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Ascii Sector – DOS Manual – English

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Manual
Platform
DOS
Language
English
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143.63 KB
Filename
ascii-sector_dos_manual_en_ed8.pdf
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PLAYER'S

MANUAL

May 4th, 2008

TABLE OF CONTENTS
Introduction
Game Overview

2
2

In Space
Controls and displays
Communication
Landing
The nav computer
Ejected cargo and pilots

3
3
4
4
4

On the Ground
Interacting with your surroundings
Equipping your character
Character combat
Getting banned
Skills
Health, injuries and critical wounds
Stunned, blinded, drunk and poisoned

5
5
5
6
6
6
7

Ship Upgrades
Guns
Weapons
Scanners
Other upgrades

8
8
8
9

Character Equipment
Ranged weapons
Melee weapons
Vests and helmets

9
9
9

Game Controls
In space
On the ground
Keyboard shortcuts

10
10
11

Troubleshooting / F.A.Q.
System Requirements
Running the Game in DOSBox
Legalities
Credits

12
12
12
13
13

Appendix A: Sector map
Appendix B: List of all bases and planets

14
15

1

INTRODUCTION
Growing up on the agricultural planet of Basin in the Loye system, you always dreamed of leaving your home planet
and exploring the universe. Working to realize that dream, you saved every penny you earned and finally managed to
buy your own ship after seven years of hard labor in the crop fields. It's an old, worn and battered ship, but it's yours
and it's your ticket off the planet.
Standing next to your newly bought Tarsus, all that's left for you to decide is where to go and what to do...

GAME OVERVIEW
Privateer: Ascii Sector allows you to freely roam the game universe, which currently consists of 16 systems and 26
bases and planets. (This number will increase in the next versions of the game. Visit www.asciisector.net for progress
updates on the next version.)
As you travel in the game universe, you will be able to engage in dogfights with other spaceships and land on planets
and bases. Here you can interact with the populace, upgrade and repair your ship – or buy a new ship – and get
missions to complete in order to earn more money (called credits in the game).
There are three ways to get missions in the game: the Merchants' Guild, the Mercenaries' Guild, and fixers. Both the
Merchants' and Mercenaries' Guild cost credits to join, but the fee is a small investment compared to the credits you'll
be able to earn by completing Guild missions. Most bases and planets have a Guild office with a mission terminal for
you to use. When you log on to a mission terminal, the computer will connect to the Guild network and display the
missions available to pilots of your rating. When you accept a mission, you'll have a set time to do it within. The
mission's expiry date is the deadline. Completing missions will increase your rating and give you access to a greater
amount and variety of missions, while failing to complete a mission, or not completing it before the deadline, will
decrease your rating.
Fixers are people on bases and planets that have missions for you to do. They are usually found in bars, waiting for
privateers to offer their services. Just like with Guild missions, you will have a set time frame within which to complete
the mission. Successfully completing fixer missions will improve your reputation and more fixers will offer their
missions to you, while failing missions will reduce your reputation.
You can always check your missions on your personal handheld computer (called a Quine4000) when on a base or
planet, or in the nav computer when flying in space. Your Quine4000 can store up to 15 missions at any time. When
you have completed a mission, clear it from your Quine4000 to free up space for new missions (if you have to return to
your contact to collect your pay after completing a fixer mission, don't clear it from your Quine4000 until after you've
been paid!).
The Quine4000 is also where you save your game. Thus, you can only save your game while on a base or planet (but
not while engaged in combat).
Taking on missions isn't the only way to earn credits in the game. If your ship has a large enough cargo hold, you can
earn a good deal of credits by buying commodities on one base or planet and selling them on another. This is done
using the computer terminals in the Commodity Exchange.
To interact with your surroundings on a base, just walk into them (i.e. to talk to characters, use computer terminals,
board your ship, or use a bed, just walk into it/them).

