Alien vs. Predator
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Guide\Walkthrough Version 3.11
final version
(25-06-2000)
______________________
written by Stijn Bolle
ravager@pandora.be
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Welcome at my Alien vs. Predator guide. It's the most comprehensive guide
I wrote yet and I'm quite happy with it. Normally, this version (3.08) is
the final version, which means I will not do any further updating unless
some of you submit some useful additions.
Have fun!
Stijn Bolle
ravager@pandora.be
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Contents
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1 Updates
2 Marine Guide
2.1 Introduction
2.2 Weapons
2.3 Equipment
2.4 Vision modes
2.5 Tactics
2.6 Demo walkthrough
2.7 Full version walkthrough
3 Alien Guide
3.1 Introduction
3.2 Weapons
3.3 Abilities
3.4 Vision modes
3.5 Tactics
3.6 Demo walkthrough
3.7 Full version walkthrough
4 Predator Guide
4.1 Introduction
4.2 Weapons
4.3 Equipment & Abilities
4.4 Vision modes
4.5 Tactics
4.6 Demo walkthrough
4.7 Full version walkthrough
5 Enemies
6 Cheats
6.1 Full version cheats
6.2 More full version cheats
6.3 Beta version cheats
6.4 More cheats
6.5 Trainers
6.6 Other files
6.7 Cheat options
6.8 Easter eggs
7 Multiplayer
8 Note on the patch
9 Bugs
10 Frequently Asked Questions
11 Console Commands
12 Links & Greets
13 The author
14 Revision history
15 Legal Notice
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I Updates
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*** Version 3.11 (25-06-00)
- I seem to have mixed up some things. The marine demo walkthrough
covers the episode invasion, not derelict, so I changed that. Thanks
Helen for pointing that out.
- I added the information on all the older updates in a new section
called 'revision history', so all that information isn't in the
beginning of the guide.
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II Marine Guide
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2.1 Introduction
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If you're new to 3D-shooters, the most obvious choice is the Marine. If
you played any other game, you'll find the two other races more
challenging and fun too play with. After all, the most important feature
of AVP are the alien & the predator, not the marine, because you can play
with that character in every ordinary 3d-shooter. Once you get the hang
of the marine, switch to the predator and then later to the alien.
This doesn't mean the alien is better than de predator, he's simply
more difficult to play with, but you can do some great attacks with every
character, it just depends on your way of playing.
If you put the three races together, the marine seems to be the weakest,
but that's until he has found some weapons. Only some really good guns
make him a dangerous foe. Unarmed, he has a minimal likelihood of survival
Still, he's the best choice for the beginning player, because he does the
most logical actions. Although the marine is quite easy to play with, the
early stages of the game may be a bit hard because there's no new weapon
behind each corner. You'll need to have a good aim with the pulse rifle
already in the beginning of the game, because one shot won't kill anything
The Marine is also quite slow compared to the Alien, so you should always
use long distance attacks and not let anyone get close to you.
Fox Interactive succeeded in balancing all three types of characters, so
choosing any character won't disappoint you. Simply choose the one
that suits your playing style best.
If you taunt when playing as the marine, you can draw the attention of
other marines (it's useful).
2.2 Weapons
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The marine has balanced weapons: both for close & distance combat. In
open spaces, the marine are the most powerful of the three races. Just
make sure you enter no narrow spaces though.
M-41A Pulse Rifle
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Frequency: Common
Ammo Type: M309 10mm x 24 AP rounds, M40 grenades
Ammo Capacity: 99 rounds per clip
Fire #1: Standard AP rounds fire
Fire #2: Underslung M40 grenade launcher
Against aliens: Good (if you aim for their heads)
Against predators: Poor
Notes:
Although it's the default weapon, it's pretty good. Don't hold the
primary fire button long, because you'll waste all your ammo. Use
small controlled bursts to shoot off limbs from opponents.
It's no use aiming for opponents far away. At close distance, keep
walking backwards while aiming carefully for vital parts. If you can
keep your aim on an alien head for 1 full second, the alien will be
killed and you won't have much ammo.
When you find a dead marine lying on the ground, there's a 80%
chance he's carrying a pulse rifle.
When you're out of ammo, you can use the gun as a club.
This is NOT Quake, so don't try grenade-hopping (jump higher on top
of the explosion of the grenade), it won't work, the secondary fire
mode is similar to the secondary fire of the Submachine gun in Half
Life. Use the secondary fire when multiple enemies approach you and
they're quite close. The grenade has a strong blast radius that will
protect you from approaching enemies. Don't aim to low with the
secondary fire though, two metres is the minimum distance if you
don't want to hurt yourself.
Although it's the first weapon your find in the game, you'll often use
it, it's quite good and it's a good choice when you're walking in
small places and you don't want to waste the ammo of your minigun on
every opponent you encounter.
M-56 Smartgun
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Frequency: Uncommon
Ammo Type: M250 10mm x 28 caseless rounds
Ammo Capacity: 500 rounds per clip.
Fire #1: Auto-tracking mode
Fire #2: Free-fire mode (disable auto-tracking)
Against aliens: Very good
Against predators: Moderate
Notes:
The Smartgun is similar to the Pulse Rifle, but with more power and
a faster firing rate. The disadvantage is that it has no grenade
launcher.
The smartgun is an auto-tracking weapon (unless you press the
secondary fire mode). If no enemy is nearby, the crosshair will
be green. When an enemy comes into your sight, the crosshair will
turn red. That doesn't mean you just have to press "Fire" then to
hit the enemy, the crosshair will only help you aiming for opponents
so you can use it to locate enemies in dark rooms.
You can help your tracking system by moving the crosshair over the
centre of the target. It will lock on a lot quicker. The tracking
system should not be used to target enemies, just see it as
fine-tuning your shot. The locking doesn't work like a missile lock
in flightsims, when you're locked on an enemy, that doesn't mean the
enemy can't avoid your shot anymore.
Especially in Single Player missions, this is the best weapon
against the alien facehuggers.
The auto-tracking mode is often useless against aliens at close
distance, because they move too fast, especially when they leap or
move laterally.
M240 Flamethrower
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Frequency: Uncommon
Ammo Type: Napalm canisters
Ammo Capacity: (100 per canister)
Fire #1: Standard fire
Fire #2: None
Against aliens: Moderate
Against predators: Very Poor
Notes:
Use the Incinerator at close distance to stop aliens or predators from
getting close to you. NEVER walk forward while using this gun,
because you risk walking into your own flames.
Concentrate your fire for more damage.
Your fuel depletes fast, so keep an eye on it. You don't have
to fire until opponents are killed, a little burst is usually enough
to ignite creatures.
When you set an opponent on fire, make sure not to touch him or you'll
be on fire too.
Once your opponent is ignited, run away and let him die. The moment
he's burning, your opponent still can attack. Just run away until he
explodes.
To put out the flames:
* Aliens: Run around quickly
* Marine: Use a medikit
* Predator: Use the medicomp
You can use this weapon also as a distraction. The moment your
opponent is on fire, he will stop attacking you and try to restore his
health, use that moment in your advantage.
Grenade Launcher (Incendiary Grenades, Fragmentation Grenades and
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Proximity Mines)
Frequency: Rare
Ammo Type: Incendiary Grenades, Fragmentation Grenades & Proximity Mines
Ammo Capacity: 6 of each grenade type
Fire #1: Standard fire
Fire #2: Switch grenade type
Against aliens: Very Good
Against predators: Moderate
Notes:
Throw them around corners or into populated rooms. Never use a
grenade in close combat unless you're a good strafer.
The grenade is the only weapon you can use to sneak on enemies. When
enemies are above or below you, just toss a grenade towards them and
get out. If your opponent isn't dead, return to kill him off.
The Normal Grenade will detonate after 3 seconds or when it touches
a creature.
The Fragment Grenade will also explode after a timer goes off, but
when it explodes, it will explode with four times the strength of a
normal grenade and it will shoot fragments in different directions.
These fragments can hurt you too, so don't stand too close.
The Proximity Grenades will stick in any surface. They explode with
the strength of a normal grenade when anything comes in their range.
In Singleplayer, grenades are not useful because Aliens are so fast,
you almost can't hit them with a grenade unless they approach you in
a straight line.
M83A2 SADAR Rocket Launcher
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Frequency: Rare
Ammo Type: Anti-personnel rockets
Ammo Capacity: 1
Fire #1: Standard fire
Fire #2: None
Against aliens: Fatal
Against predators: Very Good
Notes:
Don't use this weapon at close distance, the radial damage will hurt
you too.
If the enemy you shot still lives after eating a rocket, quickly
switch to another weapon to kill him off, because it takes a long time
to reload the rocket launcher.
The SADAR is a very big weapon and it covers a big part of your view.
This isn't really a disadvantage, but still be careful for the blind
spot.
In Singleplayer, use the SADAR against multiple enemies or against
very strong ones (like the Predators and Xenoborgs) in open place. In
multiplayer, use the weapon in crowded rooms to score multiple frags
with one shot.
Minigun
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Frequency: Very rare
Ammo Type: Specifications unknown
Ammo Capacity: 800 rounds per belt
Fire #1: Standard fire
Fire #2: None
Against aliens: Fatal
Against predators: Fatal
Further Notes: The most lethal weapon in the game.
Notes:
Ammo depletes very fast, but it's the ultimate weapon in the game.
BIG Disadvantage: as soon as you start to shoot, you're not going to
be able to move, so choose a safe place to use the gun.
You will rip apart any alien that touches a bullet of the minigun, so
release the trigger then after hitting them once.
The Minigun kicks upward as you continue firing, so you must adjust
your aim downward to stay on the target (just like the Machinegun in
Quake 2)
In Singleplayer, you'll won't get your hands on this weapon very often
so save it for special encounters, like Predators and Predaliens. In
Multiplayer, use it whenever you get your hands on it, every frag
counts.
Sentry Gun
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The Sentry Gun can be found on Singleplayer Levels. Use them to save
your ammo, but beware, they have a limited amount of ammo.
If you're really out of ammo and no enemies are nearby, you can also
lure enemies further on to the sentry gun and then finish them off.
