Kobayashi Manual

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The
Kobayashi
Alternative
PROCEDURES MANUAL

Starfleet Command Document


SCD-664532
Stardate 7607.23

FEDERATION CLASSIFIED
Training Command

Starfleet Academy

Deneb V

Briefing
For All Cadets
Starfleet Command Document #664532

KOBAYASHI ALTERNATIVE SIMULATION

Book published under exclusive license from Paramount Pictures Corporation, the trademark
owner.
Copyright 1986, 1987 Paramount Pictures Corporation.
All Rights Reserved, including the right of reproduction in whole or in part in any form.
Published by Simon & Schuster Software, a division of Simon & Schuster, Inc.
Gulf+Westem Building
One Gulf+Western Plaza
New York, New York 10023
STAR TREK is a Registered Trademark of Paramount Pictures Corporation.
SIMON AND SCHUSTER colophon is a registered trademark of Simon & Schuster, Inc.
Apple is a registered trademark of Apple Computer, Inc.
IBM is a registered trademark of Intemational Business Machines Corporation.
Commodore is a registered trademark of Commodore Electronics Limited.
This product is not authorized or sponsored by Apple Computer, Inc., International Business
Machines Corporation, or Commodore Electronics Limited.
Cover and book deSigned by LaserWorks.
Manufactured in the United States of America.
10987654321
ISBN: 0-671 -64638-9

Authorized personnel only

PURPOSE
This briefing tells you how to use the computer simulation, and gives
you information tliat will help you succeed with The Kobayashi Alternative test scenario . It includes hints for resolving the dilemmas encountered on each planet and in other space regions during the mission.
The briefing does not tell you what to do in every situation; that is left
to your resourcefulness. However, each cadet should familiarize him/her/
itself with these materials prior to proceeding with the test to ensure the
maximum possible score.
'

PROCEDURE
To begin The Kobayashi Alternative, first read this briefing and the
book that accompanies the diskette. Starfleet strongly recommends that
you become thoroughly familiar with these materials before you begin
the test scenario. Next, run through the trial mission to Orna described
in this briefing. Then, begin the search for Sulu and the Heinlein.

Contents
Mission Overview ........... ... ... ..... ............... ... ... .... .7
The Simulation ........................... . .... . ....... . .. . .. .......... . 7
Hardware Variations . ....... .. ..... .. .. . ...... .. .... ... . .... . .......... 8
Startup . . .... . ... ......... . .. ... . .. ... . .. ... . . . ........... . ..... . ..... 9

Mission Procedures .... ...... ......... .... ..................... 10


Communicating with the Crew. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Moving .. .. . ....... . .. .. . .. . .... .... ... .. ..... .. . . .... .. ...... : .. ... . . 14
Acting . .. . ... . .... ... ... ....... . ... .. .. . ...... . .................. ... . 16
Using Portable Equipment .. ... . . ... . . . . ........ . . .... . ............ ... . 20
Commanding the Enterprise . . . ..... .. ... ...... .. . ................. .. ... 21
Communicating with Aliens . .. . .... .... . .. .. . . ... .. .......... . ...... . ... 25

Trial Mission to Oma ..... ........ ....... ............... ....... 27


Clues for Solving Dilemmas
on Trianguli Planets ... ............... .. ...... ...... .... .. .. ... . 33 .

Mission
Overview
THE SIMULATION
The Kobayashi Alternative differs in several important ways from other
interactive text simulations that you may have used.

Challenge
The program is completely open-ended. You must decide where to
lead your crew in the search for Sulu. You can go to any planet or anywhere on the surface of a planet at any time you wish. The challenge is
to use the information you discover as you visit each new world to do
two things: First, you must decide the best strategy for exploring each
new world and solving the dilemmas you face there. Second, you must
piece together an accurate picture of what has happened to Sulu and the
Heinlein from the information you obtain. The Kobayashi Alternative
is like a jigsaw puzzle: An of the pieces are there, and your job is to
put the pieces together in the correct way to accomplish the mission and
optimize your score.
However, the freedom to go anywhere you wish at any time presents a
new type of challenge. You must choose the best strategy for exploration to avoid wandering aimlessly. Your ability to use your powers of
observation, evaluation, multilevel synthesis, and deduction will ultimately determine your success in The Kobayashi Alternative.

Input
All of the commands you need are contained in this briefing. Use the
approved set of commands and queries to resolve each new dilemma you
encounter. You are Captain James T. Kirk, and your task is to command the crew of the starship Enterprise through a successful mission.
The approved Starfleet commands and queries listed in the section

"Communicating with the Crew" are all of the phrases you will need to
complete the mission successfully. The object is to use these phrases in
the most efficient way in any given situation. You do not have to guess
whether you will be understood if you use the approved set of commands and questions. Other phrases can be interpreted by the computer
simulation, but they may not lead to optimal performance and the highest score.

screen display. Therefore, cadets should take time to become familiar


with screens and keypresses that apply to the particular computers they
are using. In this briefing, Macintosh users should pay particular attention to special instructions for their computer.

STARTUP
To start the program, follow the instructions for your computer.

Screens
The method of presenting information on the screen differs from that
of other simulations. First, information is presented in interactive text
windows. This means that mUltiple channels of information are presented at once. Second, you type only the things you want to say to the
crew of the Enterprise, aliens, or the Enterprise computer.

IBM
1. Boot DOS 2.0 (or higher).
2. Insert The Kobayashi Alternative disk into drive A.
3. Type ST and press RETUR~ ( ....... ) after the A> prompt.
APPLE II

Movement
Moving about on the surface of planets and inside the Enterprise is
accomplished with arrow keys (or equivalent command keys for
those computers lacking arrow keys) . Just as you would not walk to
the north by saying to yourself, "Go north," you do not move in The
Kobayashi Alternative by typing commands to yourself. Instead, you
use the arrow keys (or equivalent command keys) to move about, just as
you would use your feet, not your mouth, to move in real life. Anything
you type into the "Kirk" window is interpreted as speech.

