Version 7 is Live

Written by  on July 20, 2016 

Apologies for this abrupt change in direction and for the delay in posting a proper announcement. There has been a lot of stuff going on behind the scenes and unfortunately, we will not be able to support the development of Version 6 until some time next year. As an interim solution, a low-maintenance Version 7 has been released.

Understandably, some players might not be thrilled to learn that the scoreboard has been reset or that the game has basically been reverted to a Classic 1990s-MTrek clone. There have been a lot of cool features and ships added to recent versions of the game, but balance issues are still rampant in Version 6. This, after nearly 8 months of continuous testing and development.

Rather than leave the Version 6 game stagnant in an unbalanced, and essentially unfinished state, it’s our hope that Version 7 will prove to be an agreeable alternative for most players- at least until progressive development can resume sometime in 2017.

We will certainly miss having ships like the Sphere, the AVG-IX, or the cloaking BR1/2Ks to play with (the list goes on…), and it’s been a lot of fun working with the community to develop those classes. There’s no reason to waste all that effort, so the .java files from Versions 4/5/6, the ship classes from 2013’s, various Robot AIs, the Seeker probes, the Delta/Canonball quadrants, the PvP arena… have all been saved and backed up. Whether next year’s game will be a continuation of Version 6 or an all-new Version 8, development will go on.

On a personal note, Thanks to all of the players for your continued support, and especially to our “regulars” who have endured more than a few iterations of over these past four years. Your patience through all of the changes and your candid feedback has made this job much easier. Seeing our community grow and building friendships here, has made it all worthwhile. I very much look forward to adminning full-time on again.

Happy Hunting!

MTrek Player’s Guide V 7.0

Last updated: 2016-07-20
Multi-Trek is currently available with:

  • TELNET: [1701]
  • Web Browser: click here or navigate to

A WWW site with this document and a pointer to the game is at:


Multi-Trek (aka MTrek, JavaTrek or Jtrek) is a multiplayer online Star Trek game which can be played via TELNET from any ASCII terminal or xterm with Internet access. This is a real-time space battle game where the statistics of a player’s ship and what he’s scanning are updated several times a second. There are no graphics — its all numbers updated with cursor movement sequences.

The object of mtrek is to fly a starship around inflicting the most damage to other players as possible, or to just fly around. Score is based on the amount of gold accumulated. You can save your ship to resume play at a later time by going to a starbase and saving.

There are multiple ship types with various capabilities and of several races to choose from. No alliances are enforced by the game; it is left to the players to create their own gangs or to fight for themselves.

The game was originally designed and written by Tim Wisseman and Chuck L. Peterson at the University of California at Santa Cruz and played there from 1986 through 1990. It was later made available via telnet world-wide in 1993. It ran until 2001 when it was taken down.

In 2003, it was re-written from scratch by Joe Hopkinson and Jay Ashworth and later released as an open-source project. The new engine was named Java-Trek(JTrek), being written in the Java programming language. is proudly powered by Java-Trek

If you are a brand new player, I recommend the following link, which explains the use of telnet to connect to the game:

Getting Started: Using Telnet to Play MTrek

Some other useful resources:
Welcome to!
The Art of (mtrek) War
frequently asked questions v 2.0
rules v 1.0
quadrant maps

Tactical Display

The names of ships and objects in your immediate vicinity are printed here. All objects within your scan range show up. The same is generally true for enemy ships, except that ships at the outer fringe of your scan range may or may not show up depending on the enemy ship’s size and power consumption.

A ‘*’ in front of an enemy ship name indicates that he is scanning you. A ‘*’ trailing an object name tells you that the object is one that you created.  In the example above, the plasma was fired by our ship.

Scanner Section

The Scanner portion of the screen is used to display information about another player’s ship or information about one of the other “objects” in the game. The “o shipletter” command is used to scan other ships. In the example above, the command “oh” was used. In a similar manner, objects are scanned with the “O objectletter” command. For example, to scan Vulcan the command “Or” would be used. Any object in the game can be  scanned at any time, but ships must be in the tactical display to be scanned. Ship letters are always lower case, whereas object letters can be either upper or lower case.

