuttle decoy will last longer than a lower quality shuttle. The
longer the decoy survives, the further away your ship will get.

* SPYndv - Spy with Remote Robot Sensor [n]umber, [d]irection, [v]elocity

Syntax:

spy243

You may move your remote robot sensors remotely, even if you are on the
oyther side of the universe. The command takes the remote robot number to
move, the direction, and the distance. The possible directions are:

               2
           1       3
         4     5     6
           7       9
               8

The possible velocities are from 1 to 5. To acquire a sensor scan from
the remote, the following syntax is used: (This is an example for remote
number 4. All remote umbers from 0 to 9 are allowed):

                          spy4 {enter}

* PLAUGE - Buy plauge or seed a planet with plauge

Syntax:

plauge [enter]

If there are pirates in your area, and you have fifty thousand credits,
you may buy plauge virus. This virus can be used to seed a planet so
that any visiting ships will be infected.

If you are on a planet and attempt to buy plauge, you will not be
allowed. Only when you have the plauge virus and are docked with a
planet may you seed a planet.

Be carefull to get off that planet quickly and NEVER return.

* DESTRUCT - Destroy your ship and hope you take someone else out

Syntax:

destruct [enter]

If you feel like ending it all, you may destroy yourself. To do so,
however, you must enter your captains password.

If you are boarding a ship and destruct, that other ship will also be
destroyed.

If there are ships in your area, they may also be damaged or destroyed
by the explosion depending on their shield strengths.

* COMETS - See where the comets are

Syntax:

comets [enter]

You can see a list of the comets that have been found and get their
locations. You also get to see who named them. In addition, the central
location of the wandering ion field is given.

* PING - Ping against enemy ships to learn strengths

Syntax:

ping [enter]

If there are enemy ships in your area and you want to know how strong
they are without fireing on them, (and hance calling to arms the enemy
ship captain), you may ping them with radar.

The number returned offers the total number of million-units-of energy
currently in the area of space exclusing your own ship.

* SLED - Maintain attack sleds

Syntax:

sled [enter]

Attack sleds are small one-man attack ships that are grouped into swarms.
You may maintain up to five groups of swarms. These swarms will attack
any enemy ship that enters into their area.

Usually left behind or surrounding your base to help guard it. They can
also be used to guard planets or areas of space that you don't want
other ships entering.

The power available to the swarms will degrade after every attack. Simply
adding one more sled to the swarm refuels ALL sleds in the swarm.

You may deploy, add to, or recall individual swarms simply by warping
on top of the swarm task leader and requesting "sled".

* AUCTION - Make a bid on or pick up an impounded ship

Syntax:

auction [enter]

When you see a ship up for auction, you may make a bid on it every day of
the week except Fridays. Only if you have an outstanding bid may you
use the "AUCTION" command to see if your bid was the highest.

If your bid was the highest, the contents of the impounded ship is moved
aboard your ship and the impounded vessel is disassembled. The crew are
taken aboard and sent to "rehabilitation" camps, then returned to be added
to your crew.

* NAV - Navagational on up to three planets

Syntax:

nav [enter]

You may maintain location and commerce information on up to three planets.
You are offered the choice of viewing information or dumping a data bank.
If you are docked with a planet, you are also given the option of putting
the current planets information into a data bank.

* SYSOP - SysOp activities

Syntax:

sysop [enter]

The SysOp command is, of course, for SysOps only. It allows the removal
of dead ships from the data file to make room for more ships. It also
allows the movement of ships and bases from one point in the universe to
other points in the universe.

There are some other things that don't get talked about here.

* PASS - Password changer

Syntax:

pass [enter]

There comes times when you may need to change your ships password. To
do so, you will be asked to enter your old password. If it's good, then
you will be asked to enter your new password.

When you enter your password, the password will _not_ be echoed to your
screen, making sure that the sysop will not see it! After you enter the
new password, you will be asked to enter it again.

