                         Wraith Blaster
                           Version 1.0

                         "WALK-THROUGH"

CONVENTIONS

This document explains how to solve puzzles and take other ac-
tions needed to win the game.  I assume the reader will read the
directions offered at the beginning of the game and knows how to
operate the game interface.

Game commands are stated in upper case, eg. GET CUP.  If the com-
mand can be abbreviated, the abbreviation follows in parentheses,
eg. CARGO (C).  Where the command includes a player-optional
word, that word is enclosed in brackets, eg, BUY [ITEM]. 

INTRODUCTION

Wraith Blaster is not linear, so the usual "walk-through" cannot
be provided.  However, all the game's secrets are here.  To win,
all you need to do is have 30,000 credits, achieve "Master" rank,
and then go to the "Park" at the retirement planet, Keenobate.

There are other "puzzles" to solve.  Most are simply ways to earn
extra credits, but enough credits can be earned by trading with-
out solving any puzzles, or even setting foot outside a spaceport
(trading posts are always "inside" spaceports).  Similarly, while
the player as spaceship pilot will often be attacked when travel-
ing among planets to trade, one can survive these attacks if one
keeps moving and doesn't shoot back.  The player will have to do
a lot of space combat in order to advance to Master rank, but
need not do so until he/she is ready.

Consequently, the game's value lies in the playing, rather than
in winning.  The intent is to offer many routes of interesting
exploration and activity, to maximize replayability.  The player
can try many different strategies with equal success.  The only
strategy that is doomed to failure is attempting a lot of space
combat without first maximizing your ship's offensive and defens-
ive capability.  This is because the standard weaponry is rather
inaccurate and quite harmless to most ships, standard shields are
weak, and shooting at some classes of ships makes them very ag-
gressive, while ignoring them keeps them from attacking.

This document is divided into "Puzzles" and "Tables".  "Puzzles"
explains how to achieve each of the three conditions for winning,
and gives solutions for all the "nonessential" puzzles.  "Tables"
give information referred to in "Puzzles", such as power and ac-
curacy of weapons, prices at each trading post, and places where
"found" items can be sold.  Routes to and items of interest at
every location are not described in detail here; only aspects es-
sential to solving puzzles are covered.  A map is included (for
the contest judges; it is not available to game players) which
shows the location of every "room" in the game.  The reader will
need the map to understand the solutions presented and to find
the locations mentioned.  



PUZZLES      

Components of Winning

1. Acquiring Credits

The player starts with 200 credits.  CREDITS (CR) displays the
player's funds.  One of the three conditions for winning is hav-
ing at least 30,000 credits (but not more than 32,767--the com-
puter's limit for integers, exceeding which makes one's account
negative and nearly impossible to make up).  Credits are gained
in three ways--trading, selling "found items", and collecting
bounties or "lost" freight.  Trading is the fastest way to raise
funds, but one can make 30,000 by any of the methods. 

Each method requires the player to travel to other planets.  From
Akron's George Orwell Memorial (or any other) spaceport (see
map), UP takes the player to the space station and WEST enters
the player's ship.  To launch the ship into orbit, the player
needs fuel.  ENERGY (EE) displays the fuel level.  The player
starts with a fuel level of 100%; each time one enters orbit,
this number is decreased by 20.  Fuel can be bought at Ship Im-
provement Shops (see TABLES, Planets with Ship Improvement
Shops).  When the player is in his/her ship, and the ship is
docked, ORBIT (O) launches the ship into orbit around the current
planet.  The player then enters any of the compass directions
which are valid for the current location to travel to adjacent
planets and orbit them.  LIST EXITS (but not "SHOW EXITS") gives
a list of valid directions.  STATUS (ST) shows whether the ship
is docked or in orbit, and at which planet.  The player can also
buy a galactic atlas at the Bookstore on Apadoon (see map) for
1500 credits.  The atlas gives directions of travel from all pla-
nets, notes which planets have trading posts and ship improvement
shops, and has clues to some puzzles.  The player must solve the
Hari Krishna puzzle, however, to exit the Apadoon spaceport (see
PUZZLES, The Hari Krishna).  When in orbit around any planet,
DOCK (DO) docks the ship.  The player can then leave the ship and
enter the space station by going DOWN.