The Scanner portion of the screen is also used for these commands:

#               Display a list of players
ESC o           Configurable option screen
? a-l           Display one of 12 help screens (currently disabled)
ESC D object    Cheesy description of object

Setting Warp Speed

The maximum cruise speed your ship can be from Warp 10 to 16, depending on ship class. Negative warp values indicate that your ship is moving in reverse.

Use these commands to affect your speed:

w       Increase speed by 0.2 warp
W       Decrease speed by 0.2 warp
Ctrl-W  Stop
@ num   Set speed to specific warp value
x       Engage transwarp drive

It is important to know your ship class’s Maximum Turning Warp and Maximum Cruising Warp values. If you attempt to turn your ship when travelling faster than your Turning Warp, your ship will incur damage. Going faster than your Maximum Cruising Warp will also give your ship damage.

Transwarp Drive

The Excelsior, DY-600, and SPHERE class ships are transwarp capable. Transwarp lasts for about 10 seconds, and during this time your ship will have an effective speed from around Warp 20 to Warp 30. Transwarp drive can be engaged only when the ship is already travelling at Warp 3 or better.

A high warp speed when entering transwarp, however, insures a faster transwarp speed and a correspondingly greater distance travelled during the 10 or so seconds of transwarp. Structural damage occurs when transwarp is engaged at less than Warp 4. Transwarp costs a substantial amount of Warp Energy.

The Excelsior is equipped with “tracking transwarp”, and transwarping is engaged while something is being intercepted, transwarp will disengage at the exact moment needed to place you as close as possible to what was intercepted. Transwarping without tracking is a blind blast through space and often places your ship far away… from everything.

The Excelsior class starship does not start out with transwarp capability; a visit to Earth is necessary to get this.


Nearly all navigation can be done by setting intercept courses with other ships and objects. Use the “i” command to set an intercept course with what is currently being scanned. A second “i” command toggles intercept mode off. Be careful to not use this command when exceeding your Maximum Turn Warp. The command “ctrl-I shipletter” can be used to intercept a nearby ship which isn’t being scanned. Specific coordinates can be intercepted with the “I” command.

Heading can be manually changed by turning off intercept mode and using one of these commands:

l       Right 1 degree          L       Right 5 degrees
h       Left 1 degree           H       Left 5 degrees
j       Down 1 degree           J       Down 5 degrees
k       Up 1 degree             K       Up 5 degrees

Your ship is capable of determining from which direction a message is sent. To put your ship on an intercept course with the last message received, use the “ESC Ctrl-M” command.

Orbiting and Docking

You can pick up various things for your ship by docking at starbases and oribiting planets. The same procedure is used for both. First scan your destination. (Use “O1” “O2″… to scan one of the starbases, or something like “Oq” for Rigel XII, or “Ov” for Vulcan.) Pressing “i” will engage autopilot intercept on whatever you are scanning. Use “@” to set your Warp Speed to your Maximum Turning Warp. (Your maximum warp speeds are displayed using “ESC w”.) Going any faster than this will automatically disengage the autopilot intercept.

Slow down to Warp 3 when within 50 units of your intercepted destination. Stop your ship with Ctrl-W when a distance of 0 or 1 is displayed. You can now orbit or dock by using the “.” command. It takes a few seconds before you start receiving things onto your ship.

It is typically the odd numbered starbases which supply mines, drones, and life support; and the even ones which give out torpedoes. There
are several planets which give out Dilithium Crystals. Anti-Matter is picked up at your home planet.

The “Code:” field found when scanning starbases and planets tells you what you can get there. Supply Codes found in one of the help screens reads:

A       Antimatter              C       Dilithium Crystals
D       Drones                  L       Life Support Repaired
M       Mines                   T       Torpedoes
FC      Fix Cloaking Device     FR      Fix Radio Transmitter

When your ship is docked, you can use “ESC S” to save your game, updating the high score list.

