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AvP Instruction Booklet




Installation
To install the game insert your ALIENS VERSUS PREDATOR Gold Edition CD in your computer's CD ROM drive. Wait a few seconds for the Disc icon to appear on your desktop. If your computer doesn't open the disc automatically, double-click on the disc icon to open it. A window with multiple folders should now be visible. Double click on the "Install Aliens vs. Predator" icon. You will then be required to read and accept the Software License Agreement followed by the optional (but recommended) product registration screen. Finally the actual install window will offer the user these three options:

Easy Install - This will install the recommended components to play ALIENS VERSUS PREDATOR.

Minimum Install - This will install only those files required to play ALIENS VERSUS PREDATOR to your hard drive.

Full Install - This will install all the files required to play ALIENS VERSUS PREDATOR to your hard drive.

System Requirements
Mac OS 8.6 is required to play the game. If you do not have Mac OS 8.6 on your system contact Apple for purchasing information.

Minimum
* 233 MHz 63 Processor
* 50 MB of Free Memory
* 164 MB Free Hard Drive Space
* OpenGL compatible video card
(4 MB of video memory)
Recommended
* 400 MHz 64 Processor
* 128 MB of Free Memory
* 400 MB Free Hard Drive Space
* 3dfx Voodoo3 / Rage 128 Pro accelerator
or other (16 MB Video Card)
* Multiple button mouse recommended


For Multiplayer
* Network card
* LAN connection to other users
OR * Internet connection
* 56Kbps modem minimum


3D Graphics Accelerator Cards ALIENS VERSUS PREDATOR is designed to make use of many of the advanced features inherent in today's 3D video cards to create a visually stunning experience and will not work correctly unless you have one of these.

All of the features of the game are supported by a 3Dfx Voodoo 2 card and most cards that have come to market thereafter. Some earlier 3D accelerators do not support all the features that are necessary for ALIENS VERSUS PREDATOR to run correctly. If you experience problems with your 3D card, consult the TECHNICAL SUPPORT section towards the end of this manual.

Getting Started - User Profiles
After agreeing to the End User Liscense a screen whic will allow the user to create a USER PROFILE will appear (they may also select a previously created USER PROFILE if one if available). The USER PROFILE stores a player's individual settings and preferences include: key assignments, scores & statistics, and completed episodes.

The Main Menu
Having created (or chosen) a USER PROFILE, the player is presented with a menu screen, allowing them to choose from a number of options: SINGLE PLAYER game, LOAD GAME, MULTIPLAYER game, SKIRMISH, player CONTROLS, AUDIO/VIDEO OPTIONS, Change USER PROFILE, and EXIT GAME.

Single Player
Here's where the play chooses which species they wish to play as: Alien, Colonial Marine, or Predator. Once they have chosen, they are presented with the first of the STANDARD EPISODES for that character.

The three characters are very different in terms of both their abilities and how they are played. They are listed below in order of greatest 'familiarity':

Colonial Marine (Human)
As a member of the U.S. COLONIAL MARINES, the player has access to a great variety of weaponry but must use it carefully against the threats he faces. Not only are Aliens fearsome, swift, and savage, the sheer weight of their numbers will easily bring down an unwary Marine. The Heads-Up-Display (HUD) for the Marine character has Motion Tracker, Health, Armor, and Ammunition read-outs on it.

Abilities
The Marine can walk, run, and jump, and is capable of carrying a great deal of weapons and equipment. He is the most vunerable of the three species yet possibly the best equipped as well. Beware falling from too great a height, even the most highly trained Marine can still break an ankle... or worse. The Marine can replish his supplies from various sources that he encounters: sometimes supply rooms, sometimes from fallen comrades.

Weapons
The player begins with only the Pulse Rifle and must locate other weapons within each episode. They will not all necessarily be available in each one. Some weapons have other functions that are accessed through the [ FIRE SECONDARY ] key. Where applicable, these are mentioned below.

Pulse Rifle
The Pulse Rifle carries a 99 round ammunition clip and holds grenades in its pump-action launched situated under the rifle barrel (activated by the [ FIRE SECONDARY ] key). It's the workhorse weapon of the U.S.C.M. Ammunition and Pulse Rifle Grenades are found as seperate pick ups.

Smartgun
This is a heavier weapon than the Pulse Rifle and has the added advantage of optional auto-targeting. This weapon works best when the auto-target it used as an aid to aiming rather than a replacement. The crossfair indicated where the gun is pointing and the green/red reticle indicated the target. When the reticle is green the weapon is in 'free mode' or has not acquired a target. When the reticle is red, the weapon is auto-targeting. The red reticle will follow a target and the crosshair has to 'catch up' with it, when the two of them meet a lock-on is achieved. [ FIRE SECONDARY ] switches between 'auto track' and 'free' modes. It carries a 300 round ammo drum.