Actions
Functions such as looking, exammmg, and shooting are accomplished with function keys. A list of these keys is included in this
briefing and can be displayed on screen by pressing the HELP keyes).
(On the Macintosh you can. see this list by pulling down the Actions
menu.) You do not tell yourself to shoot or look by typing commands
into the "Kirk" window. Instead, you simply press a key, or click on a
Macintosh menu choice, to accomplish the action.

HARDWARE VARIATIONS

1. Tum off your computer.


2. Insert The Kobayashi Alternative disk into the disk drive (side 1 up).
3. Tum on the computer and monitor.
MACINTOSH
1. Tum off the computer, then tum it on.
2. Insert The Kobayashi Alternative disk into the disk drive.
COMMODORE 64
1. Tum on the computer and disk drive.
2. Insert The Kobayashi Alternative disk into the disk drive (side 1 up).
3. Type LOAD "ST",8 and press RETURN.
4. Then type RUN and press RETURN.
COMMODORE 128
1. Tum on the computer and disk drive.
2. Insert The Kobayashi Alternative disk into the disk drive (side 1 up).
3. Type G064 and press RETURN.
4. At the prompt, "Are you sure?" type Y and press RETURN.
5. Type LOAD "ST",8 and press RETURN.
6. Then type RUN and press RETURN.

Note that the basic elements of the test scenario are the same for each
computer version. There is the same number of tests, and the logic for
solving the problems on each planet is the same. However, the specifics
of operation and the overall capacity of each computer vary as does the

Mission
Procedures
There are six skills that each cadet must master in order to be successful
in the operation of The Kobayashi Alternative computer simulation.
Once you master these six skills, you will be prepared to focus on the
real challenge, the solution of the dilemmas you will face throughout
the mission and ultimately the resolution of the mission itself. These
six critical skills are:

i. Communicating with the Crew


2. Moving
3. Acting
4. Using Portable Equipment
5. Commanding the Enterprise
6. Communicating with Aliens
The sections that follow give detailed explanations of these six skills.
You can test your ability on the trial mission to Oma outlined in this
briefing.

. COMMUNICATING WITH THE CREW


Overview
The crew of the starship Enterprise is your primary resource. Therefore,
communicating with each crew member in a clear and precise manner is
essential to the success of the mission. On a starship, there is little
room for error.
Communication with the crew is accomplished by typing commands or
questions, which appear in the text window labeled "Kirk." Once you
press ENTER or RETURN your command or question is evaluated by the
computer simulation. If the statement is a valid Starfleet command,
then a crew member will respond. If the statement is not valid for this
situation, then a message will appear on the screen telling you that you
must use the approved Starfleet protocoL When this happens, refer to

10

the list of approved commands and queries. Choose the command that is
most appropriate for the situation at hand. Your final evaluation will depend upon your ability to use the' most appropriate commands for each
situation. Remember, the "Kirk" window represents your voice. Type
only those things that you would say to another crew member or other
entity. The point of this test is not to guess which phrases will be understood by the computer, but rather to use the approved set of commands in the most efficient manner to solve the problem at hand.

Basic Rules of Communication


1. To address a member of the crew, precede the statement in the "Kirk"
window with the crew member's name. For example: Spock, ahead
warp factorS. (Punctuation is optionaL) You need only address a
crew member by name once. All subsequent statements will be assumed to be directed to that crew member unless someone else is addressed by name or the original crew member leaves the scene.
2. The crew member's response will appear in a text window along with
his/her/its name. When the crew member speaks via communicator
or ship's intercom, the response appears in a text window labeled
"Comm" or "Intercom'."
3. If you wish to speak to someone who is not present, you can use your
communicator or the ship's intercom. Simply begin your statement
with Kirk to... followed by the crew member's name - for example, Kirk to Scotty. (Scott replies in the "Intercom" window: "Aye,
Captain.") Then you can speak to Scotty in the normal manner
without addressing him with Kirk to Scotty ... To end the communication, you can either say, Kirk out, or simply address someone else.
4. Use the Startleet Approved Verbal Commands and Queries listed in
the accompanying table whenever possible. Doing this will result in
the most efficient flow of communication within the test scenario.
Other phrases can be processed by the computer simulation, but it is
strongly recommended that you use the'commands on this list whenever you address the Enterprise crew. This simulation tests your
ability to use appropriate command language in a given situation. It
is not designed to process every possible verbal input. The emphasis
is on thinking through the problem situation, piecing together the
mystery of Sulu's disappearance, and making the best use of the resources of the Enterprise to complete the mission.
5. Enter only one command at a time. Multiple commands may lead to
ambiguous results.

11

SFC Approved Verbal


Commands and Queries
COMMANDS
NAVIGATION
chart (set or plot) a course
for (to)
warp (factor) (0-8)
increase/decrease warp speed
orbitthe third(3rd)planet
SENSORS
scan the planet
long range scan
closeup of the planet
system scan
scan for life (readings)
COMMUNICATIONS
Kirkto .Enterprise (or any
crew member)
WEAPONS
. lock phasers (torpedoes)
on (name of target)

EXAMPLES
Chekov, set a course
forOrna
Warp factor 5
Decrease warp speed
Orbit the third planet

Scan the planet


Long range scan
Closeup of the planet
System scan
Scan for life

Kirk to Avoca

Lock torpedoes on
the ornacraft

set phasers on (to) full


(maximum)(power)

Set phasers to full power

fire pbasers(torpedoes)
shields (screens) up
raise/lower screens (shields)

Fire phasers
Shields up
Raise the shields

12

COMMANDS
TRANSPORTERS
set coordinates (coords)
at (setting)
energize
beam me(us or any objects)
down/up
TURBOLIFT '
deck(1-23)
Engineering (or any
compartment in the Enterprise)

EXAMPLES
Set coords at 5000.5000
Energize
Beam us up

Deck 7
Transporter

COMPUTER
computer data (any planet
or entity)

OTHER COMMANDS
tricorder readings
analyze (objects)
analysis (or results)
give me the (object)
go to (any location or coords)
return to stations
take the (object) to (person
or location)
come(to any location)
fix (repair) the (any piece
of equipment)
prepare a landing party
bring the (object) to me
(or any location)
tell me about (an object
or being)
fanout
regroup

Computer data Orna

Tricorder readings
Spock,analyzethe box
Mr. Spock, results
McCoy, give me the phaser
Go to 5000.5000
Return to stations
Renner, take the tapes to
the transporter
Bones, come here
Scotty, fix the generator
Mr. Spock, prepare a landingparty
Scotty, bring the tapes
tome
Mr. Spock, tell me about
theOrnae
Fanout
Regroup

13

MOVING
Movement is controlled py the arrow keys and control keys listed below. These keys represent your legs. If you want to walk from one location to another, use the arrow keys (or equivalent command keys).

