Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
96 views17 pages

Starlancer Manual Win EN

The document is a message from Captain Robert Foster to all ship personnel regarding a surprise attack by a newly formed Eastern coalition against Western Alliance forces. The coalition has overrun key Alliance bases and colonies. Although the situation looks dire, Captain Foster says the remnants of Western fleets will regroup at Neptune's moon Triton to assess their strategy and make a stand against the encroaching enemy forces. Godspeed is wished to all personnel.

Uploaded by

Roberto Cano
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
96 views17 pages

Starlancer Manual Win EN

The document is a message from Captain Robert Foster to all ship personnel regarding a surprise attack by a newly formed Eastern coalition against Western Alliance forces. The coalition has overrun key Alliance bases and colonies. Although the situation looks dire, Captain Foster says the remnants of Western fleets will regroup at Neptune's moon Triton to assess their strategy and make a stand against the encroaching enemy forces. Godspeed is wished to all personnel.

Uploaded by

Roberto Cano
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 17

COMMAND TRANSMISSION / /

TO: ALL SHIP PERSONNEL


PRIORITY ALPHA-ONE
My fellow countrymen and defenders of the Alliance:
The future had never looked so bright. There was no obstacle too great
for our Western Alliance to overcome. We had terraformed Mars and
established fledgling colonies on the outer moons and planets. With
abundant raw materials mined from asteroids, the discovery of new
nanotechnologies, and automated zero-gravity manufacturing plants, the
human race was poised to reach beyond our solar system.
...But a shadow has fallen across the stars.
Forty-eight hours ago, a surprise strike force decimated the French and
Italian fleets moored in Martian orbit. A newly formed coalition of Eastern
nations has made a grab for power. Their aim is to take everything we
have built with our blood, tears, and toil.
We have verified reports of this Coalition overrunning our Alliance High
Command on Ganymede and landing massive invasion forces on the outer
colonies. We have lost Io and Europa. Pitched battles wage on Mars and
Earth.
In the peaceful quest to build a future, we stretched our military forces
too thin and made a tempting target for those who would take advantage
of our ideals. The lack of vigilance has placed our
democracy on the brink of ruin.
This battle, though, is far from lost.
The remnants of the French and
Italian fleets will rendezvous with
our American, British, German,
Spanish, and Japanese allies
in orbit around Neptune’s
moon, Triton. We will re-
group, establish a new com-
mand structure, and assess
our best strategy. There, on
the edge of the solar system,
we will make our stand against
the encroaching darkness.
Godspeed to us all.
—Captain Robert Foster, ANS Reliant

1
ALLIANCE NAVY TECHNICAL COMMAND TRANSMISSION / /
FLIGHT MANUAL LOGON TO: SQUADRON RECRUITS
Welcome to the 45th Volunteers. Count yourself lucky to be part of the
most patriotic and highly motivated team in the fleet!
Don’t let being members of the 45th go to your head. We’ve got a tough
job to do, so cooperate with the other squadrons. There’s plenty of glory
out here for everyone.
The 45th has access to state-of-the-art fighters, missiles, gunnery, and a
top-notch flight crew to keep you up and running. You’ll need them. The
Coalition has us outnumbered and our supply lines are strained.
Stay frosty out there.
—Squadron Leader, Maria Enriquez “Yeah, I’m lucky. I get wingmen
who were Academy dropouts, ex-
cops, and a bunch of rookies with
as much zero-G combat experi-
ence as a flying squirrel. Try not
to blow me up.”
—Brad “Viper” Callan

Welcome, pilot. You are linked to the Alliance Intelligence and Tactical
Computer (ITAC) database. It is continuously updated to provide the latest
technical specifications and protocols. An annotation feature allows you to
insert notes and customize this document to suit your personal needs.
Some pilots, however, have not been purging their notes before returning
the units. The Quartermaster General requires that all annotations be
deleted. Do your part!

Type your annotations in these


boxes.
—John Q. “Call Sign” Pilot

2 3
GAME INSTALLATION SQUADRON BASE SHIP: ALLIANCE NAVAL
To install Starlancer, insert the Starlancer CD 1 into the CD-ROM drive, SHIP RELIANT
and follow the directions on the screen. If Setup does not begin automati-
cally, refer to the Readme file on the Starlancer CD.