2

IN SPACE
Controls and displays
When you’re flying in
space (and in control of
your ship) the edges of the
screen will be populated
by
various
displays
providing
you
with
important information. (1)
shows the status of your
ship’s shields and armor.
The outer green, yellow
and red bars represent the
four directional shields,
while the gray bars is your
armor. Your shields will
regenerate when hit, but
your armor won’t. Your
shields and guns use
energy to work. Your
current energy level is
displayed at the top of the
screen (2). The display in the upper right corner (3) has two functions: show destination or examine target. Switch
between these two functions using the ‘D’ and ‘E’ keys. The AUTO sign (4) will turn on when you can engage the
autopilot by pressing ‘A’. If the sign is off, you can press ‘A’ to get an explanation as to why the autopilot can’t be
engaged. (5) displays the amount of jump fuel left. Without jump fuel, you can’t use jump points. (6) is another display
with two functions: show weapons and guns, or show damage report. Switch between these functions using ‘W’/’G’
and ‘R’. (7) shows the speed your ship is set to travel at, while (9) shows your ship’s actual current speed. The LOCK
indicator (8) will flash red when a ship has acquired a lock on you, or a missile has locked on to you. Finally, the radar
display (10) shows all ships and bases/planets within range of your scanner. Contacts that are within range of your
scanner, but more than 5000m away will be shown in the outer dark green border, while contacts within 5000m will
show up inside the light green area.
Controlling your ship is fairly simple. The up and down arrow keys will increase and decrease your speed, while the
right and left arrow keys will rotate your ship clockwise and counter-clockwise. Fire your gun by pressing SPACE and
shoot a missile by pressing ENTER. For a complete list of keys and commands, you can press ‘H’ during play, or
consult the Game Controls section of this manual.

Communication
You can communicate with the contacts within your view by pressing ‘C’. A list of all available contacts will pop up
(unless there is only one contact to communicate with) and you can then select who you want to talk to and what to say
by pressing the appropriate numerical key (1-9). If you want to communicate with your current target, you can use the
shortcut SHIFT + ‘C’, which will open a communications channel even if your target is outside your field of view. To
communicate with your wingman, you can use the shortcut SHIFT + ‘W’.
Some messages will have an appeasing effect on the receiver, while others will enrage them. This means that you can
provoke another ship to attack you simply by sending annoying messages, but you can also deter an enemy from
attacking you by sending friendly or pleading messages (unless they’re very hostile towards you!).

3

Landing
When you want to land on a planet or base, simply fly towards it until you receive a message stating that they are
“standing by for automatic landing request”. You can then send a message requesting an automatic landing by pressing
‘C’ as you would normally do. If you can’t select the planet or base from your communication list, you’ve probably just
flown outside the automatic landing area. Just fly towards the planet or base until they send you the message again.

The nav computer
Pressing ‘N’ while in flight
will bring up the nav
computer. Here you can
select a destination for the
autopilot by clicking on a
nav point in the system
map, or you can check your
current location in the
entire sector by switching
to the quadrant map. When
you accept a mission,
whether it is a Guild
mission or a fixer mission,
it will automatically be
added
to
your
nav
computer and all nav points
that mission require you to
visit will show up in red on
the system map. By
switching to the mission
view, mission details will be shown in the upper right display. Cycle through all your missions by clicking the arrow.
When you engage the autopilot by pressing ‘A’, the game will automatically switch to the nav computer where you will
be able to track your progress towards your destination. Whenever a new contact gets within range of your radar, the
autopilot will automatically disengage.

Ejected cargo and pilots
A destroyed ship often leaves behind cargo containers and one or more ejected pilots floating
in space. If you have a cargo scoop installed on your ship (and have enough free cargo and/or
passenger space available), you can pick up this cargo and sell it on a base, or pick up an
ejected pilot and transport him to safety. Rescuing ejected pilots will increase your standing
with the faction that pilot belongs to. You can only rescue friendly pilots – hostile pilots
become one unit of slaves, when scooped up.
To pick up a cargo container or an ejected pilot with your cargo scoop, simply fly into it in a
straight line. The faster you fly, however, the higher the risk of the cargo or pilot bumping against your ship and
exploding. Flying at your minimum speed of 10 KPS will ensure that the cargo or pilot isn’t destroyed. If your cargo
scoop is damaged, the risk of destroying the cargo or pilot will increase.

