- Aliens: The Second Nukage (Version 1.31 - Released November 22, 1995)
What's It All About
Written by Chris Dennett
Additional Information by Kenneth Peng
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_TSN2.WAD ] The Stuff
ALIENS.TXT You're Looking At It
MAKING.TXT The Making of Aliens:TSN
WEAPONS.TXT Weapons Technical Specs
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
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!
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.
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
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 can 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 1.31 (November 22, 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.]