To trade, the player docks at a planet which has a trading post
(see TABLES, Planets With Trading Posts, or the map), leaves the
ship, beams to the planet (always DOWN) and enters the trading
post (direction indicated by the spaceport description--see map). 
READ PRICES (PL) produces a list of buy and sell prices for goods
at that post (see TABLES, Trade Prices).  CARGO (C) indicates
what cargo the player is carrying and how much space is available
in the cargo bay.  If the player has enough credits to buy a unit
of an item which is sold at the trading post, and if there is
space in the cargo bay, BUY [ITEM] "loads" one unit of the item
into the cargo bay, and the stated price is deducted from his/her
account.  If the price list indicates the trading post will buy
an item which the player has, SELL [ITEM] "unloads" one unit of
the item and credits the player's account.

Most salable "Found Items" can be sold only at a particular trad-
ing post or posts (see TABLES, "Found Items").  The Oogroo Scroll
can only be sold to the Archaeologist on Oogroo.

When a new game begins, some "Found Items" will always be in the
same locations (see TABLES, "Found Items").  Others are randomly
distributed, but only on planets, not in spaceports, and not at
all on Akron.  To profit from a "Found Item", a player must find
it, TAKE it, go to the proper trading post, and SHOW [ITEM} TO
PROPRIETOR (PRO).  If the trading post buys the item, there will
be an event description in which the item's value is revealed and
the player's account is credited.  If the trading post doesn't
buy the item, a "Sorry, not interested." message appears.

Some "Found Items" will reappear in their original locations once
the player has sold them (see TABLES, "Found Items"); the player
can return to the location, get the item, and sell it again. 
Others are out of the game once they have been sold.

A player who has 25,000 credits should stop buying and selling
(except for fuel and weapons) and concentrate on reaching Master
rank and finding the retirement planet, Keenobate.  This is to
avoid having to dispose of money to prevent reaching 32,767 cred-
its (which can be done by buying high and selling low, or by re-
peatedly buying fuel).  Once these other two conditions are met,
the player can resume buying and selling to make up the rest.

Bounties are paid when one destroys a ship operated by a crimin-
al, or if one destroys a passenger ship that happens to be carry-
ing a wanted criminal.  Different ships pay different amounts
(see TABLES, Ship Information).  Sometimes, destroying a freight-
er results in a unit of trade cargo being "lost"--it floats free
in space.  If the player has purchased a tractor array at a Ship
Improvement Shop, it will automatically "grab" the cargo and hold
it outside the ship, unaffected by cargo bay capacity.  The cargo
can be sold at any trading post that buys the item, for the usual
price, in the usual manner.  Payment of bounties and securement
of "lost" cargo are indicated by appropriate messages in the turn
following the destruction of the ship.

2. Achieving Master Rank

Rank (see TABLES, Rank Levels) is increased by destroying ships. 
The harder the ship is to destroy, the greater the increment to
one's rank (see TABLES, Ship Information and Rank Levels).  The
player will be largely unsuccessful at space combat until he/she
has maximized his/her defensive and offensive capabilities.  This
is done by buying ship improvements at Ship Improvement Shops
(see TABLES, Planets With Ship Improvement Shops).  

From the space station, UP always leads to the Ship Improvement
Shop, if there is one.  READ PRICES (PL) then produces a list of
available items and prices, which are always the same.  If the
player has enough credits, and doesn't already have the item, BUY
[ITEM] installs the improvement on the player's ship and debits
his/her account.

