ALIENS INSTRUCTIONS

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THE STORY SO FAR:
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Warrant Officer Ripley, the sole survivor of the star freighter
Nostromo, is picked up floating in deep space in a hyper-sleep
capsule. She is taken to Gateway Station, a giant space station
complex floating high above the Earth - here she is interrogated by
a hostile committee of top Company Administrators. Her account of
the alien creature which gestates inside a living human host is
received with disbelief, and the committee ignores Ripley's frantic
warning of an alien space ship containing thousands of unhatched
alien eggs.

Ripley is horrified to learn that the remote planet on which the
crew of the Nostromo encountered the deadly extraterrestrial is
only inhabited by the Company's space engineers and their families,
who have set both colony base and a mighty Atmosphere Processor to
produce a breathable atmosphere within the base.

When all contact is lost with the colony, Ripley reluctantly agrees
to accompany the elite squad of Space Marines to the distant planet.
On arrival they find an eerie, deserted base bearing signs of a
savage struggle. Then, as night falls, the Aliens come out...

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TO LOAD "ALIENS" - THE COMPUTER GAME
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Sinclair Spectrum "Aliens" Cassette Users...
1. Set-up your Sinclair Spectrum Computer as detailed in the
instruction booklets that accompany your computer.
2. If you wish to use a joystick interface, insert now and plug in a
joystick.
3. Switch your TV or monitor, Computer and Cassette Recorder ON.
4. Insert the "ALIENS" cassette into your Cassette Recorder, and
rewind to the beginning.
5. Input the following command on your computer keyboard, then press
the ENTER key: LOAD "" (If you are using a 128K Spectrum, put it
into 48K Basic mode before typing this instruction.)
6. Press the PLAY key on the Cassette Recorder.

Amstrad CPC "ALIENS" Cassette Users...
1. Set-up your Amstrad CPC Computer for cassette usage as detailed
in the instruction booklets that accompany your computer.
2. If you wish to use a joystick insert it now.
3. Switch your Amstrad Computer and Monitor ON.
4. Insert the "ALIENS" Cassette into the Cassette Recorder, and
rewind to the beginning.
5. Hold down the CONTROL key and press the small ENTER key.
6. Press the PLAY key on the Cassette Recorder, then press any key
on the keyboard.

Amstrad CPC "Aliens" Diskette users...
1. Set-up your Amstrad CPC Computer for disk usage as detailed in
the instruction booklets that accompany your computer.
2. If you wish to use a joystick, insert it now.
3. Switch your Amstrad Computer and Monitor ON.
4. Insert the "ALIENS" diskette into the disk drive.
5. Type the following in your computer keyboard, then press the
ENTER key: RUN "DISC"

The "ALIENS" game will now load into your computer. The credits and
titles will soon appear - after a short while the game will complete
loading and you can begin your mission.

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YOUR MISSION
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To retain control of the base by any means, keeping all crew members
alive.
You command six crew members on an exploration of the base. Study
the attached plan of the base, and add to it any data you gather
during your mission - room locations for example. Ripley suggests
that you will need to get the crew members to the Queen's Chamber -
Room 248.

The crew have set-up the Mobile Tactical Operations Bay (MTOB) in
the Armoured Personnel Carrier, just outside the colony base. You
will remain here and direct the other crew members around the base
using the MTOB to monitor their progress. Technical specs. of the
MTOB follow:

------------------------------------------------------------
| |
| ---------|-->1
| |
| |
| .... |
| . .--------------------------------|-->2
| .... |
| |
| |
------------------------------------------------------------
| RIPLEY | ---------------------- | BISHOP-|-->6
| 001 | | RIPLEY | | 001--|-->7
| ....... | ---------------------- | .......-|-->8
|---------| . -------- .. |---------|
| GORMAN | . | | .. | VASQUEZ |
| 001 | 4<-----. | 3 | ..---->5 | 001 |
| ....... | . | | .. | ....... |
|---------| . -------- .. |---------|
| HICKS | ---------------------- | BURKE |
| 001 | | 00000000------|--->9 | 001 |
| ....... | ---------------------- | ....... |
------------------------------------------------------------