SINGLE PLAYER GAME


Click Single Player on the main menu. Select a pilot and type your call
sign. Click Start Game and set the game difficulty level.

SAVE AND LOAD


To save or load a game, except during a combat mission, press ESC.
Your game is automatically saved after each successful mission.

INSTANT ACTION
To launch directly into a simulated combat mission, skipping the briefing
and ship loadout, click Instant Action on the main menu.

GAME OPTIONS
To customize Starlancer’s video, audio, and game controls, click Game
Options on the main menu.
The 45th squadron is currently stationed aboard the ANS Reliant, a Class
4 Carrier under the command of Captain Robert Foster.
“The other squads hate us. They Launched in 2125, the Reliant has seen extensive action in the Lunar and
think we’re here because no one Europa conflicts. Decommissioned 20 years ago, it has been recently
else is stupid enough to fly these refitted with eight level-6 twin-laser turrets, and called back to active duty.
buckets of rust. Some of them
You have clearance to enter the pilots’ quarters, wheel and briefing
think we’re just floating decoys.
rooms, and the hangar. Move between ship sections by pointing and
They can all kiss my afterburners.”
clicking the edges of the screen with your mouse. Access to sensitive ship
—Michelle “Silky” McCrae areas is restricted to authorized personnel only.
Use extreme caution where high-voltage, radiation, variable-gravity,
and decompression warnings are posted.
Welcome aboard.

4 5
INTELLIGENCE AND TACTICAL COMPUTER Debriefing Records of Squadrons Histories of
your wing’s and personal Alliance and Coalition
(ITAC) performance on com- fighter units.
pleted missions.
Personnel Official
News Reports Text of records of Alliance and
current events throughout Coalition military person-
the solar system. nel.
Video Reports Video Killboard Displays the
feeds on current events number of kills for Alliance
throughout the solar pilots.
system as well as previ-
Exit Terminates secure
ous mission briefings.
interface and shuts down
Fighter Ships Data on ITAC.
Alliance and Coalition
Alliance Symbol Selects
fighter units.
data on Alliance units
Capital Ships Informa- within database.
tion on capital ships in
Coalition Symbol Selects
Alliance and Coalition
data on Coalition units
fleets.
within database.

The ITAC is classified TOP SECRET. Your retina will be scanned and your
identity confirmed before connection is established. Icons on the bottom
of the screen access Alliance databanks. Some files contain data sets
on both Alliance and Coalition units. Click the Alliance or Coalition
symbols in the upper-right corner to select the corresponding data
sets. You can view additional data by clicking the names of ships
or personnel that appear on the right side of the screen.

“Familiarize yourself with all


Coalition ships and squadrons.
Know your enemy and you might
have a chance out there.”
—Julian “Flash” Browne

6 7
SIMULATION POD BRIEFING ROOM

Training Mission
This is where you’ll receive your
“No freaking simulation can get Instant Action preflight instructions and mission “Follow the briefing instructions to
you ready for the big black. This objectives. Pay attention. After your the letter and in the exact order
junk is for losers.” briefing you will proceed to the they were given. Otherwise, you’ll
The simulation (sim) pod is a state- loadout computer to select your jeopardize the mission, get your-
—Jeff “Ace” Goetz
of-the-art virtual reality simulator fighter and configure its arma- self killed—or worse, you might
designed to train Alliance pilots. ments. get your wingmates burned.”
There are two simulator modes.
The first mode demonstrates the —Mike “Moose” Horrigan
“Jeff Goetz thought he was hot,
so he left his sim pod cold. operation of the latest flight,
His maiden voyage, he got shot. instrument, and weapon control
systems. The second mode,
That’s all there is to be told.
Instant Action, allows you to hone
Draw your own conclusions, your dogfighting skills in a simu-
rookie.” lated combat mission.
—Doug “Claymore” McCleod

8 9
FIGHTER SELECTION AND LOADOUT
Ship Selection Displays View Internal Guns
Alliance fighters and their Shows selected fighter’s
statistics. Click a ship to internal gunnery.
select it.
Exit Loadout Computer
Missile Loadout Shows Submits ship configuration
missile specifications. for the launch crew to
Click a missile to load. prep.
Displays the Use Default
Loadout and Remove All After you have selected your fighter
Missiles icons. and ordnance, relevant mission
data will be downloaded to your
Use Default Loadout navigation computer. You will then
Loads a preselected proceed directly to the hangar and
missile array for the ship launch.—Good luck!
selected.
Remove All Missiles
Clears selected missiles
from a fighter, allowing you
to choose a new loadout.