Ship Power

The total amount of power a ship can use is the sum of Warp Energy and Impulse Energy. You can allocate this to one or more functions of the
ship: Warp Drive, Shields, Load Phaser, Load Torpedo, Damage Control and Cloak. Both Warp Energy and Impulse Energy output can be damaged when under attack. Warp Energy output is also damaged by travelling faster than your ship’s Max Cruising Warp speed. Warp Energy and Impulse Energy are restored to normal with Damage Control. Extra Warp Energy above a normal level can be obtained by visiting a dilithium crystal planet such as Rigel XII.

Certain classes can repair their Warp Energy to the maximum value, so they never have to go to a crystal planet.

Shields and Damage

Shields absorb the energy of incoming attacks, except for ramming. Each time shields absorb an attack, they are lowered by an amount
proportional to the energy of the attack. Once shields have dropped all the way down, further attack energy causes damage to Warp Energy,
Impulse Energy, and Damage. The Damage field refers to the structural damage of your ship. A Damage amount greater than 100 causes Life
Support to drop by about 1% per second. Damage greater than 200 results in immediate explosion of the ship. Shields are ineffective
inside a Nebula. Above 50 damage, your ship will not be saved if the connection to the game is interrupted. Above 150 damage, you are no longer able to “quit your ship with the ‘Qy’ command.

Commands for Shields:

s       Raise shields by 1% per second
S       Drop shields by 10% and hold
Ctrl-S  Hold shields at current level

Damage Control

Power allocated to Damage Control repairs damaged parts of the ship. The more power allocated, the faster repairs happen. Given enough time,
Damage Control will fully restore Warp Energy and Impulse Energy to normal levels, and completely repair any Damage.

Commands for Damage Control:

c       Increase Damage Control by 5
C       Decrease Damage Control by 5
Ctrl-C  Set Damage Control to zero

Locking Weapons

To lock weapons on a ship or object, it must be within the maximum torpedo range of the ship you are piloting. First scan it, then use the Ctrl-L
command. To lock on a ship not being scanned, but within scanning distance, use the “ESC Ctrl-L shipletter” command. Most phaser and torpedo weapons require that weapons be locked to have maximum effect. Certain weapons, like ESI, Plasma torpedos, and Mines can be fired without weapons being locked. Standard Phasers can also be fired “wide” without a lock. See Phasers.


Phaser range is typically from 0 to about 500 units depending on ship class. Damage done by phasers is maximum at point-blank and minimal at
maximum range.

Phasers are loaded in increments of 5 power units. The waiting period after firing phasers before they can be loaded again is based on the
firing strength. Firing phasers without weapons being locked causes them to be fired wide. This gives half the normal damage, but to everyone within phaser range; including ships which are cloaked.

Commands for Phasers:

p       Fire phasers
P       Load another 5 power units into phasers 
Ctrl-P  Unload phasers

Expanding Sphere Inducer Phaser [ Cardassian ]

When fired, the ES Inducer gives damage to all ships in phaser range, cloaked or not. The amount of damage depends on how close the enemy ships are to you, and how many of them are in range. Locking weapons does not affect the ES Inducer in any way. The closer the enemy ship is to you, the higher the damage; but a ship at the same coordinates is not hit. Damage given to individual ships is drastically reduced with more ships in phaser range.

Teleporter Phaser [ Freighter DY-600 ]

This is one of 2 phaser weapons on the Freighter. Instead of causing any damage, it teleports the enemy away. The higher the phaser strength, the farther the distance of the teleport. This is used on ships in Phaser range, with weapons locked. Switching between phaser types is done with the “ESC Ctrl-P” command.

Agonizer Phaser [ Warbird ]

This is used like other phaser weapons, but it uses a single 40-energy charge, and uses up one plasma torpedo. It gives the same damage to all ships in phaser range, whether the other ships are cloaked or not. The damage is not divided among several ships if more than one is hit. It gives constant damage at all distances within phaser range.