2.3 Equipment
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Motion Detector
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The motion detector is a hand held radar you can use to track opponents
in front of you. Anything that moves will be displayed, including doors,
flares and body parts.
Use this radar often, because you need to use it to track possible
aliens in the dark environments around you. If you track one, don't
hesitate: shoot in the dark and use the lightning effects of your gun
to find out where the bastard is hidden. It's also very useful to
track down cloaked predators. The only disadvantage is its range
(approx. 30 metres). It also does not take into consideration the
elevation of enemy signals. For example, a signal might show an
opponent approximately 2 metres ahead of the Marine but this does not
mean the enemy is directly in front of him, it could be on a higher or
lower level altogether, or travelling along a crawlspace between decks.
You can only use the motion tracker in the normal vision mode, in other
vision modes, you can see it on the screen, but it won't display any
information.
Spin around regularly to check for any movement behind you too, the
motion detector only scans in front of you, not behind you. Enemies will
appear as blinking dots.
Don't rely on your motion detector too much. It should never happen
that an Alien is leaping right for you face because you were too busy
studying the dots on the motion detector.
Image Intensifier
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The image magnifier is also useful. Use it in dark places to get a
much better view of the environment. Use this device to spot aliens you
can't see. Remember you can't use the motion scanner while the image
intensifier is activated. You also shouldn't use it combined with flares
because the combination will blind you, too much light.
The Image Intensifier is a poor solution compared to the vision modes
of the alien and the predator, but neither solution is perfect.
I use the image intensifier more often than flares, because flares
can reveal your position and flares can create even darker shadows.
Because you need the image intensifier so often, playing as the marine,
I usually put it on all the time (unless you enter very bright places,
but almost never happens). You get used to it very quickly, but it's
also a sad thing: because you see everything green all the time, you
can never see the beautiful environment and the great lightning effect.
It's really too bad Fox Interactive balanced the dark\bright rooms,
although it's very realistic.
Jetpack
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The jetpack will lift you up to higher levels. You can also use it to
slow down your fall. It's not default equipment, you can only use it in
certain bonus missions.
You will get the jetpack in all bonus levels that originally were alien
levels. Otherwise, you wouldn't be able to finish the level if you
couldn't reach higher places like the alien can.
Flares
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The Phosphoric Flares will light the environment. You have an infinite
number of them, but you can only throw 4 of them at the time. Use them
in the many, many dark environments to spot aliens. NEVER use it in
combination with the image intensifier, you will be blinded. You can
carry an unlimited amount of flares.
The flares are also very useful to spot aliens in dark corners. Just
throw a lot of flares towards the ceiling (they stick to any surface
they touch) and within a second (you can throw two flares in a second),
you can light the whole environment and leave your opponents open for
an attack.
You can only throw four flares at a time, you have to wait until one
has been put out until you can use another one.
For a fun effect, throw a flare towards an alien. The flare will not
hurt the alien, but it will be really hard to hide when you're a
walking flashlight.
You can also use this tactic in multiplayer to annoy opponents.
Medikits
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Medikits will give you up to 100% Health. You can't take a medikit with
you, you'll find them along with dead bodies. If you have about 98%,
don't take the medikit at once, but wait until you're hurt more badly.
It will only restore your health up to 100, not higher.
Armor
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Armor will give you up to 100% Armor. Similar to the medikits, take it
only when you're % is very low. You'll find it next to dead marine
bodies.
2.4 Vision Modes
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The marine has 2 vision modes
Normal vision mode
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This is the normal, default mode, everything looks like any other 3D
game. You will need flares all the time to light the dark environments.
Your sight is very limited, so you don't see any movements in shadows
or dark environments. Use this view only to look how the aliens die and
how beautiful the graphics are. It's useless.
Still, Frederic Poirier pointed something interesting out: although
the normal vision mode is very limited for the marine in dark
environments, the combination of the normal vision mode with flares is
quite effective too in the appropriate situations. With the enhanced
vision mode, it isn't fun to play. Everything looks green and nothing
you see seems realistic. Playing with the normal vision mode is more
exciting and it makes you feel you're walking in a normal, living world
instead of a set of rooms in a game.
It's the same for the predator and the alien.
Thanks for pointing this out, Frederic.
Enhanced vision mode (image intensifier)
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If you enable the image intensifier, you finally get to see something
in the dark corners of the game. When you enter a place filled with
light or you use flares, you will be blinded by the amount of light.
You also can't use the motion tracker while the second vision mode is
enabled.
Since Aliens vs. Predator is very dark, you can play with the thing on
all the time (I do so), but you'll miss the great graphics of the
environment (and the image intensifier makes everything just plain
green)
2.5 Tactics
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Try to stay in open spaces as much as you can. It's also in your advantage
to avoid places with a minimum of light. Otherwise, use flares to light
the environment before you enter, both the predator and the alien have
much more advantage in the darkness.
Try to keep a situation overview. Never walk in small spaces (especially
not when you have the SADAR equipped). Stay in open places where you can
easily take down enemies. Aliens won't be able to sneak on you either then
If you should get trapped in a cramped space, use the flamethrower. It
offers a great distraction and causes other species to retreat.
Line up with your back against the wall and check there's no possible
way someone can attack you from behind. Just don't forget about the
ceiling (aliens) and sound with no movement (cloaked predators)
When entering a new room, always use the motion detector and then check
the ceiling and walls for holes where aliens may be hiding.
Do everything to avoid close combat with the alien. It's better to take
a little damage and keep an alien away from you than engage close combat.
The predator's weapons work best at mid-range, so don't let him get that
close.
The Marine needs every single weapon he can find, because his firepower is
the only advantage he has.
If you're looking down a steep drop-off, lob grenades over the edge.
In cramped spaces, use the flamethrower. Use the smartgun to shred
enemies from distance. You really need to known all your weapons and
which one to use where. Soon, you'll automatically select the appropriate
weapon for a certain situation.
Marines vs. Aliens
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The best weapons to defeat aliens are the pulse rifle and the minigun.
Especially the minigun is powerful, because it has a fast firing rate.
This means the alien won't bleed so fast (the alien's blood is like
acid and can hurt you). Don't use the Rocket Launcher against aliens in
small rooms. A hit will spray a lot of acid around and you will lose
too much health. The auto-tracking of the smartgun is useless. A good
alien player can move so fast you cannot track him.
It's better to lose a lot of ammo while firing at an alien from distance
than to let him close. Close combat will always be in your disadvantage.
In the beginning, it's quite easy to take out aliens who pop up in front
of your nose. Later, when they attack in group and are hidden in the
dark (hanging on the ceiling), they're much harder to take out.
If you can't handle the situation anymore and you decide to flee, you
have to understand your limitations. You can't just turn your back to
an alien and flee, you can never match his speed. So, when you're sure
you want to flee, run away backwards while covering your back.
Especially the rocket launcher has the large blast radius you need.
Marines vs. Predators
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Predators are easier to take out than aliens. They don't move so fast,
so it's easier to track them and get a good shot. Still, they have some
heavy armour, so it will take more shots to take them out. The
predator's weapons work best at mid-range distance, so don't let them
come that close.
The best weapon against predators is the minigun. It does fast damage
before he's able to reach you. Never use the incinerator, because the
predator has fire resistant armor. The SADAR is quite powerful too, but
it's often easy for Predators to avoid the rockets with some strafing.
Try to finish off the predator at once. If you hear the "whahahaha"
sound from the predator 'before he activates his self-destruction mode),
kill it. If you can't, then you're doomed. You cannot run away from a
self-destruct. Very lame: The explosion is put right on the place where
you walk on the time of detonation... The alien walks fast enough to
avoid this. You can just wait for him to blow up, and then run like
hell, and you won't be dead (Thanks Jelmer Baas for pointing out)
Marines vs. Marines
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Battles between marines tend to be short, because of the powerful
weapons. One direct hit of a SADAR rocket does an awful lot of damage.
Usually, the best strafer wins the battle, because marines will attack
each other from distance. Try to avoid all gunfire and take out the
other marine with your minigun or smartgun.
Hiding in the dark works well against marines, because you can take
advantage of their vision limitations.
Verdict
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I don't like playing with the marine much. The fact you have to run
around with a motion scanner all the time only makes you scared. You're
the prey, you're the one hunted down and I don't like that feeling.
Never use the marine for close distance attacks, he has a great firing
range. The predator can kill you at once with his best weapons and a
sneak attack from an alien will cause so much damage you won't survive.
There are medikits and armor, but it depletes so fast that you have to
look for new ones very often. Especially in the early stages of the game
you're only trying to survive and looking for ammo, but later on, when
you get the good weapons, you stand a chance.
If you play deathmatches, don't enter any small hallways where an alien
or a predator might be hidden. You'll always get fragged. Look for open
places where you can get a good shot from distance at other players. If
you have to enter small rooms, work in teams and cover each other. (One
uses the motion scanner while the other aims). If you're alone in a
small room, quickly shoot inside the room and retreat at once. If
someone comes after you then, move backwards while firing at him. If
you hurt him enough, he will retreat to find some health.
Don't forget the use of flares, they can make all environments brighter,
so enemies will get a hard time to hide in the dark.
2.6 Demo walkthrough
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The level from the marine demo actually is included in the full
version of the game, but since I can't use anchors in a text file to
hop to the right location of the walkthrough, I just copied it into a
new section for your ease. In the full version, this is Episode 3:
Invasion
You wake up after a frightening nightmare, you grab your pulse rifle and
prepare for the mission. Listen to the commander first, there are some
problems and you have to get out alive. Go through the door and go right
You won't be able to enter any door. At a certain point, you see a glass
box. Break it and pull the switch. Go through the door and up the
stairs.
You reach a balcony. Walk to the other side and take the elevator down.
Your commander instructs you again, there are some serious problems. Hit
the switch and go through the door. Go through the next door and go left
You'll now enter a room with eggs. Don't worry, they can't hatch. Go to
the right, follow it to the end and press the button. Go through the
doors and follow the tunnel. You'll hear the commander again. Go left
and up the elevator.
