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ALIEN FIRES 1
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PART I, 2199 AD
        Welcome to Alien Fires! This adventure, Alien Fires - Part I, 2199
AD, is the first in the Alien Fires series. We have tried to create a game
that combines all of the essential elements of computer gaming: superb
graphics, great sound, lasting playability, and above all, fun. At Jagware we
are committed to bringing you the ultimate in entertainment for your Amiga
not only by adding advanced new features to the future parts of the Alien
Fires series, but also by creating exciting and unique new games that truly
test the power of this great machine.

GALAXY'S END - 2199 AD
        You are sent into the distant future to a small planet at the edge of
the known universe called Galaxy's End by the TimeLord Elders. You are in
search of a great man known only to you as Samuel Kurtz, scientist and
creator of an awesome device --- the use of which your TimeLord Elders
believe, threatens to twist the very fabric of time itself.

        Your mission: to find the mysteriously vanished Samuel Kurtz and
destroy all traces of the time-transportation device which he has begun work
on, thereby proving yourself worthy of the recognition of the TimeLord
Elders...

OPERATING INSTRUCTIONS

SAVING ADVENTURES
        While playing Alien Fires, 2199 AD, you may want to save your current
adventure. In order to do so, it is important that you format a blank disk
and name that disk "AF_CHARS". Be sure to do this BEFORE you begin to play
Alien Fires, 2199 AD. Keep in mind that as new parts of Alien Fires become
available, you will be able to use your existing stored characters in these
new adventures.

RESUMING AN ADVENTURE
        You may resume an adventure that you have previously stored by
selecting this option at the Main Menu. You will then be given a list of the
adventures currently on your Alien Fires adventure disk from which you may
select the adventure that you wish to continue.

EXTENDED MEMORY SYSTEMS
        Users of extended memory systems, or RAM expansion systems, may make
use of additional memory to improve disk access during play, by copying image
and sound files from Disk#2 to a RAMDISK before running Alien Fires, 2199 AD.
Alien Fires will AUTOMATICALLY check for a particular file in RAM if you are
using extended memory.  The only hitch is that the layout of the RAM disk
must be the same as that of Alien Fires, 2199 AD, Disk 2. In other words,
the subdirectories "GFX" and "SFX" must appear in the RAM disk.
The most commonly accessed files during play are "GFX/Death" and "SFX/HB".

TIMELORDS
        An immortal race of beings responsible for protecting the temporal
balance of the universe from chaos and destruction.

        As a new TimeLord on your first mission, your powers are temporary
and dependent solely upon your performance. The Elder's Council will be
constantly weighing your character's performance to determine whether you
should be allowed to continue on your mission to stop Kurtz.

TIMELORD SKILLS
        All TimeLords have abilities, called skills, which are selected by
you when you create a new TimeLord. These skills determine the overall
ability of your character during game play.  There are seven skill values,
each ranging from 0 to 99 points. These skills are...

FIGHTING - The ability of your character in Hand-to-Hand and melee combat.

MARKSMANSHIP - The ability of your character in using ranged weapons. This
               affects your character's overall performance during ranged
               combat.

DIPLOMACY - Determines your character's skill in interacting with other
            characters in the game. This value will affect your character's
            chance of successfully gaining information from the other
            characters in Alien Fires, 2199 AD along with the purchasing and
            trading of items.

DEXTERITY - This is your character's skill in performing delicate operations
            such as picking locks and disarming nuclear devices.

UNDERSTANDING - This skill determines your character's ability in using
                unknown or new items. Generally, this will help your
                character point dangerous items like Plasma Rifles in the
                correct direction before firing them.

TRACKING - This skill reflects your character's chance of seeing hidden
           objects such as traps --- before it's too late --- and secret
           doors!!!

QUICKNESS - This is your character's speed of reaction to situations such as
            an attack by one of the less friendly characters in Alien Fires,
            2199 AD. If your skill in this area is high, you just might be
            able to avoid the other character's first strike.

NOTE: All of these skills will go up -- or down -- during the game
depending upon how well your character has been performing. The decision to
raise or lower your character's skill points is the responsibility of the
Elder's Council, and is done automatically as they review your TimeLord's
success to date.

CREATING A TIMELORD
        You create a new TimeLord when you begin to play Alien Fires, 2199 AD
simply by selecting the "Create a new TimeLord" option from the Main Menu.
Creating your TimeLord is done by selecting the values [0-99] for each of the
seven aforementioned skills until you no longer have any points remaining to
allocate. When you select 'OK' the adventure will begin using your newly
created TimeLord.

