THE JOURNAL OF BLAKE STONE Operation: Aliens of Gold FOREWARD This is the Journal of Blake Stone which was written after his very successful missions to seek out and destroy Dr. Pyrus Goldfire and his deadly minions of lethal aliens and mutants. The journal has been edited to remove references to intelligence data already available from other sources. Only previously unknown information is presented. During discussions with Blake afterwards he felt that others who might one day encounter Dr. Goldfire (who was never found, by the way) might benefit from his experiences. Blake recognizes there are those who would prefer to venture out to experience everything first hand (without reading his journal) and he wishes them well. The original intelligence data was gathered by 2 firms: Apogee Software and JAM Productions. This journal is not a product of either company and they do not support the data contained herein. Please do not contact them if you have questions or disagreements. Contact its editor instead. It should be recalled that Blake Stone was forced to undertake 6 missions, each more difficult than the one before. Even the skills of Veteran agents such as Blake would be taxed to their utmost abilities in the last 3 missions. Of course Blake's journal is written from the perspective of a Veteran agent. The following then is related in Blake's own words with editor's notes inserted here and there for clarification. ** Blake Stone : Aliens of Gold is a trademark of Apogee Software and Jam Productions and owned by them. THE STORY Due to one screw-up or another, I always managed to begin each mission with only an Auto Charge Pistol (ACP) as a weapon. I found it to be useful, however, in a number of situations. But I get ahead of my story. The pre-mission intelligence briefings on the human adversaries I was to meet were quite good, although I do have something to add to the files on some of them, starting with the scientists, or BIO- Techs, who were around almost everywhere I went. I tried not to kill any of the ones I could ID as "friendlies", but sometimes it was either them or me. When they got in my way, which was most of the time, my only choice was to try and move them when there was time or let them suffer the consequences. I've discussed the Bio-Techs with other agents after my return and some said they wouldn't have bothered protecting them - they shouldn't have been there in the first place. But they were the source of good intelligence, extra charge packs, or tokens that I could use at the various Food Units around which helped me heal when I was careless and got shot up. The Bio-Techs did slow me up because if I wasn't able to quickly separate the ones who were loyal to Dr. Goldfire from the "friendlies", I had to spend time interrogating them. The loyal ones would usually give themselves away when I fired off a round of ammo before entering a room. They would shout "Guards!" and them come running to find me. Sometimes I was sure more of them came for me than were in the room originally, probably coming from other rooms on the floor along with the guards who had been summoned. But this didn't always work and I then, as I said, I had to spend time interrogating each one individually. If I found one who gave me a suspicious answer when I nudged him, I immediately shot him. Turns out I was right every time. Bio-Techs all carry pistols and didn't hesitate to use them on me if I wasn't careful. Editors note: On those occasions when Blake was forced to start over at the beginning of a level, he often found that some of the same Bio-Techs he had met earlier had now switched loyalties for some reason. He couldn't depend on his previous experience. Blake again: I found the information I got from the friendly informants was worth considering as you will see later on. The Star Sentinels usually took 2 shots from the Plasma Discharge Unit (PDU) that I ultimately acquired, to kill them. If I stood back some distance I could drop them with the Rapid Assault Weapon (RAW), but usually used more ammo doing so. Their return fire was too deadly to get close to them. By far, the toughest human customers I ran into and learned to respect early on, were the Star Troopers. The security vests these guys wore did their job. I'd often knock one down, but after a few seconds, he'd get back up and if I left the area too soon, he'd hunt me down and inflict heavy damage! I usually stayed around until I was sure he was dead. The only effective weapon I could use against the Star Troopers was the PDU; usually took at least 3 rounds of plasma to finish them off. Sometimes I was lucky and discovered one hiding around a corner waiting to ambush me. I could then drop several plasma balls in his hiding place and put out his lights before he could defend himself. Believe me, it was no picnic with these guys. I'm just glad I didn't have to confront more of them than I did. By and large the human guards, while being a fairly effective defense force, were a pretty surly lot. Once in a while, however, I'd catch them in a room relieving themselves on the floor. I couldn't resist taking advantage of them and quickly put them out of their misery before they could return to duty. THE ALIENS and OTHER HAZARDS Editor note: There was little intelligence available on what Dr. Goldfire had created to help him conquer the universe and defend himself before Blake set out on his missions. He had to find out for himself the hard way. Goldfire had been real busy it turns out. Blake again: I ran into and had to fight some really weird and dangerous creatures on all of my