Several steps are required to destroy a ship:

A. Player enters his/her own ship (always WEST from a space sta- 
   tion).
B. ORBIT (O)
C. Go in any valid direction (see map).  This will always be from
   an orbit around one planet to an orbit around another planet. 
   One cannot leave the ship when in orbit.
D. Whether or not a certain ship appears near a particular planet
   on a particular turn is governed by a formula.  Certain ships 
   are more likely to appear at some planets than others.  The   
   player will eventually learn which planets are most and least 
   dangerous.  If any ship appears, a message will say so.
E. SENSORS (SS) turns ship sensors on.  They must be on to locate
   and identify ships.  One must have a ship name to shoot at be-
   fore shooting.  One can of course guess which ships are pre-  
   sent without using the sensors.  This may be a valid time-sav-
   ing tactic for a very experienced pilot.
F. If the sensors are on, LOCATE (LO) locates all ships present  
   in the turn the command is given (the ship appearance formula 
   is recalculated every turn; ships "come and go" and attempts  
   to locate a ship earlier reported to be present may fail).  A 
   message giving coordinates for each ship located will appear. 
   This step must be taken first in order identify ships.
G. IDENTIFY (ID) gives the names of all uncloaked ships present
   which have been LOCATEd.  If the player has bought a "cloaked
   detector" at a Ship Improvement Shop, cloaked ships will also 
   be identified; otherwise a message that the "ship may be   
   cloaked" appears.
H. SHOOT [SHIP NAME] WITH [SHIP WEAPON] produces one of three re-
   sults, if the named ship is present, the player has the stated
   weapon, and the weapon (if necessary) is charged or loaded: 
   If the weapon used is powerful enough, the ship is destroyed. 
   If the weapon is not powerful enough, the ship is either dam- 
   aged (which has no effect on the results of subsequent shots)
   or unharmed.  Or, the shot may miss.  Whether or not one mis- 
   ses is determined by a combination of weapon accuracy (see TA-
   BLES, Ship Weapon Information) and personal skill, which is a 
   function of rank (see TABLES, Rank Levels). 

Note:  ships keep appearing, according to the formulas governing
them, forever, as long as one takes a turn while in orbit.  Some
of the ships attack on sight.  This means one cannot permanently
defeat one's attackers; eventually, the shields will be worn down
and the player will be killed.  However, one need not stay in or-
bit.  One can DOCK (DO) or FLEE at any time.  As doing so takes a
turn, ships may appear and attack in the time between giving the
command and its execution, so a safe escape is not guaranteed. 
FLEE, however, gives better odds of escape than just DOCKing.

3. Retiring

The player must locate the proper retirement planet (Keenobate;
from orbit around Akron, go WEST, SOUTH, EAST, SOUTH, EAST,
SOUTH, NORTHWEST, SOUTHWEST, SOUTHEAST, NORTH) and enter the pro-
per "room" (at Keenobate Spaceport, go EAST to the Park).  If the
player has at least 30,000 credits and "Master" highest rank, he/
she then wins the game.  Just having been there and later satis-
fying the rank and money conditions won't do it.  If the player
has not met these conditions first, the room description of the
"Park" suggests that this is probably the place to go. 

Nonessential Puzzles

The following are listed more or less in order as the player en-
counters them by moving out from Akron and, usually, "south" on
the map.  None of these must be solved to win the game, but in
order to visit all of the possible locations where "found" ob-
jects may be distributed, they will have to be solved. 
The Personal Ray Gun

One should begin the game by going EAST from George Orwell Memor-
ial Spaceport, then SOUTH, and SOUTH again to "Your House".  GET
the personal ray gun.  This will be needed in several places. 

The Greeg at Irkun

SHOOT/KILL GREEG WITH the personal ray GUN within five turns or
it will kill you.

Quiddenvlitz

You need the Pressure Suit to leave the spaceport.  It can be
found in the Docking Bay at Slamdunk.  WEAR PRESSURE SUIT before
going SOUTH, or you will suffocate.  The Mineshaft is dark; you
will need the Light Globe to see.  It can be found in the Docking
Bay at Yongmui.  You need not turn it on; just carry it.  In the
Mineshaft, GET CHUNKS (of platinum).  If your cargo bay has an
empty space, they will be autoloaded into your ship.  If your bay
is full, you will have to free a space before you can GET CHUNKS.

The Wasongian Bivalve

GET the INFLATABLE BOAT at the One World Spaceport at Ahboshatva. 
Before going SOUTH from Wasong Spaceport, INFLATE BOAT, or you'll
drown.  Once outside the spaceport, go SOUTH, then EAST.  GET
NET.  At any Wasong location outside the spaceport, PUT NET IN
WATER.  You got yourself a Wasongian bivalve.  (See TABLES,
"Found Items", for where to sell it.)