VIEWING YOUR TIMELORD'S STATS DURING THE GAME
        You will want to keep constant tabs on your character's state as you
progress through the world of Alien Fires, 2199 AD. You can view your
character's stat sheet at any time during the game simply by pressing the
"AF" logo on the control panel on-screen. What you will see is as follows...

SKILLS - A list of your current skill values by name.

NAME - The name that you selected for your character.

LEVEL - Your character's current Level. This gives you a rough indication of
        how powerful your TimeLord is.

EP's - The amount of Experience Points [EP's] your character has. This value
       is used to increase your character's overall Level above.

COMBAT READINESS - An outline of your character, the shaded locations of
                   which indicate where your character is currently protected
                   by armor that he is wearing. Below this figure appears a
                   number which represents your character's Hit Points [HP's]
                   This value determines how much damage your character can
                   take before dying. See the Combat section of this manual
                   for more information on Hit Points and armor locations.
                   The speed of the cycling band of colors below your
                   character's outline varies depending on his performance.
                   The better your character's performance, the faster the
                   cycling colors.

ITEM LIST - The names of items -- up to a maximum of three -- which indicate
            the objects in your inventory which you are currently using.

ON DEATH AND DYING
        Since your character is bound to run into some obstacles that he may
not be able to overcome, you may find yourself in the rather uncomfortable
situation of being faced with death. Remember, the Elder's Council is
reviewing your every move on this mission and dying is considered something
of a failure in their eyes. When you die, your character will be brought
before the Elder's Council for review. This review progresses visually before
you on your Amiga's display. if the TimeLord Elder's are satisfied with your
character's performance to this point, you will be ressurected and allowed to
continue on your mission.
If your character has dissapointed them once too often, your character will
be stripped of his TimeLord powers and will not be allowed to continue on his
mission. The TimeLord Elders will inform you of their decision by
communicating directly with you. If your character is resurrected, he still
faces some form of penalty to his skill levels and Experience Points since
death is usually a negative experience.

PLAYING ALIEN FIRES, 2199 AD
        The commands used in Alien Fires are available by selecting either
the appropriate icon on the Control Panel that appears on-screen or by typing
a command shortcut from the keyboard. These commands are...

FORWARD - Move your character 1 step forward if possible.
          Keyboard : UP ARROW

REVERSE - Back your character up 1 step if possible.
          Keyboard : DOWN ARROW

LEFT - Rotate your character's point of view 45 degrees to the left.
       Keyboard : LEFT ARROW

RIGHT - Rotate your character's point of view 45 degrees to the right.
        Keyboard : RIGHT ARROW

A SPECIAL OPTION FOR MOVEMENT
        Alien Fires, 2199 AD has a graphic option that may be invoked by
holding down the SHIFT key and pressing any of the cursor arrows. This option
allows you to forego the usual smooth 3D motion where you see intermediate
frames and replace it with a single step jump-frame animation.

CLIMB - Move your character in an up or down direction depending upon the
        context.
        Keyboard : C

INTERACTION
        The following Control Panel options all require additional
information which you will be prompted to enter after you select one of these
options...

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|0~0| - EXAMINE --- Allows you to select a particular object whose details
~~~~~   may be of interest to you. The default is the current object or
        character on screen.
        Keyboard : E
______
|/\/\| - SAY --- Usually, this option lets you vocalize your thoughts to
|====|   another character in the game. Conversing with other characters in
|\/\/|   the game is an integral part of Alien Fires.
~~~~~~   Keyboard : S
______
|   .| - GIVE --- When another character is on-screen, you can give specific
|""""|   items to the character by using this option.
~~~~~~   Keyboard : G
______
| mm | - HAND --- This option has varied meanings which depend on the object
| UU |   you decide to handle. It will allow you to take or drop items, push/
~~~~~~   pull buttons, levers etc.
         Keyboard : H

        For more information on interacting with characters in Alien Fires,
2199 AD, see the Interacting With Characters section of the manual below.

VIEWING YOUR CHARACTER'S STATS

AF LOGO - View your character's vital statistics or character sheet.
          Keyboard : A

        Note that the top line of the screen during play will continually
display your character's level and the Experience Points required [EPr] to
reach the next level. For more information on characters, see the TimeLord
section of the manual above.