Move
Move
Move
Move

westl1eft
east/right
north/enter
south/exit

IBM, Commodore,
Apple lie and Ilc

Apple 11+

LEFT ARROW

LEFT ARROW

::JgH

RIGHT ARROW

RIGHT ARROW

~J

UPARROW

CTRL-K

::JgY

DOWN ARROW

CTRL-J

::JgN

Macintosh

Within the Enterprise


To' move about on any deck, press the arrow keys (or equivalent control
keys). As your location changes, messages will appear in the main text
window telling you which compartments you are near.
To enter a compartment, press the UP ARROW key or equivalent control
keys when the message indicates that you are near that compartment.
Once you are inside a compartment, a new message will describe the
compartment to you.
To exit a compartment, press the
trol keys.

DOWN ARROW

key or equivalent con-

To use the turbolift, first enter the lift using the UP ARROW key (or
equivalent command keys). You can enter the turbolift from the bridge
or from any corridor when the message "You are near the turbolift" appears in the main text window. The turbolift responds to voice command. Type the. deck or other location to which you wish to go into the
"Kirk" window. For example, typing either Deck 7 or Transporter
gets you to deck 7 where the -transporter is located. Then exit the turbolift by pressing the DOWN ARROW key (or the equivalent command keys).
To use the transporter from the Enterprise, you must be in the transporter room. The transporter technician sets the transporter coordinates
for the initial beam-down location on the planet. You can then use the
command Renner, beamme (or us) down. If you say me, only you
will beam down; if you say us, then everyone in the transporter room
except the transporter operator will beam down. If you have formed a
landing party, everyone will beam down together when you say, Beam
us down. Be sure to address the transporter operator by name, or the

14

last person to whom you were speaking will respond and operate the
transporter if he/she/it knows how to do so. To use the transporter from
a planet's surface, first contact the transporter room (Renner is the technician on duty), and order yourself beamed up.

To beam down :
Kirk: Renner, set transporter coordinates to 5000.5000.
Renner responds: Setting coordinates.
Kirk: Beam us down.
Renner: Energizing.

To beam up :
Kirk: Kirk to Renner.
Renner responds: Renner here.
Kirk: Beam us up.

On the Surface of a Planet


On most planets, once you beam down, you can walk about on the surface. The main text window will be labeled with the planet's name.
Each planet is divided into regions, and a description of the planet region you are in will appear in the main text window. Whenever you enter a new region, a description of that region will appear.
Use the arrow keys (or equivalent command keys) to move north, south,
east, and west. Be sure to take tricorder readings frequently and to use
the LOOK and EXAMINE keys when you enter a new region or encounter an object or alien. You can use the LOOK key to get planet coordinates for an object or alien when you reach the "within visibility"
range.
Your location on the planet will be indicated by planet surface coordinates, which represent a two-dimensional grid of the planet's surface.
The range of coordinates is usually 0.0 to 20000.20000, although some
planets may be smaller. When you beam down to a planet, you must
specify the coordinates for the beam point. As you move about on the
surface, your location is indicated in the status window. As you move,
your coordinates change. The step size indicated in the status window
tells you how many coordinate units you will move with each step.
Every location on each planet has a coordinate location. Use these coordinates as you explore each new planet. Do not keep the arrow keys (or
equivalent command keys) pressed down as you move - if you do, you
may fmd that you miss important information.
Anyone who beams down with you is considered to be part of a landing
party. The landing party will follow you wherever you go on the planet's

15

surface unless you order one or more of them to go elsewhere. You can
scatter your landing party in two ways. To get the landing party to cover
the most ground, give the order, Fan out. Everyone will scatter across
the planet's surface. You can contact any member of the landing party
with your communicator and get reports from them on their locations.
For example:
Kirk: Kirk to Spock.
Spock responds: Spock here.
Kirk: Where are you?
Spock responds: On the planet's surface at coordinates 5000.5000.
Kirk: What do you see?
Spock responds: A desert of blowing blue sand.
You can also tell the members of your landing party to go to specific
coordinates on the planet. Then, you can obtain the same information as
described above. For example:
Kirk: Bones, go to 5000.5000.

IBM

Apple II

Commodore

Fl

SHIFT-l

Fl or SHIFf-l

g{5 ?

INVENTORY F2

SHIFT-2

F2 or SHIFf-2

g{5 I

GIVE

F3

SHIFT-3

F3 or SHIFT3

g{5 G

TAKE

F4

SHIFT-4

F4 or SHIFT-4

g{5 T

USE

F5

SHIFT-5

F5 or SHIFT-5

g{5 U

SHOOT

F6

SHIFT-6

g{5 S

EXAMINE

F7

SH IFT-7

F7 or SHIFT-7

g{5 E

LOOK

F8

SHIFT-8

F8 or SHIFT-8

g{5 L

DROP

F9

SHIFT-9

F9 or SHIFT-9

g{5 D

UTILITIES

FlO SHIFf-O (IIc/lle) F6 or SHIFf-6

HELP

McCoy will go to planet coordinates 5000.5000. Then you can communicate with him as described above.
Once you send the crew away from the landing party or have them fan
out, they will no longer follow you unless you specifically order each
one to do so. Likewise, crew members who beam down after the originallanding party will not follow you automatically.
To get them to accompany you, address each one by name, then enter
Follow me. To get the crew back together, contact a member of your
crew such as Spock, and give the order Regroup. For example:
Kirk: Kirk to Spock.
Spock responds: Spock here, Captain.
Kirk: Regroup.
Spock responds: Yes, Captain.
One at a time, your crew will return to you.

(11+)

Macintosh

Access from
File and
Options menus

When an action key is pressed, a window appears on the screen with a


list of options for that action. To remove an action window on the Macintosh, select Cancel from the Actions menu. An explanation of each
action and the accompanying option window text follows.

