             S T E L L A R   P O L I C E   I N S T R U C T I O N S
             =====================================================
(!)  IMPORTANT:
                Stellar Police represents a lot of hard work for the authors.
        We have thouroughly beta-tested to find all errors, but it might be
        possible that one or two may have slipped by.  If you find an error
        (an error message will pop up, then the game exits to DOS when you
        press a key), we want to know right away so we can fix it.  You must
        write down the error message word-for-word.  More importantly, note
        at what point in the game the error occured down to every detail you
        can:  Was the pre-round menu about to appear?  Was your player moving?
        Was an enemy moving?  Was someone attacking?  Details like this are
        important.
                The authors are aware of certain glitches that may occur for
        no reason beyond processor differences.  The first version of this
        game would not work on Pentium machines.  (Version 1.0)
                If your tip is the first one we get on an error, AND IT LEADS
        TO THE CORRECTION OF A REAL ERROR IN THE GAME, we'll register you for
        any level you like (even the vulgar level), and send you SPsounds &
        PFedit!  This offer only applies if you're the first to tip us off and
        we find a genuine error as a result of the tip.
~
!!! YOU MAY PRINT THE INSTRUCTIONS IF YOU LIKE.  Use the DOS "EDIT" command
    or Windows "Notepad."  Load and print the file "INSTRUCT.TXT" from the
    same directory that you installed the game to.

!!! YOU MAY SKIP THE TITLE SEQUENCE EITHER BY SETTING THE OPTIONS SCREEN SO
    THAT THE GAME STARTS WITH THE MAIN MENU, OR BY PRESSING [F1] WHILE IT
    STILL SAYS "STELLAR POLICE IS LOADING."

TO WIN THE GAME
===============
	-Find Mr. Tzac and aquire Key A by defeating him.
	-Find and aquire Key B.
	-Find and aquire Key C.
	-Find and defeat Manton Quinn.
	-Accomplish these by finding as many of the hint-giving injured
	 guys as possible (one per playfield).
	-Become as powerful as possible before proceeding to Quinn.
	-Call the ambulence to save a wounded players life.  Then use
	 the Player Character Creation Kit to extract him/her and spend
	 some credit on implants.
~
JOYSTICK CONTROLS
=================
	The joystick does not work the same in "Stellar Police" as in
most other games.  To prevent against accidental movement, the joystick
is ONLY active when Button #2 is pressed.  Button #1 is the same as
pressing [SPACE] or [ENTER] on the keyboard.  [HOME], [END], [PGUP], &
[PGDN] are the keyboard equivalent of diagonals.  If you have a Gravis
or compatible game pad, set it to the four-button mode and you may use
the GREEN BUTTON the same way as the blue button (#2 above), but it will
only send a single move in the desired direction rather than repeating
moves.  Users of the joyport built into their sound cards may experience
a "bounce" of the green button.  This is not serious and might only
result in accidental movement or two moves in the desired direction when
only one was intended.
~
CREATING CHARACTERS
===================

	Select character creation from the main menu.  You may choose any
race you wish.  When you see the newly created character look at the scores
for his/her abilities.  Everything except IQ, MOVES, and ACTIONS is on a
1 to 100 scale, but CAN go over 100.  An IQ of 100% is actually the same as
a 50 from the other categories.  Under the "Stellar Police" battle system,
your "Moves" and "Actions" are separate.  You may act without moving but you
may not move without acting.  You can do a lot more damage per battle round
by "TAKING ACTION" first and then moving when your actions are used up.  If
you like, you may act, then move, then act again, then move again.  The first
move after you have "TAKEN ACTION" will not use an action up.
~
THE CHARACTER SHEET
===================

