============================================================================== /] |\\\ I (<_><_><_><_> [^\ [|] /^] |/// lIl (<~><~><~><~> [^^\ [|] /^^] |\\\ lIIIl (<~>)////// [^^^\ [|] /_/[] |/// llI Ill (<~>)///// [^^^^\ [|] /_/ [] |\\\ llII IIll (<~>)//// [|]\--\ [|] /_/ [] |/// lllI Illl (<~>)/// [|] \--\ [|] /_/ [] |\\\ lllI I Illl (<#><#><#><#> [|] \--\ [|] /_//////] |/// llll I llll (<~>)///// [|] \--\ [|] /_/ [] |\\\ llll I#I llll (<~>)//// [|] \--\[|] /_/ [] |/// lllll I#I lllll (<~>)/// [|] \____] /_/ [] |\\\\\\\\\\ llll I#I llll (<~>)// [|] \___] /_/ [] |########### lllll I# #I lllll (<_><_><_><_> [|] \__] /_/ [] |////////// lllll I# #I lllll (<~><~><~><~> [|] \_] lllll I# #I lllll llll I#I llll lllll I#I lllll llll I#I llll IIIIIIII NNNNNNN ######## llll I llll #### ###### ## ## ######## SS SS PPPPPPPP lllI I Illl AAAAAA CCCCCCCC EE EE #### NN NN OOOO lllI Illl ### ### ## ## ### ### #### ###### #### llII IIll OO OO NN EEEEEE CCCC AAAAA NNNN llI Ill ## ## ## #### #### #### ## ## HHHH lIIIl EEE EEE AA AA RR YYYY OO OO UUUUUUUU lIl ###### ######## ## SSSS CC CC RRRRRRRR I EEEE AAAAAA MM ============================================================================== FOR SATURN & PLAYSTATION VERSION 1.0 (and likely to be the last unless I find out how to get into the secret in the Gauntlet) By Michael Staiger (merkss@yahoo.co.uk) Complete: Friday October 19 2001, 4:36 AM Greenwich Mean Time Welcome to the first version of the Alien Trilogy FAQ. Having found nothing but cheats to any version of Alien Trilogy on the GameFAQs website, I decided to construct this, the complete guide to Acclaim's first person shooter. While I freely acknowledge that I believe Probe have pretty much squandered the greatest movie licence ever, they have still produced a competent and atmospheric 3D shoot 'em up. In this 'ere FAQ you will find the following: 1. The Alien Trilogy storyline. 2. Detailed analysis of your arsenal and ordinance. 3. Complete inventory details. What items you pick up and how to use them. 4. Bestiary. The enemies you face, their tactics and how to defeat them. 5. Maps to every level in the game. All secret rooms, traps and monsters. 6. All the cheat codes for infinite ammo, weapons, level skip and invincibility. NB: All level numbers refer to their number by the level skip code. Level numbers begin from zero. Part 1 The Alien Trilogy Storyline "WE'RE ON A ONE WAY ELEVATOR TO HELL, GOIN' DOWN!" - Marine Private Hudson, Aliens Alien Trilogy is a first person shoot 'em up developed by Probe Software and Acclaim Entertainment Ltd. It is based (very loosely) on the first three Alien films and was released on Saturn and Playstation in 1996. (I don't know when the PC version was released) You play Lt. Ripley, a marine assigned to investigate the sudden loss of contact with the colony on planet LV426, also known as Archeron. The massive Earth conglomerate Weyland-Yutani, the ubiqiutous Company that owns the colony, had discovered an ancient, derelict starship lying, where it crashed, on Archeron's inhospitable surface. The colonists were deliberately infected by Company scientists in order to smuggle an Alien through ICC quarantine to the Company's bio-weapons research labs on Earth. But something has gone horribly wrong. After the communications blackout, the Company sends in a team of marines to destroy all evidence of the smuggling operation. As you watch from the APC the first squad sent into the colony complex is wiped out by the Aliens. Soon you are the only one left. You enter the colony complex, determined to avenge your friends and obliterate the Alien hive. OK, so the storyline's basically a lazy attempt to set up the 'one man takes on army' storyline of most pre Half-Life first person shooters, and aside from the names has almost nothing in common with any of the films but what the hell it still plays good. Part 2 Arsenal And Ordinance "THIS IS A MAXIMUM SECURITY PRISON AND YOU HAVE NO WEAPONS OF ANY KIND?" - Lieutenant Ellen Ripley, Alien 3 Unsurprisingly, you begin with a pistol and that's it, you could use harsh language, but that's unlikely to do much good. If you scour the recesses of the colony complex, you will soon come up with some monstrous, death dealing firepower. One thing that's worth mentioning here is the rather odd system of ammo from pickups. Instead of giving you a specific amount for each clip picked up your ammo counter will increase beyond the next multiple of that weapons clip capacity to the NEXT multiple. Basically if you have a 9MM pistol (15 rounds per clip) with 28 rounds of ammunition, and you pick up a pistol clip, your ammo counter will increase beyond 30 (the next multiple of 15) to the multiple of 15 beyond that, in this case, 45. If you had 30 rounds in the gun instead of 28 your ammo counter would have gone up to 60 (45 is the next multiple up, 60 the next) The same applies to the pulse rifle and smartgun (in multiples of 100) Some ammo pickups take you up 4 multiples instead of 2, usually with the pistol. The shotgun and flamethrower are different. For the shotgun you simply get 10 shells per pickup. The flamethrower 100 units of fuel per pickup. Another thing that must be mentioned here is about weapon efficiency. A little idiosyncracy this game displays is that when you fire multple rounds at an enemy rapidly, only the first will hit. The enemies are 2D sprites and so have no thickness. When they go into their 'taking a hit' animation sequence they are insubstantial. That's why if you shoot an alien with the smartgun you'll see sparks flying from the walls behind it where the rounds that went straight through strike. Enemies are actually only taking damage when they enter their 'taking a hit' animation. So that means some weapons are more efficient than others right? You bet. The shotgun is the most efficient weapon simply because it's fire rate is slow. You can still waste ammo by firing as fast as possible but you only have to slow down slightly to ensure every shot inflicts damage. The pistol just about fires fast enough to manage waste ammo. Even though you're never short on ammo for this weapon, if you wish to conserve ammo and do as much damage as possible just slow down the fire rate enough to ensure the enemy 'takes the hit' every time. The flamethrower can be massively inefficient, and you can burn off a load of fuel without doing much damage. If you attack a warrior say, and you hold down the trigger until it