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6) Other Relevant FAQs

The Frontier Elite II FAQ:

FFE FAQ (v1.1):

 (2021) The second link has died, as so many others have. I have copied the entire contents of the first link below.

                       FRONTIER (ELITE II) Game Info
            collected by lots of people on

           compiled by Christoph Tietz (

                               April 5, 1994

I Disclaimer

  I play this game on a PC and have tried to verify as much of the given
  information as possible.
  Information that is marked with "(?)" is untested and may apply to the
  Amiga version only or may be wrong altogether.  (-; Anything else may be
  wrong too ;-).  If you find any mistake, I would be glad to hear from you.
  Parts of the information listed here were not found by me initially, but
  unfortunately I cannot reconstruct who contributed all the bits and
  pieces. Instead I dedicate this collection to the Frontier playing network
  community with many thanks. I hope you don't mind, that I have put your
  contribution together with lots of others and redistributed the whole
  thing without mentioning your name. 
  Enough smalltalk and excuses. Now to the facts:

II Game Tips

Golden Rule

  Before you do anything that looks only remotely dangerous, SAVE YOUR GAME.
  Do this even if you only want to do something perfectly normal. The game
  is full of bad surprises that have nothing to do with the game itself but
  with bugs and strange crashes. Always keep the last few games, in case a
  saved game is unusable.

Dongles and Other Strange Beasts

  There have been reports of problems with Frontier on an Amiga if a dongle
  occupies the 2nd joystick port. If you cannot control your ship because it
  starts to spin uncontrollably remove the dongle and try again.

Copy Protection

  The copy protection scheme counts headlines as text and ignores the case
  of your input. Page headers and footers and the captions of pictures are
  not counted as text.

Ships In System Maps

  Ships are marked in the system map as little crosses in the color in which
  the ships would appear on the scanner. Your own position is marked with a
  purple dot regardless of the type of your ship and your hyperjump cloud
  will be marked with a blue dot. You will see the blue dot also for the
  hyperjump clouds of ships that you had selected before they jumped out of
  the system.  Sometimes it is even possible to use your cloud analyzer on
  such clouds.  You can not center the map relative to ship marks.

Planet Selection

  A planet or station can only be selected if it is annotated with its name.
  This annotation is only performed when the game assumes that the object is
  clearly visible. The heuristic that is used for this decision sometimes
  fails badly. Therefore some planets can only be selected if the system is
  zoomed and rotated until the observer's position is near the planet. Try it
  with Pluto in Sol [0, 0]. It really is selectable!


  Your autopilot tries to fly to your target in a straight line. If there is
  a planet between you and your target, the autopilot will happily try to
  fly through the planet, crashing you in the process.

  If you don't want to risk crashes because of high gravity or other mishaps
  that could confuse your autopilot you should always land using time
  acceleration at least at level 2. If you don't watch it too closely your
  autopilot definitely performs better.


  Docking your ship in a space station without causing damage can become a
  quite complicated task for large ships. You have to remember that your
  forward view from a ship like the Panther Clipper is not centered in the
  ship but instead you look out of your forward window that may be high
  above the center axis of your ship. As a result you have to aim not at the
  middle of the docking bay of a station but at a point somewhere in the
  upper half of the back wall of the dock.  One nicely working trick is to
  use the outside view to look at your ship from a point in front of it and
  align your ship such that you look at it from within the station and it
  keeps well clear of the dock walls. In a station you may keep your landing
  gear up to keep your ship as small as possible.

Initial Trading

  As a beginner you will want to make fast cash to be able to buy a better
  ship that brings you to all the wonders of the universe. You can earn your
  money with trading. As a beginner you should choose a trading route where
  there is no risk of being attacked by pirates. Sol and Barnard are two
  such systems. You can carry luxury goods from Sol to Barnard and robots
  back. Sell all of your initial equipment you don't need, to make room for
  merchandise. You won't need missiles, laser or your scanner. As soon as
  you have left Merlin (on Ross 154) you can sell your atmospheric shielding
  too at the next starport, if you avoid planets with atmosphere in the
  future. On the route between Sol and Barnard this will pose no problem,
  because there are enough space stations in either system. Be sure to check
  the bulletin board when you bring robots to Sol. Very often you can get a
  better price there than on the stock market.

  You cannot afford Luxury Goods or Computers in the very beginning. Carry
  Fruit and Vegetables to Barnard instead until you have enough cash to
  switch to more profitable goods. Buy a bigger ship as soon as you have
  enough money to pay it AND enough cash to buy some initial cargo for your
  new ship too.

  Another good route in imperial space has been reported to be Facece to
  Vequess and back. You can perform military missions on one way and carry
  slaves back, if you don't mind the moral implications.

Crew Members

  Every day at midnight the bulletin board is updated and may show new
  potential crew members.
  It is a very bad idea to fire someone of your crew. Your reputation will
  suffer badly. If you repeat this several times, it will take you a very
  long time (sometimes years!) to hire crew members again.


  Passengers want to be delivered to their destination in one month or less.
  If they get impatient, they will tell you so, leave at the next starport
  and refuse to pay. The main problem is, that your reputation will suffer
  badly and future passengers may even refuse to be transported by you. You
  can persuade them sometimes by asking several times. You should be careful
  with passengers that tell you, that they owe someone money. They will most
  probably refuse to pay at the destination port.  For some systems you need
  a permit to enter. The only way to get a permit is to transport a
  passenger or parcel to such a system. The people that give you military
  missions assume that you already have a permit.


  If you give money to charity, you will get a better reputation and people
  will trust you more. This means that you can get 10% more money for
  deliveries, get all or part of the money in advance and more people will
  want to work for you (?). Your reputation will also grow if you succeed
  with passenger transports without receiving too much damage to your ship.
  Therefore giving away your money is not really necessary if your
  reputation is not too bad for passengers to accept you carrying them.

Dumping Radioactives

  One way to get rid of the radioactive waste from military drives is to
  dump it into space right out of your cargo bay. If you are in a system
  where a strong police force is watching, this can get you in trouble even
  if you dump directly after your jump into the system. In such systems you
  should simply sell your waste or (if radioactives are illegal) find a
  reliable merchant on the black market who takes it back.

  You can have loads of fun if you try a few highly illegal dumping
  places. A space port is a very nice place to dump your waste on. Some
  people prefer to dump their radioactives into the still open landing bay
  of an underground spaceport. You can even fling your waste into a long
  range cruiser that waits outside of some space stations. Of course you can
  do the same with mines for the thrill of finally seeing a mine hit

  There seem to exist systems where you can get real money for your
  radioactives. Look out for systems in the state of civil war. Sometimes
  you can sell your radioactives there on the black market.

Countryside Landing

    Lower your speed and raise your nose until you fall with approx. 3 m/s.
  When you are down to 10-15 m, cut your speed to 0 and align your nose with
  the horizon. Don't forget to lower you landing gear!


  Select a system with little or no registered settlers, look for an unnamed
  planet above 0 degrees and below 200 degrees without a starport or station
  and unload your MB4. Wait a few months and land near your mining
  equipment. Pick it up and leave. If you try again at the same place you
  will find less and the third time you will find nothing. This is not
  dependent on the time you let your machine work or the amount of minerals
  the machine has produced. Only the number of trials counts.

  A builtin camera (you get it for your first reconnaissance mission) does
  not prevent you from using the mining machines. Just use the camera icon
  in the near of the mining machine. Frontier will know, that you don't want
  to take pictures.

Fuel Scoop from a Gas Giant

  Autopilot to the target, aim at the horizon and set your speed to 15,000
  km/h. Use time acceleration and decelerate to keep the target tunnel
  frames coming at constant speed; when the atmosphere gets visible, aim for
  the middle and reduce your speed to 4000 km/h, go back to normal time. The
  fuel scoop will first fill up the cargo space and then the internal tanks.


  There seem to exist a lot of misunderstandings with respect to fighting.
  The first one is, that your movement vector has to point to your enemy to
  move towards him. This is not true. Your movement vector is shown as the
  vector of your movement with respect to the currently selected reference
  mass. This is totally insignificant for a fight, because there only the
  relative velocities of the fighting ships count. This also means, that you
  don't have to decelerate for a fight. Your attacker will have a similar
  velocity vector as you or he wouldn't stay in your vicinity for long.

  Important are the tiny differences in your movement vectors that result in
  movements of your ships relative to each other. If you both fly parallel
  with 10,000 m/s in the same direction and accelerate towards each other,
  this will have the same effect as when you don't move at all and
  accelerate towards each other. What counts is the resulting relative
  movement. To make a long story short: Simply ignore your displayed
  velocity during a fight. It doesn't matter at all!

  What does count is your velocity relative to the attacking ships. You
  cannot measure it directly, but you can select an attacking ship and watch
  the distance change to get an estimate of your velocity. This is the only
  velocity information that helps you to maneuver during a fight.

  * Always switch your engines off while fighting and use mouse direction
    control and acceleration/deceleration buttons for maneuvering.
  * Ignore the indication of your velocity vector. It is insignificant for a
  * Be careful not to shoot yourself with your own turret mounted lasers.
  * If you attack a ship with your front laser, aim 5 deg past it,
    accelerate until near, decelerate and follow accelerating while it flies
    by. Shoot it from behind.
  * You can shoot incoming missiles: evade with full thrusters, u-turn,
    select with annotation (to make the missile visible) and shoot.

  I have developed a standard sequence for fighting that uses a little
  cheating to compensate for the very poor HUD and the bad interface to the
  functions you need during a fight:

  * When the attack warning comes up, stop time.
  * Switch off your engines.
  * Select the outside view of your ship and zoom out as far as possible.
  * Switch on the id labels to identify the attacker.
  * Move the outside view until the attacker rotates into your view.
  * Select the attacker and activate your radar scanner to get type and
    damage info.
  * Remember the position of the attacker on your scanner.
  * Switch back to the front view.
  * Restart time.
  * If you use your front laser, rotate your ship to face the attacker and
    use your engines to accelerate at the same time to evade the initial
  * Perform any maneuvers necessary and shoot to get rid of the attacker.
  * Select the system map and reselect your initial target.

  Some players find it sufficient to use the id labels, so they don't have
  to deselect the original flight target and select the attacker. I found
  the distance information the selection provides very helpful
  though. Especially when I have to use a powerful laser economically
  because it can be fired only a limited time until it overheats and needs
  time for cooling.

Military Missions

  Be careful not to accept military missions that clearly cannot be finished
  in time. You will have to look at the destination starsystem, estimate
  your travelling time through hyperspace and the time you need in the
  target system to reach your destination. A good distance estimate is to
  add 10 AU to the orbital distance of your destination. If your destination
  is orbiting another planet use the orbital distance of this planet instead
  and add the orbital distance of your destination to the result.

  If you don't get missions from your local military agent, don't despair.
  Often it is sufficient to change the starport in the same system to get
  missions. If all else fails and you don't want to change the base for your
  military career, simply make a small hyperspace jump out of the system and
  back. In the mean time your military agent may have changed his mind. If
  he still has nothing to do for you you should ask yourself a few
  questions.  Would you give someone like you military missions? For whom
  have you worked in the past? Are you really trustworthy? See, you know the


  * Always save the game before accepting a contract.
  * Don't arrive in your target system too early. If the police has enough
    time to investigate, the victim will be warned. This makes it very
    difficult to finish a contract in systems like 61 Cygni [-1, 1] or
    Omicron Eridani [2, 0] where you have to travel 40 AU or more to the
    next station. Don't even think about a mission for Alpha Centauri [0, 0]
    or Cegreth [-1, -3]. Such missions can only be accomplished if you
    cheat. For details see the Autopilot Break below. It seems to be ok. to
    arrive at the target system about one week before contract time.
  * Don't wait too long in front of the target station or port, the victim
    may get frightened and refuse to start. 15 minutes before contract time
    seems ok.
    There seems to be a way to force victims out of a station if they refuse
    to start. If you attack the station, the launch bay must be cleared for
    the police vipers. If your victim is in the station, he/she will be in
    the launch bay and get forced to start as soon as you attack the
  * Don't wait directly in front of the station, the victim may run into
  * Don't wait directly above a star port. If the launch bay doesn't close
    after your start, your victim cannot start.
  * You should never try to watch the take off of your victim in accelerated
    time. In most cases your victim will sneak past you while you are
    dreaming your time away and be gone before you even know it.
  * Don't attack too close to a star port or station, the victim may try to
    land again.
  * If you have to attack near a star port, don't use missiles too early. If
    you do, your victim might try to evade the missile and crash in the
    process.  If your victim kills himself, you failed.
  * You can use missiles to prevent the victim from hyperjumping while you
    attack. If you fire a missile before you use your lasers, the local
    authorities will charge you only 600 credits for illegal weapon usage.
    Otherwise you will get fined 10,000 credits for piracy and murder.
    One very nice attack method based on this trick is to wait at some
    planet far from your destination until you can spot your victim on the
    system map. As soon as it appears, target it and fire a missile. This is
    already sufficient to prevent your victim from hyperjumping and you can
    approach now and do what you came for.
  * If the victim hyperjumps, use a cloud analyzer and simply follow. Select
    the arrival cloud and wait until the victim arrives or you can be sure
    it made a misjump. If you are not fast enough to overtake your victim on
    the direct route, you can always use a wormhole route that is nearly
    always faster. A drawback of the wormhole route is, that your entry
    point of the target system may be far away from the entry point of your
  * If you are too far from your victim when he or she starts, use the
    system map and watch for a ship mark on the map that belongs to your
    victim. Select it and proceed as usual. You can verify your selection
    via communication. Don't call, just verify the registration number.
  * If you have more than one assassination on your list, collect the money
    for the first one before you try the next. Your employer seems to
    actively look for you to pay you and spreads rumors of your profession
    in the process. This obviously warns other victims.

  With these points in mind I have succeded with every contract (civil or
  military) that I have accepted so far. In every case a victim didn't show
  up I could find a reason from the list above and succeeded in the next
  On the other hand there have been reported lots of problems with victims
  not showing up or refusing to land at the port of destination. Some of
  these problems seem to stay even if you use every trick in the book. In
  such a case your only chance is to reload a saved game from the time
  before you accepted the contract.