4

ON THE GROUND
Interacting with your surroundings
You control your little green blinking dot of a character with the arrow keys. To do
anything, just walk into the person or object you want to interact with (i.e. to talk to
characters, just walk into them; to use a computer terminal, walk into it; to board your ship,
walk into it). On the image to the right, the player is standing inside the shipyard. There are
three different kinds of objects, with which the player can interact here: talk to the other
character, use the two shipyard terminals, or buy the ship. This is simply accomplished by
walking into the desired object.
HINT: You can hold down the ‘S’ key while walking around on a base if you don’t to want to talk to anybody. This
will cause you to switch positions with the characters you accidentally walk into, instead of engaging in conversations
with them (unless if they’re sitting on a chair or you’re currently engaged in combat).
HINT: If you need to find a specific character, you can press ‘L’ and quickly check the names of the characters in
view. You can also use this to look at characters to check their health status and see what’s in their hands.

Equipping your character
Pressing ‘E’ will bring up your equipment screen. Here you can pick up stuff from the ground, or rearrange the stuff
you’re already carrying. You can also check your character’s health and status from this screen. To purchase new
equipment and weapons, go to an Equipment Shop and use the computer terminal found within. This will allow you to
buy new stuff or sell the stuff you’re currently carrying.
To load a weapon with ammunition, just click on the ammunition clip and then click on the weapon. Make sure that the
ammunition is of the correct type and that there isn’t currently an ammunition clip in the weapon. The number in the
parenthetical following the name of the weapon or ammunition clip indicates how many shots are left. Laser weapons
don’t use ammunition. To unload an ammunition clip from a weapon, just click on the weapon and then on the
‘Unload’ button.

Character combat
To engage in combat, just press SPACE or ENTER. This will switch the game from real-time to semi turn-based,
meaning that nothing will happen until you do something. Also, a ‘health bar’ will be displayed at the bottom of the
screen, and if you have any equipment in your hands, it will be displayed in the top left and right corners of the screen.
This is referred to as the Combat Mode.
To fire a ranged weapon, just press SPACE or ENTER again. If you have a ranged weapon in both hands, you will be
able to select which weapon to fire. Otherwise, you will go straight to target selection. This will show an X that you can
move with the mouse or arrow keys. A line of +’s will stretch from your character to this X, representing the line of
fire. If your line of fire is broken, it will turn red. When you have selected a target within your line of fire, just press
SPACE or ENTER again to enter the target screen. Here you can aim the crosshairs and press SPACE or ENTER one
final time to fire. The further away your target is, the harder it is to aim. Also, your Shooting skills will have an effect
on the difficulty.
HINT: If you’re firing a rifle, you shouldn’t have anything in your other hand, as all rifles are two-handed weapons. If
you have something in your other hand, aiming will be a lot harder.
If you want to melee attack another character, simply walk into that character while in combat mode. From the target
screen you can then select how you want to attack (hit, kick, use a weapon) and which body part on your opponent you
want to target. The game will then automatically decide whether or not you hit. The higher your skill with either

5

unarmed or armed fighting is, the higher the chance of a successful hit. Your opponent’s speed is also a factor in this.
Faster opponents will be harder to hit. You can see how fast your opponent is simply by observing how fast he/she
walks around.
The semi turn-based nature of the combat mode means that all actions take a specific amount of time. After you’ve
done something, all other characters get to do actions that take an equal amount of time, or ‘save up’ time for an action
that takes more time. Hitting takes less time than kicking. Using a weapon takes even more time. Firing a rifle takes
more time than firing a gun, and so on.