dies, the alien is only actually taking damage at the moment of the 'taking a hit' animation. If you wish to conserve ammo just tap the fire button to do the hit, then wait for a second before tapping again. You'll save a large amount of fuel. The pulse rifle can also be very inefficient. It fires in three round bursts but some enemies have hit animations so long that only one in six rounds will do any damage. To maximise damage don't hold down the button. Press it repeatedly to inflict damage. Fortunately, like the pistol, you're rarely short of ammo for the pulse rifle. The smartgun fires much faster than the pulse rifle but with it's autotargetting system it saves a lot of ammo, provided you're taking on multiple targets. For single enemies stick to the pulse rifle. If you wish to maintain high efficency use explosives. All the damage is done in one strike so you cannot waste ammo, only power. Given that only a queen can survive a direct hit from a charge or grenade, you can use them to clear out any room of anything. 9MM SEMI AUTOMATIC PISTOL "DO SOMETHING, GORMAN!" - Company Executive Carter Burke, Aliens FIRES 9MM ROUNDS 15 ROUNDS PER CLIP 10 CLIPS MAXIMUM 150 MAX ROUNDS HELD It's all you have when you start, but since you get a new weapon on the first level it doesn't stay top of the heap for very long. The pistol has a poor rate of fire and does not do much damage. However, ammo for this weapon is plentiful in the early levels so you have it to fall back on if you run low on ammo for other weapons. Ideal for picking off lone facehuggers or for blowing up the many crates and storage lockers that contain items. 12 GAUGE SAWN OFF SHOTGUN "I LIKE TO KEEP THIS HANDY, FOR CLOSE ENCOUNTERS" - Marine Corporal Hicks, Aliens FIRES 12 GAUGE SHOTGUN SHELLS 10 SHELLS PER CASE 10 CASES MAXIMUM 100 MAX SHELLS HELD Like being hit in the stomach with a hydraulic battering ram this mean machine can deal out serious pain to almost anything you'll come across. Provided you're not being overrun by xenomorphs this is a good weapon to choose. It has a wide blast area so, while it does little damage at range, it can hit two or three targets that are spaced apart. One word of warning. The laws of physics apply in this game. Every action has an equal and opposite reaction. What am I talking about? Yep, recoil. While the pulse rifle and smartgun have inbuilt recoil dampers to soften the kickback and increase accuracy, the shotgun is not a piece of military hardware and doesn't. Beware of using this on high platforms with no safety rails. If you have no choice, move forward with each shot to minimize overall movement. Be sure to check your position if you can. On the up side ammo is rarely in short supply so this weapon will be your first choice for most of the first episode once you pick it up on level 0. SEISMIC SURVEY CHARGES "HOW LONG TILL IT BLOWS?" - Marine Corporal Hicks, Aliens HAND THROWN CONCUSSION CHARGES 2 CHARGES PER PACK INFINITE PACKS MAXIMUM INFINITE MAX CHARGES HELD These bundles 'o' fun are found throughout the game and it's always a good idea to have a few to fall back on. Used primarily for destroying weak walls, hidden passages and secretion encrusted doorways they are also useful for mass carnage in crowd situations. Provided you are not in the crowd itself simply chuck in one of these and watch 'em fry. Also good BS (before smartgun) for knocking aliens off the ceiling. Lure them near to a wall and slam a charge into it. The alien will eat floor. FLAMETHROWER "FLAME UNITS ONLY, I WANT RIFLES SLUNG" - Marine Lieutenant Gorman. Aliens FIRES HIGHLY FLAMMABLE FUEL IGNITED BY FRONT BURNER 100 UNITS OF FUEL PER CANISTER 5 CANISTERS MAXIMUM 500 MAX FUEL HELD The flamethrower is the odd weapon in the group. 500 units of fuel sounds a lot but it can all be burnt off in one really big fight. You can use it in a similar way to the chaingun in Doom, trapping an enemy in your field of fire until it dies. The one situation where this weapon excels is if you're being swarmed by facehuggers. Simply hold down the fire button and spin round a couple of times and you take out the lot. You won't use it initially after you've found it (it first appears in a secret room on level 1) since fuel is scarce, but later in the game, if you want a change from the pulse rifle, give this a whirl and barbecue some alien slime. M-41A PULSE RIFLE "LIEUTENANT, WHAT DO THOSE PULSE RIFLES FIRE?" - Lieutenant Ellen Ripley, Aliens PRIMARY FIRES 10MM EXPLOSIVE TIPPED CASELESS STANDARD LIGHT ARMOUR PIERCING ROUNDS 100 ROUNDS PER CLIP 10 CLIPS MAXIMUM 1000 MAX ROUNDS HELD SECONDARY FIRES M40 GRENADES 5 GRENADES PER CASE 4 CASES MAXIMUM 20 MAX GRENADES HELD Now we're reaching the high end of the food chain, this highly versatile weapon not only offers a high rate of fire combined with good damage but also sports, for the ultimate in crowd control, a 40mm grenade launcher. Fire that baby a few times into a crowded nest and you only have to worry about getting acid on your boots (Like the survey charges though, don't be anywhere near the blast radius). The 10mm rounds also deal out death at a huge rate of knots but, best of all, once you've reached the first queen you should have clips and grenades coming out of your ears. There is almost nothing the pulse rifle can't handle, and once you find it on level 4 you'll have a much easier ride from then on. This gun lacks only in close quarters combat with multiple targets. For dealing out damage like there's no tomorrow you need one of these... SMARTGUN "LET'S ROCK!!!" - Marine Private Vasquez, Aliens FIRES 10MM EXPLOSIVE TIPPED CASELESS STANDARD LIGHT ARMOUR PIERCING ROUNDS 100 ROUNDS PER CARTRIDGE 10 CARTRIDGES MAXIMUM 1000 MAX ROUNDS HELD Yep, this gun uses the same sort of ammunition as the pulse rifle (except in cartridges instead of clips), has the same capacity, and deals out the same amount of damage per round. So why is this weapon the last word in close quarters combat? Simple, its rate of fire is nearly TWICE that of the pulse rifle, hurling out a hundred rounds in only 8 seconds. Also the smartgun lives up to its name with its auto-targetting system which auto-aims at up to three enemies in your forward firing arc. This makes taking out the aliens on the ceilings a cinch and means an economical rate of fire at all other times too. If you're short of explosives this gun can also blast through any destuctible walls. The smartgun is first found on level 15 and