Reconnaissance Missions

  One problem with such missions is, to find your target at all. It should
  work if you approach the planet until it nearly fills your screen. If the
  military base is visible, you should see it as a grey pixel that can be
  selected. If you don't see it, fly to the back of the planet or simply
  wait a few hours (in accelerated time) until the planet rotates the base
  into your view. The maximum distance to take pictures from is about 80 km.
  You get excellent pictures if you fly below 10 km. One nicely working
  method for an approach is:

  * Use autopilot and maximum time acceleration until you arrive in the
    "vicinity of the planet".
  * Use time acceleration 3-4 and 50,000 km/h to fly to 7000-8000 km
  * Orbit the planet and lock on the target when it is at the horizon.
  * Save the game.
  * Aim a little below the horizon and descend to 1000-3000 m.

    On planets with high gravity this is the most difficult part. I always
    save a game before actually reaching the planet so I can try different
    routes to the target station. The problem on planets with high gravity
    is, that you don't get height information until you cannot decelerate
    anymore in time to avoid a crash. You have to approach such planets very
    carefully. Another problem is, that you can control you descent only via
    the velocity readings because you cannot see your actual velocity vector
    or the target tunnel with your nose up high enough to make a controlled
    descent to your target. You can aim at your target with your nose up, if
    you use the outside view.
  * Continue towards your target with 10,000 km/h and time acceleration 2
    until your distance is down to 200 km.
  * Decelerate to 5,000 km/h and switch off time acceleration.
  * From a distance of 80 km downwards you can take pictures. I usually fly
    between the towers or a small distance above. After you have taken the
    pictures, accelerate with full power and make your escape.
  * After having taken my pictures I often pick a few interesting enemies
    and practice my fighting skills before jumping out of the system.

  A few times I managed to rough land between the buildings of a target
  station. The stations don't seem to have a starport, but only a hangar out
  of which the interceptors start. It is interesting to watch them
  materialize in front of this hangar (and crash shortly afterwards).
  Reconnaissance missions to imperial stations are most difficult, because
  you are attacked by Imperial Couriers with 20 MW lasers. For my Asp with
  up to 10 shields this means that you are history with only one direct
  hit. If you fly very low between the buildings of a target station you
  must be extremely careful, not to be rammed by an enemy ship that suddenly
  appears directly in front of you.

Bombing Missions

  If you have succeeded with reconnaissance missions and shot a lot of
  excellent pictures you will find bombing missions very boring. You can
  fire your nuclear missile from 500 km distance or even more without
  adverse effects if the station lies within your line of sight. The crater
  that replaces the station after a successful attack is no hole in the
  ground. It hovers above the planet just where the station used to be. If
  you rough land at the position of the station you land actually below the
  crater. Very strange...


  If you want to improve your combat rating fast, there is one simple trick.
  Buy a Panther Clipper and equip it with about 300 shield generators. It is
  nearly invincible now. Select a system with lots of pirates. Anarchies are
  very nice and some dictatorships also work very well. Jump into the system
  and switch off your engines. Accelerate time to the maximum and wait for
  the pirates to come. When they arrive, simply wait. They will crash into
  you and you will get the bonus for destroying them. Only one ship can get
  dangerous to you and this is the Imperial Courier which is very often
  equipped with a 20 MW laser. Fight this one and do it carefully because
  once this gun starts to hit you, your shields will degrade very fast and
  you don't have the engine power to evade quickly.

  After you have cleaned up the system, jump to a neighbor system and back
  or still better, simply jump to another anarchy. Repeat until you run out
  of fuel, are bored too much or have advanced to ELITE after 6000 destroyed

  As soon as you get reconnaissance missions from the military, you can
  advance even faster.  Pick a mission to a station on a planet with low
  gravity and fly towards it. From approximately 500 km downward you can
  watch interceptors start continuously. All you have to do is to reduce
  your velocity or switch off your engines and wait until they start
  crashing into you. In the near of imperial stations it is not as easy,
  because you will have to actively fight the attacking Imperial Couriers
  that would cut you into pieces otherwise. They are quite easy to destroy,
  if you adapt your course until they approach you in a straight line. Then
  you can activate the autopilot and fire as soon as they are in range. As
  long as you move to follow one of the Imperial Couriers the others are
  usually too clumsy to hit you hard enough to cause damage. Other ships can
  safely be ignored. They will crash into you from time to time or reduce
  your shields a few percent if they hit you with their lasers. Keep well
  above the planet to avoid crash landings.

  You can accelerate all this still further if you use an energy bomb to wipe
  out a lot of enemies with one keypress. This works most satisfactory if you
  are surrounded by lots of police vipers after some little disagreements
  with the local authorities.

Sling shot

  Aim just past a large gas giant and get fast enough (700 km/s for
  Jupiter). Switch off your engines and watch. Speed and distance are
  critical. You will have to practice a bit to get the feeling.


  You can fly through all the domes on planets without a breathable
  atmosphere and land between the buildings. If you do this for the
  transparent domes at Ross 154 you will find in one dome administration
  buildings of Vega Line, Sirius Corporation and other trading houses and in
  the second dome the usual combination of concrete blocks and green patches
  in between with scattered brick houses. It is definitely fun to fly
  between the buildings and look at your surroundings. Agriculture domes are
  a bit boring, because they contain nothing more than lots of green balls
  at ground level.
  Domes that are not tranparent, can be entered too but contain absolutely
  nothing. It is interesting, that they are no obstacle for you though. At
  least they are good for some very strange graphical effects if you land in
  one of these domes and use your outside view to look at your surroundings.

  In every major city with more than the space port and a little industry you
  can find little churches with working clocks. The cities are structured as
  large blocks of ugly concrete buildings and patches of green between them
  with scattered brick houses and every now and then a little church. Try to
  rough land in the vicinity of such a church and watch the clock on the
  church steeple. Use time acceleration for better effect. If you are close
  enough you can even read the roman numbers on the clock face. The buildings
  give you an interesting impression of the size of your ship. A Cobra MK III
  looks huge compared with this tiny little church. And have you ever seen a
  huge space ship standing in the graveyard behind a church? It looks
  definitely strange.

  At some time in the future I will look for one of the bridges you can see in
  the intro sequence of the game. This will be my last action before voluntary
  retirement. A kind soul already gave me the tip to look in the near of New
  San Francisco on Earth, Sol [0, 0]. Do you really want me to retire?

Other Galaxies

  If you use the galactic view and zoom out of the galaxy you can see lots
  of other galaxies that are arranged in a regular grid. These galaxies are
  all copies of your home galaxy, so it is really not worth the effort to
  try and find wormhols to distant galaxies. There is only one galaxy and a
  lot of mirror images.


  A lot of oldtimers from the era of the original Elite game still remember
  the menace of the Thargoids and miss them in Frontier. Nobody has seen a
  Thargoid in Frontier yet but in an interview David Braben shall have told
  that there is a single Thargoid ship in a system far out in the galaxy. I
  personally think this is only a trick to keep us playing Frontier until
  add-ons appear. But who knows?

  If you fly bombing missions to federal bases you can sometimes see two big
  violet octagonal ships that look just like the good old Thargoid ships but
  they are not disturbed by your approach. Perhaps the Thargoids sleep for a
  few hundred years after the exhausting fight with mankind?

III Bugs / Features

Enemies One At a Time

  Maximum time acceleration will separate groups of ships to get them in
  line, waiting for you.

Perfect Autopilot

  Your autopilot always succeeds if you use maximum time acceleration.

Planet Landing Without Fuel

  While you still have fuel, use the autopilot to align with your target
  planet, switch to maximum time acceleration and wait for the landing
  sequence. Switch back to maximum time acceleration and you are save.

Zero Time Shooting from Gun Turrets

  If an attacker approaches, get him in sight of a laser turret, stop time,
  select the attacker, aim the laser and test fire (you see the blue or the
  explosion light effect if you hit). Keep firing while releasing the time
  stop. Repeat if necessary.

Missile Fire While Docked

  You can fire missiles even from within a space station. This might help in
  case of the passenger/no crew problem described in the Bugs / Bugs

Certain Missile Hit

  Switch to maximum time acceleration after firing the missile. Your missile
  will hit even if you use a nuclear missile and/or have 900 km distance to
  your target.

Selling Ship With Passenger

  If you sell a ship with passenger on board you get the money and keep the
  ship (and the passenger). This bug seems to be fixed in the 1.05 version
  of the game for the Amiga and in the American PC version.

Engine Upgrade for Imp Courier or Imp Trader

  The only way to get an upgrade for the non-removable engine in an Imperial
  Courier or an Imperial Trader seems to be to let it fail due to
  maintenance neglection and then put in a new engine. The new engine will
  be fixed just as the original drive. To let time pass in a controlled way
  select a route between two star systems an perform lots of jumps. If you
  select Barnard <-> Sol, you can sell all your equipment except for the
  autopilot and load your ship with fuel for the jumps. After 10 or 11
  months you should stop jumping around to avoid a misjump. The few
  remaining days you can simply wait outside a station until your drive
  falls off.

Autopilot Break

  You can activate the autopilot for immediate deceleration from arbitrary
  high velocities in the vicinity of your selected target, if you use
  maximum time acceleration.

Crash Avoidance

  Assume you have to perform a mission on some planet, reached it and find
  out that you are too fast to be able to decelerate in time to avoid a
  crash landing. What can you do? The correct way is to watch the crash,
  reload a previously saved game and try again. The Frontier way is to use
  time acceleration to avoid the crash. Simply switch to maximum time
  acceleration just before the crash. You will make a big jump through the
  planet and be safe at some distance at the other side.

  This is not really a bug but more or less a consequence of the
  implementation of time acceleration. Collisions are detected if your ship
  collides with an object at a given time frame of the simulation. When you
  accelerate time these time frames are farther apart and so are your
  positions in space if you are moving. If your position at one time frame
  is above a planet and at the next time frame on the other side of the
  planet Frontier will not detect the collision that should have happened in

Fast Ascent to ELITE

  You can use the properties of time acceleration to acsend to ELITE status
  very fast, once you get foto or bombing missions. Just buy a Panther with
  lots of shields, get yourself an imperial foto or bombing mission and stop
  about 10 km above the target station. Next destroy all ships in your
  near. You can use your turrets and the zero time shooting feature to
  achieve this. Now you can select the first level of time acceleration. The
  ships that now start from the station fly directly into your shields and
  are destroyed. The only thing you have to watch very carefully is your
  height above the planet. You can expect a `right on commander' message
  every 7 to 10 minutes. These messages reset time acceleration, so you will
  have to destroy all ships in your near again and select time acceleration
  until the next message comes up. After a few hours of work you will have
  advanced to ELITE status.
  You can not use higher time acceleration levels because then the destroyed
  interceptors are not counted.

Negotiations With The Police

  If you have been caught selling or buying illegal goods or having them on
  board, the police will fine you. If the officer is not corrupt, you can
  always lower your fine to the original amount if you claim you "haven't
  done it".

IV Bugs / Bugs

  Most of the bugs can be circumvented in one or another way. The only bug
  that really annoyed me is the crash that happens after you have unloaded a
  mining machine and leave the system (PC only). This bug makes the mining
  part of the game unplayable and should have been found if the game had
  been beta tested at all. The many program confusions and crashes during
  heavy fights are a nuisance that can only be partially avoided with
  frequent game saving.

  * The german translation is a complete mess. Most of the time it gives you
    crippled nonsense texts and hides important information in a ruined
    screen layout. Game and manuals are full of spelling errors and
    sometimes you have to translate text back to English to be able to
    understand it at all.

  * The protection scheme sometimes gets confused and asks for the first
    letter of e. g. page 8238,line 27764, word 29263.

  * The attack and missile warnings and the "photograph taken" message stay
    on the screen much too long, hiding vital scanner information. In case
    of an attack warning you can stop time as soon as the warning is given,
    select the attacker and start normal time again. The warning is
    sometimes repeated, but then you already have some hints about the
    position of the attacker.

  * In some systems (mostly large systems with more than one sun, e. g.
    Cegreeth [-1, -3]) the reference mass selection is broken and will not
    switch to the nearest planet or station. In some cases it is sufficient
    to avoid the autopilot and fly by hand. In some systems even this does
    not work (because of discretization problems if the reference mass is
    too far away?) and the target will jump around wildly. Sometimes it
    helps not to use maximum time acceleration or fly by hand. If this does
    not help either: 

    1. Avoid such systems.
    2. If you absolutely have to dock or land in such a system use the
       autopilot to accelerate under maximum time acceleration, switch off
       your engines until you are 1-2 AU from your target and reactivate
       autopilot (still under maximum time acceleration) to decelerate and
       teleport to your target.
    3. If 2. fails, try again from another angle.

    Reconnaissance missions to such systems are very difficult, because you
    cannot use the teleport-and-decelerate trick.  Furthermore the drawing
    of the target planet gets totally inconsistent with the drawing of the
    station to be filmed, resulting in "flying" stations that seem to be
    located above the planet and other strange effects that make navigation
    by hand a matter of pure luck. I got such missions to
    Micanex C,Da [3, -4] and Hoethan A,B3b [3, -5].

  * Bombing missions for systems like Candaess [2, -4] lead to problems
    too. You cannot hit the flying station above Candaess A,B1b because the
    nuclear missile seems to have a fixed velocity between 15,000 and 25,000
    km/h. Because the gravitation reference is never switched to the planet,
    you have to adjust your velocity relative to Candaess C,D. In my case I
    had to select around 28,000 km/h to be able to approach the station at
    all. Whenever I fired my missile it somehow decelerated and never
    reached the station. The only trick that worked was to fire the missile
    from a distance around 900 km and use the missile-hit feature/bug to
    destroy the station. You can do this only from a great distance because
    you are unable to switch to full time acceleration if the interceptors
    are near you.

  * In systems with a central supergiant, the simulation of this sun is
    broken. In the Betelgeuse system [59, 14] I got no gravitational effect
    of the central sun and could fly right through it.  The displayed disk
    sometimes transformed into a rotating rectangle (e. g. at 1.39 AU
    distance) and sometimes vanished completely (e. g. at 0.8 AU distance).
    The supergiant was never selected as reference mass.

  * If you are near a planet that was not selected as reference mass (see
    above), you can watch the same effects for this planet as have been
    described for supergiants.

  * Sometimes the scanner may fail without damage report.  All systems seem
    to be ok., but the scanner doesn't show the attacking ships. It has been
    reported that you can fly through these ghost ships without damaging
    them or you. This seems to happen mostly in the near of the famous
    "flying" stations above planets that have not been selected as reference
    mass. The attacking ships also fire at you but seem to be unable to hit.