1. Video Screen. Receives signal from portable video camera strapped
to the helmet of the selected crew member. Display may be moved
left or right by moving Smart Gun sights. Enables you to see in
real time what the selected crew member is experiencing.
2. Smart Gun Sights. May be moved left, right, up or down. Each crew
member has 1 Smart Gun, which is a computer aimed, video
targetted automatic weapon. Ideal for blasting any bio-mechanical
growth, locks, doors or other objects you may encounter as you
explore the base. Use Smart Gun cautiously, as each crew member
only carries a limited amount of ammunition for their Smart Gun.
3. Selected Crew Member Portrait. The name of the selected crew
member is displayed above their portrait.
4. Bio-Functions Trace. Mechanism that plots the critical health
status of the selected crew member - including heart rate,
breathing etc.
5. Ammunition Level. The amount of ammunition being carried by the
selected crew member. This may be automatically tapped up by
entering the Armoury room.
6. Personnel I.D. Name of a crew member that you may select.
7. Room Number. The location within the base of this crew member.
If there is no number, the crew member is dead and has become an
alien!
8. Bio-Monitor Bar. Linked to the Bio-Function Trace, the monitor
serves two functions:
1) Life Status: A Green bar indicates a healthy crew member. A
Yellow bar indicates a crew member that has been captured by
the Aliens and is being impregnated. A Purple or Pink bar
indicates that the selected crew member has been impregnated
by the Aliens, and can no longer be saved. No bar indicates
that this crew member is dead, and has become an Alien!
2) Stamina: Every move tires the crew member, and this bar will
reduce in size accordingly. Rest restores the stamina. If the
bar begins to flash, this crew member is almost exhausted -
select a different crew member in order that this one may
rest. An exhausted crew member cannot respond to your commands.
9. Credit Points: The bonus you will be paid by the Company if your
mission is successful. Aim to get this as high as possible.

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STARTING THE MISSION:
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Firstly, you will need to activate the MTOB. (Spectrum users press
the 0 key, Amstrad users press the SHIFT key). When the MTOB is
activated, you will see that the crew members have already blasted
their way into the base, at room 1. If you direct the crew members
outside the base from now on, they will be unable to breathe, so
it's not a good idea!

Spectrum users can now select the control method they require -
keyboard or joystick - by pressing the C key, and selecting
accordingly.

Amstrad users can play by either keyboard or joystick at any time
during the game.

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COMMANDING THE CREW MEMBERS:
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Crew members are commanded individually - the crew member you are
currently able to command has their portrait displayed on the MTOB.

Selecting a Crew Member
A confidential crew summary follows, together with the key you need
to press in order to select that crew member:
RIPLEY............................................................R
Flight Officer. Sole survivor of the Nostromo mission. Has
witnessed the Aliens before, and despite being terrified she
comes out fighting.
GORMAN............................................................G
Lieutenant. The chief Space Marine - but no previous missions on
his record, and is likely to crack-up under excess strain.
HICKS.............................................................H
Corporal. A colonial Marine with a talent for survival and fast
reaction in emergencies.
BISHOP............................................................I
Executive Officer. An android (artificial person) - faster than
any human and dependable.
VASQUEZ...........................................................V
Private. She is tough, reliable, and reacts well under pressure.
BURKE.............................................................B
A Company man. Likely to be more interested in money than in the
lives of his companions.

Directing
The selected crew member can be told to move up to 9 rooms at once
in a given direction. To do this, type any number from 1 to 9, then
immediately type a direction - key N (North), S (South), E (East),
W (West). Now select a different crew member. This member will now
move as instructed. Note that if the crew members reach a dead end,
a locked door, acid blood or gets exhausted then they will stop.

You may also move a crew member through rooms by aiming the Smart
Gun Sights over the door, then pressing the SPACE BAR.

Smart Gun/Video control
Aim the Smart Gun by moving the Sights on the Video Screen on the
MTOB.

Movement of the Smart Gun Sights will also cause the portable video
camera on the helmet of the selected crew member to pan around the
room in the direction of the Sights.