DISPLAYING YOUR CHARACTER'S INVENTORY OR USING AN ITEM
        Clicking the right mouse button will display a requester on screen of
your character's possessions. Clicking on any one of the items listed in your
character's inventory, selects that item for use. To stop using a particular
item, you simply select that item from your character's inventory once again.
There are three classes of items in Alien Fires, 2199 AD: Weapons, Armor, and
Miscellaneous. Selecting an item in one of these three classes while your
character is using another item in the same class, automatically de-selects
the last item that your character was using in this class. For example, if
your character is using a Plasma Rifle, selecting another weapon de-selects
the Plasma Rifle. Sometimes, this rule doesn't apply with armor, since some
armor will work in conjunction with other types of armor. For more info on
armor and its usage, see the Combat section of this manual. Note that the
items that your character is currently using are listed on his character
sheet.
Keyboard : I

SAVING AN ADVENTURE IN PROGRESS
        Sometimes you may want to take a break from your adventuring. In
order to do so, you hit the sleep icon on the control panel after which you
will be asked for your Alien Fires Character disk and then the name which you
wish to save the current adventure as. Note that you cannot "Save & Play" in
Alien Fires, you must reboot your Amiga in order to resume a saved adventure.
For important details regarding Alien Fires Character disks, please see the
Alien Fires Instruction section of this manual.

INTERACTING WITH CHARACTERS
        Characters are an integral part of Alien Fires, 2199 AD and you will
find that your character's success in interacting with other characters in
the game will determine the overall outcome of your character's mission.

        Characters in Alien Fires, 2199 AD are exactly like real people. Each
and every one of them have friends and long term "memories". Many of the
characters in Alien Fires, 2199 AD have vital pieces of information that they
may tell you if you ask the right question(s) or offer something in return.
It's up to you to find out exactly what those questions, or that something
might be. However, since you can communicate and trade with characters just
as you would in real life, you should find this process quite natural. But
be forewarned, characters in Alien Fires do not take kindly to insulting
behaviour!!!

COMBAT --- OR FIGHTING WITH CHARACTERS
        Fighting with other characters in the game is a special form of
interaction with its own set of commands and options. All combat takes place
on the special Combat Screen of Alien Fires, 2199 AD. The combat screen is
comprised of four major parts...

WEAPON - The top line of the screen indicates the name of the weapon that
         your character is fighting with. If this weapon is a firing weapon,
         an ammunition guage appears next to the weapon's name indicating the
         number of rounds left in the weapon versus the maximum number of
         rounds possible for this weapon. The current color of the guage
         changes from shades of green, if the weapon is nearly full, to
         shades of red as the weapon runs out.

OPPONENT - A picture of your character's opponent appears in the centre of
           the screen.

COMBATANTS - The generic outlines of your character and your opponent's
             character will all currently armored locations shaded. Below
             your character's outline which appears on the left side of the
             screen is a running total of your character's Hit Points.

OPTIONS - Combat options appear centred at the bottom of the screen.

        The combat session which your character is in continues until either
your character or your opponent runs away or dies.

PICKING A FIGHT
        There are two ways to get into a fight or combat in Alien Fires, 2199
AD. One is to let your character start it by clicking on the figure of the
other character that is on screen. The other occurs when your character's
actions or presence has aggravated the character on-screen to the point of
violence. Either way, you will find yourself in the special combat mode of
Alien Fires, 2199 AD. It is only fair to warn you that if your character
picks a fight with another character, your character runs the risk not only
of dying, but of facing the vengeance of your opponent's friends.

OPTIONS AND INTERACTION DURING COMBAT
        Options during combat are restricted to those that are directly
relevant to the fight at hand. There are four options, three of which appear
on-screen, the fourth being your character's inventory which is associated
with the right mouse button. The four combat options are...

FIGHT - Attack your character's opponent using the currently selected weapon.

PANIC - Attempt to run away from your opponent. This option will not always
        succeed.

DODGE - Select an evasive action for your character that makes him a more
        difficult target for his opponent.

        You can change your character's current weapon or reload a firing
weapon by clicking the right mouse button to bring up your character's
inventory and either selecting a new weapon to change weapons, or selecting
the ammunition for the current weapon in order to reload.

DAMAGE AND ARMOR
        There are seven locations for damage and armor in Alien Fires, 2199
AD. These are the head, chest, abdomen, and the right and left arms and legs.
Armor used by your character can protect any number of these seven locations.
Up to two pieces of armor can be used by your character at any one time.

        During combat, damage is reported on a hit by hit color-coded basis
by location. Every time a combatant takes a hit, the location of the hit is
highlighted by a color corresponding to the degree of damage done to the
character. The more damaging the hit, the closer the color is to red, the
lighter the hit, the closer the color is to green. Each hit is also
accompanied by a numeric damage value. This value indicates the actual damage
done to the character himself. This value also take into account any
protection offered to the character by armor covering the damaged location.
Note that it is possible therefore, for a character to have all or part of
his armor destroyed during combat. This is what has happened when a
previously armored location (a shaded area on the character) reverts to an
unshaded area.