Photon Torpedo

This weapon has a range which can be from about 500 units to about 2200 units, depending on ship type. A ship can load only as many as it has torpedo tubes. Unlike phasers, torpedo’s give maximum damage at maximum range, and minimum damage at minimum range. The Klingon D-10 and the Borg SPHERE are capable of regenerating Photon torpedos

Commands for Torpedoes:

t       Fire torpedoes
T       Load 1 torpedo into tubes
Ctrl-T  Unload 1 torpedo

Plasma Torpedo [ RBOP/CV-97 ]

Some ships use plasma torpedoes instead of photon torpedoes. There is 1 torpedo tube in plasma equipped ships. Loading a plasma torpedo uses 85 energy units. The energy used to load a plasma torpedo is immediately available on firing or unloading. If weapons are locked, this is fired in the direction of what is locked on to. If weapons are not locked, this is fired straight ahead. Unlike the other phaser and torpedo weapons, this does not hit instantly. The plasma torpedo is a device which travels from warp 9 to warp 10; and shows up in the tactical display. It gives massive damage if it hits the target, but it is possible to avoid. This is loaded, unloaded, and fired with ‘T’, ‘^t’, and ‘t’ respectively. The plasma torpedo lasts 20 seconds, and each of its last 5 seconds, it loses 10% of its strength. Plasma will give 1500 damage units at full strength. This will hit any other ship which comes within 200 units of it; friendly or not. The Valdore is capable of regenerating Plasma torpedos. Also, with enough power available, the Valdore is capable of loading and firing 2 plasmas simultaneously.

Variable Speed Plasma Torpedo [ WARBIRD ]

This type of plasma torpedo can be set to travel at speeds from Warp 5 to Warp 10. Set a specific speed with the the “ESC T speed” command. Use “ESC T a” to have the plasma speed automatically be set to the speed of your ship. The faster the plasma torpedo speed, the more damage it gives (eg., a Warp 10 torpedo gives a maximum of 1200 damage units).

Obliterator Torpedo [ KEV-12/KPB-13 ]

Several obliterator torpedoes can be loaded and fired at the same time, with each one drawing 10 power units. Unlike photon torpedoes, these give the same damage throughout their entire range. The Klingon ships replenish obliterator torpedoes automatically without requiring a trip to a starbase. Note that the Galaxy’s torps DO NOT regenerate.

Plasma Bolt Torpedo [ Gorn CV-97/SCOUT ]

Only one plasma bolt torpedo can be loaded at a time, and one of these requires 85 power units to load. These only hit a target when weapons are locked on a ship within torpedo range. 750 damage units are given to a ship when hit with this weapon.

The Gorn CV-97 can fire both plasma torpedoes and plasma bolt torpedoes. Use the “ESC ctrl-T” command to switch between them.

Torpedo [ Freighter DY-600 ]

The Freighter DY-600 is equipped with a conventional torpedo weapon; which gives 100 damage. These can hit from 0 to 1000 range. A “freighter torp”, if fired without a valid weapons lock, will travel forward at very high rate of speed, most likely not hitting anything.


Some ships can engage a cloaking device which makes them invisible to all other ships. Ships can cloak only for a limited time; the time remaining is shown in the Cloak field. When time runs out, the cloaking device has burned out. Upon disengaging, the cloaking device immediately regenerates available cloak time. To repair a burned out
cloaking device, or for the II-A to obtain a cloaking device to begin with, you must visit Romulus. The “z” and “Z” commands turn on and off the cloaking device. The BOP’s cloaking device uses 80 power units.

A cloaked ship can lock weapons on nearby ships, but it cannot fire phasers or torpedoes. Mines, buoys and drones can be launched while cloaked, however.


You can ram your ship into another if distance is displayed as 0 or 1 units. The ‘r’ command is used to do this. Ramming gives 20 to 25 Damage to both ships. Shields are ineffective against ramming. You may only ram once every 25 seconds.

Self Destruct

Ships are capable of self destruction. When your ship gets wounded beyond repair, engaging the auto-destruct mechanism may be the best action. The “D” command is used to do this. The auto-destruct sequence is aborted by using the “D” command again. The amount of damage an exploding ship gives to nearby ships is dependent on the amount of antimatter on board the exploding ship, and the distance to the other ships.