within a few levels you'll find plenty of ammo. But it isn't until the final episode that you'll really need this awesome piece of hardware when hordes of the toughest alien warriors decide to go up close and personal. Part 3 Inventory "OUTSTANDING, NOW ALL WE NEED IS A DECK OF CARDS" - Marine Corporal Hicks, Aliens This is where you find out about the other stuff. Not as immediately important as weapons but be it tactical data in the form of an automapper or extra protection with an acid vest everything in your inventory is going to make your life a whole lot easier. MOTION TRACKER "I WANT YOU TWO WITH TRACKERS CHECKING THE CORRIDORS, MOVE!" - Marine Corporal Hicks, Aliens Not strictly an inventory item since you don't pick it up, you have it all the time, but damn useful all the same. Just remember that it is 2D so signals right next to you could be on a level below you. Especially useful for tracking facehuggers that are very close to you below your line of sight. AUTOMAPPER "..BLUEPRINTS, I DON'T CARE, ANYTHING THAT SHOWS THE LAYOUT OF THIS PLACE.." - Lieutenant Ellen Ripley, Aliens A handy piece of kit, that not only shows you most of the level you're on (not some secret rooms) but also allows you to zoom in to a close-up view. This view shows details like doors (green) and destructible crates, walls and lockers, switches and glass screens (red) BATTERY Batteries are essential for powering the big control panel switches. You will usually find exactly the number you need on each level although occasionally they are used to find secret areas. ACID BOOTS These make you totally invulnerable to acid on the floor, but only for 30 seconds. They are quite rare, except on level 24 which contains channels of acid for you to run through. The guide to that level will tell you how best to use them. ACID VEST Armour is extremely effective in Alien Trilogy. Unlike any other 3D shoot 'em up I've played armour does not reduce the amount of damage you take. While you have any armour AT ALL, you take NO damage (excluding fall damage) This means essentially that armour can be counted as health above and beyond your actual health. The acid vest puts your armour to 100. BODY SUIT The same as the acid vest except this natty fashion statement raises your armour way up to 200 making you practically invulnerable. ADRENALINE BURST PACK The health equivalent of your body suit, this massive adrenaline burst surges your health way up to 200. Once you've drifted down from the rafters you can walk up to a Queen and give her the finger. HYPO-PACK This raises your health to 100, which is good, but also makes you TOTALLY invulnerable for 30 seconds, which is a whole lot better. Time to play close range grenade juggling with a few warriors. IDENTITY TAG No use to you except your mission percentage, these can be found in personal quarters, on security guards and in cryo tubes. MEDIKIT Bog standard medikit, but handy if you're in trouble. This will raise your health by 20 to a maximum of 100. DERMPATCHES There's hundreds of these all over the place, and that's the important thing. These increase your health by one but there's no limit to how high you can go. By using armour to prevent your health going down, you can reach some truly absurd health levels by the end of the game. My record is over 400. Useful for when the game gets really dangerous in the third episode. Part 4 Bestiary "...HOW COULD THEY CUT THE POWER MAN, THEY'RE ANIMALS..." - Marine Private Hudson, Aliens Here's where you find out exactly what you're up against. The company goons intent on harvesting the aliens for weapons research, and the acid-jawed harbingers of death lurking round every corner, in every airshaft and right behind you. We'll ignore the fact that the two sides should be ripping each other to shreds (or rather the aliens should be killing, the company dying) and split the bestiary into those parts. THE COMPANY "YOU KNOW BURKE, I DON'T KNOW WHICH SPECIES IS WORSE" - Lieutenant Ellen Ripley, Aliens SECURITY GUARD ARMAMENT: PISTOL WILL DROP: 9MM CLIP or IDENTITY TAG First encountered on level 3 these guards are basically cannon fodder. If you're in a hurry or surrounded you can deck them easily with a well placed shotgun blast. But their pistol shots do so little damage that, if you wish to conserve ammo, 5 or 6 rounds from the pistol will bring them down. One thing, their hit animation goes on for ages. Slow down your fire rate if you want to conserve ammo. COMPANY SYNTHETIC ARMAMENT: SMARTGUN WILL DROP: SMARTGUN CARTRIDGE or SURVEY CHARGES These guys mean business, armed as they are with the smartgun. But they aren't quite as lethal as you are with this weapon. The reasons for this are: 1. They walk real slow. Hell, tectonic plates could outrun these guys. 2. They have a slower fire rate. Much slower. 3. As the screen flashes red when you take a hit, you are totally impervious to damage. So while you take the initial hit, everything else passes through you for an instant. This limits the effectiveness of the smartgun which does damage by quantity not power. Synthetics can take quite a beating taking 12 shotgun shells to take out. Personally, when these guys first turn up on level 8, I use either the pulse rifle (30 rounds) or just hit 'em with a seismic charge and watch 'em redecorate the floor. COMPANY SOLDIER ARMAMENT: PULSE RIFLE WILL DROP: PULSE RIFLE CLIP or IDENTITY TAG While slightly faster than the synthetics, these hired mercenaries are far less resilient. You can bring them down in only 3 shotgun blasts or 2 bursts of pulse rifle fire. Using pulse rifles themselves should make them dangerous but they're not. Once you run into these guys at the start of the second episode, you'll be regularly using them for target practice and for keeping your stock of pulse rifle clips up. ALIEN HANDLER ARMAMENT: PULSE RIFLE with GRENADE LAUNCHER WILL DROP: PULSE RIFLE CLIP or GRENADE PACK These guys are the most dangerous Company goons. First encountered in the prison at the start of the second episode they, like the soldiers, are armed with pulse rifles. But they carry grenades. If you engage them at medium to long range, listen carefully for the sound of the grenade launcher. Strafe immediately if you hear a grenade coming your way. They do a lot of damage. At close range they will only use the pulse rifle which isn't too dangerous. They can soak up 5 shotgun shells or fifteen pulse rifle rounds. As they occasionally drop