Normally, you'll meet the first aliens here. Go straight down the tunnel
and up the elevator. Turn right and keep walking forward. At the first
thee forks, continue straight. Go to the middle of the tower and into
the next tunnel. Go down the hallway and turn left at the fork. Go right
and hit the switch, it will open a door far below you.
Now return until you reach the big ledge. On your right, you'll be able
to see a big open place. Now, in the middle of that big ledge, there's
a gap to the left. Stand on the floor in the gap and jump up.
There's an elevator that will take you down. Go to the right and you
will reach an artifact (your commander will talk to you again).
Take the entrance to the left and keep walking forward. At the end, turn
left and stand on the small gap in the wall. Jump up and an elevator
will take you down (this is a room very similar to one in the film
Aliens).
Down, there's a small entrance in the wall that will give access to a
new room, it's to the right of the big creature in the middle. At the
end of the tunnel, go down the elevator. Then follow the tunnel and the
level will end.
2.7 Full version walkthrough
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I received an incredibly amount of questions from people stuck in the game
so I decided to write a walkthrough. Please, do not mail me for
information on a level that's not included in the walkthrough yet. Just
wait until I've finished it. In the walkthrough, I don't mention much
items such as medikits & armor, you usually can't miss them. There's no
use telling about the exact location of enemies either, since their
position varies from training to director's cut and they often appear at
random places.
Advance through the levels as quickly as possible. Aliens will keep
respawning and you have a limited amount of ammo. There's no use killing
them all.
Some elevators have no button to activate them. Just jump up and they will
be activated.
Additions and corrections are welcome at ravager@pandora.be
A Episode I: Derelict
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You wake up after a frightening nightmare, you grab your pulse rifle and
prepare for the mission. Listen to the commander first, there are some
problems and you have to get out alive. Go through the door and go right
You won't be able to enter any door. At a certain point, you see a glass
box. Break it and pull the switch. Go through the door and up the
stairs.
You reach a balcony. Walk to the other side and take the elevator down.
Your commander instructs you again, there are some serious problems. Hit
the switch and go through the door. Go through the next door and go left
You'll now enter a room with eggs. Don't worry, they can't hatch. Go to
the right, follow it to the end and press the button. Go through the
doors and follow the tunnel. You'll hear the commander again. Go left
and up the elevator.
Normally, you'll meet the first aliens here. Go straight down the tunnel
and up the elevator. Turn right and keep walking forward. At the first
thee forks, continue straight. Go to the middle of the tower and into
the next tunnel. Go down the hallway and turn left at the fork. Go right
and hit the switch, it will open a door far below you.
Now return until you reach the big ledge. On your right, you'll be able
to see a big open place. Now, in the middle of that big ledge, there's
a gap to the left. Stand on the floor in the gap and jump up.
There's an elevator that will take you down. Go to the right and you
will reach an artifact (your commander will talk to you again).
Take the entrance to the left and keep walking forward. At the end, turn
left and stand on the small gap in the wall. Jump up and an elevator
will take you down (this is a room very similar to one in the film
Aliens).
Down, there's a small entrance in the wall that will give access to a
new room, it's to the right of the big creature in the middle. At the
end of the tunnel, go down the elevator. Then follow the tunnel and the
level will end.
B Episode II: Colony
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Go up the stairs and straight forward. Your commander will instruct you
again. You have to restore the generator. Go up the elevator. You reach
an open area, advance here as quickly as possible, there are lots of
aliens and you'll need the ammo. Leave the West lock and turn right.
Walk forward and enter the tunnel on the right. Keep walking forward
(you'll see an entrance to the right but don't go there). At the end of
the tunnel, you see some lockers, a chair and a glass window. Shoot the
glass and jump down.
Hit the four switches and wait for the door to open. The power will go
back online. Go upstairs and then right. Go back to the glass but this
time go through the open door. Follow the catwalks all the way around,
take the lift up, keep going. Duck to get through the vent, pick up the
Smartgun. Go back through the vent and around the catwalks, riding the
lift down.
You have to leave the tunnel you've just entered now. It's a bit tricky,
because a horde of aliens appears at the beginning at the tunnel if you
want to leave it. Don't let them push you back too far, or you can start
over again. Block their attack and leave the tunnel. Go right and right
at once. You'll find a dead marine with a pulse rifle and some armour.
Return to the open place again and walk right to the North Lock. Throw
the switch to the left of the door and the door will open. Straight
ahead there's a health pack and a pulse rifle. Now (when facing the
exit through the north lock), go left. At the end of the tunnel, crouch
through the small entrance to the right. Go up the stairs and take out
the two aliens. Watch for your back, it's possible some aliens followed
you through the small entrance. There's some armour on top of the stairs
Go back down a bit, to the base of the stairs and crouch through the
next small entrance. You reach a room with four garbage cans.
Go to the left, you can find a health pack there. Then go to the door to
the right, it will open as you approach it. Follow the tunnel to the end
and turn right. Go up the lift, it will take you to Level 3. If you're a
little short on ammo, you can stop at the second floor and get some
health and a pulse rifle.
At Level 3, walk past the hole in the floor and turn right. Turn right
again and go up the stairs. Open the door to the Main Ops room to the
right. Throw the five switches and your commander will give you a new
objective. When facing the fifth switch, next to the computer screen,
open the door to the left and go left. At the end, go right. You'll
see some stairs now.
Go down the stairs and enter the small entrance to the right, you'll
find a smartgun. Don't start using the smartgun already, you'll need
it further this level. Go further down the stairs to Level 2. Now follow
the tunnel until you see a door with the word "Medilab" next to it.
There's another health pack through the far right door. Now go through
the Medilab door.
Go through the near right door and get the Flamethrower near the end of
the open room. Go through the next medlab door, you'll see a hole in
the floor in front of another door. If you have some saves left, save
your game here. In the next room on the left, there will be some
face-huggers. They're extremely dangerous and you'll be dead at once if
they can reach you.
Approach the door and as soon as it opens, aim for the little critters
with your smartgun. Continue dong this until they're all dead (you won't
hear any sound anymore). Then jump over the hole in the floor and enter
the room were the face-huggers were.
In the back of the room, there's a pulse rifle and some armour in a pool
of blood. Grab the Manual Bypass, it's at a random location in the room.
Then, exit the medilab and look down the hole in the floor. You have to
jump down and it's possible to do it without getting hit. Inside the
hole, you can see a small ledge. Jump on it and jump further down. Take
the entrance through the office on the left. Go out of the room and go
left once again. Go through the tunnel and turn right to go outside.
Now, you're back in the open space. Walk forward and then right. You
will reach a big door, it's the south lock. Open the big door. You now
reach a ravine. Follow the ravine and avoid the aliens underway (if
you're quick enough, there's no reason to kill them). At the end of the
ravine, you'll see an APC. Approach it to end the level.
C Episode III: Invasion
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This is a difficult level: there are lots and lots of aliens and face
huggers. Use your pulse gun to take out the aliens and save your
smartgun for the face huggers. The structure of the level is quite
difficult, but I'll try to explain it.
You need to shut down the cooling systems. These cooling systems are
controlled by five wheels. When you have turned the five wheels, you
can proceed and exit the level.
Wheel 1: Exit your APC through the door. Don't wait until your commander
has finished talking or to aliens will rush in. Go up the stairs and
through the door on the left. At the fork, turn right. Go through the
door and then up the stairs on the right. Go to the other side and
through the door at the end. You access a small tunnel. Go through the
tunnel. In the next room, you can find some armor under the stairs. Go
up the stairs then.
Follow the hallway and go through the door. Go right, you can find a
health pack and a pulse rifle in the tunnel. Go through the door and
turn left, then go through the next door and turn right. Go through the
tunnel and up the tiny stairs. If you go through the door, you find
some items: a flamethrower, a health pack and some armor. It's in the
left corner. Go the far left side of the computer, there's a wheel you
can turn.
Go back out the door and through the tunnel. Don't go through the door
on the left, walk forward towards the blue light and go one level down.
In front of you, on the ledge to the other side, you should see a wheel
attached to the right wall. You have to be very quick here. Jump to the
other wall and turn the wheel. Then, quickly jump back to the other side
and run up the stairs. A bridge will be lowered. Jump over it (while
it's still lowering, it gives you extra time) and enter the door on the
right. There's a time limit on this action, so you can only try it once.
You find some armor, a health pack and some pulse rifles.
Wheel 2: Return through the door and go down the winding stairs to the
lowest point. On the lowest level, there's an elevator. Jump and it
will take you down. We encounter a tricky part here, there are some
face huggers in company of a few aliens. It's almost impossible to get
rid of the face huggers without the smartgun, so we'll have to try
another tactic.
Run through the tunnel (go right) and then straight ahead. Avoid all
contact and don't shoot the face huggers. As your run straight ahead,
some doors will open in front of you (the door consist of vertical
bars). Run through the door and you reach a room with two big
canisters. Run up the stairs and turn around. From there, shoot all
aliens, the face huggers can't follow you on the stairs. Walk to the
right and get the health pack & smartgun. Now, use the smartgun to
take out the face huggers below you. When they're killed (you don't
hear no sound anymore), stand close to the first canisters and press
the 'use' key to turn the wheel.
Wheel 3: Go back down and go through the door. Turn left and move
towards the gate, it will open. Enter the tunnel and follow it until
you can enter a passage on the right. New mission orders will appear
on top of the screen. Go right and ride the lift up. In the next room,
go to the other side and ride it up. Follow the small ledge. Go left
into the pipe a short way to get the pulse rifle, then go up the stairs
on the right.
There's a health pack in the back. Grab it and go up the stairs. Now,
before entering the next tunnel, turn around. Near the ceiling, there
are two yellow lights. Shoot the second light from the left and a bridge
will be lowered. Cross the bridge and go through the door. Jump on the
stairs below you. Enter the door at the bottom. Be careful when going
down, because you drop down and land in the middle of a bunch of aliens
& face huggers.
In the next room, collect the health pack and the flamethrower. Turn the
two wheels, two more to go.
