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ALIENS; THE COMPUTER GAME
Exterminator's Sourcebook
For Commodore® 64™ and 128™ Computers
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Write to:
Consumer Relations
Activision, Inc.
P.O. Box 7287
Mountain View, CA 94039
Copying Prohibited
This software product is copyrighted and all rights are reserved by Activision, Inc. The distribution and sale of this product are intended for the use of the original purchaser only and for use only on the com puter system specified. Copying, duplicating, selling, or otherwise distributing this product without the express written permission of Activision are violations of U.S. Copyright Law and are hereby ex pressly forbidden.
The motion picture “Aliens”™ and © 1986 Twentieih Century Fox Film Corporation. All rights reserved. ™ designates a trademark of Twentieth Century Fox Film Corporation.
Computer software program and Exterminator's Sourebook © 1986 Activion, Inc. All rights reserved.
Commodore is a registered trademark and Commodore 64 and 128 are trademarks of Commodore Electronics, Ltd.
Aliens™; The Computer Game™ was designed by Steve Cartwright. Glyn Anderson. Peter Kaminski, and Gene Smith.
Music and sound effects by Russell Lieblich.
Additional graphics by Hilary Mills and Jennifer Diane Reitz.
Produced by Brad Fregger.
Special thanks to Pam Levins.
Exterminator's Sourcebook by Paula Polley. Editorial management by Steve Young.
You've been there before. Once, long ago. You know what to expect. Or do you?
LV-426. They call il Acheron now. And people live there. At least they were living there. Until just recently.
Your encounter with that vile and treacherous creature—the Alien—is still horrifically etched in your memory. And you vowed you'd never go back.
But you're the only person alive who knows what the Aliens are. What they can do. And how—possibly—to destroy them. So you agree to go back to LV-426.
If you're ever to return home—and rid the galaxy of the parasitic species—you must survive the following ordeals:
There arc certain procedures—and precautions—you must take before you begin this nightmarish mission. First make sure that all your equipment—including each peripheral—is turned off. Then follow the loading instructions for your particular computer system.
Loading the Commodore 64
LOAD “*”,8,1
and press . After a short wait the ti tle and credit screens will appear. Loading the Commodore 128
Your Mission Status Code
After you successfully complete each level of your mission, you'll be given a Mission Status Code. There will be a different Mission Status Code for each level.
Once you obtain them (and be sure to write them down), you can use your Mission Status Codes at the beginning of the game to start at a particular level.
NOTE: You won't have a Mission Status Code until you complete the first level.
To advance to the next level, press the key.
To replay a level, hold down and press firmly.
To select a starting level, enter your Mission Status Code and press .
Before you begin each encounter level, you'll be briefed on the back ground of the situation. Most of the briefings will be in the form of conversations between various members of the crew.
Press as indicated on the screen to continue through each briefing.
Weapons and Equipment Identification Measures
To make sure you're prepared at all times, you must be able to quickly identify every piece of equipment used in this mission. Here's how:
Using the joystick, point the white glove to the piece of equipment listed and press the joystick button.
When all equipment has been properly identified, press to continue.
You've entered the stratosphere of LV-426. But now you have to get down there.
Your military transport ship Sulaco is equipped with a Drop-Ship that sends you screaming down into a dark turbulence.
Here's how to maneuver the Drop-Ship.
If you stay on course, you'll end up at the desired destination: the Atmosphere Processor.
If you stray off course, the drop will be aborted and you'll have the opportunity to try again.
You've got four marines out there in sublevel three of the Atmosphere Processor. And they've found the enemy. Or rather, the enemy's found them.
Your marines are in grave danger. You've got to get them back to the Armored Personnel Carrier (APC). And you've got to do it now!
The Four Tracking Screens
You have two special tracking screens for each marine. The top screen is the individual's bio-monitor trace. The lower screen indicates his or her safety condition.
Here's how to read the screens:
UPPER SCREEN IS NORMAL: Marine is O.K.
UPPER SCREEN IS EXCITED: Aliens are near.
LOWER SCREEN SHOWS STATIC SNOW: Marine is OK.
LOWER SCREEN FLASHES RED: Marine is in trouble.
LOWER SCREEN IS GREEN: Marine has reached APC.
LOWER SCREEN IS SOLID RED: Marine captured by Aliens.
LOWER SCREEN IS BLACK: Marine has been lost.
Maneuvering Each Marine
Using the joystick, guide the marine through the maze, helping him find his way back to the APC.
You can control only one marine at a time. To switch control to a different marine, press the corresponding function keys , , , and . The name of the marine being controlled appears in the space below the Motion Tracker, in the upper right quadrant of the screen.
Watching the Motion Tracker
Use the Motion Tracker to see what's going on outside your field of vision. The Motion Tracker will help you assess the number and proximity of Aliens heading for the marine currently on the screen.
Battling the Aliens
To try to kill an Alien, face your marine toward it (using the joystick) and press the button. The machine gun is rapid fire. It will take two hits to kill an Alien.
You'll be able to move and fire at the same time. This will allow you to lay down a barrage of fire while moving toward your goal. How ever, you can't change direction while firing.
There are two ways to keep a marine out of the deadly clutches of the Aliens:
NOTE: It's impossible to move a marine off the screen in a direction where the Motion Tracker shows there are more Aliens.
Saving a Captured Marine
Though a marine may be helplessly entangled in the tentacles of several Aliens, it's still possible to save him. If there's enough time.