This loadout computer allows you to select a fighter and configure its
accompanying missile payload. Advanced and prototype ships are re-
stricted to high-ranking pilots who have completed many successful
missions.

“Some rookies are so hot to hit


vacuum, they grab the first ship they
can . . . forgetting to load their mis-
siles. It’s a surefire way to make your
first mission your last. Load all your
ship’s hardpoints!”
—Hawkeye

10 11
ALLIANCE FIGHTER SHIP OPERATIONS MANEUVERING AND FIRING CONTROLS
Maneuvering and firing controls are integrated into a simple yoke (or joy-
LAUNCH AND JUMP SEQUENCE stick) to minimize response time in combat. Alternate maneuvering key-
board equivalents (marked with *) are only active if the joystick is disabled.
After launching from your squadron base ship, you will usually activate
your jump engines to bridge the long distances between mission destina- Maneuvering
tions.
Forward thrust To adjust velocity use the throttle control on the joystick.
When prompted by the Jump icon As soon as the throttle is decreased, counter thrusters fire to corre-
on your cockpit display, press J, the spondingly decrease your speed.
Jump Drive key, to proceed.
Keyboard Equivalents
CAMERA ANGLES *Accelerate EQUAL SIGN (=)
You can access different viewpoints to analyze threats and gather informa- *Decelerate MINUS SIGN (-)
tion not available from the forward-facing cockpit view. *Zero throttle BACKSPACE
Move view to the right, left, and aft HATSWITCH *Full throttle END BRACKET (])

Keyboard Equivalents Afterburners Dramatically increase velocity, but they are


limited by available afterburner fuel. The number below the
Reset to the standard afterburner icon indicates seconds of remaining fuel. Press
forward cockpit view 1 TAB or toggle on and off with the ACCENT (‘) key.
Left view 2
Match Speed To match the velocity of a targeted ship,
Right view 3 press Z.
Rear view 4
Flyby camera 5
Target camera 6 Attitude Controls To change the pitch and yaw (the up/down and side-
to-side orientation) of your fighter, use the joystick.
External camera 7
Missile camera 8 Strafe Fires thrusters that move the ship sideways. Press PAGE DOWN
to strafe right and END to strafe left.
Keyboard Equivalents
“Use the missile camera to con-
firm a kill. If your opponent is not *Adjust the pitch and
destroyed, they could regenerate yaw of your craft ARROW keys
shields, and then come back to *Roll ship right PAGE UP
haunt you.” *Roll ship left HOME “Keep moving in a dogfight. Run
—Klaus “Butcher” Hopman away or blast straight toward
your opponent. Do anything but
sit and wait for a missile to lock
onto you. They don’t call it a
“dead stop” for nothing.”
—Jean-Marc “Frenchy” Baptiste

12 13
Weapons ALLIANCE FIGHTER HEADS-UP DISPLAY
Guns To fire lasers, press the trigger on your joystick.
(HUD)
Missiles To launch a missile, press BUTTON 1 on your joystick. The heads-up displays in all Alliance fighter cockpits are standardized to
minimize the steep learning curve associated with piloting new craft.
Keyboard Equivalents
Onboard artificial intelligence makes data appear and disappear as re-
Fire guns SPACEBAR quired. You can override the ship’s AI and lock specific displays in place by
Launch missile ENTER using the SHIFT key with the corresponding key that activates the display.