Health  -This shows how healthy your character is.  When health reaches
	 zero, your character dies.
Energy  -A reflection of how fatigued your character is.  Almost anything
	 you do in the game uses up energy.  The higher your durability is
	 the less energy you need and the faster you recover energy.  Every
	 successive step you take requires more energy, so it will cost less
	 energy to move fewer steps per battle round.  Once a player runs out
	 of energy, they can't do anything until they've rested a while.  If
	 you ASSEMBLE THE PARTY, everyone's energy is restored.
IQ	-This affects how expensive it is to learn things.  For the enemy, it
	 affects how often they are dumb enough to not shoot.  For Terran
	 males, it affects how often they will succeed if they try to learn
	 a new weapons skill.
Dexterity -This affects how good a shot your character is.  It also affects
	   the cost of the "THROWING" skill, since thrown weapons NEVER MISS!
Durability-This reflects how much health your character loses when taking a
	 hit.  It also reflects how quickly he/she tires and recovers energy.
~
Armor/Skin Strength -Your armor strength shows the condition of your armor &
	 how well it protects you.  Every time you take a hit, your armor
	 absorbs some of it, and loses some of it's armor strength.  If your
	 armor strength reaches zero, your armor falls off, and you lose any
	 built in weapons or strength bonuses that your armor gave you.  All
	 characters have a "natural" armor strength, or skin strength, that
	 reflects how tough their skin is.
Sightsize -Not all races have the same quality of eyesight.  Obsidiennes can
	 only see 3 units in any direction (but anyone playing this on a 386
	 will appreciate the faster refresh rate when an obsidienne leads the
	 party).  Reticulans have the best eyesight.  Any player that buys
	 CYBEREYES will be able to have better vision than anyone!
Moves and Actions -Moves and actions are SEPARATE in Stellar Police, unlike
	 most role-play systems.  A move will take up one action, but AN
	 ACTION DOESN'T COST A MOVE!  Your player can get more done by using
	 all his/her actions first, then moving.  The FIRST MOVE AFTER ANY
	 ACTION will not cost you an action eiher!  You may act, then move,
	 then act, then move to get the most efficiency, but this can be very
	 time consuming.
~
Strength -All players are equipped with a "PackRack" that allows them to
	  carry several items and get them ready quickly.  The more strength
	  your player has, the more he or she can carry.  Strength also
	  reflects how far your character can toss a grenade.

SKILLS
======

Hand Weapons -This is the skill of fighting with a sword, or your bare hands.
	If your player has this skill, he/she may use an "(empty)" hand as a
	weapon.  Obsidiennes are usually quite strong and can do plenty of
	damage with a punch.  Reticulans do very little damage, but can stun
	someone with a punch, regardless of what type of armor they have.  A
	WaSP (an acid based creature) has a very caustic punch.  Anyone
	who punches when they are engulfed in flames will ignite the target.
~
Throwing Weapons -All grenades are throwing weapons.  When a throwing weapon
	is used, it disappears and you must buy or find a new one.  How far
	you can throw is based on your strength.  Throwing weapons may be
	directed to land ANYWHERE!  They can even be tossed on or over walls.

Area Weapons -Use this skill to hit several targets at close range.  BE VERY
	CAREFUL, YOU CAN ALSO HIT PEOPLE ON YOUR SIDE.  All area weapons
	affect targets up to a certain distance from the user, but do not hit
	the user itself.  The exception is the flame thrower, which must be
	aimed, and covers a certain area in that direction.
~
Computer Science -This is not a weapons skill, but is VERY useful.  Peopl who
	understand computers may open and close certain doors, view a map of
	the area, and set off the emergency destruct devices on SECURITY
	DRONES.


IMPLANTS
========

	Any player who is not in a game, or on standby in a game, may buy an
implant in the PLAYER CHARACTER CREATION KIT.  To put a player on standby,
call the ambulence and use "EXTRACT" in the creation kit.  Implants will let
you raise ANY of your players attributes.  There is a limit of 10 moves per
player, but no limit on anything else --except your player's wallet.
~
STARTING A GAME
===============

	Select "GAME" and then "Start a new game" from the main menu.  The
first step is to load your players in to the game (create players using the
PLAYER CHARACTER CREATION KIT).  You may load up to 20 players into any one
game.  When you indicate that you are finished loading players, you may then
choose who will initially be in the party (in actual game play).  Press the
[SPACE BAR] to indicate a player is to be in the party.  You may select up
to nine players in a party.  Any players that are not selected will be on
standby.  These "standbys" won't be in the game until you CALL FOR BACKUP.
You don't have to have all nine spaces in the party filled, and you don't
have to have all twenty spaces for standbys filled either.
~
PLAYING THE GAME
================

	There are two main menus for the game.  The first that you see when
you start is the PRE-ROUND COMMANDS menu.  From here you may save, call the
ambulence, send a scout, or ASSEMBLE THE PARTY.  You may order supplies, but
there will be a delivery fee.  If you are at the Drop-off site (the place
where the game begins) you may CALL FOR BACKUP and send one of your standbys
into actual play.
	If you want to move everyone together, select "ASSEMBLE THE PARTY"
and designate a player to lead.  This does not necessarily have to be the one
who fights first during a battle round.
~
	The BATTLE ROUND MENU is the second main menu of the game.  This will
control the actions of an individual character.  Selections that are not
available will appear red.  Above the menu is your player's character sheet.
To the left and right are the items in his/her two hands.  Also on the left
is a summary of skills, and also on the right is the player's armor.
	From the pre-round commands menu, you may SEND A SCOUT.  This lets a
single player play out a battle round with UNLIMITED MOVES AND ACTIONS.  Be
warned that if the scout encounters enemies far away from the party, he/she
will have to fight them alone (it might be best to run).  IT IS LEGAL to send
a scout all the way to the other side of the playfield, and assemble the
party with the scout as leader.  This will bring all your players to the same
place as your scout!
~
ITEMS
=====