HELP
On IBM, Apple II, and Commodore computers, press the HELP key(s)
when the Help window is on screen, and a set of Starfleet approved
words are listed. On the Macintosh, access the Starfleet Help message
from the Options menu or by using the HELP keys.

INVENTORY
This key opens a window that lists the type of uniform you are wearing
and the things you are carrying in your pack and in your hands.

ACTING
Actions such as looking and shooting are controlled by function keys.
Think of these keys as your hands. A complete list of actions and the
appropriate keypresses for each follows. You can get an on-screen summary of these keypresses by pressing Fl on IBM and Commodore computers or SHIff-Ion Apple II computers, or by pulling down the File,
Actions, and Options menus on the Macintosh.

16

Uniform : Choice of uniform is especially important when you beam


down to a planet's surface. Hostile conditions on the planet may necessitate a particular choice. To change your uniform, press the key indicated in the window beside the uniform choice or, on the Macintosh, click
in the "uniform" box. Other crew members will wear the same uniform
you choose. You can only change your uniform in the transporter room
or in your quarters.

17

Pack: Use the pack to hold objects and equipment that you are not currently using, or when you have more that two objects or pieces of
equipment. To move an object from your pack to your hands, first press .
the INVENTORY keyes), then press the key indicated for the object. To
move it back to the pack, press the key again. On the Macintosh, click
the name of the object and a check mark will indicate its location: hands
or pack. To use, give, shoot, examine, or drop a piece of equipment, it
must be out of your pack and in your hands. Objects in your pack cannot be analyzed by other crew members.
Hands: Since you are not a Deluvian, you can hold only two objects or
pieces of equipment in your two hands at once. If you try to hold more
than two, you will drop at least one when you take a step. However, to
use a piece of equipment, it must be in your hands. Likewise, objects
and equipment must be in your hands in order for you to give them to
someone else. Remember, to move objects and equipment from your
hands to your pack and vice versa, press the INVENTORY key, then
press the key indicated for that object or piece of equipment. This will
switch the piece of equipment from your hands to your pack. A second
. keypress will move the object back again. On the Macintosh, clicking
the name of the object will move it back and forth.

For example: Press the GIVE keyes) and a window appears. At the top
it reads, "Give to Renner." Below that is a list of equipment - phaser,
communicator, and tricorder - with a keypress indicated to the left of
each object. If you press any of the keys indicated (or click the name of
the object on the Macintosh), you will give the corresponding object to
Renner.
If you wish to give something to another crew member, first address

that person by name, then activate the GIVE window. For example, if
you first say Spock, then you can give things to him.

EXAMINE
You can examine objects, pieces of equipment, or aliens that you encounter in the simulation. First, press the EXAMINE keyes). A window
will appear with a list of things that can be examined. Select from this
list by pressing the appropriate key or, on the Macintosh, by clicking
the name of what you want to examine. A description of the thing you
are examining will appear in the main text window. You can get more
information about objects and aliens by scanning them with the tricorder. To do this, press the USE key, then select the tricorder, or order another crew member to scan the object.

TAKE, USE, SHOOT, EXAMINE, and DROP


When you press the key or keys that apply to any of these actions, a
window appears with a list of objects or equipment that may be acted
upon. A keypress is indicated beside each object. To perform the action
on the object, simply press the indicated key. On the Macintosh, no key
is indicated; click the name of the object to perform the action.

LOOK
To get a description of the surrounding area, press the LOOK keyes).
The description will appear in the main text window. This function is
especially helpful when you are on the planet's surface and trying to locate specific planet coordinates for an object or alien.

GIVE
GIVE is a special action because it involves both an object and a crew
member: You must give something to someone. When you press the
GIVE keyes) a window appears with the choice of objects that may be
given to the person indicated. Each choice is preceded by a key option.
The crew member to whom objects can be given is the one .to whom
you last spoke (provided that he/she/it is still present); that crew member's name is indicated at the top of the window. To give an object to
the crew member indicated in the window, press the appropriate key.
On the Macintosh, no key is indicated; click the name of the object to
give it to the crew member.

18

UTILITIES
While the utility functions are not actions in the strict sense, they are
accessed on IBM, Apple II, and Commodore computers in the same
manner: press the UTILITIES keyes) and a window will appear with a
list of utility functions and the corresponding keypresses. On the Macintosh there is no UTILITIES menu. These functions are divide between
the File and Options menus. The utility functions are as follows:

19

UTILITY

FUNCTION

SPEED

Controls the speed of the simulation.

PAUSE

Interrupts the flow of the simulation temporarily. To resume, press any key. To resume on the Macintosh select Resume from the Options menu.

SAVE

Initiates the sequence of operations that saves the simulation on a data disk. It is recommended that you have a
blank formatted data disk available to save your siniulations . Follow the on-screen instructions to save your current attempt. It is a good idea to save the simulation frequently, so that if you encounter serious difficulties, you
can begin again from the situation you last saved.

RESTORE

Retrieves a saved simulation from disk and returns you to


that simulation at the point from which you saved it.

QUIT

Ends The Kobayashi Alternative and gives you your


score thus far. Be sure to save the simulation before you
quit.

USING PORTABLE EQUIPMENT


Communicator
The communicator is used to keep in touch with your crew and to communicate with the Enterprise while on a planet's surface. Be sure to
take the communicator with you when you beam down, or you may be
stuck on the planet's surface. To operate, the communicator must be in
your hand and turned on. To tum the communicator on, first put it in
your hand using the INVENTORY keyes) as described above. Then,
press the USE keyes) and toggle between the on and off settings by
pressing the key indicated to the left of "Communicator" in the USE
window. On the Macintosh, click on "Communicator" to toggle between on and off.
Before you can speak to anyone via communicator, you must "hail" that
person. To do this, enter Kirk to followed by a crew member's name.
For example, Kirk to Scotty will alert Mr. Scott. You can then communicate with Scotty in the normal manner. To communicate with another person via communicator, simply repeat the process. Note that
you can only address one crew member at a time with the communicator

20

and that the command Kirk out turns the communicator off. There are
some regions on some planets where the communicator does not work
due to interference of one kind or another. When you leave such an area,
your communicator will be turned off. You must tum it on before you
can use it.