It takes no power to lay a mine. You must wait at least 10 seconds after laying a mine before you can lay another. Mines are placed 150 units directly behind your ship, or 150 directly in front when you are travelling negative warp. Mines have an activation radius of 100 units. The “M” command is used to lay mines.

The transporter can be used to pick up stray mines by using the ‘$’ command. Your ship must be within 110 units, but outside the 100 unit mine activation radius to transport mines aboard. The BR-1000 is unable to beam aboard mines.


Drones, like mines, require no power to fire and have a 10 second waiting period. They behave like guided missles and have about half the strength of a mine. Weapons must be locked on a ship or object when a drone is fired, or it won’t hit anything. Drones have an activation radius of 100 units. Use the “d” command to launch drones. The Borg Sphere is capable of regenerating drones.

The Cardassian ships can use the Ctrl-D command to set drone speed. (up to warp 12) The faster the drone speed setting, the less damage the drone gives.


A buoy is used to detect the presence of enemy ships, even if they are cloaked. Ships have an unlimited supply of buoys, require no power to launch, and have a ten minute waiting period before another can be launched. The lifetime of a buoy is a few minutes. When another, possibly cloaked, ship comes within 2000 units of your buoy, you are notified of the ship’s exact location. Your ship’s last-seen-at data is updated to reflect this, allowing you to set an intercept course to the enemy ship. The “b” command drops a buoy at your current location.


This can be viewed as your ship’s fuel. Maximum Anti-Matter onboard a ship is 5000. Anti-Matter is used up at a rate based solely on the amount of Warp Energy your ship is using. All Impulse Energy is used before any Warp Energy is; so Warp Energy used is the amount of power allocated to ship functions minus the amount of Impulse Energy available. Additional Anti-Matter is picked up from your ship’s home planet or from A-Class planets which don’t have ship-types based there. Be aware that if you run out of antimatter, your warp energy will become depleted and you will only have impulse power to rely on until you can refill your antimatter.

Sending Messages

Your ship allows you to send messages to another player, to all players, or to a select list of players. Sending too many messages during a short time causes your transmitter to burn out; and you must travel to a FR (Fix Radio Transmitter) planet to get it fixed. Stars, comets, nebulas, quasars and pulsars cause radio transmission and reception interference.

The 2 ways to send messages to other players:

m ship          Send a message to a specific ship
m*              Send a message to all players

Keymaps (Important!)

You can assign keymaps, also known as keyboard macros, to most keys. To set up a keymap, type ‘(‘, then the key you want to map. You then will be prompted to type in a line of what you want it mapped to. To unmap a previously mapped key, use ‘)’ followed by the key. Keymaps are preserved across saving and restoring ships.

The text of mapped strings uses a format similar to that used by C Language strings. Use “r” to indicate a return. Control chars are specified with their octal equivalent such as “33” for escape or “05” for Ctrl-E

Octal equivilent of control chars:

^A 001   ^B 002  ^C 003  ^D 004  ^E 005  ^F 006  ^G 007  ^H 010
^I 011   ^J 012  ^K 013  ^L 014  ^M 015  ^N 016  ^O 017  ^P 020
^Q 021   ^R 022  ^S 023  ^T 024  ^U 025  ^V 026  ^W 027  ^X 030
^Y 031   ^Z 032  ESC 033

It is inconvenient to manually set up favorite keymaps each time you start a ship. A way to deal with this is to yank keymap definitions out of one xterm window and paste them into the game xterm window. For Windows users, that translates into having a simple text file open with your keymaps stored in it, selecting (highlighting) the definitions with your mouse, and then pasting them directly into the telnet window. Tip: certain clients such as PuTTy will only accept a paste when you right-click the top of the window, above where the terminal data is being output. If you like to have a keymap for each digit 1-3 to set warp to the corresponding value and to map ‘$’ to send a true message to all players, you can use a file like this:

($m*The Orion BR-5 is the ship of choice for weenies.

Keymap Sample

Here’s a sample set of keymaps for the Orion BR-5. The basic principles here can be applied to any ship. This maps keys 0 through 9 and +.