Wheel 4: Go back through the door and up the stairs. At the four-way
fork go straight. Ignore the doors on the sides. When you reach a fork,
turn right. Follow the corridor until you get to the health pack. Ignore
the doors on the sides and turn left. Go straight and then up the stairs
on the left. On the middle of the catwalk, there's another wheel. Turn
it and the cooling systems have been shut down. The only thing left to
do is getting out.
Go down the stairs and follow the tunnel until you reach a fork. Turn
left. Ignore all the doors on the sides and walk straight forward. At
the next fork, turn right. You see a big door with a bright green light
above it. Enter the door and follow the tunnel. You reach a small gap.
Jump over the gap and open the door on the right. Ride the elevator up
and you reach a landing spot. Wait a while and an aircraft will pick you
up.
D Episode IV: Orbital
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This is rather a short mission, compared to Episode 3, but it's quite
tough. You don't have solve any puzzles here, there's just one way to
get to the exit. In this level, you will meet two new enemies: the
predators & the Xenoborg. You don't have to kill them, but run past
them quickly then.
Walk forward into the air lock. After a while, the other side will open.
Listen to your mission and look to the right then. The docked ship will
come loose and fly away in space. Go to the end of the walkway and
flip the switch. The bar will rise and you can open the door. Walk
forward, but get back to the tunnel when you hear the alien hissing
sounds. There's a predator out there and he will deal with the aliens.
An alien will probably pop up behind you, so finish him.
Enter through the door again. Don't try to kill the predator, it's
possible, but you'll waste to much ammo. Walk straight past him, he
won't hurt you or come after you normally and walk through the gate in
front of you. Around the corner, you find a SADAR rocket launcher and
two pulse rifles. Deal with the two enemies and leave the room. Avoid
the predator again and go right, through the gate down the stairs at
once.
Below the stairs, you find a medikit. If aliens followed you, finish
them all off now. Go through the door on the right and walk straight
while ignoring all the doors on the sides. Walk through the next door
and keep going straight. At the end, flip the switch and go through the
door. Follow the tunnel, it will bend to the right a bit. In the next
room, there will be some aliens on the lower level. Walk to the left
door and the commander will talk to you again.
Extra: if you want more good weapons, jump down a level to where the
aliens are and kill them. Then take the elevator up. In the next room,
you can find some armor, a grenade launcher and a Xenoborg. Return to
door where the commander gave you instructions.
From where we were: flip the switch and go through the door. In the
next room, there's a medikit on the right. Run up the stairs and turn
right, go through the door. You'll stand on the edge of a bigger room
below you. Wait for the elevator to rise, jump on it and ride it down.
There's another Xenoborg here and you can kill it to test your SADAR
(but you can run past it too if you want), just make sure he doesn't
get a laser lock on you. Run to the corner at the far end and hook
around it. Go up the stairs, you can ride another lift up. When the
elevator reaches its highest point, stand on the edge close to the
bars and they will open.
To the right, you can find some armor and pulse rifles. Go across the
walkway. Take out the predator with your SADAR. Go to the door and
flip the switch. There's another Xenoborg here. You can kill it as you
want, but it's possible to run past him if he doesn't get a laser lock
on you. Walk to the other side of the room and throw the switch (strafe
a bit while throwing the switch and waiting for the door to open, or
you'll be an easy target for the Xenoborg). Run through the open door
and drop down. Walk straight forward and step into the escape pod.
E Episode V: Tyrargo
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Walk forward and listen to the orders of your commander. Flip the switch
to the right and go through the door. Walk to the back of the cargo bay
up the little slope on the left. Flip the two switches on the wall and
you gain access to the door on the left. Walk to the back of the room,
you find a pulse rifle, a smartgun and some armor. Go through the door
on the left.
Turn left and walk straight. Go around the corner. Some aliens will rush
towards you together with a face hugger. Take them out. Go to the end
of the room. Turn left, go to the end of the room and throw the switch
to open the door. Turn right and follow the tunnel until you reach
another cryo-sleeping room. Enter it, but don't go to the end. Near
the end, go to the left and you reach a locker room. Go to the shower
room on the left to grab the smartgun & armor. Now return to the locker
room.
At the end of the room, to the right, there's a small grate. Shoot it
and enter the small passage. Turn left and go down the stairs. At the
end of the passage, break the grate and enter the next room. You reach
the dining room of the ship. Go to the left and grab the flamethrower.
Go through the door on the right. Shoot the barrels in the back and go
left. On the back wall, flip the switch on the right to activate the
lift. Go stand on the lift and ride it up. Go straight, a bit to the
right and back straight again. On the left, next to the window, you
find some armor. Your commander will give you some new orders. Go around
the corner on the left and flip the switch. Turn around and go right
whenever you can. You have now access to that big door with the two
blue lights next to it. Go through it and you enter the generator room.
Go down the slope of stairs and walk through the big doors at the end.
As soon as you're inside, turn around and run back to the previous room.
Two aliens will pop up from around the corner. Kill them, nobody will
attack you from behind now. Shoot the barrels in the back and go to the
right around the corner. To the left, there's a health pack and some
armor. Go up the stairs on the right and go left at the end. Flip the
switch and enter the door on the right.
If you think you just got through the toughest part, prepare yourself:
the next halls are overpopulated with aliens. They pop up from
every possible spot: ceiling, behind you, in front of you, ... Use the
smartgun to kill them one by one or get them all together and use the
secondary fire of the pulse rifle (grenade) to get rid of the bunch at
once. At the beginning of the halls, you find a grenade launcher. After
the first set of halls, you find a health pack and some armor. Make your
way to the end and flip the switch. Go through the door
Go down the lift. Next to the pipes on the right, there's a SADAR. Enter
the next room. This is a very though part. There's a predator inside
here and a lot of aliens. Run to the right and get the Minigun. Next,
kill all the aliens with the smartgun. Make sure you keep moving or
the predator will take you out. When are the aliens are killed, equip
the SADAR and take out the predator with one shot. Your commander will
give you an update on the mission. In the meantime, a PredAlien appears.
Take him out with your SADAR. Now, your commander will open the big
doors up the stairs for a very short time.
Enter the next hallway and take out all the aliens you meet. Grab the
armor. At the end of the room, flip the switch to the left and ride the
elevator up. You're near the end of the level now, there are only some
praetorians to deal with. Take them out with the SADAR or the minigun.
Go through the tunnel at the other end and follow it until you see a
switch. Flip it and get back to the front of the room. Stand on the
elevator and jump up, it will take you down. Jump down to end the level.
F Episode VI: Hangar
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This is the final marine level, you have to kill the queen here. As you
enter the hangar, the queen will be in the back of the room. As she
notices you, she will start throwing boxes at you. Strafe left or right
to avoid them. There's no use firing at her. The only extra gun you can
find is the flamethrower (when playing on training difficulty, when
playing on realistic or director's cut, the flaemthrower isn't there).
No matter what you do, you cannot kill her.
There are a pack of rockets at each side of the room. If you can get the
queen near one of these rockets and you shoot them, the queen can be
stunned for a short time. When playing on the "training" difficulty,
there are two packs of rockets. On "realistic", there's only one and
on Director's cut, there are no packs of rockets at all.
Since there is no way to kill her with your weapons, you'll have to
find an alternative way. First, look for an airlock panel on the ground,
it's near the entrance. Press the button and the panel will open,
revealing two buttons. Now shoot the line of grates next to the panel.
Jump inside the small tunnel. In the middle of the tunnel, you'll find
a button. Press it and a panel on the floor of the tunnel will open.
Shoot the two oxygen bars inside. Get out of the tunnel by one of the
stairs and run back to the airlock panels. Press the two arrow panels
and you'll hear a siren. An airlock panel will be opened. Run to the
right, to the small entrance in the wall with the buttons. Press the
button in the back and a glass wall will move in front of you. The air
lock will suck everything in space, including the queen. Just wait some
more time and the level ends.
G Bonus level 1: The temple
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You finally have a jetpack on this mission. You'll need it a lot, so
when you reach rooms with no exit, look up for an exit you can reach
with your jetpack.
You start the mission inside the alien hive (don't even ask how he got
there). Kill all the aliens in the room and use your jetpack to fly up.
Go through the green entrance and get the medikit. Now follow the
winding tunnel up. You reach a big room with an alien statue in the
middle. Jump down and use your jetpack to land safely. Get the armor
and the flamethrower. Go to the other side of the room though the
entrance.
There are face huggers here, so be careful. At the end of the tunnel
there's a way down. First take out the face hugger and jump down then.
Again, use your jetpack to land safely. You find the smartgun and a
health pack. Use your jetpack to get up the long tunnel, you'll reach
a new area.
It's doesn't matter what side you choose, but say, let's go to the
right. At the end of the way, use your jetpack to hover up. Get the
ammo for the smartgun and go through the entrance. Go to the next room.
While walking, you'll find a grenade launcher. Walk to the other room.
Go up the elevator. Go through the tunnel. At the end, go through the
door and get the armor from the middle of the room. Go through the
entrance on the other side of the rooms and up the stairs.
In the next room, there's a hole in the floor. If you hear sound below
you, lob some grenades into the hole. If all the sound has disappeared,
slowly go inside with your jetpack and land on the first platform. Shoot
the glass and the switch will flip. The generator goes online and
everything becomes much brighter.
Go back though the hole you jumped down (with your jetpack) and go left.
Go up the stairs and through the next door. Take the elevator and get up
In the next room, get the minigun, the armor & the health pack.
Now, there are 4 entrances and your aim is to control the four control
panels. Go to an entrance that has the word "guard" next to the door
(north guard, west guard, ...). Don't enter any medilabs, there's
nothing to do there. Inside the guard rooms, look for the four control
panels. They all are similar, it's an electronic board. If you're unsure
what's the control panel, shoot them all. You can only destroy the
control panel, so it's easy to find out what's the right one. Once you
have destroyed the four panels, the message "a door has opened
elsewhere" will be displayed. Return to the centre room.
When you stand in the middle, use your jetpack and fly straight up. Go
up as far as you can and when you reach the highest point, go through
the entrance up the slope to the right. There might be a praetorian
here, so watch out. When you enter the next tunnel, a ship will crash
the window. Walk towards the ship to end the level.