Seeing Slamdunk

If you haven't already, GET PRESSURE SUIT from the Docking Bay
here; you'll need it elsewhere.  You'll need the Light Globe from
the Docking Bay at Yongmui before going SOUTH from the spaceport.

Yurgolac

WEAR PRESSURE SUIT before going southwest from the spaceport.  To
go SOUTH from the Jungle Clearing, you'll need the Light Globe
again.  

The Pidletto of Gorsk

At the depot GET CAGE and WEAR PRESSURE SUIT (from the Docking
Bay at Slamdunk).  Go NORTHEAST.  SHOOT/KILL GRONNY WITH SONIC
BAZOOKA (from the Docking Bay at Keenobate) within five turns. 
Go EAST.  If you have the cage, GET PIDLETTO.  (Without a cage to
put it in, it escapes.)  See TABLES, "Found Items", for where to
sell it.

Pancho's Bodega at Yongmui

GET the LIGHT GLOBE in the Yongmui Docking Bay.  You'll need it
in several other places.  Pancho's Bodega is the source of many
useful items, all on sale for 25 credits each.  Go SOUTH from the
spaceport, and SOUTH again.  BUY PARASOL, CAMERA, NECKLACE.


The Earthquakes of Hani-Ingetti

If you try to explore the planet outside the research station
without the Seismic Stabilizer, you'll be killed by an earth-
quake.  This can be found at the Listening Station on Yemenor. 
If you carry it while on the planet, you will be safe.

The Mugger at Kroophoovertood

The Mugger is located in the Alley.  From the spaceport, go
SOUTHEAST, then NORTHEAST.  SHOOT/KILL MUGGER WITH the personal
ray GUN within three turns of finding him, or he'll kill you.

The Bright Sun of Gidlia

You must have the Parasol in your inventory.  It can be bought
for 25 credits at Pancho's Bodega on Yongmui.  Without it, if you
leave the spaceport to explore the planet, you will be killed by
radiation.  With it you are safe.  You need do nothing special
with it; just carry it.

The Woman of Ahboshatva

If you haven't already, GET the INFLATABLE BOAT in the Docking
Bay here.  You will need the camera, which can be purchased at
Pancho's Bodega on Yongmui for 25 credits.  Go SOUTH from the
spaceport.  The inhabitants are very tough; you can't kill her,
and if you try, she will kill you in two turns.  They are also
very shy, and if you don't make her angry, you'll have four turns
in which to SHOOT INHABITANT WITH CAMERA.  She will run and hide
before you can get a picture, but then you can go SOUTH and GET
PRAYER FAN.  See TABLES, "Found Items", for where to sell it.

Oogroo

At the Oogroo Research Station, EXAMINE FELLOW to find out what
he wants.  You will need your Personal Ray Gun (from "Your House"
on Akron) to explore the planet.  Go SOUTHWEST from the Oogroo
Research Station.  SHOOT/KILL SMAT WITH personal ray GUN within
three turns.  GET Oogroo SCROLL in the Street on Strontus and re-
turn to the Oogroo Research Station.  SHOW SCROLL TO FELLOW for a
memorable experience--and 500 credits.

The Brikadink Boogy

You will need the Sonic Bazooka from the Docking Bay at Keeno-
bate, and the Light Globe from the Docking Bay at Yongmui.  Go
SOUTH from the Spaceport, then NORTHEAST to the Path.  SHOOT/KILL
BOOGY WITH SONIC BAZOOKA within four turns.  If you have the
globe, go NORTHEAST to the Mine.  GET gold BARS.  If you have
space in your cargo bay, the gold bars will be autoloaded onto
your ship.  See TABLES, "Found Items", for where to sell them.

The Creatures of Fwoozbahl

You will need both the Personal Ray Gun and the Sonic Bazooka
here and you must use the right weapon on the right creature.  Go
EAST from the spaceport.  SHOOT/KILL BYETI WITH BAZOOKA within
four turns; two turns if you try it with the ray gun first. 
SHOOT/KILL FARZOO WITH GUN within five turns, unless you use the
bazooka first, in which case you'll have only two turns to use
the right weapon.  Go EAST again; SHOOT/KILL GOOTZ WITH GUN with-
in six turns, or four if you use the wrong weapon first.

