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Infestation

Some of mates (aliens that is) have taken a liking to the mining colony
Alpha II and have killed all the miners, and have planted loads of eggs in
the colony. The eggs will soon hatch to form an invincible alien army that
will destroy all life!

So, mug that you are, you have volunteered to go bug hunting. Yes, you,
KAL SOLAR have won the trip of a lifetime!! A one way trip to an airless
rock floating in the back of beyond, just stuffed full of hostile aliens!!

Enough of the plot, let's get on with the important stuff...

Keys:
F1      Open/close door or grating
F2      Enter/exit terminal
F3      Take off/put on helmet

F5      Toggle tactical/recon mode
F6      Reset positioning
F7      Drop cyanide gas
F8      Turn suit's systems on/off

F10     Toggle crawling/standing up

HELP    Toggle pause
ESC     (whilst paused) exit to main menu

TAB     Toggle sound on/off

(following keys on keypad only)

1       Navigation computer
2       Status computer
3       Inventory
4       Life support systems
5       Scratch pad
6       Atmosphere analysis
7       Avionics

(following keys are cursors)

UP      MMU active/go up in elevator
DOWN    MMU inactive/go down in elevator

Within the colony there are various doors seperating different areas. F1
will open or close a door if you are facing it and are quite close. The
doors enclose horizontal elevator/airlocks; e.g. an airlock which moves
along a level instead of up/down levels. When you find a blueprint of a
level, the flashing arrows show the routes of these airlocks.

There are some elevators- these you need an elevator card for. The card can
be found in the ventilation shafts, so you've got quite a lot of searching to
do! You need the screwdriver to be able to open the grating which leads to
the ventilation shafts. Once you've got the card, find the elevator and then
you can get on with your mission- enter the elevator, close the door and use
the cursor keys up and down to move the elevator up/down levels. Then open
the door and go forth...

The terminals are computers with varying functions. The first one you will
find is near a radar base on the surface of Alpha II. When facing the two
flashing panels on the terminal, press F2 and you enter the terminal. The
first terminal you meet will request your name for security clearance. Type
in KAL SOLAR and you will see TRANSPORTER ACTIVATED at the bottom of the
screen. Now exit with F2 and go to...

The transporter. This looks a bit like a head from certain angles and has
an overhanging hook at the front. It's pretty big and close to the first
terminal so you can't miss it! Just walk into the centre of it and you will
be transported down to the colony.

Within the colony, transporters look quite a bit different. Anyone who has
seen Star Trek will recognise them instantly! When you've been transported
to the colony, walk forward a bit and then turn around to see what I mean.
Notice that there are two transporters- and both have arrows at the bottom.
The one with an arrow pointing away from the transporter is the one you've
just come out of. The other one is the one you should enter if you want
to use that transporter.

Now, you're inside the colony so you can take off your helmet. F3 will do
that. NEVER take your helmet off on the surface, as there is no atmosphere!
In fact, you should check the atmosphere before you ever take your helmet
off. Key 6 on the keypad will tell you what you want to know- bear in mind
that Earth's atmosphere is near enough 76% Nitrogen, 21% Oxygen- so anything
close to that is breathable. Unfortunately, with your helmet off, you have
no access to your suit's systems like firing etc. So what's the point in
taking your helmet off at all? Because it saves precious Oxygen! Your suit
has a limited supply, so whenever you can, breathe the air around you!

Tactical mode is the default mode you start in, with all your weaponry ready
to be used. Recon mode only seems to have one use- holding down fire and a
direction changes the position you view the world from, so you can line up
on a target before firing. Then switch back to tactical to fire. Other than
that, I have no idea what use recon mode is. F6 will reset your positioning
if you get lost, and don't know what the hell way you're facing.

Cyanide. Lovely stuff! Yep, this is a real friendly way to let the neighbours
know that you're home! Cyanide gas will kill anything in a matter of seconds.
It's primary use is to dispose of the alien eggs. Cyanide will not affect the
various droids in the colony or on the surface, nor will it affect the
surface dwelling insects- they live in a vacuum so have no use for gases
anyway. Bear in mind that you shouldn't take your helmet off anywhere near
the spot where you dropped a cyanide canister!!

Turning the suit's systems off when you don't need them will conserve battery
power. This will be vital!

For a closer view of the ground, F10 can get you crawling in the dirt, and
standing up once you're happy with dirty knees. You can only enter the
ventilation shafts if you are crawling.

Saving/loading/formatting a blank disk is done from the main menu. If during
a game you want to save your position, press HELP, then press ESC. Now wait
for the main menu to appear, and select SAVE POSITION (you may have to format
a blank disk first). Then RESUME GAME to carry on. Later, you can use PLAY
FROM SAVED POSITION to resume where you saved earlier.

The navigation computer shows your co-ordinates and bearing- this will be
useful for the map you will almost certainly have to make. The colony is not
a small place!! Some terminals also have level blueprints which show a basic
map of the level. It makes good sense to carefully copy each blueprint to a
piece of graph paper. It will take time, but it will be seriously useful!!

The status computer shows things like Alien eggs left, kills, time etc.

The inventory shows the items you are carrying and how many cyanide canisters
you have left.