Control the Smart Gun as follows:

Action Spectrum
------------------------------ Key -------

Gun UP ..............: Cursor UP (7) :
Gun DOWN ............: Cursor DOWN (6) :
Gun LEFT ............: Cursor LEFT (5) :
Gun RIGHT ...........: Cursor RIGHT (8) :
FIRE Gun ............: 0 (number key) :


Amstrad CPC Joystick
----- Key -------------------------------

UP Arrow : Push Forward
DOWN Arrow : Pull Back
LEFT Arrow : Push Left
RIGHT Arrow : Push Right
SHIFT : Fire Button

Pause Game
To pause the game at any time, press the P key. Blast shutters will
now cover the Video Screen of the MTOB. The total number of Aliens
you have destroyed will be displayed now, together with the Alien
Attack Wave number. To restart the game, press the P key twice.

Suicide Key/Restart Game
If the pressure gets too much, press the M key.

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ADDITIONAL NOTES
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Proximity Meter
Each crew member has a proximity meter, which sounds a warning
whenever it detects a life form other than human in their current
room. You can detect which crew member's Proximity Meter is
sounding, as a crew member's name will highlight on the MTOB.
Select that crew member immediately to investigate.

Bio-Mechanical Growth
Will appear in rooms where Aliens have passed through. Unless
cleared, these will grow, creeping into the air ducts in the base,
spreading to other rooms, and start to fill with Face Huggers and
Alien Eggs. Keep the Armoury free of it. If the Control Room or
Generating Room become overrun with Bio-mechanical growth, the
lights will fail, making your mission even more perilous.

Attack Waves
The more you explore the base, the more active the Aliens will
become. The higher the Attack Wave, the more restless the Aliens!
Blast Shutters will close on the Video Screen to warn you of a new
attack wave. Use the FIRE Gun command to continue.

Dead Aliens & Acid Blood
Dead Alien bodies vaporise very quickly. Watch out for a powerful
organic acid which may ooze from an Alien when blasted with a Smart
Gun. This blood will destroy just about anything it touches,
including crew members! If you see a pool of Acid Blood in front of
a door: don't try to go through! Small amounts of acid blood will
vaporise fairly quickly.

Doors
Doors within the base may be sealed shut by blasting the lock
mechanism next to the door with a Smart Gun. To go through a sealed
door, it will be necessary to blast the door also - it can never be
sealed again, however. Be aware that Queen Aliens or groups of
Warrior Aliens can break sealed doors.

Some doors are exits from the base. If you attempt to go outside
the base, you will die from atmospheric poisoning. Also, the Aliens
move around outside the base - they often bypass parts of the base
by going around the outside and entering elsewhere.

Queens Chamber
The Alien Queen lays her eggs here. Try to get as many crew members
here as possible - and be prepared for anything!

Captured Crew/Impregnated Crew
The Aliens may capture crew members. Then begins an impregnation
process, indicated by the Bio-Monitor Bar turning yellow. An Alien
stands guard whilst the impregnation takes place. You cannot
command the captured crew member during this time, but you can send
another crew member to the same room. If the second crew member can
kill the Alien standing guard, the captive is freed. If, however
the impregnation is completed, all communication from that crew
member to the MTOB is lost, and the portrait will change to that of
an Alien.

Newt
Newt is a little girl - the only surviving colonist from the base.
She knows the base well and has many hiding places - often the
ventilation ducts. Any time you see her, you will receive a bonus
on your credit points. It is likely she will be frightened, and
will not move. However, if you take your eyes off her, she will run
back into the base and hide.

You are about to realise that Ripley was right after all...

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PRODUCTION
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Game Design by Mark Eyles
Code, Music and Effects by Soft Machine & Pennsoft
Graphics by Focus

A Software Studios Production

Based upon a film by James Cameron

THE MOTION PICTURE "ALIENS" (TM) COPYRIGHT 1986 TWENTIETH CENTURY
FOX FILM CORP. ALL RIGHTS RESERVED. COMPUTER SOFTWARE PROGRAM
COPYRIGHT 1986 ELECTRIC DREAMS SOFTWARE. ALL RIGHTS RESERVED.