Phaser
Phasers are hand weapons that can be used to stun or kill. The phaser
must be in your hand to operate and should be set on the proper setting.
(Remember that the Prime Directive is in force in the Trianguli sector
and that wanton use of weapons on natives may have dire consequences.)
To use your phaser, first set the intensity level for stun or kill by pressing the USE keyes). Press the key indicated for the phaser to toggle between the two choices. On the Macintosh, click on "phaser" to toggle
between choices. Then, press the SHOOT keyes) and select the object at
which you wish to shoot.

Tricorder
A tricorder is a hand-held sensor. Tricorder readings will tell you about
the unseen characteristics of objects and aliens. You can take tricorder
readings in two ways: You can use the tricorder yourself by pressing the
USE keyes) and then choosing the tricorder, or you can order a member
of your crew to take tricorder readings or to scan objects or aliens.
For example, Spock, scan the Ornae will result in a tricorder reading
of a native of Orna (assuming one is present). You must take the tricorder from the transporter room or tell someone who has one to give it to
you if you wish to use the tricorder. (Some members of your landing
party carry tricorders automatically.) Taking frequent tricorder readings
(especially when you encounter something new) is recommended. One
very useful feature of the tricorder is that you can use it to "scan for
life" and thus locate aliens while on the surface of a planet. However,
tricorders have a limited range and so a negative life reading in one spot
may not indicate that a planet is devoid of life entirely.

COMMANDING THE ENTERPRISE


Because you are a starship commander, your ship is at the center of your
world. The ship and its crew are your most valuable resources. The success of your mission depends upon your ability to use the resources of
your starship to the fullest.

21

Ship's Layout
The Enterprise has 23 decks, which are divided into compartments. As
you explore each deck, you will become familiar with the layqut of the
Enterprise and the crew members who are assigned to each station.
There are two main decks:
Deck 1 - the bridge, which contains the command center and navigational equipment;
Deck 7 - the main deck, which includes Security, the library, the
transporter, the sickbay, and Engineering.
It is recommended that you become familiar with the layout of the Enterprise and the biographies of the crew members at each station prior
to proceeding with your mission.

The Bridge
All navigational, weapons, and computer functions occur on the bridge.
In order to plot a course or fight in a battle, you must be either on the
bridge or in contact with the bridge. Since the bridge is the command
center for the starship, your presence there is always preferable when the
ship is traversing space, making first contact with a star system, or encountering an alien vessel. With your command crew present on the
bridge, you have the most efficient access to the full resources of the
Enterprise.

Navigation
To traverse the reaches of space, you must plot a course, then activate
the warp drive. Every star system in space has a three-dimensional coordinate designation. For example, the star system Iota, in which the
planet Orna is located, lies at coordinates 13498.17852.12576.
(Remember that space coordinates are different from planet surface coordinates, which are two-dimensional.) When you arrive at the designated
space coordinates, the name of the star system will appear in the status
window. Use the sensors to investigate the system, then orbit each
planet and scan for more information.
To set course for Oma, for example, order the helmsman to plot a
course for .. followed by either the name of the planet or the threedimensional coordinate designation of its star system. If the planet is
known to the computer, then the name is sufficient. If the planet is not
known, or if you wish to go to some region of space that is not a star
system, give the three-dimensional coordinates. You can obtain the

22

names of all of the known planets in the Trianguli sector and the coordinates for their star systems by requesting Computer data Trianguli.
The coordinates of the Enterprise and those of your course location are
displayed in the status window at the bottom of the screen.
To activate the warp drive, give the command Warp .. followed by a
numerical designation from 0 to 8 (maximum warp speed). (Note that
high warp speeds are a strain on the engine systems and should be
avoided whenever possible.) When you arrive at your designation, the
status window will give the coordinates and the name of the star system, if applicable.

Status Window
The text window at the bottom of the screen will keep you informed of
the status of the ship's primary systems. These include engines, dilithium crystals, the generator, warp speed, shields, phasers, and photon torpedoes. In addition, the status window will give you the coordinates of
the sector you are currently in, the coordinates you have set prior to engaging the warp drive, the name of the star system you have entered,
and the number of the planet you are orbiting. Consult this window often as you navigate the Enterprise through space.

Computer
The ship's computer contains information on people, alien star systems,
and equipment. To access this information, enter Computer data followed by the thing on which you want information. For example,
Computer data Trianguli gives you a list of the known planets in the
Trianguli sector, including the coordinates of each planet's star system.
To obtain specific information on each of these planets, enter Computer data followed by the name of the planet. You can access any information in the computer's data banks in the same manner. It is recommended that you use the computer's information to become familiar
with the backgrounds of your crew and the worlds of the Trianguli sector prior to starting the mission.

Laboratory Analysis
Objects that you encounter on the Trianguli worlds can be analyzed.
Such analysis may produce critical information that is not otherwise detectable. In order for an object to be analyzed, a crew member must take
it to the lab on the Enterprise. A short time later, you may ask for the

23

results. To have an object analyzed, give the order to a specific crew


member:
Kirk: Uhura, analyze the fragment.
Uhura will leave the scene (beaming up to the Enterprise if necessary).
You must ask for the results.
Kirk: Uhura, results or Uhura, analysis.

.1

Uhura will report any information gained from the analysis. Not every
crew member can obtain the desired results from analyzing every object.
Match the crew member's abilities with the task.

Sensors
The ship's sensors can tell you a great deal about star systems, planets,
and objects you encounter in space. You can order your crew to activate
the sensors from the bridge. Objects and other vessels encountered in
space can be scanned, and planets can be scanned from orbit. The sensors may reveal vital information about potential sites to beam down to
or particular dangers that exist on a planet's surface.

COMMUNICATING WITH ALIENS


As you explore the Trianguli sector in search of Sulu, you will encounter strange new life forms. Communication with these life forms may
be difficult at times, but it is almost always worth the effort. Before
you attempt communication, a few basic rules may facilitate your attempts to obtain information from these creatures.

Long range scan will tell you if any star systems exist in nearby space
or give you an overview of the star system you are currently in.
System scanwill reveal the number of planets in the system.