* COLOR - Toggle Color to enable/disable ANSI colors

Syntax:

color [enter]

If the SysOp allows colors to be used with Universal Mayhem, you are asked
if you want to allow colors when your ship is created. If you ever need to
turn colors on or off, this command will do it for you.

* BOUNTY - Display ships that have a bounty on their heads

Syntax:

bounty [enter]

o When someone destroys a planet, there becomes a bounty on their head.
  If you are capable of destroying the ship, you get the bounty. This
  command displays the amount of the bounty so you can see who is worth
  taking out if you can.

o Bounty also will show what ships have what parts of the slaver death
  weapon. You should read the MAYHEM.DOC document to see exactly what
  the death weapon is and how it's assembled.

* MAP - Display the Multi-Universe Map

Syntax:

map [enter]

There are many different universes in this game, accessed through the
various gateways at some of the corners of the universe. The map will
show you how the universes are connected at the corners.

The map will also show you where you are in the multiuniverse layout
and will offer you the name of the universe you are in. The home
universe is in the center (00, or Reticulum January psi-Horologium).

* LEASH - [Pirate command]: Attach a leash to another ship

Syntax:

leash [enter]
leash {command} {name} [enter]
leash {T||S||D}

If you have a pirate authorization access code, you may attach a leash
to an enemy ship and do with it as you will, providing you and your
ship has the ability to do so. The possible commands that are allowed
as secondary aspects of the leash are:

   o tight      - Your ship is tractored to the enemy ship for the
                  rest of the day. If your enemy ships captain gets
                  into the system, your ship will continue to be
                  leashed to his ship for his play period. The leash
                  is broken when your ship or the enemy ship bails
                  out of a fight according to its command file
                  directives. This means that you and the enemy ship
                  may fight eachother.

   o shove      - Your ship may shove the enemy ship in any direction
                  you choose. Its warp engines won't be able to stop
                  your tractors unless emergency power is applied as
                  a bail-out according to the enemy ships or your
                  ships command file directives. You and the enemy ship
                  may fire at eachother in this configuration.

   o drag       - Your ship may drag the enemy ship for a certain
                  amount of distance until the enemy ships engines
                  warp up to enough power to pull away from you. You
                  may not fire at the enemy ship in this configuration
                  but it may fire on you. You may not pull an enemy
                  ship through a gateway.

* SCOUT - [Pirate command] - Perform scout ship operations

Syntax:

scout {number, 0..9}[R|P|D|S|C] [enter]
scout F [enter]

If you have a pirate authorization access code, you may send scout
ships out into the universes and have them report on what they find.
You may send them into a specified direction, towards a goal, and
set it to report what it finds.

The commands are:

   o r - Recall. This will pick up the scout ship. You must warp onto
     the scout ship and then perform this command. When recalled, you
     will receive a status report on what the scout saw.

   o p - Place. This will drop the scout ship at your current location
     and send it on its way.

   o d - Destruct. This command will cause the powerfull scout ship to
     self destruct. Once a scout ship is destroyed, however, it can
     never be replaced, even by boarding an enemy ship. The reason you
     would want to destruct a scout ship is that you may have it sneak
     up on an enemy ship and latch onto it with the scout ships
     magnetic grapples before blowing its engines. It causes all kinds
     of problems on the enemy ship.

   o s - Status. This command will cause the scout ship offered to
     give a status report. The information acquired is quite usefull
     but by asking it to report over radio, the scout ships location
     is easily found.

   o c - Clear. This command will cause the accumulated data a scout ship
     has acquire to be cleared. It is normally done when you recall your
     scout or when it gets to station and reports. It's not cleared
     automatically so that you can request a report any time after you
     recall your scout.

   o f - Full. This command will offer a full report on all scout ships.
     You are told the location, inbound, outbound, or station status of
     each ship, if the ship is on board, and if the ship is within sensor
     range of the mother ship.

* CHAT - Page the SysOp

Syntax:

chat [enter]

This command will page the system operator so that you may start a
dialog with the operator. The operator, if it desires communication, will
hit control-T to start the talk and control-E to end it.