Flamethrower
This carries a short-lived canister of highly flammable liquid fuel, and can project a streak of flame within a close to medium range. It ignites an enemy on contact, but training the weapon on them will dispatch them more quickly. Its fuel can be used up quickly like this but can be preserved with a short-burst fire pattern. The player must be careful not to ignite himself with his own flame, however.

Grenade Launcher
This carries six-round magazines of three different types of grenade: Standard, Fragmentation, and Proximity. Standard detonates explosively on contact of after a predefined time, Fragmentation detonates similarily but with the addition of savage shrapnel pieces, and Proximity attaches to a surface, detonating when a target enters its defined trigger area (or after its failsafe time). Warning! Grenades can be as hazardous to the player as to their intended targer. [ FIRE SECONDARY ] switched grenade types.

SADAR
This is a one-shot disposable rocket launcher, designed for long-range targets. Its use within any kind of confined space is strongly advised against.

Minigun
A six-barreled 800 round shredding machine from hell, possibly the most potent weapon in a Marine's arsenal, but it kicks like the proverbial mule. The player must remain stationary to stand any chance of accuracy.

Skeeter
This is a one-shot weapon that can be very destructive in the right Marine's hands. When [ FIRE PRIMARY ] is pressed the Skeeter 'powers up' and releases a ricocheting disc which, as it flies, targets enemies then fires a destructive bolt at them.

Pistol / Double Pistols
The Pistol holds a 12 round clip. Each time [ FIRE PRIMARY ] is pressed, it will fire one shot. If [ FIRE SECONDARY ] is pressed the gun will fire continuously until the clip is empty but the aim is less accurate. NOTE: It's possible to pick up another Pistol and have one in each hand.

Equipment
The player begins each level with full health and Armor and all of the following, with three exceptions: Medikits; Armor pick ups (usually found near ammunition and/or weapons); and the Jet Pack (available all the time but only in certain episodes).

Motion Tracker
This detects moving objects within a 30m radius through a 180Âş arc in front of the player. When motion is detected, a high pitched beep can be heard. The higher the pitch, the closer the object. This item is deactivated when the player uses the Image Intensifier vision system.

Image Intensifier (Vision System)
Ambient light is amplified so that even in complete darkness the player can see. It is best used in extremely low lighting conditions as it can easily be overloaded by light sources including artificial lighting, muzzle flashes, flares, fire, and so on. When this is in operation, the Motion Tracker is deactivated.

Armor
This will particularly protect the player from acid damage due to exposure to Alien blood. It also protects (to a degree) against penetrative and concussive impacts, but will not shield the player from fire, steam, or electrical damage. As with weapons and ammunition, Armor can be found in various locations.

Medikit
Found in various locations (like Armor), they automatically restore the player's health to 100%. They cannot be stored for later use.

Flares
The player carries an infinite amount of bright phosphorescent flares and can use up to four of them at any one time. They adhere to most surfaces and can be used as an alternative to the Image Intensifier.

Jet Pack
Certain BONUS EPISODES require the Marine to use a Jet Pack, this is only available in episodes where it is the only means for the Marine to navigate the enviroment. It can also be used to slow a fall from a height which would normally cause harm.

Tactics
1. The enviroment is truly three-dimensional, and the enemy can come from any direction... including up and down.
2. Enemies constantly move throughout the enviroment. It's impossible to tell exactly where they might come from.
3. It pays to keep an eye of ammo counters. Swapping magazines at the wrong time can be fatal.
4. Aliens bleed deadly acid. It's advisable to try and kill with minimum 'splash'. Head shots are good. Grenades aren't.

Predator
The Predator is one of a race of savage intergalactic hunters compelled to seek out the toughest, most resourceful prey they can and to bet their lives on the results of their hunts. Predators are strong and swift, although not quite up to the raw physical abilities of Aliens, Predators have the added advantage of extensive hunting weaponry which varies from the barbaric to the truly technological. Their savagery and strength gives them an adge on Colonial Marines while their weaponry gives them an edge on Aliens. The Predator HUD displays Health, Field Energy, and (when necesary) Speargun Ammunition.