  * Be careful not to accept delivery missions to systems without bases or
    spacestations. You might not be able to deliver.

  * You sometimes get reconnaissance or bombing missions from the military
    that are impossible to accomplish, because there is no planet in the
    denoted system. These missions are cancelled as soon as you select them
    but they stay in the mission list.

  * If you are stuck in an underground base but have enough fuel and your
    engines are ok., there is no safe way to start but you can try out a few
    alternatives that have been reported to work in some cases:

    1. Use maximum time acceleration just after you have got launch
       permission. When you get the message that your launch time expired,
       switch to maximum time acceleration again.
    2. Build up a little motion, pull up your landing gear and use maximum
       time acceleration to warp through the wall.
    3. Buy lots of shields and fly through the wall.
    4. Perform takeoff as if all were normal (up gear, increase throttle,
       pull up nose) this might result in your ship starting normally.

    For some of these methods a few retries might help (save the game before
    you try anything!). If nothing else helps, select a target for a
    hyperjump and force a misjump via ALT + F8.

  * Some versions of the game for the Amiga don't allow you to jump into the
    van Maanens [0, 1] system. Neighbor systems are reachable without
    problem, the star map shows the system as reachable but you cannot
    trigger the hyperjump to van Maanens.

  * On planets with a breathable atmosphere you are sometimes cleared for
    landing on pads that are already occupied by other ships that seem to
    have landed far from their destination pad.

  * Mountains are sometimes placed directly on the landing pads of a
    starport on planets with a breathable atmosphere.

  * Sometimes a starport is reported to be busy even if there are free
    landing pads and no incoming ship exists that may have been assigned to
    the pad.

  * If you do not have enough crew and a fugitive passenger on board,
    someone might attack you from outside a station, preventing time
    acceleration to wait for enough crew and (through the passenger) also
    the selling of your ship. The only way to solve this dilemma seems to be
    to use the missile bug to shoot the attacker from inside the station (?).

  * The autorefuel system may magically empty your internal tanks if you try
    to fill them by hand. I had this effect in a Panther Clipper once even
    without the autorefuel system.

  * When a passenger gets impatient waiting to be delivered and leaves at
    the next starport, you get cabins that are falsely reported occupied,
    preventing you from selling your ship or using the cabin again. The only
    way out of this situation seems to be to buy an escape capsule and use
    it at the next opportunity. You will lose your ship but you can at least
    buy a new one.

  * If you have more than one MB4 mining machine, you must always deal with
    the last one on your list first. If you by accident destroy or even sell
    another one first, the game crashes (?).

  * Do not leave a system with mining gear left behind. The game will crash.
    This seems to be a problem that appears only in the PC version. As in
    the missile fire bug on the Panther this is a bug in the EMS handling
    that hits you whenever you hyperjump.

  * If, as a result of your asteroid mining operation, many objects appear
    in your neighborhood, the game may crash (?).

  * You have not fulfilled a killing contract if your victim crashes.

  * If you fly towards the horizon of a planet, strange graphical effects
    may happen, showing pie slices of the planet flashing everywhere. Also
    the horizon may jump wildly up and down.

  * The same effect happens if you are in the midst of a fight at the right
    height above a planet.  Your enemies will wildly jump around making them
    impossible to hit. Interesting enough they don't seem to have the same

  * You can fly through mountains, transparent domes, buildings and the
    walls of spaceports.

  * On some star ports ships of contract targets seem to be unable to start
    without crash. This happens preferably on planets with gravity
    comparable to earth gravity or higher. Example: Lion Transport in
    Manchester City on Matthews World in Behoqu [2, -4]. The only workaround
    I have found is to avoid contracts to such targets.

  * The height calculations are broken on some planets, e. g. on Hoopers
    World in 82 Eridani, where I got a distance reading of 0.65 km for a
    target that was at the starport (not yet started!) and my height was
    shown as 2345 meters. Another example is Mitterand's World in
    Liabeze [2, -4]. 

  * For the upper gun turret on the Tiger Trader at elevation angles above
    50 deg, 5 MW beams fill the whole lower screen or strange crossing beams
    are shown, hiding possible targets.

  * Missiles that are fired from a Panther Clipper crash immediately without
    hitting anything except the own ship. This makes many bombing missions
    impossible to accomplish with a Panther. The bug only appears after
    hyperspace jumps (EMS access on the PC) and you can avoid it if you dock
    at a station or land at a starport before you try to fire a missile. You
    can shorten the extra time you need for this if you use the Autopilot
    Break to reach the point of your intermediate landing as early as
    possible. This makes bombing missions to systems with spaceports
    possible but still leaves a lot of impossible cases.

  * The trajectory drawing for planets or stations shown in the system map
    sometimes gets confused and draws straight lines from one point of the
    trajectory to the screen border.

  * A jump into the Beta Lyrae system [-146, 85] crashes the game.

  * The attempt to get system info for the Andolqu system [-76, 29] crashes
    the game.

  * If you select system info for an unexplored system, you get the info for
    the last selected explored system.

  * If you select population info for an unexplored system, the game may

  * Sometimes you may get a starport reported to be located on a sun.  While
    being docked at Gilmour Orbiter in Tau Ceti, system info showed a
    starport on the sun Exbephi B [-1225, -853].  The starport vanished when
    I jumped into the system.  Also a population of 100,000 to 1 Million was
    reported for Ethfala [-2174, -879] which is a binary system without

  * If you recenter the star map to your position you will still get the
    system info of the system you looked at before recentering until you
    have moved the cursor away from your current system and back.

  * Sometimes a selected star is not surrounded with the green circle at the
    position of the star but at the wrong end of the pin which shows the
    system's height with respect to the galactic ecliptic.

  * The ships section of the documentation contains at least 19 errors.

  * The masses of Panther, Kestrel and Hawk do not add up to the total mass
    of 1775t, 20t and 18t respectively.

  * The reverse thrusters of the Eagle MkII are way too weak to be meant
    this way. The available 4g should probably be 14g.

  * If you switch between the status screens of your display, your ship may
    get drawn erroneously on the contract list page.

  * In the repair section of the shipyard, hull damage is not measured
    relative to the actual hull weight and can exceed the actual hull weight
    by a large amount.

  * After a heavy fight the repair section of the shipyard may get confused.
    I once got as a damage report the message of the police officer that
    arrests you if you haven't paid your fines. The repair costs were 26315

  * Another effect in a similar situation produced damage reports for all my
    thrusters that kept reappearing at each entry of the repair screen even
    after repair. Save and restore of the game didn't help. I had to return
    to a saved game from before the fight.

    The effect can be reproduced if you buy a new ship and immediately buy a
    new drive for it.  If you now enter the repair screen, all your
    thrusters are reported to be damaged. You can try to repair them with
    very strange effects that cause repaired thrusters to get damaged from
    the repair of other thrusters. If you have succeeded with the repair and
    no thruster is reported damaged anymore, you will get the old damage
    reports again the next time you enter the repair screen.

    The effect can be ignored and will vanish after you have refueled and
    taken off to the next starport.

  * You can get game crashes during a fight. A few times I got strange beeps
    from the speaker in my PC that got lower and lower until the game froze.
    The exect situation was a fight where I was receiving damage by an enemy
    laser when he was hit by my front laser simultaneously.

  * The ejection system may be triggered if you try to rough land with a
    large ship (?).

  * If you crash during a failed attempt to rough land, the game may crash
    with a memory exception.

  * The system map allows centering on planets only if the planet is
    annotated with its name.  The annotation sometimes happens only shortly
    before the planet vanishes from the screen.  For some planets it is very
    difficult to find a rotation/zooming combination that works, for some
    planets like Phiagre A,B2 [1, -3] I have not yet found a setting that
    makes the planet selectable.

  * When you have docked at a station using maximum time acceleration, the
    system map still shows your position outside the station.

  * If you hyperjump while traffic control is warning you you will get a
    final warning message and a fine from the star system you jump into.

  * In early versions of the game for the Amiga there is a bug that may
    confuse the bulletin board that then shows parts of the stockmarket
    section. One trick to avoid this problem is to always return to the top
    of the bulletin board before leaving it. If the damage is done, you can
    accelerate time to wait until midnight. The bulletin board will then be
    reset and corrected.

  * The manual states that the game is completely playable via keyboard, but
    I have not found an equivalent to a right mouse click on the keyboard.
    Therefore rotation control for the system and sector maps seems to be
    dependent on the mouse.

  * A mouse click that misses a function icon or the scanner display in the
    lower part of the screen deselects the current target. As a consequence
    you often have to reselect your target only because you missed some icon
    by a small amount.

  * Released mouse keys sometimes keep autorepeating.

  * The joystick cannot be calibrated and is way too imprecise (even with a
    high quality joystick) on a 40MHz 386 PC.

V Hacking and Cheating

  If you don't want to spoil your game completely, please ignore this


  FRONTIER.EXE and the .OVR files of the PC version have been packed with an
  LZEXE compatible packer. You can safely unpack them, they will run without
  problems afterwards. The advantage of unpacking your executables is that
  you can use your favourite byte editor to look for strings in the game and
  find out what you can expect in your future gameplay. It also should speed
  up the startup time of your game significantly.

Save Files

  Saved games are not portable between the Amiga and the PC versions of the
  game. They seem to be compressed in the PC version but the compressor
  program is not yet known.

  There are some hack sheets floating around for the Amiga version but I
  will not include them here because I simply don't like this kind of
  cheats. I think it is bad enough to exploit the bugs in the game for your
  gameplay.  If you really want to cheat badly, write your own game or find
  out the cheats for yourself!

VI Wish List

  * If the system map would follow the events outside, you could watch your
    progress in the map without having to switch repeatedly between main
    view and map.

  * It should be possible to center the system map relative to a displayed

  * There should be a possibility to fast zoom out of the system map just
    enough to make your ship or the next planet visible.

  * It would be nice to have a stack of autopilot targets: select your
    flight target, push it and select a target for a fight, return to your
    flight target...

  * If you don't use the autopilot, it is very difficult to land on planets
    with high gravity, because you have no easy way to estimate your current
    position relative to the planet without deselecting your target. It
    would be nice to have a switchable height meter that gives you readings
    all the time (not only from 50.000 m downwards) in addition to your
    information about the target distance. Also some velocity information
    like rate of descent and velocity with respect to the planet surface
    would be extremely helpful. Why not switch to a HUD that contains this
    information in the near of a planet, if your autopilot is not activated?

VII Flight Physics

     1 AU = 1.496 x 10^11 m      (astronomical unit)
     1 g  =          9.81 m/s^2  (gravitational acceleration on earth)
     1 h  =         3,600 s      (hour)
     1 d  =        86,400 s      (day)

VII-A Equations for Free Fall

  With velocity v [m/s], acceleration a [m/s^2], distance d [m] and time
  t [s] we get:

     v = a t = sqrt(2 a d);    d = 1/2 a t^2;    t = v/a = sqrt(2 d/a) (1)

VII-B Navigation Equations

  For the distance d travelled with initial acceleration a_1 and final
  deceleration a_2 the values of interest for the journey are the maximum
  velocity at the turning point (where we change from acceleration to
  deceleration) v_u, the distance d_2 of the turning point from the target
  and the time t_d that is needed for travelling the distance d. We assume
  that forces other than those produced by our own engines can be neglected
  and that we start and reach the target with zero velocity. Furthermore we
  assume that the engines are used all the time at full power. If the main
  engine is used for acceleration and deceleration the equations are very

           v_u = sqrt(a d);     t_d = 2 sqrt(d/a);     d_2 = d/2       (2)

  This fastest mode of flight is used to accelerate up to the turning point
  velocity at the distance d_2, turn the ship and decelerate until the
  target is reached.

  If the autopilot is used instead, it will use the main engine for
  acceleration and the secondary thrusters (retro thrusters) for
  deceleration. In this case we get the equations:

                  v_u = sqrt( 2 d (a_1 a_2)/(a_1 + a_2) )

                  t_d = sqrt( 2 d (a_1 + a_2)/(a_1 a_2) )              (3)

                          d_2 = d a_1/(a_1 + a_2)

  The time t_d is always a lower bound for the really used time because the
  autopilot doesn't use the engines at full power all the time. I
  approximated the real time consumption of autopilot flight with a least
  mean square fit of data from 20 undisturbed flights with a Cobra MK III.
  Measuring the distance in astronomical units [AU] and the acceleration in
  units of earth gravitational acceleration [g], I got for the time [d]:

   t_dA = 1.212/86400 *
     sqrt( (2.992 * 10^11)/9.81 ( d (a_1 + a_2)/(a_1 a_2) ) ) - 0.001  (4)

VII-C Hyperdrives and Jump Ranges

  A hyperdrive lets you travel its maximum range in seven days, which is 168
  hours. Travel time is linear with distance, so you will use one day to
  travel a seventh of your hyperdrive range. For a class n drive you will
  need n^2 tons of fuel to travel the maximum range, except for the class 8
  hyperdrive which actually is a class 9 drive and therefore uses 81 tons
  for a maximum range jump. The fuel consumption is linear with the
  distance, using only integer amounts of fuel, so you will need e.g.
  ceil(n^2/2) tons of fuel to travel half the maximum drive range. The only
  difference between the civil and military versions of a drive is the
  weight of the drive and the type of fuel used.

  The relation between jump cost c [t], jump time t [h], ship mass m [t] and
  jump distance d [lj] can be expressed a little more exact to give you a
  few numbers to crunch. Here the equations:

           c = ceil( d * m / 200),    t = 168/200 * d * m / h^2        (5)

  If you set the time to the maximum 168h in the second equation you can
  calculate the maximum range of the drive of a given class in a given ship.
  If you do this for the class 8 drive in a Panther or Boa you get
  inconsistencies. From the ships table you can see that the class 8
  drive behaves like a class 9 drive in the Panther and like a class 7.79
  drive in the Boa. I hope this indicates a mistake in the table. The
  maximum ranges for the Lynx Bulk Carrier and the Long Range Cruiser are
  calculated as if the class 8 drive were actually class 9 drive. I don't
  know whether these ships can carry hyperdrives at all.

VIII Wormhole Theory

  The following seems to be invalid for the newer PC versions of the game.