To save a captured marine, first switch to another marine and bring him to the captured one. When there are two or more marines on the screen at one time, they are both safe from attack. So the captured marine will be freed.
They've got you cornered. Or rather surrounded. But you've got a chance to flee toward safety. That is, if you can hold them off long enough to cut an escape hole through a two-ton steel door.
The Aliens are going to drop down from the ceiling and try to rush past you to the survivors waiting to go through to door. Don't let them.
You've got two ways to hold them off:
If you hold off the Aliens long enough to cut a hole through the door, you'll be able to crawl through the air duct in the next level. If not, you'll be able to try again.
Scramble Once you've made it into the air duct, you must try to find your way from the Operations Room to the Drop-Ship landing field.
You're looking at an overhead view of the maze, with one third of it on the screen at any one time.
The blue and gold squares are Ripley and Newt. The white dots are the marines. There will be from one to eight marines, depending on how many you've lost along the way. The fiery red circles are the Aliens.
The marines will help you try to save Ripley and Newt. In fact, they'll sacrifice their own lives doing it. When you press the joystick hutton to detonate a hand grenade, you're losing a marine. So the best strategy is to avoid the Aliens altogether.
If you make it to the Drop-Ship, you can go on. And of course, the more marines left, the better. If not, you'll be able to try again.
Ripley knows there are only seventeen minutes left before the Atmosphere Processor blows and the whole planet turns into one nuclear nightmare. But she's determined to save Newt from the Alien nest—at all costs.
Using the joystick, maneuver Ripley through the Atmosphere Processor complex. With the joystick button, fire at the Aliens. You can also drop flares to mark your course by pressing .
Locating Newt
The range locator in the upper right quadrant of the screen lets you know how close you're getting to Newt. Once you find her, she'll follow you back to the elevator.
Outwitting the Queen
Don't be in too much of a hurry to get back to the elevator. Because before you start to leave, you'll have to outwit the ferocious—and furious—Alien Queen.
NOTE: You have only 99 shots in your M-41A 10mm pulse rifle with 30mm grenade launcher. And ammo goes fast when you're fighting off Aliens. So use it wisely.
If you make it back to the elevator before time runs out. you'll be given the chance to duel in the next—and final—battle. If not, you'll be able to try again.
In this final confrontation, you don a power-loader, a robotic exoskele- ton that works like a forklift. Then it's just you. And her. The Queen. The mother of all the Aliens you've ever encountered. And all those you haven't had the misfortune of meeting.
Using the joystick, violently jerk the power-loader arms from side to side to try to hit the Queen as often and as hard as you can. You'll know if your efforts are having any effect by the amount of green shown in the bar at the bottom of the screen. A solid red bar indicates that the Queen is at full strength-—don't let her attack at this time.
When the Queen is tired out and the bar is totally green, you'll be able to grab her with the claws of the power-loader by pressing and holding the joystick button down. Then, once you have her, the air lock will open and you can drop her through it by releasing the joystick button.
If you succeed in dropping the Queen through the air lock, you've saved yourself, Newt, and all humanity from the Aliens. If you didn't succeed, try again.
ACTIVISION LIMITED 90-DAY WARRANTY
Activision, Inc. warrants to the original consumer purchaser of this computer software product thai [he recording medium on which the software programs arc recorded will be free from defects in material and workmanship for 90 days from the date of purchase. If the recording medium is found defective within 90 days of original purchase, Activision agrees to replace, free of charge, any product discovered 10 he defective within such pe riod upon receipt at its Factory Service Center of the product, postage paid, with proof of date of purchase.
This warranty is limited to the recording medium containing the software program originally provided by Activision and is not applicable to normal wear and tear. This warranty shall not be applicable and shall be void if the defect has arisen through abuse, mistreat- menl, or neglect. Any implied warranties applicable to this product are limited to the 90- day period described above. If the recording medium should fail after the original 90-day warranty period has expired, you may return the software program 10 Activision, Inc. at the address noted below with a check or money order for $7.50 (U.S. currency), which includes postage and handling, and Activision will mail a replacement to you. To receive a replacement, you should enclose the defective medium (including the original product label) in protective packaging accompanied by: (1) a $7.50 check. (2) a brief statment de scribing the defect, and (3) your return address. EXCEPT AS SET FORTH ABOVE, THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES, WHETHER ORAL OR WRITTEN, EXPRESS OR IMPLIED, INCLUDING ANY WARRANTY OF MER CHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, AND NO OTHER REPRESENTATION OR CLAIMS OF ANY NATURE SHALL BE BINDING ON OR OBLIGATE ACTIVISION. IN NO EVENT WILL ACTIVISION BE LIABLE FOR SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGE RESULTING FROM POSSESSION, USE, OR MALFUNCTION OF THIS PRODUCT, INCLUDING DAM AGE TO PROPERTY AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURY, EVEN IF ACTIVISION HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITATION OF INCIDEN TAL OR CONSEQUENTIAL DAMAGES. SO THE ABOVE LIMITATIONS AND/OR EXCLUSION OR LIMITATION OF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS. AND YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM STATE TO STATE.
WARNING
Any attempt to duplicate this product may damage it. Such damage is not covered by the warranty. Please see above for complete warranty. U.P.S. or registered mail is recommended for returns. Please send to:
WARRANTY REPLACEMENTS Consumer Relations Activision. Inc. 2350 Bayshore Parkway Mountain View. CA 94043
Manual transcribed by https://www.my64.in.nf