Abilities
The Predator is much stronger than the Colonial Marine and much more resistant to harm. He wears a life support helmet that has various functions, including enhanced vision modes from tracking prey and also possesses stealth technology which allows him to render himself almost invisible to the naked eye. All of the Predator's 'techno' weapons and equipment rely on a sing source of power. It is thie Field Energy that is measured by the blue digits on the right hand side of the HUD. Careful conservation of this energy marks an experienced hunter from a novice.

Weapons
The player begins each episode with all weapons available (with the exception of the Pistol and Disc, which are only available in later episodes). Predators have a rigic set of rules for 'fair huntin'. This means that not all weapons can be used while using the Cloaking Field. The Pistol, Speargun, and Disc all deactivate the Cloaking Field as soon as they are fired, leaving the Predator potentially exposed. Only the Plasmacaster and Wristblades are judges to be 'fair' to use while invisible. The Plasma Pistol and Plasmacaster use Field Energy but Wristblades and Speargun do not. The Disc only uses energy if it is 'recalled'.

Wristblades
This is the most basic Predator weapon, a jagged, double-bladed tearing tool that extends from the gauntlet of one hand. [ FIRE PRIMARY ] results in a number of different slashes and punches and, by holding [ FIRE SECONDARY ] and releasing it, the player can 'power up' a stronger punch. Futhermore, the Predator can claim 'trophies' from recent victims by standing over them, lining up their heads in his crosshair and using the [ FIRE SECONDARY ] punch.

Plasma Pistol
This handheld weapon is particularly useful against Aliens, causing massive electrical damage.

Speargun
This discharges long, sharp shards of metal, capable of an instant kill of maiming, pins victims to walls.

Plasmacaster
Coupled with the correct Vision Mode, this shoulder-mounted weapon can be devastating because it auto-targets the particular enemy that is highlighted in each vision mode. The player may also hold down [ FIRE PRIMARY ] to increase the power of the charge (as displayed by the bar on the wrist computer), releasing the button to fire. Or, by holding [ FIRE SECONDARY ] they may increase the stored charge without firing. This charge will be released next time the [ FIRE PRIMARY ] button is pressed.

Disc
This again utilizes the Vision Modes, as with the Plasmacaster, in the correct mode, the 'smart' Disc auto-targets the nearest enemy (otherwise it will simply fly in the facing direction). It is thrown by pressing the [ FIRE PRIMARY ] button. The disc will attempt to return to the thrower but sometimes embeds itself in walls, etc. It can be retrieved simply by walking into it or 'recalling' it. Pressing [ RECALL DISC ] instantly brings the Disc back to the Predator's hand but requires a large amount of Field Energy to do so.

Equipment
Field Energy Units
The Predator's energy system will recharge over time if not used for energy-draining functions (e.g. if the Predator remains cloacked, he will neither gain nor lose charge). However, hidden throughout the game are a number of Field Energy Units that will give him an instant full power recharge.

Cloaking Field
This equipment bends light around the Predator, allowing him to become almost invisible at will. It uses Field Charge to operate and is less effective while the Predator is moving. It also won't conceal a Predator from an Alien.

Vision Modes
The Predator's helmet can enhance his vision, allowing him to perceive different ranges of the electromagnetic spectrum that help him to detect his prey. Pressing the [ CYCLE VISION MODES ] key switches between Vision Modes. There is no Field Energy consumption for use of these.

Long Range Zoom
Another helmet function allows the Predator to zoom in on far off victims for sniping purposes. Although not a favored tactic amongst the Predators, this has its place in their arsenal. Use the [ ZOOM IN ] and [ ZOOM OUT ] keys.

MediComp
... allows the Predator to heal himself. When it is in use [ FIRE PRIMARY ], it uses a significant amount of Field Energy to activate a health-giving compound that the Predator injects himself with. [ FIRE SECONDARY ] acts as a fire suppression system, useful when there are Marines armed with Flamethrowers around!

Grappling Hook
Certain BONUS EPISODES require the Predator to use a Grappling Hook with a retractable line. This is only available in those episodes where there is no other means for the Predator to move through the level and is not available in other episodes.

Tactics
1. When fighting Aliens with the Plasma Pistol, direct hits result in lots of acid. Catch them in the blast wave instead. However, when fighting Marines, direct hits are best.
2. Using the Cloaking Field in conjunction with zooming abilities allows the player to pick off foes from afar.
3. It's important to learn the limitations of the Cloaking Field. Moving makes the cloak less efficient. Doors are still triggered by invisible Predators, and will give away the player's position. Bright lighting conditions make it easier to spot the cloak's irregularities.
4. Sometimes it pays to be in the wrong Vision Mode! If hunting humans, it's easy for an Alien to sneak up on the player undetected. Since the player is on the lookout for humans, they can use a vision mode that will alert them to an Alien presence to protect themselves.
5. The MediComp uses a lot of field charge. It's wise to use it before picking up a new Field Energy Unit.
6. To benefit from self-charging, energy-extensive weapons and equipment should be used minimally.