	There are no items which are automatically used while in your
possesion.  To use an item, select TAKE ACTION from the battle round menu.
You will then see the contents of that player's packrack.  If you select to
use an item that is not in one of your player's hands, it will cost another
action for you to get it ready.
	Certain items can only be used if you have a particular skill.  Also,
some items take more time to use than others.   Some items can only be used
one time (Cyber Eyes, Smart Bomb, Generikey, & all grenades).  You may use
either a BioScan or a MetalScan with the TAKE ACTION command, then put a new
item in that same hand.  BioScans and MetalScans are always on until you drop
or lose them.  You may not use both at once.
	Go to THE STORE in the PLAYER CHARACTER CREATION KIT for a complete
description of all the items.
~
ARMOR
=====

	There are two basic types of armor.  Shielding and Universal GunArmor
(a UGA).  Shielding vests, and a Personal Force Field can not protect you
from flame, chemical, or blinding flash attacks, but they allow you the full
amount of your normal movement.   UGAs limit your moves to 3, but protect you
from all the attacks mentioned above.  In addition, a UGA gives you a weapon
that can not be acquired separately.  It also boosts your strength to 100%,
allowing you to throw grenades far, and carry the full load of 10 items on
your packrack.  The absolute strongest armor is the Force Field.
~
AREA WEAPON RANGES
==================

Smart Bomb	-Three units from the player.

Impact Grenade and Missile blast
		-One unit from the impact point.

Small's Shocker and Obsidienne Manhandle
		-One unit from the player.

SuperShocker, Remote Bomb, and Disinegrator exploding
		-Six units from the player.

BFNW grenade	-Five units from the impact point.  YOU MUST THROW THIS AS
		 FAR AWAY AS POSSIBLE OR IT WILL HIT YOU TOO!

Flame Thrower	-A square of 3 x 3 units in the direction of aim.

SuperFlame UGA	-A square of 5 x 5 units in the direction of aim.

Remote signal and open/close door signal
		-10 units from player or computer.
~
SECRETS
=======

	What?  Secrets?  In Stellar Police?  NAAAAAAAAAaaaaaaaaaaaaaahhhhh!
But then again, you might try shooting or walking into certain sections of
stone wall...  In fact, the guy designing the prison decided to be a jerk
(just kidding Erin) and make you find secret doors in order to get past
certain levels.  I'll give you this much of a hint:  Send a scout with a
Super Shocker.  This is the best item for finding secrets.
	Originally I wasn't going to let anyone undo their mistakes with a
load command, but the consensus from the playtesters was against me.  So I'll
allow you to know ONE of the cheat codes.  At the Pre-Round Commands menu,
type [SHIFT] + "6", and then "ILOSE" and the game will automatically execute
the sequence for when all your players die & reload from the last save point!
~
(!)  MEMORY PROBLEMS?
                When I first started writing "Stellar Police" it was back in
        those dark days before we had DOS version 6.  I recently discovered
        that when programs require a lot of memory, as SP does, they may
        just "have a little fight" with the double spacing software included
        with older versions of DOS 6, and any other program of the "terminate
        and stay resident" type (TSR).  (For you non-techies, the TSR's are
        all that stuff that you see loading when you first turn on your
        computer; your mouse driver program is an example.)
                One time I went to test out SP on my dad's "toy."  I was more
        than a little bit frustrated when the game ran fine on my 10mb system, 
        with SBSIM and about a million other TSRs in memory, --then got an OUT
        OF MEMORY message on my dad's 16mb machine.  It turned out that the
        double space software was eating memory up before the SP game program
        even had a crack at it.  Here is what you can do if double space or any
        thing else is getting the OUT OF MEMORY message:
~
        ->      If you use DBLESPCE there's a good chance, it won't work.  Fix
                this by pressing [CTRL]+[F5] or [CTRL]+[F8] after turning the
                computer on WHEN YOU SEE THE WORDS "Starting MS-DOS...."  The
                screen will tell you it was told to skip DBLESPCE.BIN and ask
                some questions.  You're safe answering NO to all the questions
                as long as you reset the computer after playing SP.  Details
                on what these questions mean are in DOS help (type HELP & hit
                [ENTER]) under the entry DBLESPCE.BIN.

        ->      Out of memory can occur if the size of DOS file buffers is too
                large.  Look in DOS help under BUFFERS for instructions on how
                to reduce their size.