H Bonus Level 2: The Vaults
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This is a difficult mission because you have timed goals. Don't hesitate
at any point or you won't be able to make it.
Exit the room and go through the next door. Kill the alien and go
through the door in the back of the room. At the end of the tunnel, take
the entrance to the right, walk to the gate that opens in front of you
and run to the back of next room and. Get the minigun. Return and go
right then. Now just follow the trail of blood (turn right and then
left) and you reach a room with a big pillar in the middle after going
through a door. Go down the stairs on the right.
Walk through the door and look to the left. Destroy the two generators
and go through the next door (on the right). There's another pair of
generators in this room, blow them up. In this room, you can find a
health pack and a smartgun. Walk back to the previous rooms and you'll
meet a predator in one of them. Kill him with your minigun. You get
another time limit here, but you don't have to complete it in less than
a minute. Your next job is to destroy all aliens on the next floor.
Go back to the room with the pillar and follow the blood back out. As
soon as you can go left, do so. You turn away from the blood now. You'll
walk under some bars with numbers now. It start from 3 and it goes up to
1. Just follow the tunnel until you reach the end of section one (ignore
all the entrances on the sides, you don't need to kill all the aliens).
Go up the two stairs and you'll have to go through three doors. You
reach a room with an elevator. Ride the elevator down or jump down from
level to level. Run through the door at the bottom. Now just keep
following the main way and ignore all the entrances at the sides. Look
to the numbers on the bars above you. Run from hall 2 to hall 1. When
you reach hall 1, take the second left. Run up the small lamp and go
left at the end.
Now, you reach six similar rooms filled with aliens. Clean every room
until you leave the sixth room. Go up the stairs and go through the
first door. Look to the left and flip the switch, you can go through the
next door then. In the next room, go to the left. You will meet your
commander. Don't kill him off. Kill all the aliens you meet and you
finish the level. The commander also gives you a day off :)
I Bonus Level 3: Ferarco
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Because this is an alien level, you can use your jetpack once again.
As you start the level, you stand in a complete darkness. Your aim is
to get the power back online. Go to the end of the pipe and enter the
room. Fly up the shaft up to the left and turn left in the next room.
Enter the pipe. At the end, go to the other end on the pipe, crouch
and shoot the grate. If you crouch, you can squeeze through.
In the next room, you can find a flamethrower and a medikit. Go to the
end of the room and look to the right, there's a barrel stuck in the
entrance of the door. Shoot it and the door explodes (don't stand too
close or the explosion will hit you). Go through the entrance into
the next room. Enter the tunnel on the left and you reach a big room.
Use your jetpack to fly up to the top of the room. You see a black
entrance, enter it. At the end of the pipe, drop down (use your jetpack
to slow down the fall). Run to the end of the tunnel (ignore all
entrances on the sides). At the very end of the tunnel, shoot the grate
on the left and enter the pipe (it's possible there's no grate if an
alien already broke it). At the fork, go right. At the end, drop
down (use your jetpack to slow down your fall) and you enter a room
with some cryo sleeping rooms.
Look to the door on the right, you can crawl under it. Go right and
then left at once. You see a bar on the ceiling and the number "2" on
the left. Between the two "2's" on the left, there's a window. Shoot it
and crawl inside. Shoot the glass on the left to flip the switch. Now
the door on the right opens. Between the door and the switch, there's
a smartgun. Go through the door then. Turn left and walk to the end.
At the fork, turn left. Turn right then and you enter a new room
(there's a ladder inside). This room has three levels: deck 1, 2 & 3.
You start at deck 2. Go up to deck 3 and get the ammo for the smartgun.
There are two switches on the wall, shoot the glass to flip them. Go
back to level 2 then and go through the door that has opened.
Walk to the end and turn left. Go through the door. Go through the door
on the left then. Go through the door and go left through another door.
You reach some sort of dining room here. You need to find a security
pass here. Look on the table. I fit isn't there, try one of the corners.
You should also find a medikit. Leave the room and go through the door
on the left.
Go through the next door and go through the door straight ahead (the
door on the left can't be opened). In the next room with a set of doors,
go left and you enter the only room you haven't visited yet. Turn right
and go through the door on the right. Walk straight ahead and the door
will close behind you. Wait some time and the mission will end.
J Bonus Level 4: Gateway
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This was originally an alien mission, so you can use the jetpack again.
You start in one of a set of nine rooms. They're connected to each other
through glass windows. Go through the glass on the left (shoot it) and
get the smartgun in the next room. Continue going through the glass at
the left side of each room then until you're in a room with a gap in the
ceiling (it's seven to eight rooms from the room you started in). Use
your jetpack to fly up. In the next room, go through the entrance with
the grate next to it (use your jetpack to slow down your fall) and
you're on top of a high column with entrances to the left and the right.
Don't go left or right but go down the big column (with your jetpack).
Go through the entrance that reads "junction 2". You'll find a flame-
thrower there. Next, go through the entrance that reads "junction 1".
You'll stand in front of a grate, don't break it yet, it's a small
room there with two facehuggers and some aliens. Let the turret take
them out. When you hear no alien sound anymore, break the grate and go
to the next room. Jump behind the turret and you'll fall a long way down
Use your jetpack to slow down your fall. In the next room, there's a
predalien. Take him out and exit to the left then through the door. Go
through the next door.
Go to the left and walk to the end of the hallway. There are two small
doors here. Take the right one and go down the long shaft for some
armour. Exit through the door at the bottom, but watch out for the
Xenoborg. You don't have enough ammo to kill him (and you can't afford
to spend some much), so just run past him and avoid his laser. He will
not follow you. Choose one of the doors at the end (they lead to the
same room). Go to the back of the room, there's a SADAR there and a
medikit. Go back now and kill the Xenoborg. You have to kill him or
the next shaft doors won't open . In the SADAR room, take the left shaft
and fly down with your jetpack. There are three floors and you start
from the third. Fly to the bottom of the shaft and go through the door.
In the side-entrances of this room, you can find a medikit and some
armor. Return to the shafts and take the right one.
Go to the bottom of the shaft and exit it. Get the grenade launcher.
Walk to the left and you find a medikit. Use your jetpack to get to the
bottom of the big room. There are two gaps on each side of the room.
Go down one of the gaps and break the grate to proceed. In the next room
there will be a nasty praetorian. Take him out. To the right, there's
a big door. To the left, there's a gap with a sign that reads "Gateway".
Jump down in the gap (use your jetpack) and break the grate at the
bottom. Walk over the bridge towards your ship to end the mission.
K Bonus Level 5: Waterfall
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The final bonus level. You get some help from marines here, but they're
extremely dumb, they won't kill an alien at all, they simply get killed
themselves. The only way they're useful to you is use them as a
distraction. While the aliens attack them, use that moment to kill the
aliens.
From the beginning, walk through the door and you see a marine getting
killed. Kill the two aliens and press the button on the left. Stand on
the elevator and ride it down. Leave the elevator when you're down and
follow the path and then up the stairs. Just go through the door and
walk to the left. Grab the two pulse rifles from the right side of
the entrance and go through the entrance, up the stairs then. You reach
Checkpoint 3. Walk to the end of the room and turn right. Turn right
again and you reach the control room. There's a minigun in the right
corner. Go back down the stairs and turn right. Walk through the door
and turn right again. Kill the aliens and push the button to the left.
Get the armour from the booth and continue your way. You reach
Checkpoint 2.
Kill all the aliens, then hop over the bar and get the medikit from the
back. There's a nasty praetorian in here up the stairs. Take it out as
quickly as possible. Go up the stairs and at the end to the right into
the tunnel. You reach checkpoint 1.
In the booth to the right, there's some armour. Hop over the bar and go
through the door at the end of the room. You reach two bridges. Cross
the first bridge, follow the U-turn and cross the other bridge. Walk
across the passage and into the tunnel. Go down the stairs and go
through the door. Push the button to your right. Don't enter the next
room yet, first take out the two face huggers in the water. Enter the
room then and kill the two praetorians en the alien that come from the
left. Grab the medikit and follow the stairs down.
To the right, there's a turret that will take out all aliens that come
from your right. Don't go past the turret yet. Walk straight forward
and go down the stairs. Walk through the door and press the button on
the right. At the end, go left then and walk straight forward through
the tunnel. In the next room, get the SADAR next to the right wall and
return to the passage with the turret. Walk past the turret and let it
kill all aliens that follow you. Walk up the stairs then and jump to the
left towards the crates. At the end, get the armor. Jump to the platform
on the right for some more ammo for the minigun. Return to the top of
the stairs then and follow the tunnel up the stairs. In the next area,
jump down from the platform. There's only a predator left now. If you're
low on health, press the button and run through the door. Turn left and
get the medikit. Kill the predator then and the level ends.
_______________
III Alien Guide
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3.1 Introduction
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If you want to rush in every room and kill everyone off at once, there's
no use in choosing the alien. If you play as an alien, you have to be
careful all the time and try to hide as much as you can. Playing as an
alien allows you to scare your opponents a lot. It's really fun when
you're hanging on a wall and you see a marine passing below you, shivering
as he holds his motion scanner in the complete darkness. As you move a
little, the motion scanner beeps and the marine is glued in his tracks.
Before he even has the time to find out where you are, you jump down on
top of the poor fellow and you use your razor-sharp claws to rip out his
eyes, filled with fear and disbelief. I love it :)
The big advantage of the Alien is undoubtedly his speed. You can move
incredibly fast towards enemies, without giving them the chance to react.
The view of the alien is also a bit strange, you have a convex view
(called the fish bowl effect), but it doesn't affect gameplay much. Some
people think this view is annoying, but in fact, it's a great advantage,
because the view allows you to the left and the right without moving your
head.
There are 6 stadia of development for aliens: Facehugger, Alien (regular
kind), Advanced Strain (or "Praetorian"), Predator Hybrid (or "Predalien")
Queen, and Xenoborg (a man-made abomination).
If you taunt when playing as the Alien, it's possible to scare marines and
they'll flee.
Because you have a hard exoskeleton, you cannot take any falling damage.
Although this kind or armour seems very good, it leaves you very
vulnerable to all kinds of weapons.