The Hari Krishna at Apadoon

You need at least 100 credits in your account to solve this one. 
Once you enter Ellison Spaceport, you won't be able to leave, ei-
ther to return to the space station or to explore the planet, un-
til you dispose of the Hari Krishna.  You can't kill him.  GIVE
CREDITS TO KRISHNA.  If you have at least 100, he'll be satisfied
and leave.  If you try it with less, he'll take what you have but
he won't let you go, and you'll never escape.  Once he's gone, go
SOUTH from the spaceport.  Go WEST to the Bookstore.  If you have
1500 credits, BUY JANE'S Guide to Spaceships and READ it to learn
what you're up against.  If you have another 1500, BUY ATLAS and
READ it to find out where you are and where you can go.

Wazoo

They have more than enough of everything there.  It's all use-
less, and a waste of your time (unless, of course, a randomly-
distributed item happens to be there--see TABLES, "Found Items").

The Earth Ape

Go SOUTHEAST from O'Hare Spaceport bearing your trusty Personal
Ray Gun.  SHOOT/KILL APE WITH GUN within 4 turns, or within 2 if
you use the wrong weapon first.

TABLES

"Found Items"

In the following table:  "Random" means that at the beginning of
each game, the item is randomly located on any planet except Ak-
ron, but not in any spaceport.  "Value" is how many credits the
item sells for.  Many non-salable items have "value" for solving
puzzles.  The "RETURNS?" column shows whether the item returns to
its original location after being sold.

ITEM              FOUND         WHERE SOLD        VALUE  RETURNS?

Animal Cage       Gorsk          nowhere             0      NA
                  Spaceport

Brain             random         Chauncey's        200      No
Infiltrator                      Gen. Store
                                 (Akron)

Camera            Pancho's       nowhere             0      NA
                  Bodega
                  (Yongmui)
                  (costs 25)

Fish Net          Island         nowhere             0      NA
                  (wasong)



ITEM              FOUND         WHERE SOLD        VALUE  RETURNS?

Galactic          Bookstore      nowhere             0      NA
Atlas             (Apadoon)
                  (cost 1500)

Gidlian Damask    random         any trade          50      No
                                 post that
                                 buys cloth

Gold Bars         Mine           any trade post     varies  No
                  (Brikadink)    that buys gold

Inflatable        One World      nowhere             0      NA
Boat              Spaceport
                  (Ahboshatva)

Jane's Guide      Bookstore      nowhere             0      NA
To Spaceships     (Apadoon)
                  (cost 1500)

Light Globe       Docking Bay    nowhere             0      NA
                  (Yongmui)

Nursultan         Nursultan      any trade          75      No
Numnums           Field          post

Oogroo Scroll     Street         Archaeologist     500      No
                  (Strontus)     at Research 
                                 Station (Oogroo)

Parasol           Pancho's       nowhere             0      NA
                  Bodega
                  (Yongmui)
                  (costs 25)

Personal Ray      Your House     nowhere             0      NA
Gun               (Akron)

Pidletto          Gorsk Forest   Babe's Bargain    300      Yes
                                 Basement
                                 (Jimmyjimjim)

Platinum          Mineshaft      any trade post   varies    No
Chunks            (Quiddnvltz.)  that buys
                                 platinum

Prayer Fan        Ahboshatva     any trade post    500      No
                  Temple         that buys
                                 rarities
                                 (except at
                                 Ahboshatva)

Pressure Suit     Docking Bay    nowhere             0      NA
                  (Slamdunk)

Sandals           Pancho's       nowhere             0      NA
                  Bodega
                  (Yongmui)
                  (cost 25)
ITEM              FOUND         WHERE SOLD        VALUE  RETURNS?