grenades blowing them up is often the most economical way to deal with them. THE ALIENS "I WANT THESE SPECIMENS DESTROYED AS SOON AS YOU'RE FINISHED WITH THEM" - Lieutenant Ellen Ripley, Aliens These are the really dangerous guys. The aliens abilities are far ranging and totally adaptable. Shoot them at extreme close range and you'll have pretty acid burns all over your nice, new body suit. You'll also have to watch out for alien corpses as their blood can still burn you. They are fast, cunning and vicious. Here is the complete rundown. FACEHUGGERS ATTACKS: JUMP and FACEHUG Not quite as lethal as their film counterparts, the facehugger can nevertheless be dangerous if encountered as it usually is. I.E. in numbers. Facehuggers are the fastest enemy in the game and they only have to get close to facehug you. While this move only does 5 damage, which isn't so dangerous, they almost totally block your forward view, which is. Especially dangerous if you're surrounded by aliens. In small numbers you can pick these creatures off with the pistol. In early levels they only take 1 round to kill (by the end of the game they can take up to 5) so they give the pistol something to do. In large numbers any weapon will take 'em out. Be sure to aim down at close range to get the targets. Get used to fighting these guys, they're found on almost every level. Oh yeah, just a footnote. You'll start seeing the eggs these guys come from as you enter the nest in Sub-Level A, in the upper floors of the atmosphere processor. Waste 'em from a distance, pistol will do if you're not in a hurry, pulse rifle otherwise (shotgun doesn't cut it at that range) Don't get close or you'll end up like Kane, and that sucks, literally. ALIEN WARRIOR ATTACKS: CLAWS and STINGERS? These are the black skinned aliens. They move fast and can do quite a bit of damage if they get close. There are two strains however. The warriors in the first episode take about 4 or 5 shotgun shells to put down and rarely attack in packs of more than 4. Once you're out of the colony and into the prison you won't see them again until the last few levels of the game, in the deepest recesses of the boneship. But these are a new breed. Immensely resilient, they can take 30 rounds of pulse rifle fire, or nearly 12 shotgun shells to kill. Plus if you see 1, chances are there are a lot more nearby. I've seen packs of over 12 of these gits together. If you have plenty of health you can pump grenades into 'em from close range. Failing that, pull out the smartgun and hold the trigger down. One thing I've just noticed while compiling this FAQ. I believe some warriors can deploy the stingers in their tails. This part of the alien arsenal is not mentioned in the films. In the books of the films they are noted a few times. In Aliens that is how Gorman gets knocked out. He is paralyzed by an alien stinger during the APC's escape from the atmosphere processor. What I have seen occasionally in the game is a warrior standing across a room from me doing a kind of spaced-out clubbers dance, and I began taking damage. The animation is rather bad, plus if you move in to get a closer look, the warrior will break and attack with claws. Could be spitting. Could be firing stingers. Either way it isn't particularly dangerous and you won't encounter it that often, I just thought I'd mention it. JUVENILE DOG ALIEN ATTACKS: BITE The first of the so-called "dog" strain found exclusively in the second episode, the prison, and alongside the warrior strain in the third, the boneship. They're gold so they're easy to see. They move slowly so they're easy to avoid. And they only take a couple of pulse rifle bursts so they're easy to kill. Cannon fodder basically. Use whatever you like. ADULT DOG ALIEN ATTACKS: CLAWS Similar to the adult warriors just easier to see. These replace the warriors as your primary enemies in the second episode. Quite fast and powerful they become lethal in packs despite the fact that they take less firepower to bring down than the warriors. They are first seen on level 17. For 1 or 2 you can use the shotgun, 3 to 5 the pulse rifle. Above that only the smartgun or explosives will do. LEAD MOLD DOG ALIEN ATTACKS: CLAWS A strain not mentioned in the instruction manual, I call this strain the lead mold alien because it appears on only one level, level 20. This level appears to a re-creation of the lead mold from ALIEN 3, hence the name. Apart from a few facehuggers this is the only type of alien you will encounter here. They look to all intents and purposes like the normal adult dog alien. Same speed, attacks and damage. However, there is one important difference. You face no alien that can endure more firepower except the queen. This ultra tough xenomorph can absorb 25 shotgun shells before falling, or an entire clip of pulse rifle ammo. If you have plenty of grenades or survey charges they are often the quickest way to kill this enemy. Like all other aliens bar the queen, they cannot survive a direct hit from an explosive. Basically, if you encounter one in close quarters it's smartgun if you value your armour. With room to retreat a little you can get away with shotgun or pulse rifle, provided you have plenty of ammo. If you run into two, smartgun only. Don't stop firing until they're down. CHESTBURSTER ATTACKS: BITE The youngest version of the alien you will encounter, these small critters first appear on level 5. They move fast keeping pace with facehuggers, jump like them but can take slightly more firepower than those. A shotgun shell or a few pistol rounds. Watch out when opening cryo tubes as these guys can often be found chilling out inside. QUEEN "GET AWAY FROM HER YOU BITCH!" - Lieutenant Ellen Ripley, Aliens ATTACKS: BITE or TAIL WHIP The ends of each episode should have been a battle royale but sadly the queen's AI contains a stupid piece of game design. It's true of all the aliens that you can trap them in one place briefly by shooting them. Their "taking a hit" animation means they can't move for that time. You can in some cases freeze them in one place by timing your shots so that this animation repeats over and over. Fortunately the warriors are not very wide and damn fast meaning they can sidestep out of your firing line and get close to you. Plus you usually have more than one of those to worry about in your average firefight so you don't have time to trap them. Sadly the Queen is not only slower than the warriors but she is so