Targeting Cluster
MISCELLANEOUS OPERATIONS Communications Missile
System (C) Display (M) Damage Display (D)
Electronic Countermeasures (ECM)
Electronic countermeasures protect Alliance fighters from
turrets found on enemy capital ships by scrambling sensors to
prevent weapons lock. To activate ECM, press L. ECM has a
Mission
limited duration before it must recharge.
Objective
Countermeasures (B)/Wing
Status
When an enemy fighter achieves missile lock, you can launch Display (X)
countermeasures to deceive the missile’s tracking computer.
Countermeasures emit an electronic and radar signature
similar to its parent fighter craft. Success, however, is not
guaranteed. To launch countermeasures, press H. The number
beneath the icon indicates how many countermeasures remain.
Ejection
If your ship suffers critical damage, an audio warning will prompt
you to eject. Press F12. The cockpit life pod will detach from
the damaged fighter. This pod has maneuvering thrusters and a
communications system to contact a nanny ship for retrieval.

Gunnery Ship Status Radar (V)


Eject only as a last resort. There’s no Display (G) Indicator
guarantee our guys will get to you
before enemy fighters can target your Power Distribution Display (P) Large Target Display /
pod . . . or, worse, you could be re- Small Target Display
trieved by a Coalition nanny. Personally,
I’d rather ride my exploding fuel pods.
—Susanne “Arrow” de Griey-Birche

14 15
TARGETING CLUSTER, SPEED, AND WEAPONS TARGETING
CHARGE GAUGES Alliance fighters are equipped with the latest fast-Fourier pulse radar
Target Direction systems to target opponents. To target enemies use the following key
Set Speed Indicator (red) commands:
Actual Speed
To Press
Weapons Cycle through enemies within range E
Charge Cycle backward through enemies within range SHIFT+E
Gauge
Nav Point Select primary mission target A
Indicator Select object under reticle Y
(white)
Select incoming bombers and torpedoes T
Targeting Reticle Select nearest enemy R

To select friendly units within range use the following commands:


Your fighter’s speed is displayed on the graduated arc on the left side of
the cluster. The Set Speed is the maximum velocity as determined by your To Press
throttle position. The Actual Speed is your current velocity as it moves Cycle through friendly units Q
toward the Set Speed. All speeds are given in kilometers per second. Cycle backward through friendly units SHIFT+Q
The graduated arc along the right side of the targeting cluster is the Select nearest friendly unit W
Weapons Charge Gauge. Firing an energy weapon will register a corre-
sponding drop in available power. If power drops too far, energy-based When targets are selected, additional data is shown in the Target Display
weapons become ineffective, and require an interval to recharge. (see “Target Display”).
The Target Reticle (orange triangles in the center) When a target is selected, the Target Direction Indicator points to it.
indicates where the ship’s weapons are aimed. The This indicator will be a red triangle if the target is a hostile unit or a green
Nav Point Indicator (white triangle) directs the pilot triangle if the unit is friendly.
to the next navigation point (orange cross). Naviga- The indicator will track objects outside
tion points are objects or mission-specific your field of vision. Directional Calipers Missile Lock Ring
targets assigned in the preflight briefing. slide along the edges of the HUD signify-
ing the target’s direction and range. Lead
Cursor
When you make a direct visual sighting of
the target, a ring appears (a red ring for
Targeting
hostile units and a green ring for friendly
Reticle
units). In the lower portion of this ring the
target’s range is given in meters.
Targeted
The Lead Cursor (red box with trailing Ship
line) shows where you need to shoot to
hit the targeted ship. When the Lead Range
Cursor and the Targeting Reticle overlap,
your ship’s weapons are correctly aligned.