Alien Communication Rule 1

Scan the planet will give you information about a planet's atmosphere, land masses, and other features.
Closeup of the planet will give you visual information about the planet and list possible landing coordinates. This command only makes
sense when you are on the bridge since the viewscreen is located there.
Scan for life may reveal life readings on the planet's surface.

The Crew
Each crew member is assigned a duty station, where you will find him/
her/it. You can communicate with a member of your crew via intercom,
or go to the appropriate compartment and speak to the crew member directly. You will find a brief biography of each crew member in the
ship's computer. The crew of the Enterprise are as varied as the galaxy
itself. The following is an annotated list of the mission crew:
Commander Spock: First Officer and Science Officer. Vulcan.
Special characteristics: Vulcan mindmeld.
Commander Leonard McCoy: Ship's Surgeon, Chief of Medicine and
Psychiatry. Terran.

24

Commander Montgomery Scott: Chief Engineer. Terran.


Lieutenant Nyota Uhura: Chief of Communications. Terran.
Lieutenant Pavel Chekov: Weapons Officer. Terran.
Lieutenant Theresa Renner: Transporter Technician. Terran.
Lieutenant Dervol Seamonn ni Avoca: Helm Officer. Terran .
Lieutenant Sean Ohara: Security Officer. Galacian.
Ensign Dahai Naraht: Biology Officer. Horta. Special characteristics:
Authorized to wear no uniform due to unusual body composition.
Lieutenant Commander Harb Tanzer: Chief of Recreation. Terran.
Lieutenant Commander Lia Burke: Assistant Head Nurse. Terran.
Lieutenant Janice Kerasus: Chief of Linguistics. Terran.
Lieutenant Azrieh Lee: Junior Weapons Officer. Terran.

1
J

The aliens of the Trianguli sector understand only a few phrases of


Federation Basic. The reason for this limited understanding involves
an as-yet-unpublicized story of a free trader named Qgu 'ke namm. Ms.
Qgu belonged to a sect of the Panlinguistic Multifragmented Teachers
of Limited Phraseology. It was her belief that if she taught every alien
in the Trianguli sector to understand a few phrases of Federation Basic
she would ensure her own ascension to the Gates of Everlasting Banal
Bliss, not to mention make it easier for her to earn a quick profit. So
she set about teaching every alien on, and under, every planet in this
sector of the Galaxy to understand and respond to the same phrases.
Luckily, her diary was found in the hulk of her burned-out trader after
she disappeared on one of the Trianguli worlds. It is believe .' that she
was consumed by one of her pupils. Before her disappearance, she managed to teach only nine common phrases to the native population.
(Presumably this ensures her of access to only the ninth level of
E.B.B.) Her list of nine phrases is given below along with her original
annotations.
(obvious enough)
1. "Hello."
(a good question, but who cares?)
2. "Who are you?"
(the obvious extension is your name)
3. "I am ... "

25

4.
5.
6.
7.
8.
9.

"We come in peace."


"We are friends."
"Have you seen .. .?
"Can you understand me?"
"Have you seen the Klingons?"
"Can you help us?"

(a nice thought, though optimistic)


(a bit presumptuous)
(insert the name of the lost soul)
(or do you even want to try?)
(bad guys are everywhere)
(we obviously need it)

Unfortunately, Qgu 'ke narnm disappeared before she could teach any
more than these nine phrases to the collected beings of the Trianguli
sector. However, it is interesting to note that she apparently taught each
alien one phrase at a time and only began teaching the second phrase after the fIrst was understood by every creature in the sector.
Because of this limitation in the ability of the Triangulii to understand
expressions other than these nine, it is recommended that you restrict
your inquiries of them to these nine speech forms lest one or more of
them mistake you for Qgu 'ke namm's reincarnation.

Alien Communication Rule 2


You can talk to aliens only when you are close to them. You can talk
to alien creatures when they are designated with the message, "You notice ..." in the main text window. When you see a message stating that
aliens are "in the area" or "within visibility range," they are too far
away to hear you.

Alien Communication Rule 3


In the message that appears in the main text window when you press
the LOOK key, note the coordinates of the aliens. This will help you
get close enough to communicate with them or find them again if the
need arises.

Alien Communication Rule 4


When you are close enough to communicate, you are also close
enough to examine , scan, or order one of your crew to "tell me
about" the aliens. Use the LOOK and EXAMINE keys to gain more
information about the aliens you encounter.

Alien Communication Rule 5


When speaking to your crew about a Trianguli alien, always refer to
the alien by race. The Trianguli aliens are very sensitive about the
manner in which they are described. For example, a native of Oma is
an Omae. You can obtain the proper designation by examining the alien.

26

Trial Mission
To Orna
The main simulation screen appears on your computer monitor. You are
on the bridge of the starship Enterprise. On the screen before you are
four text windows.
The main text window is the largest. It is labeled with your present
location, in this case, "Deck 1 - Bridge." As you proceed through
The Kobayashi Alternative, this window will fill with information vital to your mission.
The status window at the bottom of the screen gives you a current
reading on the vital systems of the Enterprise. When you are on
the surface of a planet, the status window will update you about
your surroundings.
The "Kirk" window is your voice. When you type commands or
questions using the computer keyboard, they appear in this window. Type only those things you want to say to another person or
being. When you press ENTER or RETURN, the computer will process your statement.
Conversation windows appear whenever you talk to another crew
. member, or when a crew member speaks to you. The window labeled "Spock" contains a logical fIrst question, "Your orders?"
As you proceed through this trial mission, remember that you are Kirk.
Type the statements as if you were Kirk, then press ENTER or RETURN.
The information on your screen should correspond to what you see in
the briefmg. Be sure to pay close attention to all four text windows.
Not all of the information that appears on the screen is duplicated in the
text of this briefmg.

27

As you begin the mission, you find the Enterprise has sustained major
damage in flight with an unknown adversary. The crew is unable to
make any of the necessary repairs. Before you can locate Sulu and the
Heinlein, you must first get the Enterprise back in working order.
Spock: Our engines have sustained major damage, Captain. We will
need the assistance of the Omae for repairs. Your orders?
Kirk: Computer data Trianguli.
Computer: Working ...
You get a computer report including the names of the planets in the Trianguli region and coordinates of their star systems. One way to begin is
to obtain computer data on each of those planets. You decide to start
with Oma.

mountain range and from two points in space.