missions. Some were less of a threat to me than others, but I could never let down my guard, as you will see. The processes Goldfire uses to create his nightmares apparently generated a lot of toxic waste. I found it in bubbly puddles on the floors here and there and I had to be careful not to find myself standing in it for more than an instant. A lot of the chemical waste was stored in Volatile Transports (blue-green metal cylinders that I found on various levels on all missions). I found it necessary to carefully destroy all those I found. Editors note: As far as Blake was concerned, these transports were considered enemies when he went to total up the damage at the end of each level. Blake again: Because some of the transports were being moved, I had to be careful not to destroy them around hibernating aliens or in front of doorways I needed to use. Goldfire used a lot of Personnel Scanners (Perscan Drones). Some were stationary, but others could move and sound an alarm if they sensed my presence. They would then move towards me to explode and inflict damage if I wasn't careful to destroy them first. I didn't dare enter a room where I knew them to be without tossing a plasma ball in the doorway first because them suckers'd wait for me around the corner of the doorway and explode when I started to go in. One of the more irritating, but effective weapons arrayed against me that I constantly had to look for and destroy quickly were Armored Robot Turrets mounted on ceilings here and there. They rotated to seek me out and seemed to have unlimited ammo. I found the only weapons I had which could be used to destroy them were the RAW and DND. The pistols didn't touch them, nor did the PDU. Goldfire also had Plasma Spheres (I call them "zappers") patrolling here and there. Whenever one touched me, I got hurt pretty bad. Here's where I had a chance to use the ACP to take them out without announcing my presence to anyone else who might be in the area. Occasionally though, there were just too many, and I had to resort to something more powerful, including the PDU, to get them. Most of the rest of the creatures I encountered were on 2 legs and I was mildly surprised to find out how well they could avoid my fire until I learned to adjust to their evasive maneuvers. The first of these were the Mech-Sentinels - blue and orange clad metal robots. Whenever one of them spotted me, he'd shout, "Die, Hu-mann!". It usually took 2 shots from my PDU to bring him down. It turned out they were pretty vulnerable to the splatter effect of the plasma balls from my PDU. Some of the alien creatures and mutants would've been almost comical if they hadn't been so lethal. First there was the High Security Genetic Guard. He wore a red jacket and used a pistol. They had keen hearing and would often jump me when I opened a door. They'd yell, "You're Dead!". The funny part about it was he'd often yell this just as he was dying because I'd gotten to him first. But he was a pretty tough customer. It took 2 rounds from the PDU to bring him down. I learned that Goldfire had been experimenting with mutating humans. They resembled large, but not lovable, slobbering bears. They breathe a fire projectile which could cause considerable damage but was fairly easy to move out of its way most of the time. If I got too close they'd use their claws. Heard a lot of growling from them. Took 2 PDU rounds to bring one down. The human guards were not immune to Goldfire's insanity. He made mutants of many of them too. I would often find the results on tables under bloody sheets. If they were disturbed, they'd crawl out from under the sheet and mutter some gobbledy-gook and come after me with pistols. They moved pretty fast and usually took a couple of PDU shots to fix their wagons. They were blue and red in color. One of the more curious creatures I ran into was a large, slow- moving green alien that emerged from Pods that were lying here and there. For all their slowness, they could also be quite dangerous when they breathed fire and used their claws. If they had one vulnerability, it was when they were in clusters. I could dispose of them with less ammo than one at a time (normally 2 shots per creature). The PDU puts a big hole in them! Up until now, most of the defenders could've been considered more of a nuisance than anything else. But the rest of what I found on my missions were deadly, and difficult to destroy in the main. Although one of them was pretty comical when he died. I'm talking about a couple of Experimental Genetic Aliens. One of them was a small, and squat, but vicious, brown, bear-like creature that breathed fire and moved faster than most of the other creatures I encountered. Some of them were hibernating in metal canisters and would be released if the canister was hit by an explosion. The canisters were often located so close to one another than a chain reaction of explosions could release many of their contents at once. Then I really had my hands full. It took at least 3 PDU rounds to bring one down. The other experimental alien can be described as green in color, tall and gangly in appearance. He screeched a lot when he was disturbed. These aliens also hibernated some, but were in tall glass cylinders that I had to be careful not to disturb. These guys also took at least 3 shots each to bring down. The comical aspect of it was, when they died, they puffed up mightily and exploded in apparent anger. Editors note: Blake told us later that there were some cylinders and canisters that apparently were duds as they could not be damaged and their contents released. He said