CANNIBALS FROM OUTER SPACE

THE STORY SO FAR
Dralon Sladdomnac Fast Food Emperor of Grebignurk is about to add a new item to his menu - the Earthlingburger.  The ceaseless search for a Grebian Mudhogburger substitute for hungry space creatures has finally come to an end and a Planet Processor has been dispatched to Earth to collect the first shipment of Earthlings.
You are fearless space hero Captain Birk and it's your job to save the Earth from being minced, flame grilled, and served in a sesame seed bun.  You have beamed aboard the enemy ship with a squad of commandos who have landed in different places due to the difficulties involved in long range teleporting to moving targets.  Members of the Cannibal League, a secret society of Earthmen, have joined the Garks in return for a legal supply of their favourite food.  These men must be eliminated before they eliminate you.
The ship has a self-destruct mechanism housed in a sealed bunker under heavy guard.  This may only be activated by a key held by the emporer himself and cannot be deactivated.  Ninety-nine seconds after activation the ship will be destroyed and you'll be a dead hero if you didn't find an escape shuttle.

MONSTER SPECIFICATIONS
The Ship's monsters will bite, fire missiles, pick up objects, trade one thing for another, hear, speak, use objects and chase you from screen to screen.
The monsters intelligence systems allow them to go round obsticals and they will happily chase you round and round a gun tower without getting stuck.  When a monster dies it drops anything it was carrying which may then be collected.

THE SHIP
The ship has a number of transport and defence systems which may be activated or deactivated by operating various controls, some of which require an identity card.

AIRLOCKS
Airlocks are equipped with warning lights - entry to an Airlock while lights flash leads to certain death in the vacuum of space should you ever find where the lights go off on opening the inner door, then it's safe to enter.

DOORS
ID Card must be held and lock pressed in correct direction.  Some doors may be opened using special controls which must be pressed in correct order.  If a door proves difficult it may be blasted open with a rocket launcher.

STEEL BARS
These are mainly used in detention areas and may be raised by operating a computer terminal.  An ID Card must be held.

LIGHTNING BARRIERS
May be deactivated with ID Card by pressing wall panel, walking through Lightning Barriers may damage your health.

BOOBY BOMBS
Blow up and destroy almost anything that comes near them but can be blasted away.

GUN TOWERS
Fire rockets at you but can be destroyed.

TELEPORTS
Activated by dropping your ID Card on the Teleport Controller.  Teleports are recognisable by their pulsating light emissions and will transport you to other levels of the ship.

SEALED TRAPDOORS
Press the Eagle Switches from the front to open Trapdoor.

LOCKERS
May be opened with ID Card or blasted open.  Sometimes contain objects and/or Monsters.

LADDERS
Drop from ceiling when Remote Controller is used and allow access to upper decks.

FUEL TANKS
Refuel Jetpack if held.

GUN RECHARGE SOCKETS
Reload Gun if held and look a bit like 3 pin plug sockets.

TRAPS
Innocent looking steel boxes suddenly change into Gun Towers or Monster.

LIGHT SWITCHES
Some rooms are a bit dark, pressing a Light Switch will brighten things up.

CONTROL KEYS
Enter			Start game (Kemston/Cursor/Keyboard)
S			Start game (Sinclair JS/Keyboard)
K			Redefine keys
X, JS Left		Left and Down
D, JS Right		Right and Up
C, Shift, JS Up		Left and Up
Z, JS Down		Right and Down
A, Fire Button		Fir/Use
S			"Speak Monster"
Q,W,E			Drop Objects 1,2,3
R,T,Y			Select Objects 1,2,3
F			Release Ladder/Fall
P			Pause

WHILE PAUSED

Enter			Continue
H			Surrender

FIRE/USE
An object must be selected or nothing will happen.  Rocket Launcher and Radio Control must be used on the move.

"SPEAK MONSTER"
Point Birk at a Monster and see what it says.

Loading instructions:-
Type LOAD"" and then press ENTER key.

SS154

 Summit Software 1988
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