Sculpture         Modividani     Power Trades,     100      No
                  Gallery        Inc. (Kronkite)

Seismic           Listening      nowhere             0      NA
Stabilizer        Station
                  (Yemenor)

Shell necklace    Pancho's       Joe's Last        125      Yes
                  Bodega         Chance 5 & Dime
                  (Yongmui)      (Urk)
                  (costs 25)

Sonic Bazooka     Docking Bay    nowhere             0      NA
                  (Keenobate)

Spanokopitan      random         Denson's Decent  1000      No
Emerald                          Deals
                                 (Pulmosoonia)

Strontian         random         any trade post    250      No
Elixr                            that buys drugs

Triplex Ring      random         nowhere             0      NA

Unigrav           random         any trade post    200  
Grapple Hook                     that buys
                                 rarities

Wasongian         various        Super Shopper      25      No
Bivalve           places on      (Arugula)
                  Wasong

Yikliklixian      random         Al's Department  1000      No
Ruby                             Store (Roosbahl)

Planets With Ship Improvement Shops

If a planet has a Ship Improvement Shop, it is always reached by
going UP from the space station.

PLANET                       NAME OF SHOP

Akron                        none
Apadoon                      Apadoon Ship Improvement Shop
Arugula                      Arugula Ship Improvement Shop
Erflegbiggelwort             Burfurt's Ship Shop
Frome                        Frome Ship Improvement Shop
Gorsk                        none
Keenobate                    Keenobate Ship Shop
Kronkite                     Capitol Ship Improvement Shop
Modividani                   Great Artistes' Ship Shop
Roosbahl                     Roosbahl Ship Improvement Shop
Shingleton's Planet          Shingleton's Ship Improvement Shop
Slamdunk                     Slamdunk Ship Improvement Shop
Strontus                     Strontus Ship Improvement Shop
Waldo's World                Waldo's Ship Improvement Shop
Wasong                       Wasong Ship Improvement Shop
Wazoo                        Wazoo Ship Improvement Shop
Planets with Trading Posts

PLANET            POST NAME                  DIREC. FR. SPACEPORT

Ahboshatva        The One World Emporium          WEST
Akron             Chauncey's General Store        WEST
Arugula           Super Shopper                   SOUTH
Burdikew          The Merchandise Mart            SOUTH
Demgrew           The Galactic Emporium           EAST
Fanny's Planet    Lucretia's Boutique             WEST
Fwoozbahl         The Sport Shop                  SOUTH
Ink-Natha         Trader Vic's                    NORTHWEST
Jimmyjimjim       Babe's Bargain Basement         EAST
Kremley           Johnson's Honest Brokerage      NORTHEAST
Kronkite          Power Trades, Inc.              SOUTH
Kroophoovertood   Goods Exchange                  WEST
Pulmosoonia       Denson's Decent Deals           SOUTHWEST
Roosbahl          Al's Department Store           SOUTHWEST
Shushumway        Fleece Dreezen's Gen. Store     NORTHEAST
Spraindorf        Frank's Bargain Fair            SOUTH
Urk               Joe's Last Chance 5 & Dime      EAST
Wenceslaus        Happy Jack's                    EAST

Rank Levels

One of the three components of winning is reaching "Master" rank. 
Rank is determined by Rank Points.  Upon reaching a threshold of
Rank Points, the player moves to the next rank.  The player be-
gins the game with 1 Rank Point and a Rank of "Beginner".  Rank
Points are gained by destroying certain ships; tougher ships give
more points (see TABLES, Ship Information).

Increasing rank levels also increases the player's accuracy in
using ship weapons, over and above that of the specific weapon
(see TABLES, Ship Weapon Information).  In the table below, "AC-
CURACY INCREMENT" is the number by which the chance that any shot
with any ship weapon will hit its target is increased.  For ex-
ample, a player whose Rank is "Beginner" has a 70% chance (the
weapon's baseline accuracy) of hitting a target with any laser
shot.  If the player's Rank is "Professional", he/she has a 73%
chance of hitting a target with a laser.

The player may check his/her rank level at any time by entering
"RANK (RA)".