Getting banned
Engaging in combat and killing characters is not without consequences – you risk getting banned from landing there for
a while. The length of your banning depends on what kind of planet or base you fought on, as well as what you actually
did. Engaging in combat on a Pirate Base will not have much of an effect, while doing so on a Naval Base will have
dire consequences. Also, just hitting a character won’t do much, but killing a character or shooting at multiple
characters, for example, will get you banned for a substantial period. You can see in the nav computer if you’re banned
from a place and for how many days.

Skills
When firing a weapon or melee attacking an opponent, your ‘skills’ will have a crucial effect on whether or not you’re
successful. You have four skills: Gun Shooting, Rifle Shooting, Armed Fighting and Unarmed Fighting. Each of these
skills will increase the more you use them successfully (i.e. hitting a character with a shot from a rifle will increase
your Rifle Shooting skill, just like kicking a character will increase your Unarmed Fighting skill). You can check your
current skill levels under ‘stats’ in your Quine4000.
NOTE: Only using actual melee weapons for a melee attack will increase the Armed Fighting skill. If, for example,
you melee attack a character with a gun, the Unarmed Fighting skill will be used, and it is also that skill that will be
increased if the attack is successful, as the gun is not a melee weapon.
While the Armed and Unarmed Fighting skills can only be increased by successfully attacking a character, you can
increase your Shooting skills by practicing in the shooting range on Manurhin in the Vichy system. Just fire at the
shooting targets as you would fire at a character. The more points you score, the more your skill will increase, and the
easier it will become. However, you can only increase your Shooting skills to a certain extent by practicing in the
shooting range. Shooting at the closest target will only increase your skills until they’re at Basic – the far target until
you’re Experienced. To become an Expert, you’ll have to engage in real combat. You’ll also increase your skills
quicker by engaging in real combat – but it’s of course much safer to fire in a shooting range than at other characters!

Health, injuries and critical wounds
There are two indicators, which describe a character’s health. There’s the health bar, which describes the character’s
overall health, and then there’s the color coding of body parts. A character dies if the overall health drops to zero, or if
the head or torso is completely destroyed.
When engaged in combat, characters can receive ‘injuries’ and ‘critical wounds’. These affect you in different ways:
When a body part has received an injury, that body part will heal at a slower rate until the injury has completely healed
or been treated. While an injury will only cause you to heal slower, a critical wound will gradually decrease your
health, which means that you can die from a critical wound, or lose a body part to a critical wound. During combat, a
critical hit leaving a critical wound will be marked by (!) after the hit description, for example Shot in the
throat (!) or Stabbed in the arm (!).

6

You can see that a character has one or more critical wounds if they bleed on the floor. Also, if you have an injury, your
health bar will turn yellow, and if you have a critical wound, it will turn red. If you’re completely stunned, it will be
light blue. You can check exactly how may injuries and critical wounds you have on your equipment screen.
You can treat your injuries and wounds in the AutoDoc booths found on most planets and bases. Just click on a wound
to treat it. Critical wounds will be flashing. Please note that even though you treat all your injuries and wounds, your
total health might not be at 100% immediately afterwards, since your body still needs to heal itself over time.

Stunned, blinded, drunk and poisoned
Besides
their
health, characters
can be affected by
four
attributes.
These are presented on the top of the screen, to the left and right of the character’s health bar, when looking at other
characters. In your own equipment screen, they’re written to the right of your character. All four attributes are
displayed in a similar manner: When written in all dark gray letters, the character is unaffected. The more letters that
are colored, the more affected the character is.
Using a Stunrod, you will be able to stun a character (and other characters will be able to stun you). A character that is
only partly stunned will use more time to do everything, while a completely stunned character will be unable to do
anything at all until the effect has worn off. If you walk into a stunned character, instead of talking to them or attacking
them, you’ll be able to take their equipment. Likewise, if you’re
completely stunned, other characters will be able to take your
equipment.
To blind a character, hit them in the face with Pepper Spray. A partially
blinded character will have a harder time firing weapons accurately and
attacking you in melee combat. If you’re blinded, the viewable area of
the base will be smaller – and if you’re completely blinded, you won’t
be able to see anything other than yourself.
The ‘drunk’ and ‘poisoned’ attributes haven’t yet been implemented in
the game. They will be added in some future version.