Alien
The Alien HUD is by far the simplest of the three species, reflecting the creature's primal nature. It has no exterior artifice or weapons... it simply is a weapon. The blue glow at the bottom of the screen represents the Alien's health. At 100% it stretches all the way across the screen. If the Alien sustains damage, then the bar starts to shrink and fade. However, the Alien can surpass its normal energy levels for short periods of time and achieve a "feeding frenzy" type state. At these times the bar will glow white.

Abilities
Aliens are much faster than either the Predator or the Colonial Marine and can jump much further as well. Additionally, Aliens have the ability to move on all surfaces as swifty as they do on the ground. Floors, walls, ceilings... it's all the same to Aliens. To be able to stick to any surface all the player needs to do is hold down the [ CROUCH ] key. Aliens can fall from any height and will sustain no damage.

Pounce
Already a powerful jumper, the Alien can jump even more powerfully by squatting prior to a jump. This is achieved by holding the [ CROUCH ] key and then jumping and is particularly useful for jumping straight up to the ceiling, where an Alien can easily cover three or four stories in a single leap.

Navigate/Hunt Vision
Alien perceptions are different from those of a Human or a Predator. The way this represents itself to the player is that the world appears as if it were being viewed through a 'fish eye' lens. Secondly, the Alien mostly sees the world in Hunt Mode. This means that all potential prey emits pheromones which the Alien perceives as a colored halo surrounding them. The color of the halo is species-dependent: humans are blue, Predators are green and any other Aliens, red. This makes it impossible for enemies to hide in the shadows from the Alien. In extremely low light (or no light) conditions the player can shift into Navigation Mode at any time by pressing the [ Navigate/Hunt Toggle ] key. This allows the Alien to see clearly in utter darkness, but only within a limited range. It has a side effect of negative the pheromone haloes of prey which, coupled with the limited range of perception to allows, means that the player must be careful not to run straight into an enemy without seeing them!

Impressive though this set of abilities might be, it still leaves the Alien with no long range attacks. They must come into close contact to be able to claim a victim. Even with speed on their side, their hardened carapaces are still vunerable to the high-powered weapons of the Marines and Predators.

Weapons
The Alien does not have selectable weapons in the same way as the other characters, both Claw and Tail Attacks are available at any time and the Jaw Attack will only occur in specific circumstances, however the player does not need to select a 'different weapon'.

Claw Attack
A razor-sharp slashing motion with the claws is launched by pressing the [ FIRE PRIMARY ] key. This attack is much faster and about as powerful as a Predator's Wristblade attack and can easily kill an unarmoured human with one swipe. Additionally, the Alien will gain some health by slashing and shredding a victim once dead.

Tail Attack
An Alien tail, with its heavy barbed tip, delivers a more powerful blow than the claws. It can be used in two ways: simply pressing [ FIRE SECONDARY ] once causes it to lash out at the nearest enemy whereas holding the [ FIRE SECONDARY ] coils the tail up, giving it more power, read to strike when the button is released.

Jaw Attack
This is more than simply an attack for the Alien, it is also their primary means of regenerating health. When an Alien is close enough and in the correct position (with the victim dead center in the screen) the upper and lower jaws come in slightly at the top and bottom of the screen to indicate the Jaw Attack will occur, all the player must do is press the [ FIRE PRIMARY ] button. This will fully recharge an Aliens health and can even boost it beyond the usual maximum for a short period of time. A Jaw Attack is always a killing move. At full strength, Predators are too strong and too well protected to kill with a Jaw Attack. Aliens can sense this, and the play can observe that the Aliens' jaws only appear when the Predator has first been weakened to the point at which a Jaw Attack will kill it. It's also possible to Jaw Attack corpses, which will also reward the player with health but not as much as with a live victim. Aliens will not Jaw Attack Androids and other things which it regards as a threat, but not as prey.

Tactics
1. Alien attacks are doubly powerful from the rear as they would be head-on.
2. At top speed, the Alien can move faster than any auto-targeting weapons in the game.
3. It's crucial to learn how to use the Pounce so the player can extricate themselves in a hurry.
4. Cling to shadowy areas and corners and practice sneaking up on enemies unawares. Wherever possible attack from above!
5. The player needs to keep in mind that they are controlling a character that can stick to any surface and move freely in all three dimensions. An Alien running on the floor, straight towards a heavily-armed Marine or Predator has little chance of survival.
6. With all of the leaping, climbing, spinning, and so on, it's important to keep a sense of up & down, since all Human and Predator enemies are all ground based.