(0}i]  --------------------- Intercept at Max Cruise Warp
(1}i[  --------------------- Back away at Max Cruise Warp
(2}i   --------------------- Intercept at Max Turn Warp
(3@3.0\r  ------------------ Set speed to Warp 3.0
(4o.   --------------------- Scan nearest ship
(5]}LLLLLLLLLLLLLLLLLLLLi] - Change heading, intercept at Max Cruise Warp
(6}\033\015]  -------------- Intercept in direction of last radio message
(7\014TTt  ----------------- Lock, load, and fire torpedoes
(8\014PPPPPPPPp  ----------- Lock and fire full phasers
(9O.\014Pp  ---------------- Scan nearest object and fire minimal phasers
(+\014d  ------------------- Lock and fire drone


There are six components of a ship’s score:

    Gold        Number of Gold bars
    DmgGiven    Amount of damage given to other ships
    Bonus       Points awarded for giving damage to experienced opponents
    DmgRcvd     Amount of damage received
    Cfl         Rough approximation of number of conflicts
    Brk         Penalty for getting an untimely network disconnection


Gold-pressed latinum bars are used as the currency and score. Supplies normally cost some gold, but are free if you are broke; which you are when you start out. There are 3 ways to acquire gold bars:

  • Dock at a starbase after giving damage to other ships. in standard ship classes, the starbase will award you gold equal to (DmgGiven+Bonus)/10. Ferengi ships have a special gold-earning rate
  • Destroy another ship with gold onboard. When a ship explodes, loses life support, or just quits; all of
    its gold up to 1000 plus 10% thereafter is left behind for you to pick up.
  • Also, ships with greater than 100 Damage accidently drop chunks of gold bars you can pick up.When a ship is destroyed, its gold bars are left in the “ship debris”. If you are the first one to the debris or gold, you can retrieve the gold by locking weapons on the “ship debris” and activating the transporter.
Ctrl-L  Lock Weapons for Transporter
$       Transport gold aboard ship

Quadrants and Worm Holes

The game has two Quadrants you can visit. All ships start in Alpha Quadrant. Both Quadrants have a Worm Hole which is used to travel between Quadrants.

A Worm Hole can only be used only when it is active. It alternates between being active and inactive about once a minute. Your ship cannot go back through a Worm Hole until after waiting one minute. Also, cloaked ships are unable to go through the Worm Hole.

For more info on the quadrants, check out this link:

MTrek Quadrant Maps

Summary of Ship Classes

Summary (Full)                         warp dmg shield      ----cloak---  scan
 Class      Warp   WarpEngy IE XWP TRK cost pct  str   vis  time pwr rgn  range
 II-A      9 14 18  50(130) 40           2   45   17   100   90   80  2   13000
 EXCEL    10 12 17 130(160) 50 yes yes   2   45   17   100                10000
 LARSON   10 13 17 100(140) 50           1   45   17    95                11000
 DY-600    8 11 13 120(120) 60 yes  no   2   30   25   100                 8000
 RBOP     12 14 18  80(110) 50           1   50   18    95   90   80  2    8000
 KEV-12    8 10 12 120(150) 60           2   40   17   100   50   50  1   13000
 KPB-13   10 13 17 120(150) 60           2   50   16   100                 8000
 BR-5     14 16 18 110(150) 40           1   60   15    96   90   80  1    7500
 BR-1000  13 14 14  80(120) 60           1   60   16    97                 8000
 CL-13    10 11 13 100(140) 50           1   50   18    95  120   50  1    7500
 CV-97     9 11 13 130(160) 80           3   40   17   100   40   80  2   10000
 CDA-180  10 12 15 140(180) 60           2   45   17    98                11000
 CDA-120  12 14 16 100(140) 50           1   55   16    90                 8000
 WARBIRD  12 13 17 100(130) 40           1   45   16    96   60   75  2    8000