he wasted valuable ammo on some of these. Blake again: Previous intelligence had warned me about High Energy Plasma Aliens which came out of large wall sockets and not to linger in a room where they were. It was good advice. But it made getting any treasure in such a room awfully hazardous to my health. Quite often I'd find these aliens in rooms with no wall socket. When I short-circuited them, they did not come back. I always knew when they were in a room I was about to enter. They walked as if they were in squeaky shoes on wet pavement. It was almost counter productive to go into such a room if there were any Energy Packs in their. I'd often use more ammo while in the room than I could gather to replace it while in there. Sometimes I had no choice because my path took me through the room to some other objective. The most frustrating (to me) alien that I encountered on my missions was a Fluid beast. They looked like ordinary pools of water on the floor until disturbed, then would stand erect and fire lethal balls of water at me. I couldn't damage them unless they were standing up and they almost never stood up when I was close to them. I wasn't hurt when I walked on them, however. I found that the most effective way to dry them up was to wait until they stood up around a corner. Then if I let loose a couple of PDU blasts, they would be goners. Fortunately, I usually found sufficient first aid kits and energy packs nearby (sometimes hidden) which I found I had to use frequently when confronting these creatures. That maniac, Pyrus Goldfire, was neither absent nor inactive during my search and destroy missions. He would occasionally teleport in from somewhere. I knew when he arrived even if I couldn't always see him. I could hear the sound of a teleporter being used. Then when he saw me, he'd laugh evilly and kept telling me I'd never succeed. I wonder what he thinks now. If I wasn't quick enough, he would open fire on me with his pistol. When I returned fire and hit him directly with a couple of PDU rounds, he'd make his escape. If I returned to the same area later, he would sometimes put in another appearance. Mostly, all he did was make me waste ammo. I could outrun him easily, but he had a habit of hunting me down if he could. It was an entirely different matter when I met him on the ninth level of all my missions. He held a gold access key card that I had to use to get any further. To get it, I had to be sure I had 100% ammo and then I literally had to empty my PDU directly at him, before he'd give up the card and leave me alone. I learned there was a 10th level which needed a red access card and which was always hidden somewhere. After finding it, I usually had to go through the same room where I'd met Goldfire earlier. I could almost always depend on him reappearing before I could get back to the elevator to get up to the 10th level. Outrunning him turned out to be the best strategy. But when I got back to the 9th level, which was the only path to the exit, I'd have to out-maneuver him again or be sure I had a full PDU to confront him with again. No, he was no idle spectator watching from the sidelines. He could be extremely deadly. If I decided to go on to the 10th level, I soon found out it was best that I take care of all my business on level 9 before going to the 10th floor so that when I came back down, I wouldn't have to delay my departure. I also learned that after my confrontation with Goldfire on the 9th level, I wasn't home free, even if I decided not to go to the 10th level. Ahead of me each time was one of Goldfire's super Boss aliens guarding the exit. They also held a gold access card I needed. Once again, I needed a full PDU and lots of patience to get them to cough up the card I had to have. I had to shoot and run a lot before finally destroying them and going on. Editors note: Blake said that in a couple of the later missions, the PDU began to malfunction at the most inopportune times. Sometimes it would work intermittently or not at all. He had to resort to using other weapons in its place. He even had to confront both Goldfire and a Boss alien with the PDU in this condition. He said it was touch-and-go for awhile, but he managed to complete the mission. Blake again: I learned that it was not a good idea to try and shoot it out with Goldfire or the Boss alien in a one-on-one direct confrontation. I almost always lost those battles. I guess that takes care of every type of enemy I had to deal with. Judging by what I could see, Goldfire's people must've had problems controlling his creations because there were dead guards in some of the rooms where the aliens and mutants were being held. But Goldfire sure didn't lack for help in defending his empire! THE WEAPONS and AMMUNITION Curiously, the least powerful weapon I carried would often be the most useful in certain situations. It helped me conserve ammo first of all and in an extreme emergency I could defend myself against some of those I met. But because it was quiet I didn't alert anyone to my presence when I used it. There were many cargo crates lying around here and there and some of them contained treasure, ammo, health items, and weapons. Occasionally I found something ghoulish inside. But the ACP was just made for breaking open the crates. I also used the ACP to blink out the "zappers" (Plasma Spheres, Ed.) that I mentioned earlier. Once in a while I could sneak up on a human guard and put out his lights without alerting anyone else. It was hard to do though because the target area is very narrow. Of all the other weapons I was able to locate and use, the