Standard Episodes
After choosing which species they wish to play as, the player is presented with an Episode Selection Screen where they can choose which episode to play and, if they have played it before, see the highest Difficulty Level at which it has been completed. There are six unique episodes (or levels) available for the Marine and Predator species, and five for the Alien. The player will see any that they may have already completed, PLUS the next uncompleted one.

Difficulty Levels
After selecting a level the player can then select the level of difficulty at which to play it. These are: Training, Realistic, and Director's Cut. At the start of any level, the player can choose which level of difficulty they wish to try. The following table indicated the differences in the difficulty levels for each of the three species:

Marine Training - Acid blood does no damage, Medikit and Ammunition pick-ups are plentiful, 8 saves allowed.
Realistic - Acid blood does full damage, Medikit and Ammunition pick-ups are normal, 4 saves allowed.
Director's Cut - Acid blood does full damage, Medikit and Ammunition pick-ups are rare, enemies are more savage, 2 saves allowed.
Predator Training - Acid blood does no damage, enemies are easier, 8 saves allowed.
Realistic - Acid blood does full damage, enemies are normal enemies, pick-ups are normal, 4 saves allowed.
Director's Cut - Acid blood does full damage, enemies are more savage, pick-ups are rare, recharge is slow, 2 saves allowed.
Alien Training - More energy from claw attacks, enemies armed with light weapons, 8 saves allowed.
Realistic - Less energy from claw attacks, enemies armed with normal weapons, 4 saves allowed.
Director's Cut - No energy from claw attacks, enemies armed with heavier weaponry, 2 saves allowed.


Completing episodes at different DIFFICULTY LEVELS allows access to another fire Bonus Episodes for each species.

Bonus Episodes
Each species can access another FIVE single player BONUS EPISODES that are activated by completing the STANDARD EPISODES at different DIFFICULTY LEVELS. Completing all the episodes for one species at the Training level allows access to TWO bonus episodes, at the Realistic level four episodes are revealed (the TWO accessed by completing the game in Training mode PLUS another TWO) and a final ONE episode can be accessed by completing all the STANDARD EPISODES at the Director's Cut difficulty level. BONUS EPISODES have only one level of difficulty: Director's Cut.

TrainingRealisticDirector's Cut
Bonus 1***
Bonus 2***
Bonus 3 **
Bonus 4 **
Bonus 5 *


When the Bonus Episodes are revealed they are all visible in the Episode Selection Screen but they can only be played once the necessary DIFFICULTY LEVEL requirements have been met. As the table shows, if the player successfully completed all the STANDARD EPISODES for a species at Director's Cut level only then they would gain access to all five BONUS EPISODES for that species at once.

In The Game

The Pause Menu
In SINGLE PLAYER, the moment the [ ESC ] key is pressed the game will pause and display a menu screen with these options: Resume Play, SAVE GAME, LOAD GAME, Restart Mission, MOUSE CONFIGURATION, JOYSTICK CONFIGURATION, MARINE/PREDATOR/ALIEN KEY CONFIGURATION, AUDIO/VIDEO OPTIONS, and Abort Play. For more details see the CONTROLS and AUDIO/VIDEO OPTIONS sections blew (as accessed from the MAIN MENU).

Video Screens, Messages, & Instructions
Throughout the enviroment, the player will encounter video screens used by the Marines and other humans for communication. As a Marine, the player may receive direct communications through these and, if playing as a Predator or Alien, they may give useful information indirectly. Direct messages and instructions may also be given to players of any species in the form of text which will appear at the top of the screen. Messages displayed on video screens will also appear as text. Pressing [ F13 ] will display the last text message again. Continued pressing will step back through the previous messages.

Enemies & Threats

HumanAndroidXenoborgPredatorPredAlienFacehuggerAlienPraetorianAlien Queen
Marine VSVSVSVSVSVSVS
PredatorVSVSVS VSVSVSVSVS
AlienVSVSVSVS


The table above illustrates which enemies the three species will face in the game.

Human
Humans vary on the threat scale based mostly on whether they are civilians or Marines. Marines are obviously heavily armed and trained whereas civilians are generally untrained and armed (if at all) with lower grade weapons and are prone to panicking.