7

SHIP UPGRADES
Guns
Laser
Mass Driver
Meson Blaster
Neutron Gun
Particle Cannon
Ionic Pulse Cannon
Tachyon Cannon
Plasma Gun
Fusion Cannon

Weapons

Energy usage (GJ)

Armor penetration (cm)

Refire delay (ms)

Maximum range (m)

2
2.5
4
8
5.5
7.5
8
14
16

2
2.6
3.2
6.2
4.3
5.4
5
7.2
6.6

300
350
400
650
500
600
400
720
500

2400
1850
2200
1650
1700
2050
2100
1600
2300

Armor penetration (cm)

Proton Torpedo
Dumb-Fire Missile
Heat-Seeking Missile
Friend or Foe Missile

Scanners
Iris Mk I
Iris Mk II
Iris Mk III
Hunter AW 6
Hunter AW 9i
Hunter AW Infinity
B&S Tripswire
B&S E.Y.E.
B&S Omni

20
13
16
17

Maximum range (m)

Color code

15000
25000
50000
15000
25000
50000
15000
25000
50000

None
None
None
Friend or foe
Friend or foe
Friend or foe
Faction
Faction
Faction

Generally speaking, the more expensive the scanner, the quicker it is to identify your target. Also, please note that the
Iris Mk I isn't able to lock missiles onto targets.

Other upgrades
Plasteel Armor
Tungsten Armor
Isometal Armor
Cargo Expansion
Cargo Scoop
Turret
Jump Drive
Repair Droid
Engine Upgrades
Shield Levels
ECM Mk I

10 cm armor equivalent
20 cm armor equivalent
40 cm armor equivalent
Increases your ship's cargo hold by 50% (not available for the Demon or Centurion)
Allows you to pick up floating cargo or ejected pilots in space
Allows you to place a gun on the rear, or on the right or left side, of some ships
Required to use jump points
Repairs damaged components
Gives your ship more energy
The higher the shield level, the better protected your ship is, but the more energy the
shields will also use
25% chance each second of breaking a missile lock

8

ECM Mk II
ECM Mk III
Gun Cooler Mk I
Gun Cooler Mk II
Gun Cooler Mk III
Gun Boost Mk I
Gun Boost Mk II
Gun Boost Mk III
Hidden Compartment

50% chance each second of breaking a missile lock
75% chance each second of breaking a missile lock
Decreases gun's refire delay by 20%
Decreases gun's refire delay by 30%
Decreases gun's refire delay by 40%
Increases gun's range with 30%
Increases gun's range with 60%
Increases gun's range with 100%
Converts one unit of your cargo space into an illegal hidden compartment, where you can
hide contraband cargo from Militia and Confed ships. The more cargo space that is
converted to hidden compartments, the greater the risk of Militia or Confed ships
discovering that you have these illegal compartmens. Having less than 10% of your cargo
space converted to hidden compartments should be safe, though. You can only buy and sell
hidden compartments on pirate bases.

CHARACTER EQUIPMENT
Ranged weapons
M-47 SemiAuto Laser Gun
M-39 Laser Rifle
C-244 Pistol
M-42 Machine Pistol
C-47 Assault Rifle
MPR-27 Pulse Gun
MPR-481 Pulse Rifle

The weakest of all firearms. Fires three shots at a time. Doesn’t use ammunition.
Two-handed rifle that’s more precise than the M-47. Also doesn’t use ammunition.
Simple handgun. Its ammo clips contain 10 bullets.
Fires three shots at a time. Clips contain 12 bullets.
Precision rifle. Clips contain 6 bullets.
Powerful gun that fires a burst of energy. Clips contain energy for 8 shots.
The most powerful firearm. Clips contain energy for 4 shots.

