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Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
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The Project 64 etext of the ~Alien Syndrome manual~, converted to
etext by Russell Reed <rreed@efo.int>.

ALISYN10.TXT, November 1997, etext #317#

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ALIEN SYNDROME

They've got us.  Those vile and treacherous parasites have infiltrated
one of our outcolonies.

The only way to get rid of them is to blast them into oblivion.  But
then hundreds of ex-earthling hostages will not escape.

Get the hostages out.  Now!  Before the blast gets all of you.


Get Rid Of 'Em!

It happened.  The dreaded alien mega-virus has infiltrated one of our
most important outcolonies.

All of its inhabitants are being held hostage by this vile and
vicious breed of post-universal parasites.

They're slimy.  Poisonous.  Treacherous.  And nearly indestructible.

Somebody's got to save our outcolony.  And the people in it.  And you
have volunteered.

You'll go in armed only with your rifle.  But hidden throughout the
sectors is more sophisticated weaponry.  And it's yours for the taking.

These alien creatures feed off human energy.  So you must rescue the
hostages before going on to the next sector.

Before teleporting to the next sector, you also must confront one of
the Super Aliens.  They're hideous.  Horrific.  And 1000% pure hatred.

Find their weak spots.  It won't be easy.  Then find your way into
the next sector.  And the next.  And the next.

And, oh yes.  One more thing...

We've planted a time bomb on the outcolony.  The entire lab -- with
you in it - will be blown into oblivion.  Because we can't afford to
have this vile virus spread any further.  No matter how many lives it
will cost!


Power Up
Loading Instructions by System

For Atari ST

1. For a one-player game, plug a joystick into port #1.  For two
   players, plug the second joystick into port #0.  (Player 2 may also
   play using the keyboard.)
2. Insert the Alien Syndrome disk 1 into the disk drive, then turn on
   the drive and the computer.  Follow onscreen directions to insert
   disk 2.
3. Press the F1 key to view the menu.  Follow the onscreen
   instructions.  Press F10 to start the game.
4. The character selection screen will appear.  To select your
   character, move the port #1 joystick right or left.  Then press the
   fire button.

For Commodore 64 & 128

1. For a one-player game, plug a joystick into port #2.  For two
   players, plug the second joystick into port #1.
2. Turn on the disk drive and the computer.
3. Insert the Alien Syndrome disk into the disk drive and type
   LOAD"*",8,1 and press RETURN.
4. To choose a two-player game, press the fire button on the
   second-player joystick.
5. When you get far enough in the game, you will have to turn the disk
   over and reinsert.  Follow the onscreen instructions.
6. To turn the music off, press the F3 key.  To turn it back on, press
   the F5 key.
7. Press the fire button to view the character selection screen.  Move
   the joystick right or left.  Press the fire button to select your
   character.
8. For two players, press the fire button on the second-player
   joystick.

For Amiga

Note: Unless you are using the keyboard to play, do not touch any of
the keys during the game.  You may inadvertently restart the game.

1. For a one-player game, plug a joystick into port #1.  For two
   players, plug the second joystick into port #2.  (Player 2 may also
   play using the keyboard.)
2. Insert the Alien Syndrome disk into the disk drive, then turn on the
   computer.
3. Press the F1 key to view the menu.  Follow the onscreen
   instructions.  Press F10 to start the game.  Note:  Amiga 1000
   requires a Kickstart 1.2 or higher version disk.
4. The character selection screen will appear.  To select your
   character, move the port #1 joystick right or left.  Then press the
   fire button.


On Board

Our outcolony is the newest and most advanced of its kind.  It's made
up of several sectors.  With teletransfer stations between each one.

Unfortunately, the alien parasites have taken over every one of these
sectors.  And they've placed a grotesque Super Alien at each
teletransfer point.

Each sector has its own unique features -- such as electronic doors,
hidden passages, and surprise bonus bays for extra points.

And each has its unique dangers -- such as hidden traps, holes in the
floors, and more.

There is also a map of each sector that's always available.  It shows
you the shape of the sector as well as where the hostages can be found.


Seen on the Screen

Before you rush right outt there and get yourself in trouble, why not
familiarize yourself with what's on the screen?

[Illustration omitted from etext]


Taking Control

OK.  Ready?  Now start ridding the lab of these hideous pests.  And
saving the hostages.

Here's how to maneuver, once your adventure begins:

To move:  Push the joystick or use appropriate keys.

To fire laser exterminator:  Press the fire button or appropriate key.

To rescue hostages:  Touch them.

To earn bonus points:  Touch the "?"s along the walls.

To pick up a new weapon:  Touch it.

To see a map:  Touch the maps along the walls and the locations of the
hostages will be displayed.

To exit to next stage:  First rescue the hostages.  Then go through the
EXIT doors.

To pause:  On the Commodore 64/128, press the RUN/STOP key.  Press
again to continue.

To reset:  On the Commodore 64/128, press the RUN/STOP key to pause the
game.  Then press the Q key to reset.


Upgrading Your Weapons

Hidden throughout the lab is a vast arsenal of highly sophisticated
weapons.

They're much better than the rifle you brought with you.  So when you
do find one, simply touch it.  This weapon becomes your current means
of defense until you find another.

And when you exit the lab, you'll take your current weapon with you.

Here's a listing of the weapons you'll find -- and how they work:

Fireball (FB):  This state-of-the-art weapon shoots large rolling balls
of fire.

Laser (L):  So powerful, it can blast through groups of aliens with one
shot.

Flame Thrower (F):  This weapon sprays a steady stream of lethal fire.

Bomb Launcher (B):  This is useful with things get intense and it will
help with some of the Super Aliens.

Shot (S):  This is the standard rifle given to you at the start of the
game.


Meet the Super Aliens

Guarding every EXIT (teletransport station) is a Super Alien.  They're
bigger, badder, meaner -- even uglier -- than all the rest.  And -- you
guessed it -- they're a lot harder to destroy.

Each Super Alien has a weak spot.  And when you hit it in the right
place you'll see a flash.  Even then, it will still take several shots
to destroy it.  Even with more sophisticated weaponry.


Your Name in Lights

If you have gained enough points to rank within the existing scores,
the "Name Entry" screen will appear and your score will be listed in
order.

When this happens, you'll be able to enter your initials next to your
score.  And your initials will remain there until you're aced out by
future scores.

To place your intials on the screen on the Commodore 64/128, move the
joystick to select a letter.  Then press the fire button to make your
selection.  When you're finished entering your name or initials, press
the END key.  On the Atari ST and Amiga, type in your name, then hit
RETURN.


Winning Tips

* Study the patterns of each group of alien attackers to figure out the
best strategy for attacking.

* Use your maps to learn positions of the remaining hostages.
Remember, studying maps uses up time.

* Develop strategic ways to play each sector.  For example, remember
where certain weapons are kept and head for those areas first.  And
try to pick up hostages in a time-saving order.

* Keep moving all the time.  When you stop, the aliens sense your
presence and converge on you in hordes.

* Certain weapons are better than others for destroying the Super
Aliens.  Experiment with different weapons.

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End Project 64 etext Alien Syndrome manual.

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