16 17
Smart Targeting Target Display
When this system is enabled, any ship fired upon becomes When the targeting computer is activated, additional data on targets
automatically targeted. Smart targeting is toggled on and off by appears in the lower-right corner of the HUD. This Target Display pro-
pressing CTRL+E. vides information on smaller ships like Coalition fighters, or for larger
objects such as a capital ship. A red display indicates a hostile ship, while
Missile Lock and Targeting a green display denotes a friendly unit.
Missiles require a lock to successfully hit a target (with the exception of Shields
fire-and-forget missiles such as the Solomon). Lock is achieved by keeping Name of Target
Armor
an enemy craft in the forward cockpit view long enough for its tracking Ship Type
system to identify and acquire the target’s visual, heat, or electronic Range
signatures. This lock time varies depending on the type of missile (see
Targeted Speed
“Fighter Selection and Loadout”).
Ship
When lock is acquired, the missile-targeting ring will zoom in around the
For larger targets, you will see a different display.
target and turn white, and then a tone will sound confirming missile lock.
Name of Target
Big Target
WARNING Without first achieving missile lock, it is highly unlikely a Ship Type
launched missile will hit its intended target.
Subtarget Status of Main
(will cycle) Target
Status of
“If you rookies have problems using Subtarget
the 2D target indicator (red Range
triangle) to find a bogey in real 3D Speed
space, try rolling your ship until the
triangle points straight up, then pull Instead of targeting the entire structure of a large target, you generally
target specific subtargets. Subtargets can be features such as gun
back on the yoke. This rotates your
turrets, radar dishes, or reactor cores. To pick a subtarget to attack,
ship along the z-axis until you can
press S to view all available subtargets (or SHIFT+S to cycle backward
site them. Good hunting.”
through the list of subtargets). The corresponding targeted area on the
—Mark “Bandit” Banister object will highlight red. The segmented bars in this display indicate
damage inflicted.

18 19
RADAR DISPLAY SHIP STATUS INDICATOR

Target is to the – Green dots are friendlies Armor


left and above – Red dots are hostiles
player
Shields
Target is to the right
and below player

Alliance fighters are equipped with fast-Fourier pulse radar arrays to This indicator monitors your shield and armor status. It is always on.
accurately identify potential threats. Radar-identified objects are displayed
A double layer of segmented rings surrounds an image of your craft,
within the three concentric rings in the Radar Display in the center grouped into forward, aft, and side regions. The outer ring represents
bottom of the HUD. shields. The inner ring represents armor.
Your position remains fixed in the middle of the concentric rings. The As shields are worn down, the outer segments will dim. When a region of
wedge radiating from the center denotes your forward field of view. shield has disappeared, any damage taken to that area will register on
Objects are positioned to the right or left, or—as indicated by lines per-
the craft’s armor. As armor is damaged, corresponding segments of the
pendicular to the concentric rings—above or inner ring will vanish. When all armor in a region is destroyed, the ship’s
below your fighter. Red dots indicate enemy systems are vulnerable to damage.
units, green are friendly objects, and blue
dots indicate those units broadcasting to Power can be transferred between the front and aft shields. Press and
your communication system. hold down N and push the joystick forward to transfer power to the front
shields, or pull the joystick back to transfer power to the aft shields. With
The radar range may be contracted and additional power allocated, a double layer of shields in that region will be
expanded by pressing V. At minimum range, indicated on the ship status display.
the central circle enlarges to fill the radar
display. Closer scans may reveal more
details than longer ranged scans. “Shields regenerate. Armor
doesn’t. You can hang in a
firefight without armor, though, if
“Don’t worry about what you can you let your shields regenerate.
see in front of you. It’s the guys Allocate more power to shields.
on your tail you need to worry They’ll be the only thing between
about.” you and vacuum.”
—Mike “Moose” Horrigan —Brad “Skippy” Jacks

“ . . . unless your target has a


cloaking device. Then you better
be icy.”
—“Worm”

20 21
MISSILE DISPLAY MISSION OBJECTIVES DISPLAY
Missile Name

Remaining Missiles
in Selection

Armed Missile
This display shows the goals for the current mission. The current objec-
This display shows the status of missile ordnance loaded aboard your tive is shown by default. To activate the display, press B. Page through
ship. To activate the display, press M. objectives by continuing to press B. When you complete an objective, it
will no longer appear on this display.
The display is also activated when missile lock is acquired and you press
the Launch Missile key.
Missiles must be armed one at a time. Rotate the missiles left using the
COMMA (,) key or rotate right using the PERIOD (.) key until the desired
ordnance is at six o’clock. This is the missile or missile pod the fighter will
launch next.

WARNING If selected missiles are depleted, you must rotate a new


ordnance into the six o’clock position before additional missiles can be
launched.