The life support systems show just how well or badly you are standing up to
the strain.

The scratch pad doesn't seem to be actually necessary. You could use it to
note down things before saving a game- e.g. where you are, what you have just
done or are about to do, etc. Other than that, I think it's just a nice
little gimmick.

Atmosphere analysis I've already mentioned, apart from the radiation level-
keep away from excessive radiation as it will kill you.

Avionics shows the state of your MMU (Manned Manoeuvring Unit). The three
bars
on the right are:
F       Fuel remaining
V       Velocity
A       Altitude

The T bar on the left is a standard attitude indicator. The controls of the
MMU are not immediately obvious: (joystick)
FIRE    Thrust forward
Left    Bank left
Right   Bank right
Up      Incline up (climb)
Down    Incline down (dive)
The MMU is provided for faster travel and for avoiding ground based nasties.

Your suit's helmet display shows oxygen status in the two bottles at top
left, battery level in the 'T' shaped collection of dots at bottom right and
radiation dose to the left of that. If you run out of oxygen you suffocate
and die. If the battery level reaches zero, the suit's systems become
inactive - so you have no means of defence or anything. If you accumulate too
high a radiation dose, you die.

The various objects in the game can be seen on the INTERROGATE OBJECTS screen
accessible from the main menu- take note of the descriptions!

By the way, there is at least one part of the colony that has no lighting, so
you may have to find a way of rectifying that... infra red... get the idea?
-----------------
HINTS!!!
Yes it's one of those games. Save the game regularly, particularly if you
have successfully carried out some major operation. If you don't, you just
know the dog's going to come in and stick it's paw in the plug socket,
frying itself and knackering the whole electrical system as soon as you've
solved some important bit of the game. Dogs are like that. Not all dogs
go to heaven.
Unfortunately, how to save a game in INFESTATION isn't explained in the
instruction manuel. This adds an extra element of challenge, I suppose.
This is what you have to do. First, pause the game with the 'HELP' key
and then press the 'ESC' key. It will look as though you have quit the
game, as you are then presented with the game credits. Not so.
Wait for the main menu to come up, and have a blank disk handy, format it
with the option from the menu. It's got a funny formatter and so you have
to use the one from this menu, rather than your average run of the mill
formatter.
Next choose the 'save game position' option, enter a file name at the
prompt and then choose the 'resume game' option. It's a bit of a faff, I
know, but at least it gets you there in the end.
GETTING TO LEVEL ONE
This is for all those stuck on the moon surface at the start of the game,
strolling around wondering what the hell they're supposed to be doing.
Just about as soon as you land, you'll be attacked by a load of insect-like
droids, and robots. You can shoot them, but it's best to ignore them and
attempt to get off the planet's surface as fast as possible.
First off, turn the navigation HUD on and head for the coordinate 54,53
which is where you'll find the entry to the first level. The easiest way
to find it is to head towards the sunrise which begins a few seconds after
the game starts. After a little while, you'll arrive at another radar,
this time with a terminal which looks like a rectangular lump of rock and a
transporter that looks like a futuristic telephone booth. Move right up to
the terminal, log on by pressing F2 and type KAL SOLAR when prompted to
identify yourself, before logging off. Next, go to the transporter and
you'll find yourself miraculously transported to level one.
MAPPING
As soon as you begin on level one, start making a map of the level. The
map terminal mentioned in the manual is obviously very useful for this, but
it'll be quite a while before you get there. Making a rough plan of the
blueprint of the levels will make it a lot easier to get around without
getting lost and will tell you where the alien eggs are to be found. It'll
also let you know where the other important stuff like oxygen cylinders and
batteries can be found when you are desperate later in the game. You'll
need to pick up all the objects early in the game in order to identify them
and then figure out how best to use them later on. As certain things -
like the alien eggs - kill you as soon as you approach them, its best to
save the game before you pick anything up.
KEYING IN...
The main elevator key is situated in the air vents on level one that don't
have an alien's egg. After travelling through the transporters, take the
first right in the vent, keep going and eventually you should find it. The
key to the quarters on level two can be found on level six, in the control
room. Initially there will be a force field stopping you from getting to
it, but by solving the simple puzzle on the terminal you will be able to
deactivate it.
COOLING DOWN
When you begin the game, the cooling system is inactive, which means that
things hot up pretty quickly and Xelos will reach critical mass before
you've even had a chance to find out how unwelcome a fart in a space suit
is. To activate the cooling system, go down to level six and head into the
air vents. They're situated in the room at the top left of this section,
so go up or left at every opportunity. Once you reach the room, find the
switch on the wall, flick it and voila - one completely operational cooling
system.
You may find that your suit gets a bit brassy on this level and you end up
freezing to death with startling regularity. Not advisable, this. Boring.
To avoid it, make sure that you complete a small section of level two
before you go piling down there, as this will make the temperature a bit
warmer. Don't waste too much time farting around though, because every
second is critical.
OXYGEN
If you're in an underground section where normal pressure applies or in a
zone where there's no cyanide in the air, you can conserve oxygen by taking
the helmet off. Remember however that radiation will take effect much more
quickly without the helmet on. Switch the suit's power off, particularly
when you have the helmet off, unless you require some vital information.
This will make the power last much longer.