wide that, once shot once she cannot move fast enough to evade the next burst of a rapid fire weapon. All this means is all you have to do is get about 15 feet from her, so her head is just off the top of the screen, aim up slightly and start firing the pulse rifle or smartgun. She will sometimes attempt a tail whip but while you are firing she will be knocked out of the move because it takes so long. Keep the trigger down and she will eventually fall, some 250 rounds of pulse rifle later. Part 5 The Maps "IT'S GAME TIME" - Marine Corporal Hicks, Aliens Now for the fun part, the really big part. Fortunately, as Alien Trilogy was developed primarily for the Saturn and Playstation it doesn't contain the sprawling, processor-intensive sort of levels found in PC shoot 'em ups of the time like Doom 2 and Quake. This means they can be effectively reproduced as ASCII diagrams. They're still big enough to prevent me going into detail on the maps themselves so this is how this part of the guide works: KEY: Waypoints. These are the numbers on the maps, detailed in the guide. Switches. Small switches are denoted by a lower case 's'. Big switches, which require a battery, are denoted by an upper case 'S'. Lifts. These are shown as capital 'L's. See the guide for details on which switch activates which lift. Stairs or sloped corridors. Arrows (>>> on horizontal corridors, /\ on vertical corridors) always point UP to the top of the staircase. Destructible crates, lockers, barrels, consoles and windows are shown as 'x'. Railings on high platforms are shown as '+'. The edges of high platforms are otherwise full stops '...', and colons ':'. Destructible walls are shown as '????'. Doors are indicated by a double line of '###'. Walk through walls are shown as asterisks, '****'. This applies to transparent and opaque walk through walls. Also the yellow energy fields found in the boneship. Small Pillars are shown as 'O'. The guide itself will detail how to make your way through the level obtaining all secrets and as many aliens as I could find. This was all done on difficulty level 2, Raging Terror. Acid Reign (Level 1) is way too easy and Xenomania (Level 3) while possible, messes up the guide because of the regenerating aliens. So, here WE GO!! EPISODE 1 - THE COLONY Level 0 ============================================================================= /----\ | 8 | \####/ #### | | |S | | 7 | | | | | | | | \/ | | \/ | | \/ | | \/ | | | | | /----------------------------/ / / / / /----------------------------/ | | | | /--------------------------------------------\ | | / \ | | / /----------------\ /----------------\ \ | | | ||--------------|| ||--------------|| | | | | || || || x || | | | | || x x || || 5 || | | | | || || ||-----####-----||xxxx| \ \-----/ ## ## x3\------####------/3333\--------\ \ ## 6 ## x3 2 <<<< \ \--------\ ## ## x3/---- s####------\3333/-----\ \ | || || ||-----####-----||xxxx| | | | || x || || || | | | | ||x x || || s 4 || | | | | ||--------------|| ||--------------|| | | | \ \----------------/ \----------------/ / | | \ / | | \--------------------------------------------/ | x | | | /----\##----------------------------/ / | 1 |## >>>> / \----/##----------------------x--------/ ============================================================================= You've just seen the first squad get wiped out. Time for some payback. Shame you've only got a pistol. Oh well, we'll soon fix that... 1) From point 1 proceed along the corridor taking out facehuggers and blowing up the crates (x) to get ammo. After the second staircase you'll find the barricades thrown together by the colonists in a failed attempt to hold back the aliens (3). Ignore them and move to point 2. 2) Activate the switch at point 2 and go through the door into room 4. In here you will find a facehugger to take out, the automapper to grab (not really necessary if you're reading this) and a switch that activates the door to room 5. Hit it. 3) In room 5 there is a crate. It conceals a facehugger. Time to point out another one of this games little idiosyncracies. Many lockers and crates contain facehuggers and chestbursters but, when you blow one up, the emerging alien is INVINCIBLE for over a second after the explosion. You can shoot them. They'll even bleed but they won't take damage. It's best to back off quickly and wait just a second before firing. If the enemy gets close, use the tracker to make sure it dies when you shoot. Once it's dead, go past it and grab the shotgun. Partytime! 4) Use the shotgun to destroy the barricades at points designated 3. Watch out for facehuggers emerging from crates behind the barrels. Explore the central circle of corridors to pick up ammo and items. You'll fight a warrior and a few facehuggers. 5) Go to the east entrance to room 6. Take out the warriors behind the door and clear the room of facehuggers. The crates scattered around contain ammo, health and facehuggers. At point 6 itself you will find the battery you need to exit the level. 6) Exit through the west door and go straight ahead. Proceed to point 7 killing aliens en route and activate the switch. The exit room (8) will open. ============================================================================= Level 1 ============================================================================= /-----------------------?----------------------------------------------\ / >>>> <<<< ? 4 \ / /--------------------? /---------------------\ xxx/----------\ \ | | | ||-------------------||xxx ||--------|| | | | | || || || || | \ \-------------------## || 9 ## ## 8 || | \ 5 ## || ## ## || | \----------------------## || ## ## || | | || S || || s || | | ||-------------------|| ||--------|| | /----------/ \---------------------/ \---------xx | / >>>>xx | / /--------------------------------------------------xx | | | | | | | /---------------------------------## | | | / >>>>>>>>>>>>>>>>> ## 2 s| | | / /------------------------------## | | x| | | | | | | | | /------------xx | | x| #### / >>>>> xx | | | |---------####---------| / /---------xx | |x 6 | | xxx 3 xxx | | ||-xxx----|| | |x | | |-| s|-| s|-| s|-| | | || x x || | | | |--| |--| |--| |--| |--| | ## || | | | | ## || | | | /----\ | ## 7 || | | | | 10 | | || || | | | \####/ |xxxx||--------|| | \ \---------------####----------------/xxxx\----------/ / \ <<<<< >>>>> >>>>> / \------------------####-----------------------------------/ /####\ | 1 | \----/ ============================================================================= More firepower available on this level. More aliens to kill as well. 1) You emerge from the elevator into a crossroads. The exit elevator is right in front of you but you've got a lot to do before you can use it. You will see a warrior approaching from the left. Blow him away and head up the stairway to the right, opposite to the one the warrior entered from. Walk past both barricades to point 2 and hit the switch. 