Summary (Full)                             ----drone---   mine
 Class    ---phasers--- -----torpedoes---- num  str var num  str crew      home
 II-A     PH  50  0-700 PH 4  40  500-1800  10  400      8   900  432     Earth
 EXCEL    PH  65  0-600 PH 6  54  500-1200   4  400      5   900  750     Earth
 LARSON   PH  40  0-600 PH 4  48  600-1400   8  500      8   900  220     Earth
 DY-600   PH  20  0-500 TO 1 200  500-1000  30  400                85     Earth
 RBOP     PH  25  0-500 PL 1  15  500-2000               6   900   12   Romulus
 KEV-12   PH  60 0-1000 OB 8  60* 500-1200  15  600               150    Kronos
 KPB-13   PH  35  0-800 OB 5  50* 300-1200  20  400               150    Kronos
 BR-5     PH  40  0-500 PH 2  30  500-1000   6  400                25     Orion
 BR-1000  PH  50 0-1000 PH 1  50  500-2200   8  500      2  1000   17     Orion
 CL-13   +PH 100 0-1000 PH 3  30  500-1000  10  400                71      Gorn
 CV-97    PH  75  0-600 PB 1  50  300-1200  20  500               235      Gorn
 CDA-180  ES  60  0-500 PH 5  70  500-1300  20  800 yes           523 Cardassia
 CDA-120  ES  40  0-500 PH 4  40  500-1300  15  800 yes            74 Cardassia
 WARBIRD  AG  40  0-500 VP 1  35  500-2000               6   900   43   Romulus
+ faster recharge
* regenerating

II-A     -Must go to a "FC" planet, such as Romulus to have cloak installed
EXCEL    -New ship must get tracking xwarp drive installed at Earth
DY-600   -Xwarp is non-tracking, ie will overshoot an intercepted object
         -Equipped with teleporter phaser; moves YOU away from the enemy
KEV-12   -Equipped with REGENERATING obliterator torpedos (1/2 secs)
KPB-13   -Equipped with REGENERATING obliterator torpedos (1/2 secs)
BR-1000  -Carries 2 mines, but unable to beam aboard "loose" mines
CL-13    -Phasers recharge faster than standard
CV-97    -Can fire either plasma or plasma-bolt torpedos
CDA-180  -ESI hits everything in range. Locking weapons has no effect on ESI
         -Has variable speed drones. FASTER drones do LESS damage
CDA-120  -ESI hits everything in range. Locking weapons has no effect on ESI
         -Has variable speed drones. FASTER drones do LESS damage
WARBIRD  -Has variable speed plasma. FASTER plasma does MORE damage
         -Agonizer same damage all ranges; cost 1 plasma to use; 2-sec delay

General Tactics

II-A     :  Avoid getting hit, cloaking here is a weapon, use torpedoes well.
EXCEL    :  Tracking transwarp is a useful weapon, use torpedoes well.
LARSON   :  Torpedoes are life, do not miss!, learn how to mine and drone.
DY-600   :  Patience, it can take many hits!, use the teleporter, transwarp.
KEV-12   :  Destroy anything in torp range, can fire all day, use cloak well.
KPB-13   :  Destroy anything in torp range, can fire all day, use drones well.
BR-5     :  Use cloak and speed to avoid enemy torpedo range, use phasers well.
BR-1000  :  Avoid getting hit, take advantage of speed and torpedo range.
CL-13    :  Use extended cloak for phaser delivery, torpedoes are secondary.
CV-97    :  Mix it up with plasma, plasma-bolt, and phasers, use cloak well.
CDA-180  :  Destroy anything in torp range, use drones and ESI well.
CDA-120  :  Avoid getting hit, speed and torps are life, use drones well.
RBOP     :  Fire plasma at short ranges, use cloak well, learn how to mine.
WARBIRD  :  Same as RBOP + learn variable speed plasma well.