  A ship can jump very large distances due to a modulo effect in the
  hyperspace continuum with a base of W_sect = 81.62 sector lengths
  (655.36 lj). One can use this behavior to find jump paths that are much
  shorter in time and fuel consumption than the straight distance. This also
  allows you to use a smaller hyperdrive and leaves more room for fuel and
  cargo. The optimal jump points for a journey between two systems with one
  intermediate stop are found on the intersections of circles around the two
  endpoints of the journey. On such a circle lie the systems that can be
  reached from the center of the circle with a minimum amount of fuel and
  time. A system at the intersection of such circles can be reached easily
  from the centers of both circles, making it an ideal intermediate jump
  point. The circles have multiples of the wormhole distance (655.36 lj) as
  radii. To make the calculations simple we assume at first, that the
  "thickness" of a sector can be neglected and that two jumps with equal
  distance shall be made, resulting in circles with equal radius. The
  coordinates of the ideal intermediate jump points can now be found on a
  line that perpendicular bisects the segment between the two endpoints of
  your journey, at the points of intersection of the circles around the

  For two star systems at the coordinates (x, y) and (u, v) we define:

                      a = (u - x);       b = (v - y)                 (6)

  We choose a jump distance of W_n = n x W_sect sectors. With this
  definitions we get as coordinates for the intermediate jump (p, q):

            p = (x + u)/2 + b sqrt( W_n^2 / (a^2 + b^2) - 1/4 )
            q = (y + v)/2 - a sqrt( W_n^2 / (a^2 + b^2) - 1/4 )

            p = (x + u)/2 - b sqrt( W_n^2 / (a^2 + b^2) - 1/4 )
            q = (y + v)/2 + a sqrt( W_n^2 / (a^2 + b^2) - 1/4 )

  Now n has to be chosen such that the square root has a real solution (the
  jump radius is larger than the half distance between the systems) and we
  have to find a system near one of the intermediate jump points.  If such a
  system cannot be found, we simply increment n and try again with a
  wormhole distance of the next greater order.

  If you want to perform two jumps with different jump sizes the equations
  have essentially the same structure but get a bit more complicated. We
  define a and b as in (5) and choose the jump distances W_m = m x W_sect
  for the first jump and W_n = n x W_sect for the second jump. m and n must
  be chosen such that: 

                | m - sqrt(a^2 + b^2) / W_sect |  <=  n  <=            (9)
                  m + sqrt(a^2 + b^2) / W_sect

  This ensures, that there exists an intermediate jump point at all. With

              alpha = (W_m^2 - W_n^2) / (2 (a^2 + b^2)) + 1/2          (10)

  we get for the coordinates of the intermediate jump point (p, q):

     p = (1-alpha) x + alpha u + b sqrt( W_m^2 / a^2 + b^2 - alpha^2 )
     q = (1-alpha) y + alpha v - a sqrt( W_m^2 / a^2 + b^2 - alpha^2 )


     p = (1-alpha) x + alpha u - b sqrt( W_m^2 / a^2 + b^2 - alpha^2 )
     q = (1-alpha) y + alpha v + a sqrt( W_m^2 / a^2 + b^2 - alpha^2 )

IX Programs for a HP42S pocket calculator

Here comes a collection of programs for my pocket calculator that I have
found useful in navigation and the collection of statistical data.

IX-A Convert time display formats

First a program that converts a time interval given as days:hours:minutes
to decimal fractions of a day:

% convert number in the form ddhhmm to a decimal dd.dd form

% =========================================================


% memory: dhm day in ddhhmm form

lbl "dhm->d"

input "dhm  % input ddhhmm here

xeq d


goto "dhm->d"

% subroutine for conversion ddhhmm -> dd.dd

% -----------------------------------------


% input: ddhhmm on stack


% memory: 00 accumulator for dd.dd

% 01 temporary storage

% 02 unprocessed input

lbl d

sto 02

10,000 /

ip  % isolate day number

sto 00

10,000 x

sto- 02  % remove days, leaving hhmm

R^  % normalize stack

rcl 02

100 /

ip  % hours number

sto 01

24 /  % hours per day

sto+ 00

R^  % normalize stack

rcl 01

100 x

rcl 02


-  % leave mm entry of input

1440 /  % minutes per day

rcl+ 00



IX-B Estimate travel time

The next program uses equation (4) to calculate an estimate for the duration
of a flight. You put the acceleration of your main and secondary thrusters
into the global variables mn_g and bk_g and the program asks you for the
distance in astronomical units. Acceleration is measured in units of earth
gravitational acceleration and is constant for a given ship, so you have to
initialize the variables only once for a ship. The calculated time is output
in decimal fractions of a day.

% calculate time estimate in days for a local journey

% ===================================================


% memory: mn_g acceleration of main thruster in g

% bk_g acceleration of back thruster in g


% s_au distance to be travelled in AU

lbl "au->t"

input "s_au"


% calc. factor for conversion

rcl "mn_g"

rcl+ "bk_g"

9.81 /

rcl/ "bk_g"

rcl/ "mn_g"

2.992E11 *


1.212 *

  •  % mult with conversion factor

86400 /  % convert to days dd.dd

0.001 -


IX-C Calculate jump points

The following program uses equations (9) to (11) to calculate the position
of jump points for wormhole jumps. You provide it with the jump orders and
in complex form the coordinates of your current and target system. It gives
you the coordinates of the optimal jump points as output (also in complex
form). If no jump point exists for the given jump orders, an error is
produced while calculating the square root.

% calculate coordinates of jump point

% ===================================


% memory: ord1 order of first jump

% ord2 order of second jump

% x,y coordinates of start system (complex)

% u,v coordinates of target system (complex)


% 00 x

% 01 y

% 02 u

% 03 v


% 04 a = u-x

% 05 b = v-y

% 06 alpha

% 07 x + alpha * a

% 08 y + alpha * b

% 09 a^2 + b^2

% 10 sqrt (...)

% 11 a * sqrt

% 12 b * sqrt

lbl "hjmp"

realres  % only real results of sqrt

fix 02  % only two digits after decimal point

input "ord1"  % get order of jumps

input "ord2"

input "x,y"  % get start coordinate

complex  % convert to real/real

sto 01


sto 00


input "u,v"  % get target coordinate


sto 03

rcl- 01

sto 05  % store b


sto 02

rcl- 00

sto 04  % store a

% calculate alpha

x^2  % a^2

rcl 05



sto 09  % save a^2 + b^2

2 *

rcl "ord1"

81.62 *


rcl "ord2"

81.62 *





0.5 +

sto 06  % store alpha

% calculate sums in front of square root

rcl* 04

rcl+ 00


sto 07  % x + alpha * a


rcl 06

rcl* 05

rcl+ 01

sto 08  % y + alpha * b


% calculate square root

rcl "ord1"

81.62 *


rcl/ 09

rcl 06




sto 10

rcl* 04

sto 11  % a * sqrt


rcl 10

rcl* 05

sto 12  % b * sqrt

% calculate coordinates of first jump point

rcl+ 07  % p coordinate on stack

rcl 08

rcl- 11  % q coordinate on stack


% and now the second jump point

rcl 07

rcl- 12  % p coordinate on stack

rcl 08

rcl+ 11  % q coordinate on stack



X Keyboard Reference (German Keyboard)

                 game exit                : ^C
                 pause                    : ESC
                 accelerate time, level x : SHIFT + Fx
                 dump screen (?)          : numeric *
                 move cursor              : ALT + arrow keys
                 select (= mouse left)    : numeric 0
                 turn down                : A
                 turn up                  : Y
                 turn starboard           : .
                 turn port                : ,
                 accelerate               : CR
                 decelerate               : RIGHT SHIFT
                 hyperjump                : H
                 force misjump            : ALT + F8 in flight menu
                 rotate                   : arrow keys
                 zoom in                  : sz
                 zoom out                 : '
                 fire laser               : SPC
                 fire missile             : M
                 fire ECM                 : E
                 fire energy bomb         : B
                 activate radar scanner   : R
                 activate milit. camera   : D
                 activate escape capsule  : X
                 recenter map             : C
                 hyperjump                : H
                 map panning              : arrow keys
                 fast map panning         : SHIFT + arrow keys
                 time forward             : RIGHT arrow key
                 time backward            : LEFT arrow key or #
                 fast zoom-in             : double click zoom-in
                 unload/pick up MB4       : D

 In menues you can select the items via keyboard. To select an item you
 simply type the number (NOT on the numerical keypad!) of it's position in
 the list. The items are numbered from top to bottom, starting at 1. The
 keys 2, 4, 6 and 8 on the numerical keypad are equivalent to the arrow

XI Game Tables

XI-A Ships

  Ships are given with their type, hull weight, loading capacity, retro
  thruster acceleration, main thruster acceleration, number of crew members,
  number of gun mountings, number of missile pylons, jump distances for
  different drive classes, possibility to mount a fuel scoop, the initial
  drive class and the price.



Adder         15   40  8.0 18.1  1  1  0  1 : 3.63/14.54/32.72   y  2     73 k
Anaconda     150  650  3.0  6.0  8  2  8  4 : 4/6.25/9/12.25     y  6  1,060 k
Asp           30  120  7.0 22.2  2  2  1  2 : 5.33/12/21.33      y  3    187 k
Boa          200 1300  4.0  8.0 10  4  6  5 : 3.33/4.8/6.53/8.1  y  8  2,474 k
Cobra Mk I    15   60  6.0 16.1  1  2  2  2 : 10.66/24           y  2     97 k
Cobra Mk III  20   80  7.0 20.1  1  2  4  2 : 8/18               y  2    124 k
Constrictor   30   90 10.0 22.0  2  2  2  2 : 6.66/15/26.66      y  2    143 k
Eagle Mk I     5   20 10.0 25.2  1  1  2  1 : 8/32               n  1     38 k
Eagle Mk II    6   22  4.0 28.2  1  1  2  1 : 7.14/28.57         n  1     41 k
Eagle Mk III   8   22 15.1 28.2  1  1  2  1 : 6.66/26.66         n  1     43 k
Falcon         5   11  9.0 30.2  1  1  2  1 : 12.5               n  1m    46 k
Gecko         11   34  9.0 16.1  1  2  1  1 : 4.44/17.77/40      n  2     66 k
Hawk           5    7  6.0 27.2  1  1  2  1 : 11.11              n  1m    48 k
Imp Courier  130  350  6.0 16.1  1  1  6  3 : 3.75/6.66/10.41/15 n  5    609 k
Imp Trader   175  525  4.0  9.0  1  1  6  4 : 4.57/7.14/10.28/14 n  6    949 k
Int. Shuttle   4    4  3.0  5.0  1  0  0  _                      n  I     14 k
Kestrel        5    9  6.0 25.2  1  1  2  1 : 10                 n  1m    50 k
Krait          8   27 10.0 20.1  1  1  4  1 : 5.71/22.85/51.42   n  1     50 k
Lifter         3    7  2.0  4.0  1  0  0  1 : 20                 n  I     16 k
Lion          65  235  3.0  5.0  4  3  8  3 : 6/10.66/16.66      y  3    348 k
Moray         17   70  6.0 14.1  1  1  4  2 : 9.19/20.68         y  2    109 k
Osprey         4   11  8.0 27.2  1  1  2  1 : 13.33              n  1m    45 k
Panther      400 2000  3.0  6.0 12  4  8  6 : 4.05/5.52/9.1      n  8  2,753 k
Puma         175  825  3.0  6.0  9  4  8  4 : 3.2/5/7.2/9.8      y  6  1,265 k
Python       100  400  4.0 10.0  7  2  4  3 : 3.6/6.4/10/14.4    y  4    575 k
Sidewinder     8   25 12.1 23.2  1  1  0  1 : 6.06/24.24/54.54   y  1     44 k
Tiger Trader  80  320  5.0 12.1  5  3  1  3 : 4.5/8/12.5/18      y  4    472 k
Transporter   40  160  4.0  9.0  3  3  2  2 : 4/9/16/25          n  3    241 k
Viper         15   50 10.0 24.2  1  1  4  1 : 3.07/12.3/27.69    y  2     87 k
Lynx Bulk
   Carrier 1200  6000  1    3   20  0  0  8 : 2.25               ?  ?  7,228 k
Long Range
   Cruiser 1000 15000  1    3  100  1  0  8 : 1.01               ?  ? 16,110 k

  The drives for Imperial Courier and Imperial Trader are fixed and not
  changeable. The Interplanetary Drive of the Lifter cannot be removed to
  add a jump drive.

  The Lynx Bulk Carrier and the Long Range Cruiser can both sometimes be
  seen in the near of space stations. They don't seem to move but if I
  remember right, the Lynx Bulk Carriers at least answer your
  communication. Long Range Cruisers seem to be abandoned and are only good
  for hide and seek games with the Vipers of the local police or for target
  practice. I know of no opportunity to buy one of the ships.

XI-B Lasers and Shields

  A shield works like an extra hull that can take up to 16 tons damage
  before your real hull is damaged. It regenerates at a few percent per
  second and does this faster if you use an Energy Booster (approximately 3%
  per second). The regeneration rate is independent of the number of shields
  you have and the state of your shields. The strength of your shielding is
  proportional to the number of your shields, so 10 shields can take 160
  tons damage before your hull is damaged.  A pulse laser can inflict 12.5
  tons of damage per MW power. This means that one shield can absorb one hit
  of an 1 MW pulse laser and will degrade to 22% in the process. A directly
  following second hit would reduce your shield to 0% and cause nine tons of
  damage to your hull.  This shows that the damage a shield can absorb is
  proportional to its state, which means that one shield can take e.g. eight
  tons of damage at 50% reducing it to 0% without causing damage to your

  Here a more complex example: You have two shields and get hit four times
  by an 1MW pulse laser. Your shields recharge 5% between the hits. The
  first hit reduces your shields from the original 32 tons protection to
  19.5 tons protection or 60%. Before the next hit the shields recharge 5%
  to 21.1 tons protection. The next hit reduces the shields to 8.6 tons
  which are recharged to 10.2 tons. The third hit cuts through your shields
  and causes 2.3 tons damage to your hull. Recharge will bring your shields
  back to 1.6 tons protection and the last hit will take them down again and
  cause another 10.9 tons of damage to your hull for a total damage of 13.2

  The higher firing rate of beam lasers seems to result in approximately
  five times the power of pulse lasers resulting in higher damage over the
  same time interval. This means that a 1 MW beam laser should be
  approximately equivalent to a 5 MW pulse laser. Mining lasers have a very
  low firing rate but inflict enough damage to destroy an Imperial Courier
  with one hit. The damage they can cause with one hit is estimated to be
  somewhere between 750 and 1,500 tons.