RANK LEVEL      MINIMUM RANK POINTS     ACCURACY INCREMENT

Beginner                1                       0
Learning               51                       1
Intermediate          101                       2
Professional          226                       3
Dangerous             251                       4
Deadly                501                       5
Master                751                       6

Ship Information

In the following table:  "WEAPON" is the least powerful ship wea-
pon needed to destroy the indicated ship class.  "CLKED" indi-
cates whether the ship is normally cloaked.  "SHTS" shows whether
the ship can shoot at the player.  "HOST." indicates whether the
ship will attack without first being attacked.  "ACCUR." is the
chance that any shot fired by the indicated ship will hit the
player's ship.  "BOUN." gives the value, in credits, of any boun-
ty on the ship.  "RNKUP" indicates the number of points by which
the player's rank value is increased by destroying the ship. 
"Torpedo" means "photon torpedo".  "Beam" means "particle beam." 
"Disint." means disintegrator.           

SHIP CLASS   WEAPON   CLKED  SHTS  HOST.  ACCUR.  BOUN.  RNKUP

Enterprise   laser     NO     NO    NA      NA      0      0 
(passenger)
Kaiser       missile   NO     NO    NA      NA      0      1
(freighter)
Asimov       phaser    NO     YES   NO      70%     0      2
Rapier       phaser    NO     YES   YES     70%     4      2 
Clarke       torpedo   NO     YES   NO      75%     0      2  
Heinlein     torpedo   YES    YES   YES     80%     7      3
Burroughs    beam      YES    YES   NO      85%     0      3
Sabre        beam      NO     YES   YES     90%     9      3
Kuttner      beam      YES    YES   YES     95%    10      4
Wraith       disint.   YES    YES   YES     100%   20      5

Ship Weapon Information

In the following table:  "REL. POWER" shows, from lowest to high-
est, ship weapon strength.  "ACCURACY" is the chance that any
shot fired by the indicated weapon will hit its target, indepen-
dently of the player's acquired skill (see TABLES, Rank Levels).

WEAPON                REL. POWER     ACCURACY

laser                     1            70%
missile                   2            75%
phaser                    3            80%
photon torpedo            4            85%
particle beam             5            90%
disintegrator             6            95%

Trade Prices

In the following tables, "SELL PRICE" is the amount the player
will get from selling one unit of the indicated item; "BUY PRICE"
is the amount the player must pay for the item.

          AT AKRON, INK-NATHA, JIMMYJIMJIM, SPRAINDORF:

   ITEM           SELL PRICE            BUY PRICE

Food                  9                    10
Cloth                NA                    10
Electronics          22                    NA
Drugs                NA                    18
Armaments            31                    NA
Entertainment        NA                    26
Gold                 63                    NA
Platinum             NA                    70
Rarities             48                    NA

          AT DEMGREW, FWOOZBAHL, KRONKITE, SHUSHUMWAY:

   ITEM           SELL PRICE            BUY PRICE

Food                  8                     9
Cloth                13                    NA
Electronics          NA                    15
Drugs                30                    NA
Armaments            NA                    24
Entertainment        47                    NA
Gold                 NA                    49
Platinum             86                    NA
Rarities             NA                    22

        AT FANNY'S PLANET, PULMOSOONIA, URK, AHBOSHATVA:

   ITEM           SELL PRICE            BUY PRICE

Food                  8                     8
Cloth                NA                    14
Electronics          NA                    NA
Drugs                37                    NA
Armaments            NA                    NA
Entertainment        NA                    42
Gold                 77                    NA
Platinum             NA                    79
Rarities            127                    NA

                AT WENCESLAUS, BURDIKEW, KREMLEY:

   ITEM           SELL PRICE            BUY PRICE

Food                 15                    NA 
Cloth                17                    NA
Electronics          24                    25
Drugs                NA                    27
Armaments            35                    37
Entertainment        69                    NA
Gold                 NA                    62
Platinum             NA                    NA
Rarities             NA                    95

             AT KROOPHOOVERTOOD, ARUGULA, ROOSBAHL:

   ITEM           SELL PRICE            BUY PRICE

Food                 NA                     6 
Cloth                11                    13
Electronics          NA                    13
Drugs                48                    NA
Armaments            31                    NA
Entertainment        73                    NA
Gold                 NA                    48
Platinum             NA                    63
Rarities            175                    NA
