- Aliens: The Second Nukage (Version 1.3 - Released September 26, 1995) What's It All About Written by Chris Dennett Additional Information by Kenneth Peng * INSTALLATION WARNING!! YOU MUST BE RUNNING AN UNMODIFIED REGISTERED COPY OF DOOM VERSION 1.666 or 1.9. If you're not, we take no responsibility for what this patch might do to it. Actually, we won't take resposibility for anything, but you shouldn't have any problems if you meet the above criteria. To install this product you simply need to unpack all of the files into your DOOM directory. These specifically would be: ALIENS.EXE The Installation Program ALN_TSN0.WAD ] ALN_TSN2.WAD ] The Stuff ALN_TSN3.WAD ] ALN_TSN.DEH ] ALIENS.TXT You're Looking At It MAKING.TXT The Making of Aliens:TSN WEAPONS.TXT Weapons Technical Specs DEUSF.EXE DEHACKED.EXE All you have to do is run ALIENS.EXE to install everything. It's as simple as that. To start Aliens:TSN, you just have to type "doom @nuke". The use of the response file allows easier multi-player access to this patch. For more information on response files, look in DOOM for its documentation. REMEMBER: in order to play Aliens:TSN, you must type "doom @nuke". If by some chance the files of Aliens:TSN are corrupted and that the installation program does not recognize that the patch is installed, you can type "aliens /f" to force the patch to uninstall. * THE SECOND NUKAGE - THE STORY The story begins shortly after the Aliens fiasco on LB4-26, on the planet LB4-28. This planet, better known as either Dustball or Dirtclod by its inhabitants, is the site of one of the Colonial Marines' ammunition dumps, and they're having a sewage problem. It seems that the water system for the base (including the main power supply) was no longer flowing. Thinking that is was the result of some overgrown algae, a team of technicians was sent down to drain the system and unclog whatever was blocking the water supply. Strangely enough they never returned. A squad of Colonial Marines was sent to investigate and find the poor, lost technicians. The marines entered into the hydroelectric station and find it taken over by an unknown strain of xenomorphs - unknown because the Yutani-Weyland Corporation kept the whole incident on LB4-26 (or, at least what they could piece together about it) a secret. The marines were driven back and reinforcements were dispatched immediately to rush to their aid. One squad was sent to protect the entrance of the water system to make sure that none of the alien menace makes it into the base. The rest of them were sent into the water system to eradicate the xenomorphs. Twelve hours later all transmissions from the ammunition dump cease. Here's where you come in. You were ordered on a routine patrol mission on the far side of the planet before the discovery of the xenomorphs. When you emerge from the radio distortions of the nearby mountains, you can't make contact with the marines at the base. Assuming the worst, you head back into The Second Nukage. * GAME PLAY Yes, I know the plot is corney, but the game itself is really quite original and a whole lot of fun. We did not want to be the slave of the plot line (like Aliens: T.C. unfortunately was), yet we didn't want to be completely devoid of purpose. We hope that you'll see that the levels progress in logical succession as you descend deeper into the base. But, action is the name of this game. We mean what we say when we say "nukage". There's no such thing as an ammo shortage in this game (it is an ammo dump after all), or an alien shortage for that matter. Holding down the trigger of your pulse rifle should be a common occurance. But, sometimes standing and fighting is signing your death certificate. Don't be afraid run if you're overwhelmed. The levels are also filled with lots switches, confusing airducts, catwalks, platforms, staircases, and all the other stuff that keeps the puzzle solvers happy. Tips for the Colonial Marine: 1. BE TRIGGER HAPPY. You're in an ammo dump. You're a marine. This is no time to be stingy. 2. PLAY WITH A FRIEND. We designed these levels specifically for multi- player use. Cooperative DOOM is a wonderful thing, and it makes the game a lot easier. 3. SOMETIMES IT'S OK TO RUN. There are times when you must stand and fight, and there are times when you should bug out and save your skin. Early on in the game, there will be levels where you simply can't kill all of those pesky aliens. 4. DON'T GET DISCOURAGED. These levels are not easy, nor are they meant to be. Getting through them on the first try is practically impossible unless you designed them or you just cheat. Save a lot and figure things out. Ken has managed to beat all the levels starting with just the pistol and 50 rounds. 