XI-C Equipment

The possible equipment items together with their weight are given in the
following table:


         XB13 Dummy Mine           1 t |XB74 Proximity Mine      1 t
         Energy Bomb               4 t |KL760 Homing Missile     1 t
         LV111 Smart Missile       1 t |NN500 Navy Missile       1 t
         30 MW Mining Laser       10 t |1 MW Pulse Laser         1 t
         5 MW Pulse Laser          3 t |1 MW Beam Laser          5 t
         4 MW Beam Laser          20 t |20 MW Beam Laser        75 t
         100 MW Beam Laser       200 t |Laser Cooling Booster    1 t
         Small Plasma Accel.     500 t |Large Plasma Accel.    900 t
         ECM                       2 t |Naval ECM                2 t
         Cargo Bay Life Support    1 t |Extra Passenger Cabin    5 t
         Auto Pilot                1 t |Auto Refueller           1 t
         Scanner                   1 t |Radar Mapper             1 t
         Hyper-Space Cloud Anal.   1 t |Shield Generator         4 t
         Energy Booster            5 t |Escape Capsule           5 t
         Atmospheric Shielding     1 t |Hull Auto Repair        40 t
         Fuel Scoop                6 t |Cargo Scoop Converter    2 t
         MB4 Mining Machine       30 t |Interplanetary Drive     4 t
         Hyperdrive Class 1       10 t |Hyperdrive Class 2      25 t
         Hyperdrive Class 3       45 t |Hyperdrive Class 4      80 t
         Hyperdrive Class 5      150 t |Hyperdrive Class 6     250 t
         Hyperdrive Class 7      400 t |Hyperdrive Class 8     600 t
         Military Drive Class 1    6 t |Military Drive Class 2  12 t
         Military Drive Class 3   24 t |Military Drive Class 4   ? t
         Fighter Launcher          ? t |

  A Class 8 Hyperdrive can only be bought as a builtin drive with the Boa or
  the Panther Clipper.
  No one has ever seen a Class 4 Military Drive or a Fighter Launcher but
  there are rumors that they exist in the game somewhere.

XI-D Merchandise

Just for reference, here the list of merchandise:


        Water           Liquid Oxygen    Grain           Fruit and Veg.
        Animal Meat     Synthetic Meat   Liquor          Medicines
        Fertilizer      Luxury Goods     Heavy Plastics  Metal Alloys
        Precious Metals Gem Stones       Minerals        Hydrogen Fuel
        Military Fuel   Industrial Parts Computers       Air Processors
        Farm Machinery  Roboters         Radioactives    Rubbish
        Narcotics       Animal Skins     Live Animals    Slaves
        Hand Weapons    Battle Weapons   Nerve Gas     

XI-E Ranks

 Here comes the list of ranks in the German and the English version version
 together with the number of points you have to get to advance to a given


  Keiner             None           Aussenseiter    Outsider          0
  Gefreiter          Private        Leibeigener     Serf              1
  Unteroffizier      Corporal       Master          Master           16
  Feldwelbel         Sergeant       Sir             Sir              81
  Hauptfeldwebel     Sgt-Major      Squire          Squire          256
  Major              Major          Lord            Lord            625
  Oberst             Colonel        Baron           Baron         1,296
  Leutnant           Lieutnant      Viscount        Viscount      2,401
  Korvettenkapitaen  Lt. Commander  Count           Count         4,096
  Kapitaen           Captain        Earl            Earl          6,561
  Kommodore          Commodore      Marquis         Marquis      10,000
  Konteradmiral      Rear Admiral   Herzog          Duke         14,641
  Admiral            Admiral        Prinz           Prince       20,736

 The following table shows the correspondence between the mission type and
 the points you get for the successful completion of a mission:


                         delivery           2
                         assassination     14
                         foto              16
                         bombing           18
                         `excellent' foto  20

  Different kinds of military missions are bound to your rank. In the
  federation you carry unimportant stuff until you get promoted to Sergeant;
  then the first secret messages may be carried by you. You will get your
  first military assassination mission as Sgt-Major. After your promotion to
  Major you will get additional reconnaissance missions and a Colonel may
  execute bombing missions. The empire handles equivalent ranks the same
  way. You seem to get no new type of mission when you advance further in
  rank although there are many rumors that you get new missions to destroy
  enemy ships at Commodore/Marquis level.

  The above does not hold, if you execute missions for more than one side. I
  made the mistake of working for the empire after I advanced to Colonel and
  had gotten my first few bombing missions.
  I advanced to Squire in the empire and went back to the federation. Now I
  had the problem, that I got no more bombing missions but had to stay with
  the usual reconnaissance missions. I eventually got bombing missions again,
  but working for the empire surely stopped my federal career for a while.

  The safest way to advance in the federation and the empire at the same
  time seems to be the famous `rank swing': Advance one rank in the
  federation, work for the empire and advance one rank there, return to the
  federation and so on until you are Admiral/Prince and ELITE and bored to

  Your rank is not the only prerequisite you need to get a certain type of
  mission. You have to own all the possible medals for earlier missions
  first. You get medals for:

  1. the first delivery of an important item like gravitic detonators,
  2. the first delivery of secret communication,
  3. the first successful assassination,
  4. the first successful reconnaissance mission,
  5. the first reconnaissance mission with resulting excellent film and
  6. the first successful bombing mission.

  A strange side effect is, that you must not perform all reconnaissance
  missions perfectly, because if you do, you will not get your fourth medal!

  The complete list of medals for the German and the English version of the
  game looks as follows:

 _Federation_German|_English____________|_Empire German___|_English___

 Tapferkeitsurkunde Certificate of Valor Rote Armbinde     Crimson Brassard
 Sternexplosion     Starburst            Schwarzes Polygon Black Polygon
 Purpur-Omega       Purple Omega         Goldene Lanze     Gold Spike
 Zinnober-Krone     Vermillion Crest     Platinkreuz       Platinum Cross
 Blauer Exzelsior   Blue Excelsior       Ehrenlegion       Legion of Honour
 Frontier Medaille  Frontier Medal       Himmelskrieger    Celestial Warrior

XI-F Combat Rating

 And here your combat rating with more magic numbers. They seem to denote
 the number of ships you have destroyed multiplied by 256. In other words,
 you get 256 points for each destroyed ship regardless of its type.

        _German_______________|_English_________|  _Points _|Kills_

         Harmlos                Harmless               0        0
         Meistens Harmlos       Mostly Harmless    1,024        4
         Schwach                Poor               2,048        8
         Unterdurchschnittlich  Below Average      4,096       16
         Durchschnittlich       Average            8,192       32
         U"berdurchschnittlich  Above Average     16,384       64
         Kompetent              Competent         32,768      128
         Gef"ahrlich            Dangerous        256,000    1,000
         T"odlich               Deadly           768,000    3,000
         ELITE                  ELITE          1,536,000    6,000

  For every 256 destroyed ships you will get a message like: "right on
  commander". This is an indication of your advances between the ranks. From
  the table you can see, that you should get Dangerous between the third and
  the fourth message of this kind. You advance to Deadly between the 11th
  and 12th message. You should become ELITE after the 23rd message.

XI-G Legal Status

The last table gives the possible legal status with the associated fines (?):


                   W. Weste        Clean            0
                   Straff`ll.      Offender         1
                   Krimin.         Criminal     5,500
                   Outlaw          Outlaw      20,000
                   Fluechtig       Fugitive   100,000

XII System Info

 There seem to be differences between the coordinates of systems in the PC
 and the Amiga version of the game. Usually they are smaller than one
 sector, the only verified case of a large difference being the Andolqu
 system [PC -76, 29], [Amiga -74, 29]. The following tables correspond to
 the PC version. If you find systems to be located in a different sector on
 your Amiga, I would be glad to include a list of differences (that you will
 have to provide). If they are too many, it would be interesting to find
 out, whether a more systematic approach could be successful.

 The system names in the tables that correspond with really existing
 astronomical objects are printed with a leading "_" character. Not all
 probable candidates for astronomical objects (like 82 Eridani) could be
 found in the star catalogues I have access to. They may be astronomical
 objects or not.

XII-A Settlements and Tourist Attractions Far Out

 Here comes a list of inhabited systems with starports far from the core
 systems, mixed with a few systems of specific interest.


    Aaqu        [  771, -1302] indep corp
    Ackargre    [-4310, -1999] indep anarchy
    Ackarol     [-2000,  -879] indep corp
    _Alcyone    [   32,    32] uninhabited
    Aliafa      [-2107, -1017] indep corp
    _Antares    [  -39,   -34] uninhabited    no planets
    Anvequ      [  360,    -5] indep corp
    Arfaess     [ 1020,     0] indep corp
    Arwabe      [ -766,  -766] indep corp
    _Atlas      [   32,    32] uninhabited
    Ayessand    [-1022, -1022] indep corp
    Aysool      [-1495, -1574] indep anarchy
    Ayurda      [ -666,   117] indep anarchy
    Becaness    [  772, -1303] indep corp
    Becanol     [-1509,   -35] indep corp
    Beenbe      [-2757,   -35] indep anarchy
    Beenla      [  254,     0] indep corp
    _Beta Lyrae [ -146,    85] uninhabited    contact binary star
    _Betelgeuse [   59,    14] uninhabited    supergiant
    Betiess     [-2344,   -35] indep anarchy
    Daaya       [  937,   789] indep anarchy
    Edaso       [-1790, -1790] indep corp
    Edcelia     [-2107,   503] indep corp
    Edenve      [  254,     0] indep corp
    _Electra    [   32,    32] uninhabited
    Enangre     [-1225,  -922] indep corp
    Enlabe      [-1792, -1792] indep corp
    Enquze      [-1674, -1498] indep corp
    Esswaze     [-1790, -1790] indep corp
    Exvefa      [-2000,  -194] indep corp
    Faarfa      [ -509,  -770] indep corp
    Fainin      [  771, -1302] indep corp
    Famiay      [-2107,   -63] indep corp
    Greurqu     [  772, -1303] indep corp
    _Hadar      [   -6,   -40] uninhabited    supergiant
    Hoessce     [-5180, -2000] indep corp
    Ioandqu     [  772, -1303] indep corp
    Ioceay      [-1509,   -35] indep corp
    Ioquex      [  772, -1303] indep corp
    Iozeio      [ -376,  -426] indep corp
    Lahola      [ 1022,    -4] indep corp
    Lasolia     [-2000, -1566] indep corp
    _Maia       [   32,    32] uninhabited
    _Merope     [   32,    32] uninhabited
    Micanex     [ -739,  -539] indep anarchy
    Miphimi     [-2102, -1745] indep corp
    Oletphi     [-2331,   -35] indep corp
    Phiolbe     [-2187,   -35] indep anarchy
    _Pleione    [   32,    32] uninhabited
    _Polaris    [    0,    76] uninhabited    supergiant
    Qumia       [-2107,   503] indep corp
    _Rigel      [   92,     6] unexplored     supergiant
    Solaqu      [-2107, -1017] indep corp
    _Spica      [   -4,   -17] uninhabited    no planets
    _Taygete    [   32,    32] uninhabited
    Tiafa       [ -748,  -863] indep corp
    Urbela      [ -719,    -6] indep corp
    Urceve      [-1814, -1745] indep corp
    Urioed      [-2000,  -879] indep corp
    Ururur      [-1814, -1745] indep corp
    Vewela      [-1790, -1790] indep corp
    Wafaa       [ -666,   117] indep anarchy

XII-B System Database

  A table of systems I have had contact with is given on the next pages. For
  every system the sector coordinates, maximum distance to the nearest
  starport or station and the political system are listed together with
  some comments.