If you play as the alien, you won't have to push much buttons, that just
doesn't seem logical. Usually, you find a control panel near a door. If
you break the control panel, the door will open. Don't use the operate
key to break it, just slash it with your claws.
3.2 Weapons
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Note: You can't switch weapons when you're an alien, because there are
no different weapons to use.
Sharp claws
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Fire #1: Quick strike
Fire #2: (see Tail Spike)
Against marines: Very Good
Against predators: Moderate
Notes:
Use your claws at close distance while sneaking up on a marine. A quick
tap will cause a double strike. Holding down the primary fire button
will work as a rapid combo of strikes.
Don't underestimate the power of your claws. Although you have to get
very close, they can do a lot of damage. You can do 4 to 5 hits in a
second, which can finish off a healthy marine at once.
Tail Spike
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Fire #1: (see Sharp Claws)
Fire #2: Quick Strike (hold down for Hard Strike)
Against marines: Very Good (Hard Strike is Fatal)
Against predators: Very Good (Hard Strike is Fatal)
Notes:
Use the claws on marines and the tail on the predator. A few strong
blows will usually kill them, it only takes some time to recharge for
another blow.
You can also claw dead bodies for some extra health, but, of course,
this will not work on Director's Cut difficulty.
Secondary Jaws
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Fire #1: Decapitate
Fire #2: N/A
Against marines: Fatal
Against predators: Very poor
Notes:
Remember the movie? Did you like the moment when a tiny, little mouth
came out the Alien's jaws? This is it!
This attack is useless against androids & turrets
The Jaw Attack requires certain conditions to use: you have to line up
the head of an enemy in the centre part of your screen and then wait
until the jaws appear. Press the Primary attack button to decapitate
your opponent.
With the secondary jaws, you can drain health from opponents if you can
decapitate them, especially marines. Keep in mind, though, Jaw attacks
will not work on Androids and Turrets.
You can also use this attack on dead bodies to get extra health. Of
course, the bodies may not be decapitated already.
Acid Blood
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If you get hit at close distance, try to touch your opponents and your
your blood (which is actually acid) will cause much damage.
3.3 Abilities
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Climb
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By crouching, the alien can climb up walls and ceilings when it runs
towards them. You really have to keep your sense of direction while
climbing on walls, because you can get confused about what's the ceiling
and what's the floor. If you really lost your orientation, just press
the crouch key and you'll drop down on the floor. Don't worry about
falling damage, the alien can't get any.
Pounce
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Crouching prior to a jump allows Aliens to jump extremely high. You can
use this tactic to flee from enemies where they can't follow you. You
will use this tactic more than you may suspect, because the alien always
has to perform surprise attacks. When the opponent discovers you before
you get the chance to hurt him and he start firing, you're only chance
is to flee. Never engage close combat with an opponent that is aware of
your position.
Super jump
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You know when you just stand there as a Alien, and press the jump
button, you will only jump 3-4m off the ground. Well, try this: press
the key you set as LOOK UP and look ALL the way up. Then crouch, and
hit the jump button. YOU WILL JUMP HIGHER THAN NORMAL!!!! It's pretty
cool, just try it! It's like you jumped 50-60m off the ground.
(submitted by Helen)
3.4 Vision Modes
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There are two vision Modes for the Alien
Normal vision mode
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This is the default vision, you'll see everything like you were a human.
Humans have a blue aura, aliens a red, and predators a blue one. This
halo, makes it impossible for enemies to hide.
Navigation sense
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Number two is the Navigation Sense. It enables you to see in the darkest
conditions, so use this in your advantage. However, the auras around
other creatures will be removed. You can also see in more bright areas,
only the very strong light sources will blur your vision.
3.5 Tactics
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Aliens vs Marines
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There's no use trying to kill a marine from distance (you can't). He has
lots of powerful weapons with a great firing range and you have nothing
to shoot back with. The only way to kill them is to sneak up on them.
Don't forget that they have a motion scanner to track you down (about
thirty metres). If you get hit at close range, move as close as you can
to the marine because the acid from your body will cause a lot of extra
damage.
The most effective way to deal with the marine is to hide and wait for
a chance to take him out. Hiding is no sign of being a lamer when you
play as the alien, it's the only way to survive. Whenever you see a
chance to attack him, do so and try to finish him off. If he discovers
you before you can finish him off, flee and try again later.
If you get hurt to much, retreat in a place where the marine can't
follow you (very high of very steep places).
You're an alien, so don't get used to run over the floors all the time,
you may as well be a marine or a predator then. Think vertically and
use different angles to attack your foes.
Never attack when a marine spots you. If he sees you, you will fail to
kill him. The only way to take out a marine is get him by surprise. His
weapons are way too strong.
Aliens vs Predators
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It's the same story as fighting marines. You're no good from some
distance and you should only try to kill them using fast sneaking
attacks. Especially coordinated attacks from different sides gets
everyone down (in multiplayer).
You can track down cloaked enemies, they will have a pheromone green
"aura". This is extremely effective, because lots of predators think
they're a bit invincible when they're cloaked.
Although the predator still has some good firepower, you can consider
close combat now and then if you have enough health. It's rather tricky
to take out a predator with a suprise attack, because it's very unlikely
you will kill him with a single blow. Finish him off at close distance
then.
Aliens vs Aliens
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Alien fights include a lot of scratching, clawing and circling. Make
circle around the other alien while you keep him in your view (circle
strafing). Move fast and vary your directions to confuse the other alien
Only when you're in a good position, attack. Usually, the alien that
does the first solid blow wins the fight.
Verdict
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The alien asks for special tactics. Advanced players can make good use
of it. Especially hanging on walls in very useful. If you play as an
alien, everything looks a bit further away than it actually is, but
luckily, you have this great speed that allows you to get rid of
opponents on your tail.
One of the best tactics is to get a marine behind you, enter a new room
and quickly jump on the wall. As soon as the marine enters the room (you
will have created a gap in distance because you're much faster), you
take him out from behind (and you even get some extra health if you can
decapitate him). Of course, this only works with beginning players,
because advanced players never follow someone in small rooms, they're
too much chance of falling into a trap like this one. Sometimes, it's
also possible to gain extra health when you chop the dead body of the
marine. This only works on the 'training' and 'realistic' difficulty,
on 'director's cut', you can't get extra health that way.
In fight, crawling across walls and ceilings opens a whole new set of
tactics. Attacking from unexpected angles causes your foes to adapt
their playing style and check every single spot in the room.
You can't jump on walls running normally, so you have to stand still,
crouch and then move on the wall. Then, no surface will be safe for you
If you need to attack a team of marines, try to leave the shadows for a
moment to finish off one, rather than trying to kill them all off after
each other. This will make the marines feel really scared (and you feel
really great)
If you meet a marine from quite some distance, try to strafe left and
right to avoid his fire while moving forward quickly. You will travel at
high speed at him. This will cause the marine to retreat.
You should always try to remain hidden. A soon as you're discovered,
Marines & Predators with weapons will take you out in no time. Use
surprise effect and quickly retreat then. You can say this is not
possible in Multiplayer, because Deathmatching is a fast challenge, but
I've seen to much armed players getting killed by master alien players,
so you're very wrong :)
Playing as the alien has another advantage, because you don't have
any weapons that need ammo or energy that needs to be recharged, you
don't have to look for sources all the time. You can fully concentrate
on slaying foes. If you're almost dead, find yourself a marine and use
the secondary jaws for some extra health.
3.6 Demo walkthrough
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The level from the alien demo actually is included in the full
version of the game, but since I can't use anchors in a text file to
hop to the right location of the walkthrough, I just copied it into a
new section for your ease. In the full version, this is Bonus Level 1:
Invasion
You start in a small pool. Climb the wall in front of you and go
straight ahead at the intersection then. Jump down the hole and follow
the tunnel. Go left and follow the tunnel. Take the first entrance on
your left. Drop down and you're in the generator room. Destroy it, all
lights will go out and there will be some little emergency lights later.
Go through the exit and kill the civilians in the next room. Walk
straight forward between the big barrels in this room and go through
the entrance on the left. Take the first one right then (you enter a
tunnel with sidewalls that bend to the right). Follow it to the left. At
the end, a gate will open in front of you. Pass it and turn left. You
reach a room with an elevator on the left. Climb the walls to the top of
the room and go through the entrance then.
Take the first turn on the right and go through the door. Below you,
there are some marines, just ignore them. Follow the right wall and go
through the door on the right. You enter a room with some computers. Go
through the door on the left. Follow the stairs and go through the small
tunnel. In the next room, jump down and go through the entrance in the
back left. Take out the turret from behind. Turn left and right then,
you reach the place where the marine mission with the APC started.
Walk to the back and look to the ceiling to the left, there's a hole
there. Enter the hole and follow the tunnel. Drop down in the next room.
You hear the sound of a turret to the right. Go the other way (left) and
follow the halls until you reach a door. Go through the door and walk to
the middle of the room. Look to the ceiling to the left here, there's a
hole. Get inside and you reach a room with a little water. Climb the
shaft up to end the level.
3.7 Full version walkthrough
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I received an incredibly amount of questions from people stuck in the game
so I decided to write a walkthrough. Please, do not mail me for
information on a level that's not included in the walkthrough yet. Just
wait until I've finished it. There's no use telling about the exact
location of enemies, because they vary from training to director's cut and
often appear at random places.
Always switch to the appropriate vision mode for each race.
Additions and corrections are welcome at ravager@pandora.be
A Episode 1: Temple
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Walk straight ahead through the small tunnel. In the next room, walk
straight ahead, climb up the wall and go through the next tunnel (there
is some yellow-coloured lights here). There's a branch here but both
ways lead to the same place, an room with a big burning pillar in the
middle. Walk straight ahead past the pillar and you see two pillars
near the back wall. Climb one of the pillars and at the top, go
inside (they're hollow). Follow the tunnel into the next room.