Kirk: Uhura open a hailing frequency to the ornacraft.
Uhura: Yes, sir. Frequency established, Captain.
Uhura: Captain, the ornacraft will not respond to our hailing attempts.
It is just a high-transfer data transmitter and is currently relaying data
from the planet to two locations in space, 24038.9384.17522 and
11432.15008.9077. The data is undecipherable.
You decide to obtain a visual reading before beaming down to the planet's surface to investigate.
Kirk: Spock, scan the planet.
Spock: Scanning ...

Kirk: Computer data Orna.

The planet scan reveals that the planet is larger than Earth and is mostly
desert.

This produces a computer report on Oma as the major inhabited planet


of its system. You can get data on each of the other planets/systems in
the Trianguli region in a similar manner.

Kirk: Closeup ofthe planet.


Spock: Yes, Captain.

The computer data reports that the Omae once helped repair a stranded
Starfleet vessel. Perhaps they can help you.
Kirk: Spock, system scan.
Spock: Scanning ...
A system scan report appears in the main text window. This report tells
you that there are six planets in the iota system.
Kirk: Long range scan.
This produces an overview of the iota system and notes that there is
only one planet that is inhabited - the second planet.
Kirk: Orbit the second planet.
Spock: Standard orbit, sir.
Renner tells you that the computer has located safe landing coordinates.
In the main text window you see the message, "You notice on the viewscreen: a shiny round omacraft."
Chekov: Vat a small ship! It must be a communications device of
some sort.
Spock: Captain, transmission signals from the ornacraft are detected. It
would seem logical to try to scan or hail it.
Kirk: Mr. Spock, scan the ornacraft.
Spock: Scanning ... Scan data compiled, sir.
A computer report describing the craft in the viewscreen appears in the
main text window. Communication signals are detected inside the

28

The closeup report reveals unusual life-form readings and gives a recommended landing site at planet coordinates 7600.7900.
You decide to form a landing party and beam down.
Kirk: Mr. Spock, prepare a landing party.
Spock: Yes, Captain.
Spock, Uhura, and Chekov exit the bridge. You follow using the
key or equivalent control keys to enter the turbolift.

UP AR-

ROW

Kirk: Deck 7.
The turbolift takes you to deck 7 where you exit using ,the DOWN ARROW key or the equivalent control keys. The main text window indicates
that you are on deck 7 in the corridor. Using the LEFT ARROW key or
equivalent, you walk down the corridor past Engineering and stop near
the transporter room. You enter the transporter using the 1)P ARROW key
or equivalent.
In the main text window appears the following message: "You notice in
the area: A standard Starfleet communicator and a standard tricorder."
Using the TAKE key you gather up the communicator and tricorder.

Checking your inventory you discover that you are wearing a uniform,
you are holding a phaser, communicator, and tricorder in your hands,
and your pack is empty. Since you can only hold one item in each hand,
you move the phaser to your pack by pressing the appropriate key.
Since Orna has an Earthlike atmosphere, you remain in your uniform
for this excursion to the planet's surface.

29

Before you beam down, you will have to be sure the screens are lowered. You contact Avoca, who is on the bridge.
Kirk: Kirk to Avoca.
Avoca: Avoca here, Captain.
Kirk: Lower screens.
Avoca: Screens Gown.
You are ready to beam down to either the landing coordinates suggested
in the closeup report or the ones that Renner located. Using Renner's
suggested coordinates:
Kirk: Renner, beam usdown.
Renner: Energizing, Captain.
You and your landing party materialize on the planet's surface. A description of the area appears in the main text window.
Kirk: Spock, scan for life.
Spock: I'm picking up something around 7650.8310, Captain.
You decide to explore the planet by having your crew fan out over the
surface and report back to you with their findings.
Kirk: Fan out.
Once the crew has separated, you contact them for reports on their findings.
Kirk: Kirk to Spock.
Spock: Spock here, Captain.
Kirk: Where are you?
Spock: On the planet's surface, sir...
If you have the crew fan out you can have them return to you by:

Kirk: Kirk to Spock.


Spock: Spock here, Captain.
Kirk: Regroup.
Spock approaches.
Scott approaches.
McCoy approaches.
Chekov approaches.
Uhura approaches.
You and your landing party decide to walk north and then east towards
the coordinates Spock noted when he scanned for life.
As you continue east, you notice a tunnel (7650.8000). You enter the
tunnel along with your crew by pressing the RIGHT ARROW key (or the
equivalent command keys). As you move, you notice that your coordi-

30

nates change in the status window.


At coordinates 7650.8200 you see the message, "Within visibility
range: a vast ship-servicing apparatus." The LOOK key will give you
the exact location of the apparatus (7650.8205).
Kirk: Spock, scan the apparatus.
Spock: Scanning ...
The tricorder indicates that this is an advanced facility . You deduce that
this is the likely source of the radio transmissions from the ornacraft.
When you try to contact the Enterprise using your communicator you
discover that the thickness of the rock around the tunnel or the radio
transmissions interfere with the signal and prevent you from communicating with your ship.
You decide to move east further into the tunnel. You continue to walk
toward the life-form reading coordinates. At coordinates 7650.8300, you
enter a large cavern. An alien creature approaches. You take stock of
the situation by first using the LOOK key. The main text window indicates that you are in a vast cave that houses the major city and manufacturing area. The alien creature (called an Ornae) is nearby. The coordinates of the Omae are given in the main text window.
You decide to examine the alien using the EXAMINE key. This reveals
that the creature looks like a blue jelly roll with no visible organs.
Kirk: Spock, scan the Ornae.
Spock: Scanning ...
The reading reveals that this type of creature is rare in the Galaxy and
that it has an advanced nervous system. This is confirmed by Spock
when you say, Tell me about the Ornae.
Spock: This creature seems to demonstrate advanced mechanical abilities
far above those practiced by Starfleet repair personnel.
You suspect that the creature is friendly since it approached you, and
you attempt to communicate.
Kirk: Hello.
Omae: What's happening?
Not bad for a first try, so you proceed.
Kirk: Who are you?
Ornae: I am an Omae, master mechanic.
Kirk: I am JamesT.Kirk.
Ornae: I am one of the Omae and I can fix anything.
Well, if it can fix anything ...