 1o4774          [-1, 1]   9.02 indep corp
 AC+79o3888      [ 0, 2]   8.97 indep corp
 Aandti          [ 0,-5]   8.58 indep corp      no starport
 Achenar         [ 1,-4]  57.78 imp capital     luxury goods export, computer
                                                import, radioactives illegal,
                                                Honest John Thatcher's ok,
                                                avoid Ulrich's Warehouse
 Ackcanphi       [-4,-4]        indep disputed
 Ackdati         [ 0,-5]  19.74 imperial
 Ackexa          [-3, 3]        indep corp
 Acklave         [ 2,-2]  18.30 indep anarchy   no starport
 Ackwada         [-5,-3]        indep corp
 Ackzece         [ 1,-5]  10.30 imperial
 Aenze           [ 3,-6]   8.68 indep anarchy
 _Alcor          [ 0, 5]        indep corp      no planets
 _Aldebaran      [ 6, 4]        uninhabited     no planets
 _Alioth         [ 0, 4]  23.63 indep democracy disputed system
 _Altair         [-2, 1]  10.87 fed democracy   robot import
 _Alpha Centauri [ 0, 0] 990.00 fed colony
 Anacka          [ 4,-4]   9.21 indep corp      no starport
 Anacketh        [ 0,-5]  13.79 imperial
 Anave           [ 3, 0]   7.70 indep anarchy
 Anayeth         [-1,-4]        imp colony
 Andceeth        [-5, 2]        indep disputed
 Andcefa         [ 2,-3]  11.15 imp colony
 Andinol         [ 3,-6]   4.15 indep anarchy   no starport
 Andwafa         [-2, 3]        indep corp
 Anlaol          [ 1,-6]  11.19 imperial
 Anlave          [ 0, 3]  10.57 fed democracy
 Anphiex         [ 2,-2]  10.98 indep corp
 Arayess         [ 4,-7]        indep dict      under federal interdict
 _Arcturus       [-2, 0]  12.02 fed democracy
 Arexack         [-1,-5]        indep corp
 Aveed           [ 3, 0]  12.73 indep corp
 Ayarlia         [ 3, 1]   6.94 indep corp
 Ayethti         [-3,-1]        indep democracy
 Ayfati          [ 1,-5]   9.69 imperial
 Aymiay          [ 1, 4]   6.17 fed democracy
 Aymifa          [ 2,-5]  10.81 imperial
 Aymigre         [ 2,-3]   9.32 indep anarchy   no starport
 Ayqugre         [ 4,-5]  11.02 indep anarchy   no starport
 Ayurso          [ 4, 0]   9.09 indep civil war exorbitant prices for robots
                                                and luxury goods
 BD 946          [-1, 2]        indep corp
 _Barnard        [-1, 0]  11.08 fed colony      robot export, luxury goods
                                                import, Haynes and Son Inc.,
                                                Merchant Darke's ok
 Becanin         [ 3, 0]   7.71 indep corp
 Bedaho          [-4,-2]   7.74 fed democracy
 Befaqu          [-2, 8]        indep dict      under federal interdict
 Behoqu          [ 2,-4]   9.34 imperial        contract targets may crash on
                                                start from Manchester City
 Besaex          [ 3, 0]        indep corp
 _Beta Hydri     [ 0,-2]  10.69 fed democracy
 Beuress         [ 0,-5]  10.62 indep anarchy
 Beurqu          [ 3,-5]  10.60 indep anarchy   no starport
 Bewaack         [ 0,-5]  10.92 indep anarchy   no starport
 CD-37o15492     [ 0, 0]  10.52 indep corp
 CD-44o11909     [-1,-1]  11.20 indep anarchy
 CD-46o11540     [-1,-1]  10.94 indep corp
 CD-49o13515     [-1,-1]   8.65 indep corp
 Canayce         [ 2,-6] 421.41 indep anarchy
 Candaess        [ 2,-4] 238.55 imperial
 Caninve         [ 3,-2]   9.48 indep anarchy   no starport
 _Canopus        [ 6,-6]        indep anarchy   supergiant
 _Capella        [ 4, 4]        indep corp
 Ceessze         [ 3,-4]  10.15 indep anarchy
 Cegreeth        [-1,-3] 220.00 imp colony      reference selection fixed on
                                                Cegreeth D, discretization
 Cemiess         [-2,-2]        imperial        negative black market prices
                                                for gem stones and precious
                                                metals, Richard's Exchange,
                                                Patrick's Exchange, Judd's
                                                Trading ok
 Cetilia         [ 4,-5]  17.10 indep anarchy
 _Cygni, 61      [-1, 1]  48.62 fed democracy   single starport, often busy
 Daceess         [ 2,-5]  17.01 indep anarchy   no starport
 Dainay          [ 2, 3]  10.49 indep corp
 Dainfa          [ 3,-6]  10.72 indep corp
 _Delta Pavonis  [-1,-2]  10.59 fed democracy   many political contracts
 Diso            [-3,-6]        indep democracy
 Edethex         [ 3,-3]   8.35 fed democracy
 Edlave          [ 3,-2]  15.64 indep anarchy   no starport
 Edliaze         [ 2,-2]  10.01 indep corp
 Enaness         [-5, 1]        indep communist
 Encea           [-2, 2]  10.73 indep corp
 Enquze          [ 4,-3]  10.79 indep corp
 _Epsilon Eridani[ 1, 0]  11.07 indep corp
 _Epsilon Indi   [-1,-1]  10.63 fed democracy
 Eridani, 82     [ 1,-1]   9.02 indep corp
 Essaa           [ 1,-5]  10.37 imperial
 Essethlia       [ 4,-2]        indep corp
 Essliagre       [ 2,-4]  11.33 indep anarchy   no starport
 _Eta Cassiopeia [ 0, 2]  10.09 fed base        bring your own military fuel
 Ethgrece        [ 2,-5]   9.23 indep corp
 Exbeur          [-3, 4]  10.31 fed colony      no military fuel
 Exhoed          [ 2, 4]   9.90 indep dict
 Exioce          [-1,-3]  10.54 imperial
 Exiool          [ 2,-4]  10.79 imperial
 Exlagre         [-5, 3]        indep corp
 Extila          [-4,-1]        indep feudal
 Facece          [ 0,-4]   9.59 imp base        luxury goods, medicine
                                                export, many military
 Famiso          [ 3,-4]   7.59 indep corp
 Faphive         [ 3,-4]   8.73 indep anarchy   no starport
 Fawaol          [ 2,-3]  15.84 imp colony
 _Fomalhaut      [-1,0 ]  14.11 fed democracy   radioactives illegal,
                                                Austin's Exchange,
                                                Shepherd's Merchandise ok,
                                                avoid O'Hanlon's Goods
 Greayqu         [ 3,-2] 272.33 indep anarchy   no starport
 Gretiay         [ 3, 2]        indep           no population
 Groombridge 34  [ 0, 1] 135.23 indep corp
 Hobegre         [ 2,-6] 111.44 indep anarchy   no starport
 Hocancan        [ 1,-3]  14.38 indep anarchy   no starport
 Hoethcan        [ 3,-5] 614.74 indep anarchy   no starport
 Inedol          [ 3,-5]   5.81 indep anarchy   no starport
 Inena           [ 3,-6]   9.22 indep dict
 Intiol          [ 2,-4] 380.41 indep anarchy   no starport
 Ioarqu          [ 2,-3] 530    indep anarchy   no starport
 Iohoay          [ 3, 0]   8.46 indep corp      interesting contracts
 Ioioqu          [ 4,-5]  11.21 indep anarchy   no starport
 Ioliaa          [ 2,-6]  10.06 indep corp
 Ioququ          [ 3,-4]  10.93 imperial
 Iozegre         [ 3,-2] 634.68 indep anarchy   no starport
 LP 658-2        [ 2, 0]  10.14 indep anarchy
 Lacaille 8760   [-1, 0]        indep corp
 Lacaille 9352   [-1, 0]        indep corp
 Lacancan        [ 3,-6]        indep anarchy   no starport
 Laedgre         [ 2,-2]   9.14 indep anarchy
 Laedla          [-4, 1]        imp colony
 Laesscan        [ 4,-3]  74.92 indep anarchy   no starport
 Laiogre         [ 4,-4]   8.13 indep anarchy
 Lalande 21185   [ 0, 0]   9.94 indep corp
 Lalande 25372   [ 0, 0]  10.48 indep corp
 Lave            [-3,-6]        indep dict
 Liabeze         [ 2,-4]  10.77 imperial
 Liaedin         [ 4, 3]        indep disputed
 Liaququ         [ 2,-2]  10.07 indep democracy
 Luyten          [-1, 0]        indep corp
 Luyten 97-12    [ 1,-2]  11.14 indep corp
 Luyten 205-128  [-1,-2]   7.88 indep corp
 Luyten 674-15   [ 2,-1]  10.68 indep corp
 Luyten 789-6    [-1, 0]        indep corp
 Maanens, van    [ 0, 1]   9.49 indep dict      isolationistic religious
                                                enclave, permit required
 Miandze         [ 3,-5] 547.58 indep anarchy   no starport
 Micanex         [ 3,-4]  92.42 indep anarchy   no starport
 Miolgre         [ 2,-5]   8.52 imperial
 Miolze          [ 2,-3]   9.25 indep corp
 _Mizar          [ 0, 5]        indep corp      no planets
 Olaygre         [ 4,-3]   7.63 indep anarchy
 Olcanze         [ 1,-3]        imperial
 Ollaex          [ 2,-3]  11.19 indep corp      no starport
 Oltiqu          [-1, 4]  11.76 fed democracy
 _Omicron Eridani[ 2, 0]  43.38 indep corp
 Ophiuchi, 36    [-1,-1]  78.84 indep corp
 Ophiuchi, 70    [-2, 0]        indep corp
 _Phekda         [ 2, 5]  13.61 indep anarchy
 Phiagre         [ 1,-3] 241.90 indep corp
 Quexce          [-2,-2]   9.45 indep corp
 Quince          [-1,-5]        imperial
 Quphieth        [-3, 0]        indep feudal
 Ququve          [ 1, 4]        fed democracy
 _Regulus        [ 5,-1]        indep corp      no starport
 Riedquat        [-3,-6]        indep anarchy
 Ross 128        [ 0, 0]  10.71 fed colony      prison colony, permit needed,
                                                Donaldson's Warehouse ok 
 Ross 154        [-1, 0]  10.65 fed colony      single starport, often busy,
                                                Merchant Nakamichi's ok
 Ross 986        [ 2, 1]   9.96 fed democracy
 _Sigma Draconis [-1, 2]        indep corp
 _Sirius         [ 1, 0]  20.18 indep corp
 Sodaack         [ 1,-6]  12.34 indep anarchy   no starport
 Sohoa           [ 0,-4]  10.71 imperial
 _Sol            [ 0, 0]   9.47 fed capital     luxury goods export, robot
                                                import, good ship selection
                                                at Moon, radioactives
                                                illegal, Haynes Merchandise,
                                                Greenhill's Warehouse,
                                                Brennans Holdings, Honest
                                                John Coate's, Baker's
                                                Trading Company, Merchant
                                                London's Honest John Loma's
                                                ok, avoid Honest John
                                                Brennan, Merchant Gomez's,
                                                Thatcher's Merchandise,
                                                Macmillan's Goods Emporium,
                                                Shehan's Exchange
 Sophilia        [ 3,-1]  10.38 indep corp
 _Tau Ceti       [ 0, 0]  10.04 fed democracy   many military missions,
                                                Gilmour Orbiter is a good
                                                base for a federal military
 Tiacan          [ 3,-4]   6.48 imperial        overpopulated
 Tiancan         [ 4,-5]  11.95 indep anarchy   no starport
 Tiaycan         [ 3, 0]  10.83 indep anarchy
 Tiessgre        [ 3,-3] 306.07 indep anarchy
 Tiliala         [-4,-1]        fed democracy
 Tivecan         [ 2,-3] 248.84 indep anarchy   no starport
 Urfaa           [ 5, 7]        uninhabited     station
 Urlaay          [ 3,-2]  10.82 indep corp      robot export for Zeaex
 Urquay          [ 4,-5]   6.85 indep anarchy   no starport
 Veareth         [ 0,-5]  21.02 imperial        no starport
 Vecanlia        [ 0,-5]  11.31 indep anarchy   no starport
 _Vega           [-3, 2]  10.40 fed democracy
 Vequess         [ 0,-4]   8.88 imperial
 WX Ursa Majoris [ 1, 1]        uninhabited     no planets
 Waarze          [ 4,-4] 133.73 indep anarchy
 Waayol          [ 4,-5]   9.77 fed democracy
 Waceol          [ 3,-4] 162.38 indep anarchy   no starport
 Waessol         [ 2,-3] 305.88 indep anarchy   no starport
 Wainze          [ 3,-2]   9.90 indep corp
 Waolex          [ 4,-4] 549.67 indep anarchy
 Wolf 359        [ 0, 0]  11.35 indep corp
 Wolf 630        [-2,-1] 170.00 fed democracy   radioactives illegal
 YZ Canis Minoris[ 2, 0]   8.79 indep communist permit required
 Zeaex           [ 3,-2]  10.29 indep disputed  robot import, lots of trouble 
 Zeancan         [ 2,-2]   9.68 indep anarchy
 Zeanlia         [ 2, 2]  34.99 indep corp
 Zearla          [-5, 1]        indep feudal
 Zeceand         [ 6,10]        uninhabited     starport
 Zeessze         [ 0, 3]   9.20 fed democracy
 Zeessze         [ 1,-6]   9.02 indep anarchy
 Zelada          [ 1, 4]        indep anarchy

XIII Wormhole Routes

 In this table, sector coordinates are interpreted relative to the integer
 coordinates of a sector center(the intersection of the faintly colored
 lines). Therefore the sector [0, 0] has the corners [-0.5, 0.5], [0.5, 0.5],
 [0.5, -0.5] and [-0.5, -0.5]. Furthermore the coordinates [-0.7, 1.3] are
 located in sector [-1, 1].
 I am sure that for many jumps better jump points can be found, but this
 little navigation library already helps me a lot. It gets continuously


____From_______Coord_______To________ Coord____ _Via______Coord____

1o4774 [-0.65, 1.25] Delta Pavonis [-0.90,-1.70] Exaycan [80.80,-7.25]

1o4774 [-0.65, 1.25] Eta Cassiopeia[ 0.00, 2.50] Anlaso [-72.80,39.60]

1o4774 [-0.65, 1.25] Maanens, van [-0.05, 1.10] Anexess [19.65,80.40]

1o4774 [-0.65, 1.25] Sol [ 0.00, 0.20] Exquar [-70.10,-42.05]

1o4774 [-0.65, 1.25] Tau Ceti [ 0.30, 0.40] Milaze [-54.95,-59.90]

AC+79o3888 [ 0.15, 1.80] Eta Cassiopeia[ 0.00, 2.50] Aressan [80.15,19.30]

AC+79o3888 [ 0.15, 1.80] Zeanlia [ 1.60, 1.95] Inarin [8.80,-79.60]

Aandti [-0.10,-4.75] Tau Ceti [ 0.30, 0.40] Dalaar [81.60,-8.05]

Achenar [ 0.95,-4.15] Barnard [-0.75, 0.10] Inarho [76.00,28.20]

Achenar [ 0.95,-4.15] Eta Cassiopeia[ 0.00, 2.50] Zetiso [81.35,10.80]

Achenar [ 0.95,-4.15] Facece [ 0.30,-4.05] Ayvequ [-11.65,-85.10]

Achenar [ 0.95,-4.15] Sol [ 0.00, 0.20] Ceioho [80.45,15.20]

Achenar [ 0.95,-4.15] Tau Ceti [ 0.30, 0.40] Vecanwa [81.45,9.90]

Ackdati [ 0.40,-5.15] Sol [ 0.00, 0.20] Esshocan [-81.25,-9.20]

Ackdati [ 0.40,-5.15] Tau Ceti [ 0.30, 0.40] Zeandar [-81.35,-3.80]

Acklave [ 1.80,-2.50] Tau Ceti [ 0.30, 0.40] Anmiay [73.80,36.15]

Ackzece [ 1.30,-5.20] Tau Ceti [ 0.30, 0.40] Olethan [-79.50,-17.75]

Aenze [ 2.95,-5.85] Tau Ceti [ 0.30, 0.40] Greanda [-73.35,-35.10]

Alioth [-0.50, 4.40] Anlave [-0.20, 2.80] Ethveur [80.55,18.60]

Alioth [-0.50, 4.40] Aymiay [ 0.90, 4.25] Grececan [9.15,85.80]