Slow Fire Protector (SFP) was the least effective, but for a while was all I had except for the ACP. The PDU was indispensable. The RAW and DND both had their uses, the former for long range and close up action, and the latter for closeup raw power. But the DND used up my Energy packs in a hurry in it's auto-fire mode. I was continually looking for supplies of Energy Packs - there never seemed to be quite enough. I spent a lot of time looking for hidden caches of ammo and weapons and trying to remember where I'd seen some on previous floors. Of course the Bio-techs would give me whatever they had available -- whether they wanted to or not. OTHER USEFUL INFORMATION There were many different kinds of doors used at the different sites I visited. Most opened manually, but a few opened automatically as I got close to the door. Occasionally, a whole series of doors would open at once when I stepped on a hidden sensor somewhere. These occurrences always taxed my abilities because something deadly was always behind those doors. I quickly learned to scout out rooms which had doors close together before I moved toward them. This way I could be ready for the worst. There were many locked doors (some from only one side). Most of the locked doors required color-coded access cards to open them. I spent a lot of time locating the cards and using them in the correct sequence. I even found one case where some locked doors obviously needed an access card, but I never found it. What I did find was that the doors opened automatically when I least expected them to. I had to do some quick footwork to avoid being killed. All sites had many hidden areas. Wall cubes had to be pushed to open into these hidden areas and there were hidden areas within hidden areas - sometimes many rooms deep. Mostly I found treasure in them, but frequently there were Energy Packs, food items, and weapons available for the taking. There were also enemies lying in wait for me in some of the hidden areas. From time-to-time I'd come across Post and Arc barriers mentioned in pre-mission intelligence. The Bio-techs warned me about dropping the barriers prematurely. It was good advice. The barriers not only served to secure an area, but also were used to fence in some of the enemy aliens. The barriers didn't stop bullets but were pretty effective against the PDU unless I stood back a ways and dropped the Plasma balls right at the edge of the barrier so they would splatter and injure the occupants behind. Sometimes I got too close to the Arc barriers and got badly burned. I wrapped up the final mission by destroying all 10 of Goldfire's Projection Generators. Curious thing about those generators. They burned pretty good when they were destroyed, but I found out I could stand in the flames without being injured. Editor: Thus ends Blake's personal journal entries. Blake was approached by members of the video game industry who were interested in developing a game about his adventures. While Blake assented and agreed to be a consultant for them, he said his adventure was no game for him. SOME OF THE OTHER GAME DETAILS SAVING GAMES Blake Stone didn't have this luxury, but you do. Some players of the game have been observed going for long periods without saving only to get caught several levels away from the last time they saved. Here is a suggested strategy for saving games. Save when you first start any level, before leaving the elevator (even the very 1st level of each mission, as it will save time if you have to restart the mission). Save after killing 3 or 4 enemies. Save before entering a new room. Save before taking the elevator to the next level as you may want to start a level over again and this last save is a good starting point. CHEATING Blake didn't have any way to cheat. He had to rely on his own resources and all the intelligence data he had. But the game's creators have provided a method of cheating for the very desparate player. However, the method exacts a heavy price for all but one occasion. The method is described on screen 31 in the online game instructions. For your efforts you will be rewarded with all weapons, all access key cards, 100% health and ammo, and 0 points. Yes, cheating will erase your score (but what's a score when you're fighting for your life?). The cheat keys can be used repeatedly. The only time you cannot be hurt by cheating is at the start of the first level of each mission since you have no score yet, no weapons (except the ACP) and very little ammo. BONUSES The game provides bonuses of 50,000 points each for killing all enemies, collecting all points and keeping all informants alive. Points are gained by finding all treasure and killing all enemies. If you find all the treasure, but don't kill all the enemies, you won't get the bonus for collecting all points. The reverse is true too. There's also a one-time bonus during each mission for achieving one million points. Blake will gain 100% health and ammo and you will get an additional 500,000 points. One of the easiest things to overlook is an item of treasure. They are often found in out-of-the-way places which are easy to overlook. Take your time and look everywhere, then take one last look around before leaving a room. Don't forget to look under dead guards or alien carcasses which may be covering some treasure you can't see. There are a few known bugs in the video game as of this writing. If you discover one, check with Apogee software about it to see if it is known. They are currently preparing an update to the game to correct some or all of the known bugs. Warren Buss CIS ID: 71044,3477