Android
Androids appear to be civilian humans but are much more resilent and skillful with their weapons. Androids never display fear.

Xenoborg
Resulting from a human experiment into controlling captured Aliens, these have cybernetics and weapons grafted onto them. The experiment is generally regarded as a failure, having stripped the Aliens of their essence, but these cyborgs are still deadly and extremely difficult to destroy.

Predator
This extraterrestrial species of hunter is almost unstoppably deadly. It is known it have hunted the galaxy for hundreds of years or more, searching for the heat of combat perhaps as a blood sport, perhaps as some kind of ritual. Their marriage of technology and savagery inspires almost as much terror as Aliens.

Facehugger
These emerge from Alien eggs and implant a young Alien into a host victim (known as a Chestburster because of its fatal method of 'hatching'). It is not known whether the Chestburster is in fact the same animal or if the Facehugger is simply a carrier for it. Facehuggers have the same acidic blood as full-grown Aliens and can excrete acid-like substances which have been known to melt through the hardest materials to implant in a host.

Alien
Regarded as the most terrifying species humankind has ever encountered it has become known as simply "Alien". It seems to be the antithesis of humanity, its entire lifecycle set to destroy that of our own. It uses other species both as food and as host bodies for its young. On encountering an Alien, the choices seem to be between a quick painful death or a slow painful death and nothing else. They exhibit some similar behaviors and abilities to some Earth insects, but on a much more threatening scale. It is not known if they possess what we would call intelligence, or they are simply deadly animals. Certainly, if they are intelligent, then it is like everything else about them: alien.

Praetorian
This is a specialized form of the Alien that has been reported. It seems to have common features with the Alien Queen and it is believed that it may, in fact, be a juvenile Queen. They are usually found in the vicinity of the Alien Queen, guarding her and her egg chamber. They are stronger and larger than normal Alien drones.

Alien Queen
The Alien Queen is a machine designed to breed and propagate her species. She is much larger than and has different physical characteristics to her drones. She is generally found in an egg chamber, laying new eggs which drones take care of. Queens are known to detach themselves from their egg sacs in time of danger (perhaps to relocate their hive). As with all mother-animals, harming the young invariably stirs up the rage of this towering creature.

Saving and Loading
The player may save a game in progress by selecting the Save Game option from the PAUSE MENU. Also, a previously saved game can be loaded from either the MAIN MENU, or, again, the in-game PAUSE MENU. Each USER PROFILE has eight save slots associated with it, allowing up to eight different games to be saved under that USER PROFILE. There are a limited number of saves allowed per episodes, dependent on the episode's difficulty level (see the table in DIFFICULTY LEVELS section for details). When the player saves their game, an indicator will inform them of how many more times they will be allowed to save in the current episode.

Multiplayer and Skirmish Games
Multiplayer game configuration can be establisted via TCP/IP (remotely or LAN) or by using the GameRanger online gaming service (http://www.gameranger.com).

Controls
On selecting this from the Main Menu, the player chan change MOUSE CONFIGURATION, JOYSTICK CONFIGURATION and three choices of key configuration: ALIEN, MARINE, and PREDATOR. Each species has a different set of key settings which can be set independently of each other.

Mouse Configuration
The player can adjust Horizontal and Vertical Mouse Sensitivity, functions of the Horizontal and Vertical Axes, Auto-Centering and Vertical Axis Inversion.

Joystick Configuration
If the player wishes to use a joystick, they can enable and configure its functions here. They can then assign joystick buttons to various functions in the Controls menus that allow key configuration for Marine, Predator, and Alien.

Configuring Keys For Marine, Predator, & Alien
There are three seperate key configuration lists, one for each species. The list is presented in three columns, allowing players to assign two keys (or one key and a joystick button) to any of the actions listed in the first column. It is also possible to reconfigure keys for the specific character that is being played from within a level through the PAUSE MENU (accessed by hitting [ ESCAPE ] while playing). NOTE: The player must select the "Use the settings" menu option for any key assignment changes to take effect.