Alioth [-0.50, 4.40] Dainay [ 1.60, 2.95] Etheneth [-45.85,-63.65]

Alioth [-0.50, 4.40] Eta Cassiopeia[ 0.00, 2.50] Migreur [-79.30,-17.40]

Alioth [-0.50, 4.40] Exhoed [ 1.95, 4.00] Phicanve [14.25,85.00]

Alioth [-0.50, 4.40] Oltiqu [-1.50, 3.95] Arsoa [-34.30,78.80]

Alioth [-0.50, 4.40] Phekda [ 1.50, 5.00] Enphiphi [23.80,-74.20]

Alioth [-0.50, 4.40] Sol [ 0.00, 0.20] Andesswa [81.85,12.00]

Altair [-2.00, 0.65] Andwafa [-1.90, 3.05] Ackgrean [-83.75,5.30]

Altair [-2.00, 0.65] Arcturus [-1.50,-0.50] Arquho [73.25,32.70]

Altair [-2.00, 0.65] CD-46O11540 [-1.20,-1.30] Ackena [-77.30,-31.35]

Altair [-2.00, 0.65] Cygni, 61 [-0.90, 1.20] Tiioess [35.25,-72.35]

Altair [-2.00, 0.65] Delta Pavonis [-0.90,-1.70] Iozeti [-75.50,-35.15]

Altair [-2.00, 0.65] Epsilon Indi [-0.50,-0.65] Daayho [52.40,61.65]

Altair [-2.00, 0.65] Eta Cassiopeia[ 0.00, 2.50] Miarfa [54.75,-58.30]

Altair [-2.00, 0.65] Lalande 25372 [-0.45,-0.25] Aydami [39.60,70.95]

Altair [-2.00, 0.65] Liabeze [ 1.60,-4.20] Ceandphi [-65.90,-50.60]

Altair [-2.00, 0.65] Luyten 97-12 [ 0.90,-1.95] Soedar [-55.00,-61.65]

Altair [-2.00, 0.65] Ophiuchi, 36 [-1.80,-1.15] Greliave [-83.25,-9.30]

Altair [-2.00, 0.65] Ophiuchi, 70 [-2.05, 0.00] Beurcan [79.65,-5.30]

Altair [-2.00, 0.65] Otiqu [-1.50, 3.95] Quceve [79.20,-9.80]

Altair [-2.00, 0.65] Ross 154 [-1.10,-0.30] Hoenve [-61.00,-55.85]

Altair [-2.00, 0.65] Sol [ 0.00, 0.20] Fasove [-18.70,-79.40]

Altair [-2.00, 0.65] Tau Ceti [ 0.30, 0.40] Phiwaze [-9.80,-80.70]

Altair [-2.00, 0.65] Tiancan [ 4.35,-5.15] Anququ [-53.75,-62.70]

Altair [-2.00, 0.65] Vega [-2.60, 1.80] Soanden [70.20,39.05]

Altair [-2.00, 0.65] Wolf 630 [-2.20,-0.75] Grecaneth [78.70,-11.95]

Anacka [ 3.75,-3.70] Tau Ceti [ 0.30, 0.40] Faqua [64.55,51.10]

Anacketh [ 0.05,-5.00] Tau Ceti [ 0.30, 0.40] Besoso [-81.45,1.85]

Andcefa [ 1.55,-3.15] Sol [ 0.00, 0.20] Zephila [74.80,33.30]

Andcefa [ 1.55,-3.15] Tau Ceti [ 0.30, 0.40] Cemiho [77.90,25.95]

Andinol [ 2.90,-6.50] Tau Ceti [ 0.30, 0.40] Cemiho [77.90,25.95]

Anlaol [ 1.40,-6.00] Eta Cassiopeia[ 0.00, 2.50] Greence [-80.10,-15.05]

Anlaol [ 1.40,-6.00] Ross 128 [ 0.30,-0.40] Exedze [81.05,12.85]

Anlaol [ 1.40,-6.00] Sol [ 0.00, 0.20] Ceioho [80.45,15.20]

Anlaol [ 1.40,-6.00] Tau Ceti [ 0.30, 0.40] Weethwa [81.45,10.80]

Anphiex [ 1.60,-1.65] Sol [ 0.00, 0.20] Waayan [62.65,52.65]

Arcturus [-1.50,-0.50] Barnard [-0.75, 0.10] Ethaso [50.15,-63.85]

Arcturus [-1.50,-0.50] BD 946 [-0.70, 1.65] Zeexce [-77.75,29.20]

Arcturus [-1.50,-0.50] Delta Pavonis [-0.90,-1.70] Anbeda [72.60,34.40]

Arcturus [-1.50,-0.50] Epsilon Indi [-0.50,-0.65] Tiesswa [-13.15,-81.53]

Arcturus [-1.50,-0.50] Ophiuchi, 70 [-2.05, 0.00] Esseuve [-56.65,-60.85]

Arcturus [-1.50,-0.50] Sol [ 0.00, 0.20] Zecanmi [33.60,-74.40]

Arcturus [-1.50,-0.50] Tau Ceti [ 0.30, 0.40] Anayce [-37.60,72.85]

Arcturus [-1.50,-0.50] Vega [-2.60, 1.80] Faenex [-75.70,-34.70]

Arcturus [-1.50,-0.50] Wolf 630 [-2.20,-0.75] Tiexex [-29.40,76.45]

Ayarlia [ 3.15, 0.65] Sol [ 0.00, 0.20] Tiayho [12.50,-80.70]

Ayarlia [ 3.15, 0.65] Sophilia [ 3.20,-1.35] Grewalia [-78.60,-2.65]

Ayfati [ 1.35,-5.30] Tau Ceti [ 0.30, 0.40] Exedze [81.05,12.85]

Aymiay [ 0.90, 4.25] Eta Cassiopeia[ 0.00, 2.50] Ayaen [73.20,-34.00]

Aymifa [ 1.55,-5.20] Sol [ 0.00, 0.20] Uracka [79.25,19.80]

Aymifa [ 1.55,-5.20] Tau Ceti [ 0.30, 0.40] Essandeth[-78.85,-20.00]

Aymigre [ 2.10,-2.85] Tau Ceti [ 0.30, 0.40] Ackackar [72.60,38.50]

Ayurso [ 3.80,-0.50] Tau Ceti [ 0.30, 0.40] Waackio [23.80,78.75]

Barnard [-0.75, 0.10] Eta Cassiopeia[ 0.00, 2.50] Aylaeth [77.85,-22.75]

Barnard [-0.75, 0.10] Fomalhaut [-1.15,-0.10] Arethwa [35.15,-73.40]

Barnard [-0.75, 0.10] Ross 154 [-1.10,-0.30] Ethiool [-62.40,53.95]

Barnard [-0.75, 0.10] Sol [ 0.00, 0.20] Hoessho [11.05,-80.85]

Barnard [-0.75, 0.10] Tau Ceti [ 0.30, 0.40] Ackphied [21.60,-78.70]

Barnard [-0.75, 0.10] Wolf 359 [ 0.40,-0.15] Liagrelia[-17.80,-79.90]

Bedaho [-4.20,-1.50] Sol [ 0.00, 0.20] Edphibe [-33.20,75.00]

Bedaho [-4.20,-1.50] Wolf 630 [-2.20,-0.75] Beessbe [-31.65,75.40]

Behoqu [ 2.10,-4.40] Eta Cassiopeia[ 0.00, 2.50] Tiliada [79.65,22.20]

Behoqu [ 2.10,-4.40] Sol [ 0.00, 0.20] Laandlia [75.40,31.80]

Behoqu [ 2.10,-4.40] Tau Ceti [ 0.30, 0.40] Veingre [-75.10,-31.30]

Beta Hydri [-0.10,-1.80] Luyten 674-15 [ 2.10,-1.00] Ackdawa [-27.20,75.30]

Beta Hydri [-0.10,-1.80] Tau Ceti [ 0.30, 0.40] Phigreay [80.60,-15.05]

Beta Hydri [-0.10,-1.80] Wolf 630 [-2.20,-0.75] Sophimi [35.45,72.15]

Beta Lyrae [-146.20,85.20] Sol [ 0.00, 0.20] Vewaay [-143.40,-78.40]

Betelgeuse [58.85,13.75] Sol [ 0.00, 0.20] Aredcan [12.10,81.15]

Beuress [-0.35,-5.40] Tau Ceti [ 0.30, 0.40] Hoinqu [81.10,-12.10]

Beurqu [ 2.90,-5.00] Tau Ceti [ 0.30, 0.40] Phiveay [75.40,32.70]

Bewaack [-0.50,-5.15] Tau Ceti [ 0.30, 0.40] Liaethlia[-80.95,8.90]

CD-37o15492 [-0.30,-0.20] Lalande 21185 [ 0.35, 0.30] Labeex [50.15,-64.65]

CD-37o15492 [-0.30,-0.20] Ross 128 [ 0.30,-0.40] Greurmi [-25.10,-78.10]

CD-37o15492 [-0.30,-0.20] Sol [ 0.00, 0.20] Zeurce [65.40,-49.15]

CD-46o11540 [-1.20,-1.30] Sol [ 0.00, 0.20] Sodabe [63.15,-51.75]

Canayce [ 2.30,-6.30] Sol [ 0.00, 0.20] Ququfa [78.50,23.85]

Canayce [ 2.30,-6.30] Tau Ceti [ 0.30, 0.40] Edacka [-77.00,-26.25]

Candaess [ 2.05,-4.25] Eta Cassiopeia[ 0.00, 2.50] Tiliada [79.65,22.20]

Candaess [ 2.05,-4.25] Liabeze [ 1.60,-4.20] Hoyaze [10.25,77.20]

Candaess [ 2.05,-4.25] Sol [ 0.00, 0.20] Laandlia [75.40,31.80]

Candaess [ 2.05,-4.25] Tau Ceti [ 0.30, 0.40] Beackwe [-75.20,-31.15]

Candaess [ 2.05,-4.25] Tau Ceti [ 0.30, 0.40] Veingre [-75.10,-31.30]

Caninve [ 2.50,-2.30] Tau Ceti [ 0.30, 0.40] Grewaho [-61.80,-52.70]

Ceessze [ 3.30,-3.65] Tau Ceti [ 0.30, 0.40] Hoessar [-63.95,-50.15]

Cemiess [-1.50,-2.50] Phekda [ 1.50, 5.00] Exdain [-75.80,31.70]

Cemiess [-1.50,-2.50] Sol [ 0.00, 0.20] Uressmi [70.10,-41.90]

Cetilia [ 4.15,-4.90] Sol [ 0.00, 0.20] Dalaqu [65.35,49.20]

Cetilia [ 4.15,-4.90] Tau Ceti [ 0.30, 0.40] Tizeay [68.20,45.85]

Cygni, 61 [-0.90, 1.20] Epsilon Indi [-0.50,-0.65] Zecephi [79.15,17.50]

Cygni, 61 [-0.90, 1.20] Ross 154 [-1.10,-0.30] Andolda [-82.10,10.75]

Cygni, 61 [-0.90, 1.20] Sol [ 0.00, 0.20] Laackho [-61.20,-54.05]

Cygni, 61 [-0.90, 1.20] Tau Ceti [ 0.30, 0.40] Philaso [45.30,68.65]

Daceess [ 2.15,-4.55] Sol [ 0.00, 0.20] Laandlia [75.40,31.80]

Daceess [ 2.15,-4.55] Tau Ceti [ 0.30, 0.40] Essessze [77.90,26.10]

Dainay [ 1.60, 2.95] Exhoed [ 1.95, 4.00] Inayphi [-75.90,29.30]

Dainay [ 1.60, 2.95] Phekda [ 1.50, 5.00] Veethphi [-80.35,0.25]

Dainay [ 1.60, 2.95] Ross 986 [ 1.85, 1.35] Olcanen [81.50,14.70]

Dainay [ 1.60, 2.95] Sol [ 0.00, 0.20] Edzemi [71.40,-39.85]

Dainfa [ 3.15,-6.45] Tau Ceti [ 0.30, 0.40] Inbeex [77.35,27.85]

Delta Pavonis[-0.90,-1.70] Epsilon Indi [-0.50,-0.65] Andzeand [75.75,-30.45]

Delta Pavonis[-0.90,-1.70] Exioce [-0.60,-2.90] Bequan [78.70,17.75]

Delta Pavonis[-0.90,-1.70] Luyten 205-128[-1.25,-1.80] Mizece [21.25,-80.30]

Delta Pavonis[-0.90,-1.70] Quexce [-1.60,-1.80] Bedaqu [-13.40,79.20]

Delta Pavonis[-0.90,-1.70] Ross 128 [ 0.30,-0.40] Haethda [59.90,-56.60]

Delta Pavonis[-0.90,-1.70] Ross 986 [ 1.85, 1.35] Inphiur [61.25,-55.00]

Delta Pavonis[-0.90,-1.70] Sol [ 0.00, 0.20] Tiinay [-75.20,32.45]

Edethex [ 3.25,-2.95] Sol [ 0.00, 0.20] Tisophi [-55.35,-60.10]

Edethex [ 3.25,-2.95] Tau Ceti [ 0.30, 0.40] Begreho [-59.65,-55.30]

Edlave [ 2.95,-1.95] Sol [ 0.00, 0.20] Latifa [-46.65,-66.95]

Edlave [ 2.95,-1.95] Tau Ceti [ 0.30, 0.40] Laessay [55.85,60.35]

Encea [-1.90, 2.05] Eta Cassiopeia[ 0.00, 2.50] Inolack [-20.05,81.90]

Enquze [ 4.45,-2.80] Tau Ceti [ 0.30, 0.40] Candalia [102.25,128.05]

Epsilon Eridani[0.90,0.30] Luyten 97-12 [ 0.90,-1.95] Urgrebe [82.60,-0.60]

Epsilon Eridani[0.90,0.30] Ross 128 [ 0.30,-0.40] Arethur [62.80,-53.30]

Epsilon Eridani[0.90,0.30] YZ Canis Minoris [2.25,0.05] Olwada [16.70,80.70]

Epsilon Eridani[0.90,0.30] Zeanlia [ 1.60, 1.95] Iozebe [76.55,-30.70]

Epsilon Indi [-0.50,-0.65] Quexce [-1.60,-1.80] Iophice [-60.25,55.40]