        ->      A memory manager such as 386MAX that can use your fixed disk
                as extra memory might get rid of the OUT OF MEMORY message at
                the cost of slowing down the game.
~
        ->      You can get rid of all those memory-munching TSRs by starting
                your computer with a blank system disk.  To do this, find out
                which drive the computer checks first when it boots up.  This
                is the drive where, if you put a disk in and turn the computer
                on, it gives the message "Non-System disk or disk error."  Get
                a blank disk of the same size as that drive, and FORMAT it.
                The DOS command to make a system disk is SYS followed by the
                drive letter of whichever drive your disk is in (ie:  SYS A:).
                If DOS is too confusing, you can do the same thing from File
                Manager in Windows under "Disk | Make System Disk."  Finally,
                reset your computer AND LEAVE THE DISK IN THE DRIVE.  You will
                not get the "Non-System disk" message because now you ARE
                using a system disk.  You may now start SP with a lot more
                memory available.

        ->      If all else fails, you may have to just go and buy more memory
                for the computer.  Not only will you be able to run SP and
                many other memory-intensive programs, Windows will run faster
                and better.
~
REGISTERING STELLAR POLICE
==========================

	When you purchase the complete game of "Stellar Police," there is more
that you need to do besides JUST install the new disks.  Along with your disks
you'll receive a PASSWORD.  This password is different for every individual
copy of "Stellar Police."  After installing the new disks, start the game and
select "REGISTRAR" from the main menu.  From there go to "REGISTER."  You may
then type in your password and see the rest of Kahoolawe, even go inside the
prison.  There are 28 HUGE areas for you to explore!
~
!!!  I M P O R T A N T  !!!
     =================

	ONCE YOU HAVE ACTUALLY SENT IN THE ORDER FORM, OR YOUR SERIAL NUMBER
AND CODE NUMBER, YOU MUST NOT REINSTALL YOUR COPY OF "STELLAR POLICE."  IF
YOU DO THIS, YOU WILL SUDDENLY HAVE A NEW SET OF PASSWORDS AND ANY PASSWORDS
YOU RECEIVE WILL NOT WORK.  IF YOU DO REINSTALL YOUR COPY OF "STELLAR POLICE"
SEND US YOUR NAME, ADDRESS, YOUR OLD SERIAL & CODE NUMBERS IF YOU STILL KNOW
THEM, AND THEN WRITE "NEW SERIAL AND CODE NUMBERS:" FOLLOWED BY YOUR NEW 
SERIAL NUMBER ON THE NEXT LINE, AND YOUR NEW CODE NUMBER ON THE LINE AFTER
THAT.  WE WILL SEND YOUR NEW PASSWORD AT NO EXTRA CHARGE.
~
SPSOUNDS UPGRADE
================

	To the best of the author's knowledge, the SPsounds upgrade will only
work with a genuine Sound Blaster.  If you have a LEGITIMATE copy of the
SBSIM sound driver and can MAKE IT PLAY A ".VOC" FILE, SPsounds should still
work on a non-Sound-Blaster sound card.  We apologize for this inconvenience
which is due to the device-dependent limitations of DOS.  Any future versions
of "Stellar Police" will be for Windows and should work regardless of the
sound card you have!
	You will not need a password for SPsounds.  After receiving the
install disks, simply install them as you did for the actual game.
MAKE SURE YOU TELL THE INSTALLER WHERE TO FIND SBSIM.COM!!!  When the
installation is completed, run the game and select OPTIONS from the main
menu.  Make sure the sound type is selected as "Sound Blaster."  IF YOU DO
NOT HEAR SOUND BLASTER SOUNDS, EXIT AND RESTART.
~
VULGARITIES UPGRADE
===================

	You WILL need a password after you install the vulgarities upgrade.
Insert SPsounds disk #3.  Switch the DOS prompt to the same drive as you are
installing from (Usually "A:") and type "INSTALL."  After the new sounds are
installed, run the game, go to the "REGISTRAR," select "REGISTER" and type
in your new password.  You can now hear ALL 80 AWESOME DIGITIZED SOUND CLIPS
for Stellar Police!
~
PFEDIT
======
	You miserable cheating scum!  Ah, what the heck --you shelled out an
extra few bucks (or at least YOU BETTER HAVE).  This should be pretty
straight-forward.  Install this the same as you did the actual game, then
from whichever directory you put all the batch files on type "PFEDIT" (This
should be the same directory that you type "SP" to run the game).  You may
now go ahead and mess around with anthing you want.  DON'T TRY TO MOVE THE
DOORS THAT EXIT THE LEVELS, THE GAME WILL NOT WORK.  Also, if you put in
two Manton Quinns, the game ends when ONE of them dies.
	To put in a new enemy, place the enemy down FACING TO THE LEFT ON
STONE FLOOR, even if it's out on the island or the ocean.  If you face the
enemy to the right, it will enter the game with armor.  If you use a water
background instead of stone floor, the enemy will be "hidden" and you'll
need a bioscan to see it (Smalls can't hide and ONLY terrans can be both
armored and hidden.  Terrans can only hide under water).
	You may put an item into the game by simply putting it right where
you want it.  Use the copy of it with a purple "X" to put it inside a locked
box.  Don't try putting down the actual "Locked Box" icon.
~*