31

Kirk: Can you help us?


Ornae: Sure thing!
The Ornae beam aboard the Enterprise and return to you minutes later
claiming that they have made the necessary repairs and you can continue
your mission.
Further exploration reveals no clues to the whereabouts of Sulu. Although the Ornae are an interesting species and seem to be able to repair
almost any device, your search for Sulu and the Heinlein must lead
elsewhere. You gather your landing party and exit the cavern through
the tunnel by retracing your steps to the valley outside. Here you again
try to communicate with the Enterprise.
Kirk: Kirk to Renner.
However, your communicator is no longer on. You must activate it
with the USE key, then try again.
This time Renner responds: "Renner here, Captain."
Kirk: Beam us up.
The landing party materializes in the transporter room. You must now
decide where to take the Enterprise next. You think to review the Trianguli data. But then you refer to the transmission information you received from the ornacraft and it sparks a thought.
Kirk: Kirk to bridge.
Avoca: Avoca here, sir.
Kirk: Set course for ...

Clues for
Solving
Dilemmas on
Trianguli
Planets
Cadets who experience difficulty resolving the dilemmas encountered in
the Trianguli region may refer to the enclosed clues.

32

33

ORNA
Critical Planet Coordinates
valley: 8000.7000
tunnel: 7650.8150
city cave: 7500.8800

MALAKIVV
1. The transmitter is north of the large crater.
2. The transmitter can be analyzed.
3. Examine the ship.
4. Your communicator will not function near the crash.

Critical Planet Coordinates


craters: 9550.3425, 9500.2400, 8675.2850
transmitter area: 9600.2800

34

35

ANDORGHA
1. Orbit planet six.
2. The helium atmosphere requires cold gear.
3. The installation is to the east of the large mountain.
4. A status report from the Enterprise reveals that the phasers are
still operative.
5. Phasers can still be locked on the coordinates of the installation.

Critical Planet Coordinates


large mountain and installation: 7600.2500
east-west mountain: 7500.3000
large island: 7000.3000

36

HASTORANG
1. The dragon cave is north of the beam point.
2. The dragon speaks the truth.
3. To free the princess, try using your phaser.
4. The spell that disables your communicator is broken when you
cross the drawbridge.
5. Question the wizard.

Critical Planet Coordinates


dragon cave: 5000.15200
dungeon: 11300.4900
castle: 11200.4807
drawbridge: 10875.4805
enchanted forest: 4890.16610

37

ACHIR
1. Dress properly before going out.
2. Have an appropiate crew member analyze the sign.
3. Talk to the aliens.
4. The Tshhath has the right number.
5. Scan the planet from the ship.

NIAU
1. Speak softly and carry no sticks.
2. Talk to Lahre and Niauite.
3. Try the museum at 13500.13500.
4. Examine the bones.

Critical Planet Coordinates


Critical Planet Coordinates
wind tunnel: 12500.4500
wind tunnel: 12500.13500

38

den city: 14100.12200


large platform: 14100.11200
grassy knoll: 14100.11100

39

JAUZAH
1. Planet four cries for help.
2. The canyon stretches south to coordinate 5500.
3. You won't need a second opinion if the doctor is there.
4. Ask about the clay.
5. Have Spock mindmeld.

KLUSOS
1. You will need your space suit in this atmosphere.
2. This calls for a short, stout, naked crew member.
3. Keep your short friend with you.
4. The mines in the north (17000.14000) offer the most promise.
5. Talk to the miner.
6. A short analysis of the substance is in order.

Critical Planet Coordinates


strip-mining area: 5100.2355
canyon: 7250.2495
toxic waste dump: 1620.3902

40

Critical Planet Coordinates


prison: 4102.17750
mining pits: 17000.14200

41

TSHIO
1. The village is north of 14000.13000.

2. You can communicate with Spock.


3. His mind is like theirs.
4. The transporter works when Spock is free.
5. You can beam to the energy source at coordinates 50.9000.
6. Try a "cube" scan.
7. Ask about the cube.

Critical Planet Coordinates

KHUT
1. Wear your space suit.
2. Follow the seashore east, then north.
3. Try the small city.
4. The Khutis don't have cooties.
5. Listen to them; be sure you have your phaser ready.

Critical Planet Coordinates


seashore south: 6000.14000
city: 12500.5000

temple ruins: 4000.4100


trail: 12500.2750
narrow path: 10750.3050

42

43

ASCELLA
1. Talking to goats yields what you would expect.
2. Whales are no better than goats.
3. Scan the ship in orbit.
4. The message can be analyzed.

HWOUNT
1. Orbit planet two.
2. Ask the right questions.
3. Keep your hands to yourself.

Critical Planet Coordinates


Critical Planet Coordinates

coliseum: 13750.13250

small rocky island: 5000.5000


whale area: 5000.6000

44

45

BHRF
1.
2.
3.
4.

Bhrf is number two.


The plaza has many delights, but save the classics for dessert.
Get Scarlett and Rhett from the Enterprise.
Keep Bhrf close by and talk to it.

Critical Planet Coordinates


plaza: 13000.3750

RIRD
Battle near Rird
1.
2.
3.
4.
5.

Patience is the better part of valor.


Listen to Bhrf.
There is only one Klingon vessel.
You must lock phasers onto the right target.
You need full torpedo power to destroy the Klingon.

Rird Itself
1. Rird is the third planet.
2. You need heat gear when you beam down.
3. To save the alien, beam it up.
4. The device can be analyzed.
5. Scotty can install the device in the Enterprise.
6. Turn the device on.
7. The device works only for a short time.

Critical Planet Coordinates


crash site: 7105.7410

46

47

PROTOSTAR
1. Spock's comment is vital.
2. Spock can contact the protostar.
3. Look in Engineering for the essential substance.
4. Renner is the key to success.

48

, .

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Copyright 1986, 1987 Paramount Pictures Corporation. All Rights Reserved.

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