This list of ranged weapons is arranged from least powerful to most powerful. Rifles generally use more time to fire
than guns. Also, the more powerful the gun or rifle is, the more time it will take to fire.

Melee weapons
Knife
Stunrod
Vibroblade
Pepper Spray

Simple knife. Fast to use, but only marginally better than going unarmed.
Used to stun a target.
Like a knife, but the vibrating blade will cause more critical wounds.
Sprayed in the eyes it will cause temporary blindness.

Vest and helmets
Kevlar Vest
Titanium Vest
NanoComp Vest
Plasteel Helmet

Protects against firearms and melee attacks
Better protection than the Kevlar Vest.
The best, but also most expensive, protection you can get.
Protective helmet.

9

GAME CONTROLS
You can press ‘H’ or F10 during play to view the below lists of keys and commands available to you:

In space
Up arrow
Down arrow
Right arrow
Left arrow
Home
End
SPACE
ENTER
TAB
1
2
3
F1
F2
F3
F4
F5
F6
A
J
S
SHIFT+S
G
W
C
SHIFT+C
SHIFT+M
SHIFT+W
T
L
E
D
R
M
N
P
ALT+X or ESC

Increase speed
Decrease speed
Rotate ship clockwise
Rotate ship counter-clockwise
Full speed
Full stop
Fire guns
Fire missiles
Afterburner
Toggle gun 1 on/off
Toggle gun 2 on/off
Toggle gun 3 on/off
Front view
Rear turret
Starboard turret
Port turret
Message log
Start/stop recording movie
Autopilot
Jump
Increase shield level
Decrease shield level
Cycle guns
Cycle launchers
Communications
Communicate with target
Match speed with target
Send order to wingman
Cycle targets
Lock target
Examine target
Destination
Damage report
Cargo and passenger manifest
Nav computer
Pause game
Exit game

On the ground
Up arrow
Walk up
Down arrow
Walk down
Right arrow
Walk right
Left arrow
Walk left
TAB
Run
SPACE/ENTER Switch to combat mode (or fire weapon if already in combat mode)
C
Personal computer (Quine4000)
E
Equip player

10

L
S

Look for character
Holding down S will make you switch position with characters instead of talking to them when you
walk into them (except if they're sitting on a chair or you’re in combat mode)
F5
Message log
F6
Start/stop recording movie
P
Pause game
ALT+X or ESC Exit game

Keyboard shortcuts
Nav computer
TAB
M
Page up
Page down
Home
End

Switch between quadrant and system map
Toggle mission display on/off
Next quadrant/nav point
Previous quadrant/nav point
Next mission
Previous mission

Commodity Exchange
Page up
Page down
Home
End
1
2
3
SHIFT+1
SHIFT+2
SHIFT+3
SHIFT+4
F1
F2
F3

Previous commodity on base
Next commodity on base
Previous commodity on ship
Next commodity on ship
Buy 1
Buy 10
Buy 100
Sell 1
Sell 10
Sell 100
Sell all
List
Local graph
Index graph

AutoDoc
TAB

Select next wound

11

TROUBLESHOOTING / F.A.Q.
Q: The game isn't running smoothly!
A: If you're running the game in Windows, make sure it's running in full-screen mode (ALT+ENTER to switch
modes).
Q: The game runs too slow!
A: Increase the Game Speed in the Options menu.
Q: The game slows down when there are many ships nearby!
A: Set Slow Computer or Friendly Fire (or both) to 'Yes' in the Options menu. If this doesn't help, you probably need to
get a faster computer (check the System Requirements below). Please note that you might have to restart the program a
couple of times for the correct speed to be calibrated, if Slow Computer if set to 'Yes' and you're running the game in
Windows (if the Movie Player or flying in space runs too fast, just exit the program and restart it).
Q: When running in DOSBox, the game often crashes!
A: Run the game with “LOADHIGH” (type loadhigh asciisec.exe to run the game in DOSBox).
Q: Where do I get the cargo for Merchants’ Guild missions?
A: You always have to buy the cargo for these missions yourself (if you haven’t already got it in your cargo hold). The
credits you earn for Merchants’ Guild missions include the expenses you’ve had for buying the cargo, so the cheaper
you buy this cargo, the more profit you’ll have. For “Transport” missions, you must buy the cargo at the specified base.

