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Alien vs. Predator (walkthrough)

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Pomoć - Walkthroughs | Autor Miloš Vučić | 24 februar 2008
Alien vs. Predator

                     _____   .__   .__
                    /  _  \  |  |  |__|  ____    ____
                   /  /_\  \ |  |  |  |_/ __ \  /    \
                  /    |    \|  |__|  |\  ___/ |   |  \
                  \____|__  /|____/|__| \___  >|___|  /
                          \/                \/      \/
 
                           ___  __  ______
                           \  \/ / /  ___/
                            \   /  \___ \
                             \_/  /____  >
                                       \/
     __________                      ___          __
     \______   \_______   ____    __| _/_____   _/  |_   ____  _______
      |     ___/\_  __ \_/ __ \  / __ | \__  \  \   __\ /  _ \ \_  __ \
      |    |     |  | \/\  ___/ / /_/ |  / __ \_ |  |  (  <_> ) |  | \/
      |____|     |__|    \___ > \____ | (____  / |__|   \____/  |__|

                     Guide\Walkthrough Version 3.11
                               final version
                                (25-06-2000)

                         ______________________                     
                         written by Stijn Bolle
                         ravager@pandora.be
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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


________
Contents
¯¯¯¯¯¯¯¯

  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



_________
I Updates
¯¯¯¯¯¯¯¯¯

 *** 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.



_______________
II Marine Guide
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

  2.1 Introduction
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

  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
  ¯¯¯¯¯¯¯¯¯¯¯

  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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯

      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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯

    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
  ¯¯¯¯¯¯¯¯¯¯¯¯¯

    Motion Detector
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯

    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
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

  The marine has 2 vision modes

    
    Normal vision mode
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
  ¯¯¯¯¯¯¯¯¯¯¯

  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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯

    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
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

  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
  ¯¯¯¯¯¯¯¯¯¯¯

  Note: You can't switch weapons when you're an alien, because there are
  no different weapons to use.

    Sharp claws
    ¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯

    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
  ¯¯¯¯¯¯¯¯¯¯¯¯¯

    Climb
    ¯¯¯¯¯

    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
    ¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯

    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
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

  There are two vision Modes for the Alien


    Normal vision mode
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
  ¯¯¯¯¯¯¯¯¯¯¯

    Aliens vs Marines
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯

    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
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

  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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    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 and then to the main airduct.

    From the hole you just left, look to the left, you'll see some yellow
    light at the end of the tunnel. Jump to the end of the tunnel and jump
    into the final hole there. In this room, destroy the turret and kill the
    final officer (he's also sometimes in the room to the right). A predator
    will appear. Kill him and make sure to bite his head off before he
    activates his self-destruct. The mission ends.


    I Bonus Level 4: Caverns
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