“Solomon and Screamer pods, you gotta


love ’em. Heaps of shots without having
to mess with controls in the middle of a
dogfight.”
—Jordy “Trigger” Kruger

“Precision is everything. Use the right


missile for the right job. Jackhammer,
Havok, Bandit—they all have their place.
Memorize the commands of this display
until using it becomes as natural as
blinking your eyes. You will be victorious.”
—Torii “Mayday” Kiyonaga

22 23
GUNNERY DISPLAY DAMAGE DISPLAY
Name of Weapon
Simultaneous/
Pulse Fire Indicator

Highlighted
Weapon

Your Ship

Ballistics Weapon
Indicator Number of Rounds
Available
The Damage Display is activated by pressing D. The display appears in
The Gunnery Display allows you to monitor and customize your non- the upper-right corner of the HUD. As the segmented indicator next to
missile ordnance. To activate this display, press G. each listed system decreases, the system has sustained more damage,
Available gun systems may be selected by continuing to press G. A sche- and may not function at full capacity.
matic representation of the weapon system is highlighted within a wire-
frame representation of your ship. If the weapon selected is ballistic, then
the number of remaining rounds will be indicated.
To fire all guns at once, press F. Full gun mode may be customized by
pressing CTRL+G to switch between simultaneous mode and pulse mode,
denoted by either a solid or dotted line in the upper-left corner of the
display. In simultaneous mode, all weapons fire in unison. In pulse mode,
they fire sequentially.

“It’s a good idea to test your guns


before a mission and watch this
display. Some weapons are notori-
ously power hungry. You may only
get a few shots before needing to
recharge. Better know this before
you get in a firefight.”
—Julian “Flash” Browne

24 25
POWER DISTRIBUTION DISPLAY COMMUNICATIONS DISPLAY

Shields

Guns Engines

The Power Distribution Display appears on the left side of the HUD. To
activate the display, press P. You can assign varying percentages of the Two-way video and audio feed is encrypted and transmitted between
ship’s power to its engines, shields, or weapons. Alliance fighters and capital ships via the Communications Display. To
By default, one-third of the available power is assigned to each system. To activate this display, press C.
reallocate this energy, press and hold down P while moving the joystick All units within range are assigned a number in the Communications
toward the system icon requiring additional power. Display. You can contact these units by using the corresponding numbers
Alternatively, there are four pre-set key commands for power distribution. on your keyboard. To obtain permission to land, request a rearming, or
request a nanny ship, first contact the base ship.
U Full power to guns
I Full power to engines
O Full power to shields
[ Equalize power distrbution “Unscrambled messages are prohib-
ited. Let’s face it, though, you
rocket jockeys chatter more than my
ninety-year-old Aunt Linda. Don’t let
“If you can’t catch a target, try anything classified slip out. And
giving 100% to the engines. don’t let those Coalition pilots bait
Don’t forget to eventually give you into a suicidal maneuver.”
some juice back to your guns . . .
—Enriquez
so you can do something when
you do finally catch them.”
—Rudy “Wolf” Muller
“After any mission it’s easy to spot
the rookies. They’re drifting outside
their base ship waiting for orders!
You got to ask for permission to
land. Did I mention the last one in
the hanger buys the first round?”
—“Cutter”

26 27
WING STATUS DISPLAY SPECIAL SHIP FEATURES
Some Alliance fighters have prototype devices or other unique features. If
your ship has any of these advanced technologies they will be noted in the
displayed ship’s data on the loadout computer (see “Fighter Selection and
Loadout”).
Reverse Thrust
Ships equipped with reverse thrust can fly backward. To enable
reverse thrusters press SHIFT+TAB. Reverse thrusters con-
sume afterburner fuel.

The Wing Status Display shows the amount of damage each Alliance Spectral Shields
fighter has sustained. To activate this display, press X. Alliance fighters
These shields attune and counter the most frequently used type
are grouped into their respective wings. Your wing will be displayed first.
of energy-based enemy fire—providing immunity from that
Each fighter’s condition is indicated by the graduated bar next to it.
specific attack. They rapidly drain power and can be used only
Wing leaders typically use this display to assess their team’s condition. If for a limited duration, indicated by a timer bar beneath the icon.
a member is too damaged, the wing leader can use the Communications To enable spectral shields, press SEMICOLON (;).
Display to order them to return to base.
Cloaking
Advanced Alliance ships are equipped with cloaking capabilities,
“If you’ve got a spare nanosecond rendering them virtually invisible to an opponent’s sensors. To
activate this feature, press K. Cloaking can be used only for a
between dogfights, check out your
brief duration, indicated by a timer bar beneath the icon, before
buddies. You might be doing great,
it requires recharging. If you fire your weapons, cloaking be-
but the rest of your team could be
comes inoperative.
getting blown to bits. Don’t end up
alone out there.” Blind Fire
—Linc “Diceman” Stevenson When activated by pressing SHIFT+F, your guns automatically
track any target within the HUD’s central targeting cluster.