SYSTEM REQUIREMENTS
I have run the game successfully on a Pentium 90mHz with 40MB RAM (I actually programmed the game on that
setup) and suspect that it should be able to run on a 486, albeit probably quite slowly. Faster systems should have no
problems running the game.
You will need DOS or Windows 16/32 bit to run the game. If you have another system (Windows 64 bit, BeOS, Linux,
Mac OS X, OS/2), you should be able to run the game in DOSBox – however, the system requirements will increase
substantially when running the game in DOSBox. You can download the latest version of DOSBox at
www.dosbox.com.

RUNNING THE GAME IN DOSBOX
1) Download and install DOSBox from www.dosbox.com
2) Move your entire Privateer: Ascii Sector game folder to the DOSBox folder
3) Run DOSBox
4) Type the following commands in the DOSBox console window:
mount c: ASCIISEC
c:
loadhigh asciisec.exe
The game should now start running. When you've quit the game, just type exit to shut down DOSBox.
Optional: Instead of having to type the commands in DOSBox every time you want to play, you can just insert these
lines at the end of the dosbox.conf file located in the root DOSBox folder:

12

mount c: ASCIISEC
c:
loadhigh asciisec.exe
exit
These commands will then be executed automatically every time you run DOSBox.

LEGALITIES
This game is Freeware with a few limitations. You may only download it from the official website at
www.asciisector.net and any sort of distribution (cd-magazines, other websites, etc.) is prohibited without prior written
consent from the author, who can be reached at [email protected].
THERE IS NO WARRANTY OF ANY KIND. I TAKE NO RESPONSIBILTY FOR ANY DAMAGE CAUSED BY
THIS SOFTWARE. USE IT AT YOUR OWN RISK.
Wing Commander™ and Privateer™ are trademarks of Origin Systems and EA Games. Some of the names and
features in this game may be registered trademarks or copyrighted material. Using them in this free production is not
supposed to challenge the rights of the owners.

CREDITS
Privateer: Ascii Sector
Version 0.3.1
Released May 4th, 2008
Designed and Programmed by Christian Knudsen
Based on the computer game Wing Commander: Privateer
Copyright © 1993 by Origin Systems
This game is neither supported nor endorsed by Origin Systems or EA Games
Visit the official website at www.asciisector.net

13

APPENDIX A: QUADRANT MAP

14

APPENDIX B: LIST OF ALL BASES AND PLANETS
Astra
Baranda
· Chi-Chi One (Pleasure)
· Chi-Chi Two (Pleasure)
Bastille
· Trou (Prison Base)
Halfway
· XNN-26 (Refuelling Depot)
Icarus
· Minos (Mining)
· Daedalus (Refinery)
Jovius
· Callis (Mining)
· Ganim
· Euris (Agricultural)
Loye
· Loye Naval Base
· Pyrdion (Pleasure)
· Basin (Agricultural)
LV-426
· Bounty (Pirate Base)
Mendeleev
· Novy Norilsk (Mining)
· Ragozin (Refinery)
· Slavneft (Refinery)
New Beijing
· Guamo (Mining)
· Andingmen (Mining)
· New Beijing
· Xidan (Refinery)
Porte
Primeval 1
· Sisyphus (Mining)
Primeval 2
· Aeolus (Refinery)
TC-101
· Munroe (Pirate Base)
Vichy
· Manurhin (Agricultural)
· Sediver (Agricultural)
Vortex Prime
· Hooper's Hope (Mining)

15

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