2) The door behind you is now active. Open it and proceed down the staircase. Beware at the bottom. In front of the door to room 3 are two air vents concealing facehuggers. Once they're dead you can open the door. 3) Take out the two warriors you find and activate the switches in the alcoves. Then blow up the crates and barrels and look around. Here you will find your first seismic survey charges. They'll be useful later. Also you'll pick up a battery and a shedload of pistol and shotgun ammunition. 4) Time to put those survey charges to use. Go to point 4 again ignoring the barricades taking out warriors as you go. Blow a hole in the false wall (the ??? on the map) with a survey charge and go along the passage to point 5. You will acquire the flamethrower. Toasty! Stick to the shotgun for now. There's no extra ammo for the flamer for a couple of levels. Right next to the flamer is a hypo-pack. Grab it and open the door. Blast the warrior you meet as quickly as possible and go straight to corridor 6. 5) This corridor is full of steam vents damaged in the fight between aliens and colonists. While you are invulnerable move quickly down the corridor, killing huggers and opening crates. You will find a stack of ammo and the automapper. Try to get clear before the hypo-pack runs out. If you don't make it just wait for the gaps in the steam jets. It takes longer but is quite easy. 6) Go to the corridor around room 7. Destroy the barricades on both sides to get yet more ammo and enter room 7. There are two facehuggers in the room and two in the crates at the north end. These crates also contain a shotgun and ammo. Don't miss the dermpatches on the shelves. 7) Go to the corridor around room 8 and destroy the barricades on both sides. Enter, kill the warrior, grab what you need and hit the switch. 8) Enter room 9 across the corridor, kill the two warriors and the hugger and activate the big switch. There's also a bit of health around if you need it. 9) Return to the start of the level, kill the warrior that emerges from the elevator and leave. ============================================================================= Level 2 ============================================================================= /----\ | 10 | \####/ /------?-----------------##----####----##-----?------------------\ / ? <<<< ## 9 ## ? <<<< \ / /---?-----------------##---\ /---##-----?---------------\ \ | | | | | /\ | |????| | | | /\ | | 8 | | | | /\ | | | /----------/ | /----------/ | |????| / <<<< | / >>>> | | | / /-------\ | / /-------\????| | | | 6 | |####| |????| |2 | |????| | | |####| | | | | | | | | | | | | | | | | | | | /\ | |3 | | | |????| | | | /\ | |????| | | \ \-------------? ?-------/ / \ \-------/????| \ ? 5 ? 7 / \ >>>> | \----------------? ?----------/ \----------\ | | /\ | | \/ | | /\ | | \/ | | /\ | | \/ | \ \----------------?----------------------/ / \ ? <<<< / \--------------####-?-------------------------/ /####\ | 1 | \----/ ============================================================================= This is the first of many re-arm levels. There are no aliens in these levels but you only have a limited time to pick up equipment before you are pulled out. On this level you have sixty seconds. 1) You start in the elevator at point 1. There is no guide to getting through this level. I'll just tell you where everything is so you can pick up what you need. (In fact there's so much ammo for the pistol and shotgun in levels one and two, the only things you are likely to need are flamer fuel and health) 2) Grab the survey charges in front of you. Now where do you want to go? Heading right through the wall and down the stairs you'll find some more survey charges, a flamethrower at point 2 and a hypo-pack at point 3. The pack will make you invulnerable. This is useful for getting through the walls in corridor 8 quickly. You won't take blast damage. 3) If you turn left from the start you'll pick up some pistol and shotgun ammo on your way to point 5. At point 5 you can go straight ahead. This will save some survey charges as there are no destructible walls in this corridor. However, there are only a few things to grab. An automapper (no use whatsoever on this level) some dermpatches and a pistol clip. 4) If you blast through the wall on your right from point 5 into corridor 7 you'll find only a medikit. Don't bother. 5) Corridor 8 is the place to go for cool stuff here. You'll use up a lot of survey charges getting through but you'll not only get some back you'll also pick up three canisters of flamer fuel and an adrenaline burst. 6) Once you enter room 9 you probably have a few seconds left. Search the room. There's quite a bit of health and ammo lying around. Then either let the time expire or enter the elevator at point 10. ============================================================================= Level 3 - Recreational Area ============================================================================= /---\ --------------------## | /----------------------------------\ | ##17 | |xxx 15 >>>> | | /-\ /-------## | | x xxxxx /---------------\ | | | | | \---/ |xx xx /--/ | \/ | | \-/ | \-sx\ /---/ | \/ | | | |LL| /------/ | \--\ /---/ /---s/ \s---\ | | | | / 14 \ | \/ /------/ | | |S s| | \/ \-------------\ | | \ / | >>>> | | | \---\ /---/ \-------------\ | | | | \/ | | \/ | | 16 | | \/ | | \/ | | \---------------------/ \/ \-----------------------##---/ | | <<<< ## | \---------------\ /--##--------/ | | | | | | /---\ | | /--------/ \ \-----------------####---------------/ | s| /####\ |xxxx/---\ 9 / | 13 | |xxxx| \---/ | | | x | /------------------------## | /-----------------------------\ | \/ | | ## 12 | | >>>>> s <<<<< | | \/ | |x 11 ## | | /------+ 3 +------\ | |x | |x s|| | | +++++++ | |x xx| |x /-------------------/| | | ..................... | | xx | | \------------------\ | | | : : | | 8 | | x| | | | : : 4 | | \/ | \------------------\ | | | | : : | | \/ | /--------/ | | | | : : | | | | | | | | : >>>: | | xxx\---------\ | /--------/ | | | : >>>: | | | | /\ | | | | : : | |xxxx/----\ | | /\ | | | | : : | | 7 | | \-----/ \-------\ | | | : : | \----/ | <<<< 10 | | | | : : | | /-------------\ /\ | | | | ..................... | | | | /\ | | | | | /-------\ | \-------------/ /\ | | | \------------\ /-----------/ | LL + \--/ \--------------/ | | LL 6 + 5 2 | \-------/ \---\ + +\/+ /\ /-------------------/ | + +\/+ || | | ++++++++++\/++++|| | | / | | | O O | \####/ | | /####\ \--------------------/ | 1 | \----/ ============================================================================= The rec. area is the first really big level, and it comes with quite a change. Unlike the first few levels there's bugger all ammo to be had here, unless you know where to look. 1) As soon as you exit the lift at point 1 you'll see multiple targets on the tracker. Don't worry. They're security guards, lowest of the company grunts. Take 'em out (with pistol if you can as they dish out pistol ammo and you need the shotgun for the warriors) and grab anything they drop. Turn right at junction 2 and proceed to the (knee deep) swimming pool. Go to the switch at point 3. There's a medikit here if you need it. Activating the switch will raise a platform in the pool to reveal something you want, an acid vest. Unfortunately, the switch will also release four facehuggers into the pool. 2) Go quickly down the stairs to point 4 and shoot the huggers as they climb out of the pool. Once they're dead jump in and grab the vest. Your health is now safe (until the vest dissolves) 3) Return to point 2 and go straight across into room 5. Climb the stairs and kill the guards on the balcony. At point 6 you'll find the first shootable wall which conceals a secret. The lift you can see on the map will lower once enough ordinance has been poured into it. Careful, there's a couple of warriors in here. Deck them and grab the stash, a flamer and a shotgun. 4) You now have to reach room 9 through corridor 8. Watch out when destroying the first lot of barrels. There's a warrior at point 7. Move down corridor 8 destroying barrels and crates. Watch out for facehuggers. You'll find five in various crates down here (see the guide to level 1 detailing how to kill aliens emerging from crates) 5) Kill the two warriors in room 9 and hit the switch. This will shut off the steam vents around point 10 so you can get the battery on the floor here without getting cooked. Go get it. 6) Go down the corridor to room 11, kill the guard and use the ASCIImap above or the automapper in room 11 to find the lockers that contain items. Blow them all up to find two facehuggers, 4 survey charges and 20 shotgun shells. Hit the switch. 7) Go through the door into corridor 12, kill the security guards and ready the shotgun. Open door 13. Unlucky for some. 8) This room is crawling with aliens. Two facehuggers and four warriors. Circle the room taking them out then grab the dermpatches on the tables. Go down the passage to the switch room. 9) Activate the big switch. This will open the exit door. Next hit the two switches opposite the big one (I don't actually know what these do. I suspect they release more security guards into the first part of the level or just add more to your mission complete percentage) 10) Lastly hit switch 14. Immediately strafe right and move forward onto the lift. This way you don't take fall damage. There's a stack of stuff in this storage bay, blow up all the crates and get it. The hit the switch and move into corridor 15. 11) Here you will encounter another odd piece of game design. This being your habit of looking up when walking up slopes. This often makes it difficult to target small enemies ahead of you. To counter this hold the look key down when moving up slopes. You view won't move unless you look up or down yourself. Use this method to take out the many facehuggers in this corridor (the flamer is good for this) Open the door at the top. 12) The main room has new occupants. Blow 'em away and proceed to point 16. Just ahead you will see some ammo behind some steam jets. It is possible to get in there without being hurt. But unless I'm really low on health I just walk straight in and out. 13) The exit, point 17, is now in front of you but don't enter it just yet. In order to get 100% mission complete you must sweep the first part of the level again looking for more security guards with ID tags. You should find three. One in corridor 12, one at point 2 and one between points 6 and 7. Once you've got 'em all, you can exit. ============================================================================= Level 4 - Science Labs ============================================================================= /----\ | 13 | /-------------------------------\ \####/ | | /####\------/ /---------------------\ | | |/-------------------\| | | 4 /-----------/| || | /----------------s-----------\ | |/----------\| ## | | 11 x | | || 6 || x ## 3 | | x ## | | || || x ## | | xOx ## | | || /--/| xxxOxxx || | | x ## | | || \--\| x || | | x | | |\--\ || x || | | x | | |/--/ || || | | x x | | || || || | | xOx x | | || /---/\-------------------/| | | x x | | || \---------\/-----\/-------/ | | x | | ## || ||x | |xxxxxxxxxxxxxxxxxxxxO | | 5 ## \/ || /-------/ | s| | ## /\ /\ || | | | / || || || || | | S\/ |\----/\---/\------------/| | |x O \-------------------------/ | | 7 | |x O /-------------------------\ | | s/\ |/-----------------x-----\| | | | \ || ||x | | OxxxxxxxxxxxxxxxxxxO s| | || O x|| | | x x | | || O 9 || | | x 10 x | | || x|| | | x x | | |\--------------\ || | | x #### x | | |/-----||-------/ || x| | Oxxxxxxxx####xxxxxxO | | ## || || | | | | 8## \/ || | \----------------------------/ | ## || | /------\ | |\----------\ O || | | L----------/ \----------\| || | | L 12 2 |\------------/| | | L----------\ /-----\ \--------------/ | \-------/ | | | | | | \------------------------/ \####/ /####\ | 1 | \----/ ============================================================================= Bored with the flamethrower yet? Don't worry, this level hides a new toy to play with. 1) Exit the elevator, point 1, and move to point 2. A warrior will attack. Kill him and go up the corridor he cam from. Go right around the perimeter blowing up lockers (x on ASCIImap) and killing huggers and their new allies, chestbursters, until you reach point 3. 