5. KEEP AN EYE OUT FOR TRICKS. We've packed these levels with switches, barrels, and other obstacles to make things easier on you. If you find yourself running out of ammo, chances are you're doing something wrong. And if you're really good, you can even get through level 2 without ever killing an alien! * ALIENS To make the game interesting, we've crammed our levels full of a variety of those xenomorphs we all know and love to blow to bits. FACEHUGGERS - Ah yes, those face-sucking, embryo-implanting crawlies are back to make your life miserable. Watch your back 'cause these guys like to appear out of nowhere and take a flying leap at your face. Granted, they don't latch onto your face and make an alien pop out of your stomach (hey, we are limited by what DOOM can do), but keep your eyes (or, in this case, your ears) on your motion tracker. These suckers are mean. FACEHUGGER EGGS - Well, your spider-like buddies had to come from somewhere and these goo-filled casings are it. Though these eggs can't hurt you, they're still a blast to blast. Watch out, because these things can hatch facehuggers if you don't blast them quick enough. SPITTING ALIENS - Yes, we realize that these little aliens that spit acid at you were nowhere in any of the movies, but every DOOM to Aliens patch that we've seen has had them. We're no exception. Don't let their size fool you. Their acid can really ruin your level. SOLDIER ALIENS - Now we come to our favorite xenomorphs, those big black guys with a habit of killing people. They're nimble as a butterfly, but they sting like a Mack truck. These bad boys are tough, and quick (some are actually quicker than others). The best way to deal with this multi- mouthed menace is to mow 'em down before they get close enough to take a bite out of you. Keep the trigger down. THE QUEEN - The answer to that age old question of who came first, the facehugger or the egg, is neither, but in fact this hulking mother. You won't see any as big as her, and be thankful. Watch her flying acid and be thankful there's only one of her. * WEAPONS M92F PISTOL - It's the standard issue Colonial Marine sidearm. Although it doesn't quite pack the same punch as a pulse rifle, it'll still poke holes. Find a better weapon quick if this is your only weapon. PUMP-ACTION SHOTGUN - Ah.. yeah. This weapon will shoot down ducks as well as knock down some aliens. It's most effective at point blank ranges. It won't allow you to mow down those aliens, but it'll keep you alive. M41 PULSE RIFLE - This rifle is the standard field weapon of the Colonial Marines. The 10mm rounds are quite effective against aliens, and the 30mm grenade launcher will knock 'em down in bunches. With 100 rounds of ammunition per clip, the pulse rifle can deliver sustained fire when needed. Use the rifle as much as possible, but beware when firing the grenade launcher. M56 SMART GUN - The smart gun is the Colonial Marines heavy weapon issued to the grunts as a squad support weapon. It has a high rate of fire as well as an automated tracking system that will aim the bursts at the targets. This weapon will mow down aliens in groups of 20 or 30, but keep an eye on your batteries. It'll burn through a full battery pack just as fast as it burns through aliens. M240 FLAMETHROWER - It's the standard issue flame incinerator for the Colonial Marines. Aliens *really* hate fire, and this weapon will toast them in an instant. Unfortunately, you won't find this weapon in our levels (unless you cheat), but feel free to let out a burst at your opponent in deathmatch. POWER LOADER - This huge, man-like behemoth allows humans to pick up and carry heavy objects. Used mostly to move cargo containers around in storage bays, it can also tear aliens to pieces. Watch out, however, since aliens can still take a bite out of you. * COPYRIGHTS AND FURTHER LEGAL MUNBO-JUMBO As per to ID Software's request, this patch doesn't work with the shareware version of DOOM 1.666 nor 1.9. You try and try and try as much as you like, but it'll never work. Our point is.. go register DOOM. Also, ID Software will get really mad if you call them with questions about our patch. You should be calling us for answers to those questions about a patch that we made. If you do ask ID Software, they'll just get angry and tell you that they're angry. If you continue to pester them, they'll call you a loser or something. Now, you've probably figured out that there's no way of contacting us. That's true; we're probably busy working on the bugs or improving the patch already. Just don't ask ID Software for help. DOOM is a neato, awesome game made by ID Software. It was their idea. The ideas and theme of Aliens is not our original idea or do we claim so. It was H.G. Giger's idea. The only things that we can call as our original work are the levels that we designed and that grey wall panel with a spray- painted smiley face on it. They're ours and you can't touch them. * ALIENS: THE SECOND NUKAGE HISTORY Version 1.3 (September 26, 1995) - New and improved installation program (it works now). - Fixed various little bugs. Version 1.2c (September 25, 1995) - Aliens:TSN works better with DOOM version 1.9. - Deathmatch play has been integrated into the levels. - Episode 3 can now be played. - Facehugger egg bugs have been fixed. - Fixed various little bugs. Version 1.1b (August 21, 1995) - Fixed various little bugs. Version 1.0 (August 17, 1995) - Yup, it's our finished product. - Yup, there's probably bugs in it. [ Property of Biggles & Dupre, Inc.]