Default Key: Marine
ACTION:FIRST:SECOND:
ForwardUp ArrowW
BackwardDown ArrowS
Turn LeftNumber Pad 4
Turn RightNumber Pad 6
StrafeLeft-Shift
Strafe LeftLeft ArrowA
Strafe RightRight ArrowD
Look UpQNumber Pad 8
Look DownZNumber Pad 2
Center ViewXNumber Pad 5
WalkLeft-Option
CrouchC
JumpSpaceMouse 3
Operate (Use)Return
Fire PrimaryMouse 1Number Pad 0
Fire SecondaryLeft-ControlMouse 2
Next Weapon] "Right Square Bracket"Mousewheel Up
Previous Weapon[ "Left Square Bracket"Mousewheel Down
Flashback WeaponBackspace
Image Intensifier/ "Slash"
Throw Flare. "Period"
JetPack' "Apostrophe"
Taunt; "Semicolon"
Message HistoryF1
SayF11
Species SayF12
Show ScoresTab
AutoWeapon ChangeYes / No


Default Key: Alien
ACTION:FIRST:SECOND:
ForwardUp ArrowW
BackwardDown ArrowS
Turn LeftNumber Pad 4
Turn RightNumber Pad 6
StrafeLeft-Shift
Strafe LeftLeft ArrowA
Strafe RightRight ArrowD
Look UpQNumber Pad 8
Look DownZNumber Pad 2
Center ViewXNumber Pad 5
WalkLeft-Option
CrouchC
JumpSpaceMouse 3
Operate (Use)Return
ClawMouse 1Number Pad 0
TailLeft-ControlMouse 2
Navigate / Hunt Toggle/ "Slash"
Taunt. "Period"
Message HistoryF1
SayF11
Species SayF12
Show ScoresTab


Default Key: Predator

ACTION:FIRST:SECOND:
ForwardUp ArrowW
BackwardDown ArrowS
Turn LeftNumber Pad 4
Turn RightNumber Pad 6
StrafeLeft-Shift
Strafe LeftLeft ArrowA
Strafe RightRight ArrowD
Look UpQNumber Pad 8
Look DownZNumber Pad 2
Center ViewXNumber Pad 5
WalkLeft-Option
CrouchC
JumpSpaceMouse 3
Operate (Use)Return
Fire PrimaryMouse 1Number Pad 0
Fire SecondaryLeft-ControlMouse 2
Next Weapon] "Right Square Bracket"
Previous Weapon[ "Left Square Bracket"
Flashback WeaponBackspace
Cloak. "Period"
Cycle Vision Modes/ "Slash"
Zoom InPage UpMousewheel Up
Zoom OutPage DownMousewheel Down
Grappling Hook' "Apostrophe"
Recall Disc, "Comma"
Taunt; "Semicolon"
Message HistoryF1
SayF11
Species SayF12
Show ScoresTab


Audio/Video Options
This menu is accessed from both the MAIN MENU and when the player pauses the game. The menus will differ slightly but will allow the player to change such settings as which OpenGL compatible graphics accelerator to use (if more than one), Display Resolution, Gamma Settings, Master Volume, and more. This is achieved with the [ ARROW ] keys.

Credits
Fox Interactive
PRODUCER
David Stalker
ASSOCIATE PRODUCER
Paul Pawlicki

Fox QA Dept.
QA MANAGER: Donald Sexton
QA LEAD: Igor Krinitsky
QA ASSOCIATE LEAD: Chris Wilson
QA ASSOCIATE LEAD: Glenn Dphrepaulezz
TESTERS:
Ken Anderson
Geoff Bent
Joe Castellano
Matt Dell
Kevin Huynh
Roni Kwang
Cris Lee
Kyle Peschel
David Taylor
Luke Thai
Tim Tran
Daan Wisehart
Jacob Zabie

Big Shouts Go To...
...the Unsung Folks at Fox
Victor Rodriguez
Shawn Markert
Alan Adler
Mike Arkin
Michele Birkner
Priscilla Bourbonnais
Mark Dawson
James Derveril
Simon Etchells
Ellen Gameral
Andrea Griffiths
Claudine Joris
Megan O'Brien
Paul Provenzano
Lauren Rifkin
Jamie Samson
Dave Shaw
Brian Thomas
Melissa Totten
Rozita Tolouey
Jack Van Leer
Karly Young

...the Folks Who Made the Movies
James Cameron
David Fincher
H.R. Giger
Elliot Goldenthal
Jerry Goldsmith
James Horner
John McTiernan
Ridley Scott
Don Sharp
Stan Winston
and the many other talented individuals

...the Folks Who Supplied Equipment
DUY
Earthworks - mic - Eric Blackmer
Line 6 - Tim Godwin
Steinberg - CubaseVST

...the Families
...ALL THE SPOUSES, PARTNERS, FRIENDS, CHILDREN, AND PETS WHO PUT UP WITH IT ALL!