There's a grate in the wall in this room. Destroy it with your claws and
get inside. In the next room, you can go left or right, but I'll go
right to keep things clear. Climb the small platform and walk between
the two stone columns. Go up the next platform and at the end, look to
the right, there's a burning column here. Remember this place, you'll
have to come back here later. Turn left then. Follow the tunnel and you
reach another room. You can look outside here through the window. Go
through the tunnel to the right and drop down in the hole at the end of
the tunnel. There are two big burning pillars in this room, make sure
not to touch them.
There are two support blocks above the fires. Climb to the ceiling and
hit the bricks with your claws. They will drop down and extinguish the
fires. In the ceiling there will be another entrance, but you don't
have to go in there, it was another way to lead this area (where I
told you to go right instead of left to keep things clear). Now return
to the burning pillar I told you to keep in mind, it will be gone. Drop
down in the hole (there are two levels). Go down then, but keep hanging
on the ceiling. Look down, there will be some marines below you. Wait
for the right time and take them out then.
There are two exits here: the south & east guard and the north & west
guard (read the names) next to the entrances. The two other entrances,
Lab 1 & 2, are locked. Enter the south guard entrance. Turn right and
go up the stairs. You can go left and right again. Go left and turn
right. You reach a room with a gap in the back. Jump over the back,
there are four grates in the back wall here. Destroy the second grate
from the right and enter the tunnel (you will need to turn navigation
sense on). It's a bit difficult to explain here but I'll explain. Your
aim is to destroy four security panels to open the doors to Lab 1 & 2
(two panels for each lab). There's an easy way to destroy the panels,
but the turrets will hurt you. In the tunnel, go straight ahead
and turn right. At the end of the tunnel, go up and right at once
(break the grate). There are more grates to be broken here. Just go
straight ahead, it's a long tunnel. At the end, go up and right again
(break the grate). Go right again and you enter a normal, technical
room again (if you lost me while explaining, just look until you found
what I mentioned, you just have to follow the grates, if you have broken
them all and entered the tunnel behind them, you will reach the area you
have to find)). There's a sign that reads "Lab 2". You have to destroy
the security panel here. First, take out the marines and the turret on
the other side if there is one. Next, destroy the panel (it has some
pink colours, looks futuristic and there's a little red light at the
bottom of it). It's the only panel in the room you can destroy. You'll
get a message when it's destroyed.
Don't return through the small tunnel, but take the other way. There's
a sign that reads "West Guard". Turn left and jump down to the left then
Return to the area with the platform in the middle and walk to the other
side. Return to the area with the four grates. Break the second
grate from the left. Follow the same way (but swap right with left) and
you'll reach a similar area. Destroy the other control panel and the
doors to Lab 2 will be open. The room you're in right now should be
called "North Guard".
Return to the room with the four grates again and take the second grate
to the left or right. Each one of the will lead to another guard room.
Just try to look for new grates now and you'll reach an area called
"Lab 1" (security). Destroy the third control panel and do the same for
the final panel. Now, Labs 1 & 2 can be accessed.
* Note: as you probably noticed, it's quite complicated and there's an
easier way to destroy the four panels, just go to the room left
and right from the room with the four grates to find the control
panels at once without entering the panels. Still, there are
some turrets there sometime and you may get hurt.
Anyway, return to the main room with the platform. The light above the
entrance to Lab 1 & 2 should be green. Go to Lab 1 first. There are
some androids inside, take them out first. There are six entrances with
a caution sign in this room. Inside the six entrances, there's a control
panel you can break, it will open the small rooms. Sometimes, there's
a civilian inside you can use to keep your health status high. Orange
pipes connect the computers in the central room. There are five of them,
destroy them all. Go to Lab 2 then and do the same. When all pipes are
broken, there will be a lot of marines in the area. Hurry to the main
room with the platform and ride it down.
Go to the door on the right. Break the control panel next to the door
and enter. In the next room, ride the elevator down (or jump down). Go
through the door on the right. At the end of the tunnel, jump down (or
use the elevator). Through the opening on the right, there will be some
turrets. Break the two blocks on each side of the room to close the
main door. If you want to be sure the turrets don't hit you, use the
ceiling to reach the other side of the room. After the doors have
closed, run through the tunnel on the left.
You have to do exactly the same thing here. Close the doors by hitting
the blocks on each side of the room. After the second door has closed,
go to the small opening (it's a stone slab that moves if you approach
it) in the floor in front of the big door (there was a civilian standing
there). Jump in the opening and you reach a hole in the floor. Jump down
walk forward and climb up the other tunnel. At the end, you reach a
room with a big alien statue. Run to the other side of the room and
climb up the wall until you reach a ledge. Run to the left and follow
the spiralling tunnel down. Jump down then to finish the level.
B Episode 2: Escape
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Turn on your navigation sense. Walk straight ahead into the hole in the
wall in front of you. In the next room, go between the two pillars and
crouch up on the back wall. Go to the top of the room. There, drop down
on the walkway. Walk towards the wall and a secret passage will open.
Go through it and you will enter the base. Go left and go up through
the small vent. Follow the walkway and go through the next way. Follow
the walkway to the end and jump down there (to the right). There's a
door on the right, go through it opens (it opens as you approach the
door). There's another walkway above you in this room. Use the wall to
get on it and go right through the vent then. Jump down, you're in the
bathroom now. Go through the door on the right.
Go straight forward, you see a glass window on the right with some
stairs in front of it. Walk straight forward. Just past the window,
look to the ceiling, there's a walkway above you. Use the wall to get
on it. Go through the vent in the back, follow the walkway in the next
room and go through the other vent. Jump down in the next room. Go
through the door on the right. Walk straight forward and you'll go
through another two doors. In the last room, climb to the vent in the
left wall. Follow the walkway in the next room and go through the next
vent. Jump down in the next room and take out all marines. Go right,
after passing two doors, you'll be in a room with a sealed door.
Go through the vent in the left wall. Jump down in the next room and
go through the door on the left. Go through the door straight ahead and
kill all the marines there (you'll get a message here about the
evacuation of eggs). Go through the door on the right. In the next room,
there is an elevator on the left. Don't ride it up, because there's a
marine up there with a grenade launcher. Go up the walls on the right
side of the elevator and take out the marine with the grenade launcher.
Walk straight forward and turn left then. At the end, look to the right,
you see a glass window. Break the glass and follow the vent then to
finish the level.
C Episode 3: Ferarco
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You'll be behind some barrels when the level starts. Move closely to the
right past the barrels and take out the marine quickly. Make sure he
doesn't see you or he'll shoot the barrels and they'll kill you. Walk
to the left then. Turn left and walk to the end, the door in front of
you will close. Go to the left and then turn right. Walk up the ladder
in front of you. Follow the air duct to the end and destroy the grate
to enter the next room. Destroy the pipes behind you (you usually
destroy them by smashing the grate). Go to the left. In the next room,
go through the entrance to the left. Walk straight ahead through the
next room then. At the intersection, go right and return through the
door that closed in front of you.
It will be open now. Enter it and go up the stairs on the right, up
to Deck 2. Destroy the two pipes attached to the wall there. The door
behind you opens. Walk through it and kill the android & marines inside.
Walk further and the door in front of you closes. Destroy the small
panel to the right of the door to open it. Enter the next room and
wait a moment, the doors on the sides will open. Watch out, there may be
a marine with grenades in here.
Enter the corridor to the left and go left again in the next room, you
are in the dining room now. There's a walkway above you, use the walls
to get on it. In the middle of the walkway, look up, there's a grate.
Smash it and get inside the airduct. Follow it to the end and smash the
grate. Watch out, there may be a marine in here. At the end, jump down
and walk to the left. Smash the panel to the right of the door to open
it.
In the next room, there's a ladder in the middle. Walk straight past it
and go through the entrance in the back. Smash the grate on the left
wall and get inside the airduct. After the first door, you'll see a
grate on the left. Smash the grate and follow the airduct to the end.
Smash the grate and jump down. You're in the cryo sleeping chambers now.
Go through the door and smash the panel to the right. Go through it and
go right then. Turn left at once and walk until you see a glass window
on your left. Break the glass and go through it (if you should walk past
the glass, you would get shot by the turrets further in the tunnel).
In the next room, go to the door on the right and smash the panel to the
right of the door to open it. Walk to the end. Destroy the turrets to
the right if you want and turn left then. Follow the tunnel until you
reach an intersection.
Turn left and walk to the door. Smash the panel to the left to the door
and you enter another cryo sleeping room. Climb to the ceiling, smash
the grate and enter the airduct. Follow it and destroy the grate at the
end. Enter the next room, there's a small tunnel here with a lots of
grates on the sides. If there's a marine in front of you, use the
tunnels on the sides to take him out. Walk to the back of the room then
and destroy the grate there. Follow it and you'll be on top of a room.
Jump down and take out the android here. Run through the corridor
and look to the right in the next room, you see some barrels with a
marine behind it. Use the ceiling to get past the barrels and kill the
marine. Go through the entrance to the left. In the next room, run
straight ahead through the vent. At the end, break the grate on the
right and get in the next room. Go to the right and jump down the shaft.
There's a pipe to the right, but it's covered. I'm showing you this
place because you'll have to return here later. Climb back up the shaft
and go through the door to the right. In the next room (with the ladder)
walk straight ahead past it. Just walk straight ahead then and at the
end of the walkway, you see a window with a chair on a platform. A bit
in front of the platform, look up, there's a hole in the ceiling. Get
inside and climb it up. At the top, go through the entrance and break
the panel next to the door to get into the next room.
Walk up the stairs to the left. Turn right and jump down. Go to the
room straight ahead and break the panel. Go further and break another
panel. Go through the door and you reach the main computer of the ship
(MOTHER). Break all the screens in the room. A timer will be activated,
you have to get back to the covered pipe now. Go back through the
two doors, up the stairs and jump down. Go back through the pipe and
turn right then. Walk straight ahead until you reach the room with the
ladder in the middle again. Walk past it into the next room. Jump in the
shaft on the left and go through the pipe on the right then (the cover
has gone). At the end, turn left to get on the escape vessel.