Epsilon Indi [-0.50,-0.65] Sol [ 0.00, 0.20] Uressmi [70.10,-41.90]

Eridani, 82 [ 1.10,-0.70] Ross 154 [-1.10,-0.30] Edbeeth [15.10,79.95]

Eridani, 82 [ 1.10,-0.70] Sirius [ 1.05,-0.15] Laayqu [82.40,6.85]

Essaa [ 0.95,-4.90] Tau Ceti [ 0.30, 0.40] Ayliaur [81.80,7.35]

Essliagre [ 2.40,-3.75] Sol [ 0.00, 0.20] Greolar [70.95,40.80]

Essliagre [ 2.40,-3.75] Tau Ceti [ 0.30, 0.40] Canvefa [-71.30,-39.10]

Eta Cassiopeia[0.00, 2.50] Fomalhaut [-1.15,-0.10] Enaed [74.40,-31.65]

Eta Cassiopeia[0.00, 2.50] Ioioqu [ 3.85,-4.60] Ethcanphi[-70.00,-39.65]

Eta Cassiopeia[0.00, 2.50] Lalande 25372 [-0.45,-0.25] Cearce [80.40,-11.95]

Eta Cassiopeia[0.00, 2.50] Liabeze [ 1.60,-4.20] Essandeth[-78.85,-20.00]

Eta Cassiopeia[0.00, 2.50] Liaququ [ 2.35,-2.40] Arayess [74.80,35.40]

Eta Cassiopeia[0.00, 2.50] Miolze [ 2.20,-2.65] Aressfa [-74.10,-32.20]

Eta Cassiopeia[0.00, 2.50] Oltiqu [-1.50, 3.95] Inenda [56.10,62.00]

Eta Cassiopeia[0.00, 2.50] Ross 986 [ 1.85, 1.35] Liafaze [-42.10,-67.75]

Eta Cassiopeia[0.00, 2.50] Sol [ 0.00, 0.20] Faenol [-81.85,0.85]

Eta Cassiopeia[0.00, 2.50] Tau Ceti [ 0.30, 0.40] Exedze [81.05,12.85]

Ethgrece [ 1.95,-4.75] Tau Ceti [ 0.30, 0.40] Hoceed [78.90,22.80]

Exbephi [-1224.85,-852.90] Tau Ceti [ 0.30, 0.40] Aeda [-801.40,-154.55]

Exbeur [-3.40, 3.85] Vega [-2.60, 1.80] Beinfa [-79.20,-26.75]

Exiool [ 1.95,-3.75] Sol [ 0.00, 0.20] Micanack [74.35,34.25]

Exiool [ 1.95,-3.75] Tau Ceti [ 0.30, 0.40] Arvephi [-74.80,-32.05]

Exiool [ 1.95,-3.75] Vega [-2.60, 1.80] Laphiess [62.40,51.35]

Facece [ 0.30,-4.05] Sohoa [ 0.30,-3.65] Andliafa [82.05,-3.60]

Facece [ 0.30,-4.05] Sol [ 0.00, 0.20] Phiedur [82.30,3.75]

Facece [ 0.30,-4.05] Tau Ceti [ 0.30, 0.40] Laarar [-81.35,-1.80]

Facece [ 0.30,-4.05] Vequess [-0.40,-4.15] Lafacan [-11.80,76.85]

Famiso [ 3.35,-4.25] Tau Ceti [ 0.30, 0.40] Entiar [70.05,43.20]

Faphiwe [ 2.50,-4.30] Tau Ceti [ 0.30, 0.40] Phiveay [75.40,32.70]

Fawaol [ 2.45,-2.65] Sol [ 0.00, 0.20] Betila [63.25,52.05]

Fawaol [ 2.45,-2.65] Tau Ceti [ 0.30, 0.40] Vequcan [-65.65,-48.00]

Fomalhaut [-1.15,-0.10] Luyten 205-128[-1.25,-1.80] Lasocan [-82.80,3.80]

Fomalhaut [-1.15,-0.10] Ross 154 [-1.10,-0.30] Lacanfa [78.20,19.80]

Fomalhaut [-1.15,-0.10] Sol [ 0.00, 0.20] Ensoda [-21.25,79.20]

Greayqu [ 3.15,-2.35] Tau Ceti [ 0.30, 0.40] Enqugre [-54.85,-59.90]

Gretiay [ 3.15, 1.70] Tau Ceti [ 0.30, 0.40] Aexar [-32.55,75.65]

Hobegre [ 2.45,-5.55] Tau Ceti [ 0.30, 0.40] Qulaur [78.15,25.35]

Hocancan [ 1.50,-3.00] Intiol [ 1.90,-4.00] Zedaar [-74.20,-33.8]

Hocancan [ 1.50,-3.00] Sol [ 0.00, 0.20] Zephila [74.80,33.30]

Hocancan [ 1.50,-3.00] Tau Ceti [ 0.30, 0.40] Cemiho [77.90,25.95]

Hoethcan [ 3.50,-4.90] Sol [ 0.00, 0.20] Zelati [68.95,44.10]

Hoethcan [ 3.50,-4.90] Tau Ceti [ 0.30, 0.40] Hoquso [141.65,82.45]

Inedol [ 3.20,-4.60] Tau Ceti [ 0.30, 0.40] Ayquar [72.35,39.20]

Inena [ 3.40,-6.45] Tau Ceti [ 0.30, 0.40] Zemive [-72.70,-36.60]

Intiol [ 1.90,-4.00] LP 658-2 [ 2.35, 0.25] Behoar [83.55,-9.45]

Intiol [ 1.90,-4.00] Sol [ 0.00, 0.20] Laandlia [75.40,31.80]

Intiol [ 1.90,-4.00] Tau Ceti [ 0.30, 0.40] Essessze [77.90,26.10]

Ioarqu [ 1.90,-2.80] Tau Ceti [ 0.30, 0.40] Arcear [-71.85,-38.15]

Ioioqu [ 3.85,-4.60] Sol [ 0.00, 0.20] Arioand [-62.30,-52.85]

Ioliaa [ 1.55,-6.20] Tau Ceti [ 0.30, 0.40] Exedze [81.05,12.85]

Ioququ [ 2.80,-3.60] Tau Ceti [ 0.30, 0.40] Zeayur [70.80,41.70]

Iozegre [ 3.15,-2.30] Tau Ceti [ 0.30, 0.40] Phiedda [-54.35,-60.35]

LP 658-2 [ 2.35, 0.25] Sol [ 0.00, 0.20] Edbear [3.15,-81.60]

Lacancan [ 3.40,-6.05] Tau Ceti [ 0.30, 0.40] Phiveay [75.40,32.70]

Laedgre [ 2.00,-2.10] Tau Ceti [ 0.30, 0.40] Canveol [68.90,44.90]

Laesscan [ 3.85,-2.60] Tau Ceti [ 0.30, 0.40] Anessur[-103.30,-125.95]

Laiogre [ 4.35,-4.30] Tau Ceti [ 0.30, 0.40] Begreho [-59.65,-55.30]

Lalande 21185[ 0.35, 0.30] Ross 128 [ 0.30,-0.40] Miurar [81.95,-5.15]

Lalande 21185[ 0.35, 0.30] Tau Ceti [ 0.30, 0.40] Auray [73.20,37.40]

Lalande 25372[-0.45,-0.25] Tau Ceti [ 0.30, 0.40] Falaa [-53.60,61.90]

Liabeze [ 1.60,-4.20] Sol [ 0.00, 0.20] Ededeth [77.60,25.90]

Liabeze [ 1.60,-4.20] Tau Ceti [ 0.30, 0.40] Ioioack [-77.80,-23.90]

Liaququ [ 2.35,-2.40] Sol [ 0.00, 0.20] Phiayand [-59.40,-55.90]

Liaququ [ 2.35,-2.40] Tau Ceti [ 0.30, 0.40] Olveve [-65.10,-48.75]

Luyten 97-12 [ 0.90,-1.95] Ross 128 [ 0.30,-0.40] Laceti [76.90,28.10]

Luyten 97-12 [ 0.90,-1.95] Sol [ 0.00, 0.20] Beanfa [-74.70,-32.90]

Luyten 97-12 [ 0.90,-1.95] Tau Ceti [ 0.30, 0.40] Argreed [-78.65,-20.80]

Luyten 674-15[ 2.10,-1.00] Maanens, van [-0.05, 1.10] Miolfa [-56.20,-58.40]

Luyten 674-15[ 2.10,-1.00] Sol [ 0.00, 0.20] Edexed [-39.60,-71.35]

Luyten 674-15[ 2.10,-1.00] Sophilia [ 3.20,-1.35] Enhove [-21.35,-79.35]

Luyten 674-15[ 2.10,-1.00] YZ Canis Minoris[2.25,0.05] Ceioeth [83.25,-12.10]

Miandze [ 2.60,-5.35] Sol [ 0.00, 0.20] Ioayess [-72.75,-37.05]

Miandze [ 2.60,-5.35] Tau Ceti [ 0.30, 0.40] Inbeex [77.35,27.85]

Micanex [ 2.75,-4.30] Sol [ 0.00, 0.20] Zequess [71.05,40.70]

Miolgre [ 2.10,-4.65] Tau Ceti [ 0.30, 0.40] Qulaur [78.15,25.35]

Miolze [ 2.20,-2.65] Tau Ceti [ 0.30, 0.40] Arlada [70.50,42.45]

Olaygre [ 3.95,-3.50] Tau Ceti [ 0.30, 0.40] Inquol [62.15,53.95]

Ollaex [ 1.95,-2.95] Tau Ceti [ 0.30, 0.40] Urayda [74.60,34.50]

Ophiuchi, 36 [-1.80,-1.15] Sol [ 0.00, 0.20] Enbeay [-50.15,64.85]

Phekda [ 1.50, 5.00] Sol [ 0.00, 0.20] Esszeand [78.70,-22.10]

Phiagre [ 0.85,-2.65] Tau Ceti [ 0.30, 0.40] Tisoess [-79.95,-15.35]

Ross 128 [ 0.30,-0.40] Omicron Eridani[1.50, 0.45] Mienio [47.95,-66.90]

Ross 128 [ 0.30,-0.40] Sol [ 0.00, 0.20] Hoarti [73.40,36.45]

Ross 128 [ 0.30,-0.40] Tau Ceti [ 0.30, 0.40] Eddafa [82.20,-0.25]

Ross 154 [-1.10,-0.30] Sol [ 0.00, 0.20] Zecanmi [33.60,-74.40]

Ross 154 [-1.10,-0.30] Tau Ceti [ 0.30, 0.40] Anayce [-37.60,72.85]

Ross 986 [ 1.85, 1.35] Sol [ 0.00, 0.20] Waave [43.75,-68.90]

Ross 986 [ 1.85, 1.35] Tau Ceti [ 0.30, 0.40] Hoolti [-41.80,70.50]

Sirius [ 1.05,-0.15] Sol [ 0.00, 0.20] Cecanlia [-25.00,-77.75]

Sodaack [ 1.30,-5.60] Tau Ceti [ 0.30, 0.40] Waethwa [81.45,10.80]

Sohoa [ 0.30,-3.65] Sol [ 0.00, 0.20] Exedce [81.70,4.50]

Sohoa [ 0.30,-3.65] Tau Ceti [ 0.30, 0.40] Hovea [82.00,-1.65]

Sohoa [ 0.30,-3.65] Vequess [-0.40,-4.15] Liaandex [46.85,-70.85]

Sol [ 0.00, 0.20] Sophilia [ 3.20,-1.35] Ceessess [-33.90,-74.25]

Sol [ 0.00, 0.20] Tau Ceti [ 0.30, 0.40] Edbeur [-68.05,45.40]

Sol [ 0.00, 0.20] Tivecan [ 2.30,-3.45] Canedand [-67.85,-45.55]

Sol [ 0.00, 0.20] Vequess [-0.40,-4.15] Iocanwa [81.15,-9.75]

Sol [ 0.00, 0.20] Waolex [ 3.60,-4.35] Arioay [65.95,48.45]

Sol [ 0.00, 0.20] Wolf 630 [-2.20,-0.75] Zeliaur [31.25,-75.35]

Sol [ 0.00, 0.20] Zeancan [ 1.55,-2.00] Bemiio [-66.35,-47.60]

Tau Ceti [ 0.30, 0.40] Tiacan [ 2.85,-3.50] Ackgreho [-66.85,-46.30]

Tau Ceti [ 0.30, 0.40] Tiancan [ 4.35,-5.15] Ollaan [68.40,45.75]

Tau Ceti [ 0.30, 0.40] Tiessgre [ 2.70,-3.45] Zeayur [70.80,41.75]

Tau Ceti [ 0.30, 0.40] Tivecan [ 2.30,-3.45] Anmiay [73.80,36.15]

Tau Ceti [ 0.30, 0.40] Urlaay [ 3.15,-2.35] Enqugre [-54.85,-59.90]

Tau Ceti [ 0.30, 0.40] Urquay [ 4.30,-5.10] Zesoand [-63.75,-50.40]

Tau Ceti [ 0.30, 0.40] Veareth [ 0.00,-4.65] Arquho [81.70,-6.70]

Tau Ceti [ 0.30, 0.40] Vecanlia [ 0.00,-5.00] Arquho [81.70,-6.70]

Tau Ceti [ 0.30, 0.40] Vequess [-0.40,-4.15] Laceti [80.65,-14.45]

Tau Ceti [ 0.30, 0.40] Waarze [ 3.85,-4.35] Enengre [-63.65,-50.70]

Tau Ceti [ 0.30, 0.40] Waayol [ 3.95,-5.15] Arlada [70.50,42.45]

Tau Ceti [ 0.30, 0.40] Waceol [ 2.75,-3.55] Canquar [70.85,41.65]

Tau Ceti [ 0.30, 0.40] Waessol [ 1.70,-3.35] Zeceeth [77.65,27.20]

Tau Ceti [ 0.30, 0.40] Wainze [ 3.45,-1.70] Hoexho [47.40,67.30]

Tau Ceti [ 0.30, 0.40] Zeaex [ 3.35,-1.70] Quayho [48.05,66.70]

Tau Ceti [ 0.30, 0.40] Zeessze [-0.30, 2.75] Phitiay [-79.20,-18.65]

Tau Ceti [ 0.30, 0.40] Zeessze [ 0.75,-5.70] Veexio [-162.35,-14.60]




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