Logicware
LEAD PROGRAMMER
Bill Heineman
SOFTWARE RENDERER
Andre Meggs
ADDITIONAL ART
Deven Winters
ICONS
Forrest Walter
PLAYTESTING
Jeffery Heineman
Adam Coleman

Rebellion Developments, LTD
CREATIVE DIRECTOR
Jason Kingley
TECHNICAL DIRECTOR
Chris Kingsley
SENIOR PRODUCER
Mark Eyles
PRODUCTION MANAGER
Graeme Williams
TECHNOLOGY MANAGER
Kevin Lea
PRODUCER & LEAD ARTIST
Tim Jones
NETWORK CODE & TOOLS PROGRAMMER
Richard Rice
ART DESIGN
Ed Cookson, Dominic Jeffery, Tim Jones, Ken Turner
SOUND
Ed Cookson
ADDITIONAL SOUND
Julian Breddy, Dominic Jeffery, Tim Jones
THANKS TO
Al Halsby, Chris Fox, Jessica Sharp, Nadia Cocklin, Harry Harris, April Chung, Anna Floyer, Siobhan Boughton, Helen Szirtes, Christial Russell, Phil Moss, Matt Black, The Special K Massive

Gold Edition FMVs
CAST
Ed Cookson, Aaron Guy, Mike Healey, Ben Jones, Tim Jones, Chris Kingsley, Ed Niblett, Ken Turner
CREATIVE DIRECTOR AND LIGHTING
Jason Kingsley
DIRECTION
Ed Cookson, Tim Jones, Ken Turner
EDITING AND SOUND EFFECTS
Ed Cookson, Ken Turner
SPECIAL EFFECTS
Ken, Ben, Ed C, and Tim
THANKS TO
Everyone at Rebellion who gave up their weekend

Mondo Media
ART DIRECTOR
Marco Bertoldo
PRODUCER
Liz Stuart
SENIOR PRODUCER
Vivian Barad
3D ARTISTS
Brittnell Anderson
Robert Jeffery
Kelley Lamsens
Jeanne Littooy
Manuel Marquez
Art Matsuura
STORYBOARD ARTIST
Rhode Montijo

Uses Smacker Video Technology. Copyright ©1994-2000 by RAD Game Tools, Inc.
Uses Bink Video. Copyright ©1997-2000 by RAD Game Tools, Inc.

MacPlay
PRESIDENT
Mark Cottam
CHIEF EXECUTIVE OFFICER
Ron Dimant
TECHNICAL DIRECTOR
Mark Dochtermann
SALES MANAGER
David Joost
PRODUCTION MANAGER
Matt Tremblay
CORPORATE COMMUNICATIONS
Andrew Hoolan
CREATIVE DIRECTOR
Joshua Smith

MumboJumbo
PRESIDENT
Mark Dochtermann
CHIEF EXECUTIVE OFFICER
Ron Dimant
EXECUTIVE PRODUCER
Mike Donges
LEAD PROGRAMMER
Bill Heineman
INSTALLER
Joel Braby
QA LEAD
Duncan Stanley
QA
Guy Chapman
TESTERS
Daniel Naruta
Matt Malloy
Chris Benham
Gordon Delp
Jared Norris
Jimmy Potter
Matthew Wanlin
Michael Nankervisll
Nick Alex

Technical Support
Please read the README file on the CD or in your ALIENS VERSUS PREDATOR folder before calling MacPlay technical support, as it may address a problem you have encountered.

Web site: If you have an Internet connection, please go to the MacPlay web site at www.macplay.com and choose the Support section.

E-mail: Send us e-mail at support@macplay.com and type the problem in the subject line. Please include the specification of your computer, and a clear description of the problem.

Phone: Call us at 1-214-855-5955 ext. 20 daily between the hours of 9am and 6pm, Central Standard Time. Please make a note of the specification of your computer before making the call.

Legal
COPYRIGHT & TRADEMARK INFO
©1999-2001 Twentieth Century Fox Film Corporation. Aliens versus Predator, Fox Interactive, and their respective logos are trademarks of Twentieth Century Fox Film Corporation. All rights reserved. Published under license by MacPlay®, a wholly owned subsidiary of United Developers, LLC. MacPlay® is a registered trademark of Interplay Entertainment Corp., used under exclusive worldwide license by United Developers, LLC. Uses Smacker Video ©1994-1999 by RAD Game Tools, Inc. Uses Bink Video ©1997-2001 by RAD Game Tools, Inc. Mac is a trademark of Apple Computer, Inc., registered in the U.S. and other countries. The "Built for Mac OS X" graphic is a trademark of Apple Computer, Inc., used under license. The ratings logo is a trademark of the ISDA. All other trademarks and trade names are the property of their respective owners.