D Episode 4: Gateway
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You have to act quickly when starting this mission. Run forward at once
and go up the wall. Get on the platform above you. Then, hit the panel
to the right of the door to open it. Go through it. (If you don't do
this fast enough, the ground will open and you will be sucked into
space). You don't seem to be able to go further now. Look to the ceiling
there's a grate. Break it and enter the small tunnel. Just go straight
forward. Somewhere, some turrets will shoot you. Just ignore them and go
further. At the end, destroy the grate, drop down and destroy the
turrets in front of you.
There are two doors on the sides here. Break the control panels next
to them to open the doors. Both doors lead to the same place, but we'll
take the left door for a change. Use the ceiling to get past the barrels
and destroy the grate behind them. Get inside the tunnel and follow it
to the next room. Go up the sidewalls in this room and you'll find two
entrances. Take either one of them, they lead to the same place.
Follow the entrance until you reach two elevators. Go to the elevator
on the left and destroy the power box to the left. The door opens and
you can enter the shaft. Go up one level and break the grate to get
through. There's a door on each side of the room. Break the controls
panels next to each door and destroy the control panel in each room next
to the fans to disable them. Go back in the shaft then and go up one
level. Break the grate and get through.
Go to the door in the back and destroy the control panel to the right.
Go through the door and destroy the control panel inside (next to the
fan) to disable the fan. Leave the room. Once you're back in the room
with the ladder, face the ladder from the room you just left and climb
the ladder. Break the grate behind you then and jump into the next room.
Destroy the turrets on each side. (If you should have taken the ladder
from the other side or go up through the shaft, the turrets would have
killed you).
Go to either passage and go through the door. There are more elevators
here. Destroy the power box to the right elevator and climb it one
level up. There, smash the control panel next to the door and kill the
marine behind it. Walk straight forward. Go through the first door on
the right (watch out, there's a minigunner behind it). In the next area,
look to the right, there's a big fan there. First, destroy the for power
boxes to the left (two on each pillar) and jump past the fan then (it
will have slowed down). Run through the tunnel and break the grate at
the end. Destroy the two power boxes in this room and watch out, a
marine with a grenade launcher can pop up out of one of the entrances.
You're in Junction 1 now. Look to the signs and run to Junction 4,
destroy the two power boxes and run to Junction 3. Destroy the two
power boxes and run to Junction 2. There, destroy the final two power
boxes. Run back to Junction 4 now. Get on the ceiling and destroy the
grate. Follow the tunnel and you reach an area called "Main 5".
Look to the wall with the words "Main 5" on it. Climb it straight up
(past all the fans) and enter the small entrance right in front of
you. (There are 4 entrances, but only 1 of them leads to the right
location, the other entrances lead to a grate you can't break with a
marine behind it, try the other ones then).
If you found the right entrance, go up the slope and you see two
small fans in the wall. Drop down the hole in the floor. There are 9
rooms here, connected by glass windows. There are a lot of entrances on
the sides too here, just ignore them. Just break all the glass windows
and keep proceeding. In the final room, go through the room in the
ceiling. Go down the slope, you see a fan in front of you. Destroy the
two power boxes on the right and the fan will slow down. Go past the
fan and smash the grate on the left. Follow the airduct and enter the
next room then.
You have to be quite fast here. You have to go through the door in front
of you, but there are some bars in front of the entrance. There are some
minigunners here you have to deal with and the walls on the sides are
closing in. Quickly go up the left wall and destroy the computers. Do
the same on the other side. You'll get the message "Join us" and hear
some alien hissing sounds. The bars will be removed from the entrance
now. Go through the door to end the level.
E Episode 5: Earthbound
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From the start, go straight ahead. You'll meet some marines and
civilians. Jump in the shaft to the right (Shaft 1). Walk to Shaft 2.
Look to the top of Shaft 2, there's a barrel stuck on top of it. Squeeze
through the small hole next to the barrel and climb up Shaft 2 to the
top. Walk to the other side and drop down the shaft. Break the grate
at the bottom and jump down. Follow the corridor. There's a glass window
in front of you. First, break the computer hanging on the ceiling to
open the door further. Next, destroy the glass window and proceed.
Walk further and destroy the computer on the right. Go around the corner
to the right then and jump down through the door on the left. There are
eight control boxes here, four on each side of the room. Destroy all
the boxes and the big door "Decompression Hazard Dock 1" on the side
will open. Go through the door. Climb through the open airduct in the
left wall. Follow the tunnel until you reach a grate.
Break it. In the higher difficulty levels, there's a turret here, so
don't jump down. Look to the other side, there's another entrance there.
Do a crouched leap to the other side and proceed through the airduct.
If you do it right, you don't get hurt much. Follow the next airduct
and jump down in the next room. Go to the right and two doors will
open. Destroy the four power boxes on each side and the four big fans
will be disabled.
Go to the right and use the walls to get inside the tunnel past the big
fan. Follow it and you reach a room. Get to the ceiling and get past the
fan. In the next room, go to the left and walk past the fan blades. At
the end of the tunnel, there's a grate. Smash it and jump down in the
next room. Go to the other side of the room and smash the grate on the
ceiling. Follow the set of tunnels until you reach another grate.
Smash it and jump down in the next room. Go through the small entrance
to the left and smash the grates. Enter the next room and destroy the
four power boxes. Turn around and break the glass. The fan on the left
is slowing down. Get past and follow the tunnel. At the end, jump
down and enter the tunnel on the other side of the room. Follow it to
the end and go right then. Enter the next tunnel and jump out at the
end. You reach an intersection now.
Destroy the power boxes on the right. Go past the fan through the right
and follow the tunnel until you drop down in another room. Go left then
and enter the first airduct on the right (it's the only one with a
covered entrance (a grate). At the end, quickly jump on the big box, it
will start moving to the left. If you stay on the box, the turrets a
bit further won't be able to hit you. When the box stops, jump down
and take out the turrets from behind.
Walk to the left of the box, there's a small entrance in the wall on the
left there. Use the walls to get there. Go to the right and through the
entrance. The light will turn red and you'll hear something about a
predator attack. Destroy the glass in front of you enter climb up the
shaft in the back. In the next area, you'll meet a predator. Take him
out with your tail and bite his head off to prevent him of doing his
self-destruct. On higher difficulties, you'll also meet a predator
before climbing up the shaft. Turn left and walk to the end to finish
the level.
F Bonus Level 1: Invasion
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You start in a small pool. Climb the wall in front of you and go
straight ahead at the intersection then. Jump down the hole and follow
the tunnel. Go left and follow the tunnel. Take the first entrance on
your left. Drop down and you're in the generator room. Destroy it, all
lights will go out and there will be some little emergency lights later.
Go through the exit and kill the civilians in the next room. Walk
straight forward between the big barrels in this room and go through
the entrance on the left. Take the first one right then (you enter a
tunnel with sidewalls that bend to the right). Follow it to the left. At
the end, a gate will open in front of you. Pass it and turn left. You
reach a room with an elevator on the left. Climb the walls to the top of
the room and go through the entrance then.
Take the first turn on the right and go through the door. Below you,
there are some marines, just ignore them. Follow the right wall and go
through the door on the right. You enter a room with some computers. Go
through the door on the left. Follow the stairs and go through the small
tunnel. In the next room, jump down and go through the entrance in the
back left. Take out the turret from behind. Turn left and right then,
you reach the place where the marine mission with the APC started.
Walk to the back and look to the ceiling to the left, there's a hole
there. Enter the hole and follow the tunnel. Drop down in the next room.
You hear the sound of a turret to the right. Go the other way (left) and
follow the halls until you reach a door. Go through the door and walk to
the middle of the room. Look to the ceiling to the left here, there's a
hole. Get inside and you reach a room with a little water. Climb the
shaft up to end the level.
G Bonus Level 2: Derelict
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You start in the room with the man on the cannon in the middle, you're
inside the alien artifact. Go up the hole where the elevator normally
is (it's out of order). Follow the tunnel then and leave the artifact to
the right.
The door in front of you is closed. Go up the wall in front of the door
and enter the tunnel. Go left, right and follow the long catwalk to the
end. Follow the tunnel to the left and you enter a computer room. Walk
through it and follow the tunnel into the generator room with two fans
below the catwalk you're walking on. Go straight forward and turn left.
In the middle of this tunnel (you'll hear some turret sounds), look up,
there's a grate in the ceiling. Break it and enter the tunnel. Ignore
the first grate (there's a turret below) and walk further to the second
grate. Break it and jump down. Take out the turret to the left. Turn
around then and you'll see another turret at the end of the tunnel.
Walk towards it, but take the first entrance to the right. It does a U-
turn and you can take out two turrets from behind. Walk forward and you
are back in the tunnel where you just jumped out of the tunnel on the
ceiling. Walk to the left and follow the tunnel to a computer room.
Jump down and go to the right. Destroy the two turrets guarding the
entrance and proceed through the tunnel. You'll see the alien artifact.
Jump down and go through the first entrance to the right. Follow the
tunnel and you'll be in front of a closed door. Climb to the ceiling,
destroy the grate and follow the tunnel. You'll see a grate below you.
Destroy the grate, jump down and take out everyone in the room.
One of the civilians is a head of the company. There's one more to take
out now. Climb back inside the airduct and go left. You'll see another
grate in the floor. Jump down and take out everyone in this area, one
of the civilians is another head of the company. When the head's dead,
the mission ends.
H Bonus Level 3: Tyrargo
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This is a very confusing level because there are lots of airducts here.
You have to kill three officers in this level. There's one in the dining
room, in the bay where the predator attacks you in the marine level and
one in the room where the marine's mission starts. This doesn't help
you much unless you know the marine level very well. It's possible to
kill the three officers without entering the airducts, but there will
be a lot of resistance then with some nasty turrets.
From the start, go right and then right again. Jump down in the first
hole in the ground (it's on the left). You land in the cargo bay behind
a turret. Take out the turret and then all the marines in the room, one
of them is an officer. Climb back through the hole from where you came.
Go back to the main airduct and continue your way you where going.
You pass another hole in the floor, then there's an entrance to the left
Enter and you'll pass another hole in the floor. Jump down in the next
hole and you'll land in the shower. Leave the shower and go left. To the
right, past the lockers, there's a grate in the wall. Smash the grate
and follow it into the dining room. Kill the officer and get back to
the shower a