For a more in-depth look at strategy, try the following link:

The Art of (mtrek) War

Multi-Trek Command Summary

Combat                                  Navigation
------                                  ----------
^L      lock weapons                    w       speed up by 0.1 warp
^U      unlock weapons                  W       slow down by 0.1 warp
T       load torpedoes                  ^W      stop
t       fire torpedoes                  @value  set warp to value
^T      unload torpedoes                x       engage transwarp
P       load phasers                    i       intercept thing in scanner
p       fire phasers                    ESC ^m  intercept last message author
^P      unload phasers                  ^i ship intercept nearby ship
d       fire drone                      ESC l ship intercept where last seen
M       drop mine                       I       intercept coordinates
r       ram adjacent ships              } or {  go max turning warp
.       dock or orbit adjacent planet   ] or [  go max cruising warp
b       drop buoy
D       toggle self-destruct            End Game
z       turn on cloaking                --------
Z       turn off cloaking               Q       quit game
ESC ^L ship                             ESC S   save game when docked
        lock weapons on ship            ESC P   set new ship password (currently disabled)

Shields; Damage Control                 Sending Messages
------------------------                ----------------
c       increase damage control         m ship  send message to ship
C       decrease damage control         m *     send message to everyone
^C      turn off damage control         [disabled]send message to closest ship
s       raise shields at 1%/sec         [disabled]ESC G ships...
S       lower shield by 10%             R ship  block messages from ship
^S      hold shields level              R *     block all global messages
                                        ^X      clear messages from screen

Changing Course                         Scanning
---------------                         --------
h       heading +1 degree               o ship  scan ship
H       heading +5 degrees              o .     scan closest ship
l       heading -1 degree               O obj   scan object
L       heading -5 degrees              O .     scan closest object
j       pitch down 1 degree             O num   scan starbase number
J       pitch down 5 degrees            ESC o   game option window
k       pitch up 1 degree               #       display current players
K       pitch up 5 degree               ? [a-l] display help screen [disabled]
!       set heading                     X       turn scanner off
                                        ESC O   odometer page

ESC R   frequencies blocked             ESC b   when next buoy is ready
ESC v   current and normal visibility   ESC ^S  scan range
ESC #   your letter designator          ESC w   warp capability
                                        ESC M   direction of last message
ESC p   phaser types available          ESC t   num torpedoes onboard
ESC W   max torp and phasers capable    ESC d   number of drones on board
ESC m   number of mines on board        ESC D obj   description of object [disabled]
ESC z   cloaking device status          ^R          Redraw Screen
ESC r   weapon ranges                   ESC L ship  print where last seen
( key   map given key to a string       %       turn tractor beam on/off
) key   unmap given key                 $       beam aboard gold bars
ESC s   your score                      & ship	display class stats of ship
ESC c ship    score of other ship

Weapons Configuration
ESC ^w  fire phasers wide if unlocked   ESC ^T       set torpedo type (CV-97)
ESC ^n  never fire phasers wide         ESC T        set torpedo speed (WARBIRD)
^D      set drone speed (Cardys)        ESC ^P       set phaser type (DY-600)

Acknowledgements (1987-2000)

Tim Wisseman Original concept and early ideas for the game
David Paris Developing new ship types, and maintaining ship balance
Steve Scherf THX Freighter Robot combat programming
Tom Washburn Layout of Gamma and Omega Quadrants
Mike Lopp More THX coding / inter-quadrant travel code &ampeliza support
Jeffrey Osier Help developing Mtrek WWW page
Sean Breazeal Awesome Quadrant Map GIFS
George Herbert Making the newsgroup

A special thanks also to Randy Bias, Alan Olson, and David Paris for
acquiring Internet sites where mtrek could be run.

Acknowledgements (2003-present)

Joe Hopkinson Started the JTrek engine project, ensuring the game’s future survival
Jay Ashworth Co-author of much of the JTrek code, instrumental to JTrek’s success
Aaron Chalifoux The “new” THX Freighter Robot programming
Justin Flude Provided the only known recorded mtrek session, used for JTrek development.
Matt McMorey (elixx) Provided the server for several years, keeping the game alive
Mark David Dumlao Helped tremendously with getting the current server off the ground
Robert G McCue (xmltrek dev) Provided some very helpful code to fix the high scores, and helped open the floodgate of java code on
Rick Irwin Provided the domain, website, and game server– bungled up some code, started carrying the “torch”, and maybe helped some too 🙂

Most importantly, I think Chuck L. Peterson (Rest in Peace; 1965-2012) deserves a special thanks for really bringing the game into the world, and giving us all a reason to collectively spend hundreds of thousands of hours in front of a terminal.