28 29
MISCELLANEOUS PROCEDURES MULTIPLAYER GAME
Landing Ship To play a multiplayer game of Starlancer:

To land after a mission, you must first request permission to board your 1. Establish the network or Internet connection that you will use for
base capital ship. Select the F8 shortcut key or activate your Communica- multiplayer. Click Multiplayer on the main menu.
tions Display by pressing C, followed by 2 to contact your base, and then 2. Select your connection type—MSN Gaming Zone, TCP/IP Internet,
1 to request permission to land. If granted, your ship’s autopilot will LAN IPX or TCP/IP, Modem, or Serial.
maneuver you into the landing bay. MSN Gaming Zone: To play on the Zone, create a Zone Name and
Escort Position install the Zone software. After you’ve done this, enter a Starlancer
game room and start playing! For more information, go to http://
You may be required to orient your craft in specific escort positions www.zone.com/ and click Help.
relative to other ships. This position appears in the HUD as a red wire TCP/IP Internet: Connect across the Internet or a network that uses
frame. Fly into this frame and your speed will be automatically synchro- the TCP/IP protocol.
nized with the escorted ship.
Local (LAN) IPX or TCP/IP: Connect across a network using the IPX
Hidden Targets or TCP/IP protocol.
Modem: Connect two computers using a modem.
You may be required to remove obstacles such as vent hatches before
firing on targets beneath. Press S to cycle through subtargets Serial: Connect two computers using a null-modem cable.
in the Target Display. Locate the hatch, for example, 3. Decide whether you want to host or join a game.
and then blow it off, exposing a vent shaft that • To join a game, select a game session and click Join Game. If
becomes the new subtarget. connected via the Internet TCP/IP protocol, you must enter an IP
address or press Find Games, then select a game session and
click Join Game.
• To host a game, click either Host Cooperative or Host death
match. For cooperative missions, type your call sign and select the
game mission you want to play, then click Start Game. To host a
death match, enter your call sign, select a ship and scenario, and
then click Start Game.

30 31
DEATH MATCH GAMEPLAY
Starlancer multiplayer death match supports up to eight players. All death
match scenario maps have a restricted, predefined play area. If you try to
fly past these boundaries, you will bounce off.
All ships begin death matches with standard lasers and no missiles. You
can acquire weapon upgrades and other features by collecting powerups
distributed throughout the game.
You get powerups by flying through a glowing powerup symbol. You won’t
know the type of powerup or whether it’s good or bad until its powerup
icon appears on the heads-up display. Unless otherwise noted, powerups’0
effects are immediate.

Ship Cloak Gives you Reverse Yoke Reverses


limited-time invisibility. If the direction of the pitch
you fire a weapon you and yaw controls.
become visible.
Tag Bomb Countdown
Missile Gives you one timer indicates when the
missile. bomb explodes. Collide
with another ship to pass
the bomb.
Invulnerability Makes you
indestructible for a limited Beacon Collect several
time. to trigger a nuclear strike,
killing all opponents.
Shields Down Disables
your shields for a limited Power Core Must be
time. dropped off at a specific
location to stop attacks by
Proximity Mine Gives you
robotic drones.
one mine. Deploy with the
Launch Missile key. Vampire Appears if you
are infected as a vampire
Repair Fully repairs your
in the “Vampire” scenario.
shields and armor.
Shadow Appears if you
attain shadow status in
Fuel Provides additional
the “Hunt the Shadow”
afterburner fuel.
scenerio.
Half-Max Speed De-
Countermeasure Pre-
creases your maximum
vents an enemy missile
speed for a limited time.
from locking on. Press H.

32

You might also like