2) Once the warrior outside is down, enter and open all the cryotubes. Keep the shotgun ready, you'll find a chestburster in two of them, along with a medikit and ID tag in another. Leave and turn left. 3) Proceed to point 4 killing facehuggers (there are a lot in this section) and take out the security guards in front of the exit elevator. It's sealed for now so instead go to point 5 and open the door here. 4) Once inside sweep the whole room. You'll find a warrior at each end plus some shells and the battery you need at point 6. Leave this room. 5) Turn left and move toward the crossroads at point 7. To your right you will see the entrance to the main science lab. We'll go there last. Go on to point 8 and open the door. 6) Kill the chestburster and move through the rooms to point 9. There's another chestburster here. Kill it and start destroying lockers for ammo, an ID tag and yet another chestburster. There's plenty of health here. Grab it if you need it. Then go to point 7 and head into the main lab. 7) Take out security guards, then blast through the windows and kill all the facehuggers and warriors you can see. Grab the automapper on the table at point 10 and use it or the ASCIImap the find and destroy all the lockers and consoles. The consoles are on all four sides of the two pillars in the upper secure chamber. Blow them all up and kill the huggers emerging. 8) Once you've picked up, smashed or shot everything in the room you can turn your attention to the switches. The switch at point 11 just activates the door to the chamber, no use at all if all the windows are smashed. By the main doorway hit the big switch to open the exit elevator. The switch next to it controls the door to the upper secure chamber. Ignore it. On the other side of the doorway the switch closest to the door will open the lift at point 12. The other one controls the door to the lower secure chamber. Press it if you wish. 9) Go straight to point 12, kill the facehuggers and behold the prize. This is the big secret in this level (and you can't get to it until you've entered every room and hit the switch) Here there is a canister of flamethrower fuel (cool), an ID tag (useful), a shotgun (handy), an acid vest (most excellent) and a pulse rifle! (WRECK RULE!) This weapon is all you'll need for the rest of this episode (once you have plenty of ammo for it, of course) Grab everything and head for the exit elevator at point 13. ============================================================================= Level 5 ============================================================================= /----\ | | \####/ /------?-----------------##----####-x--##-----?------------------\ / ? <<<< ## 10 ## ? 5 <<<< \ / /---?-----------------##---x /---##-----?---------------\ \ | | | | | /\ | |????| | | | /\ | | | | x| | /\ | | | /----------/ | /----------/ | |????| / <<<< | / 3 >>>> | | | / x /-------\x | / /-------\????| | | | | |####| |????| |2 | |????| | 7 | |####| | 4 | | | | | | | | /\ | | | | | | | |x | | /\ | | | | | |????| | | | /\ | |????| | | \ \-------------? x?-------/ / \ \-------/????| \ 9 ? ? 8 / \ >>>> 1 | \----------------?6 ?----------/ \----------\ | |x/\ | | \/ | | /\ | | \/ | | /\ | | \/ | \ \-------------x--?----------------------/ / \ ? <<<< / \--------------####-?-------------------------/ /####\ | | \----/ ============================================================================= Time to re-arm again. you know the drill. Here's where everything is. sixty seconds and counting. 1) The layout's the same but equipment is now in crates. Use shotgun to get it out. The crate at the start contains a pistol clip. The corridor leading to point 1 contains the automapper and a pulse rifle clip. 2) There's some shottie shells at point 2, an acid vest at point 3 and a medikit at point 4. Up at point 5 you'll discover a hypo-pack. 3) The crate at point 6 holds a grenade pack and two survey charges. The three crates in corridor 7 hold a 9MM pistol and two clips for it. In corridor 8 there are two medikits and three cases of shotgun shells. 4) Corridor 9 conceals a pulse rifle, a flamethrower and four medikits. Area 10, the exit chamber has some shotgun and pistol ammo lying around in crates plus some more survey charges. Exit when you're done. ============================================================================= Level 6 - The Garage ============================================================================= /----\ | | /--------\ \####/ | xx |/---------------/ \----\ | xxx || S @@@@@@ 31 | | x s|| 30 @@@@@@@@@==@@@ | | \/ @@ @@@ | | x x LLLL @@@ | | xx LLLL @@@ @@@ | | xx LLLL @@@ @@@ | \--------/\ @@@ | | @@@====@@@ @@@ |/-----\/-----\/-----\ | @@@ @@@ || || || S| | @@@ @@@ @@@ \/ x \/ \/ 26 | | @@@ @@@ @@@ 29 x x \--------------\ | @@@ >>>>>> | \-----------@@@-----------/\ x /-----------------+++++\ | /-------------------------\| x //-----------\/-x/ + | /--------/s 8 |\----/ | x 19 + |/-\ | s\++++....LL....LL....: |/----\ | x :LLLLL s \ | 11 LL LL 10S: LL \/xx xx/--------\ :LLLLL | | s/++++....LL....LL....: LL xx \-------\ \------:LLLLL / | /--/ x x x |/----\ 18 x \/ + 25 |\-/ LLLLL || | LLLL + | LLLLL 9 || 17 | LLLL + | LLLLL || \ 21 + 27 |/-\ \---------------------\ |\----/ +++++++++++++O :LLLLL s \ /--------\/---\ \ || xx +s 20 >>>> :LLLLL | |x / / \\ +++++++++++++O :LLLLL S / |x \/ \\ LLLL 28 + |\-/ | 7 LL 16 LLLL /-----+ | |x LL /------------/ + | |=========\ LLL || | 22 s+ s| | x 6 LLLLL || \-----\ /-\ + 24 | /---\ | xx LLL |\--\ \-----+ | | \--|=========/ 5 /-----\\ 23 + | |s 4 || || \\ LL LLLL: | | /-----\ || || || LLLL LLLL: | \---/ | |\--\ /----/\ || LL LLLL: | | \x--/ \-x---\\\ \/ 13 :....| | x| | _ : : | \--------\ 3 /-----/ | \\ :..:.| /-----------/ \------\|14 \\ | /--\## x|| x \\x 15 LLLLLLLLLLL/----\ | 1 ## x|| x ||Sx SLLLLLLLLLLL s| \--/## |\---x-/| 12 LLLLLLLLLLL\----/ \--x-\ ++++++++++++++++++......| / \x-\ | LL 2 : | | xs| \-----------------------------------------/ \-----x-/ ============================================================================= The garage is a huge, sprawling level with loads of secrets to uncover and, similarly, loads of aliens to gun down. 1) Exit the elevator at point 1 and walk round the corner to point 2. Shoot the lift here to open it. Kill the warrior behind it and grab what you need. There's a medikit, survey charges and an acid vest here. 2) Move to point 3. Take out the two warriors that attack and go into room 4. Watch out for the alien eggs here. Shoot 'em from a distance. Hit the switch here and the lift at point 5 will lower. On top you'll find two facehuggers and a pulse rifle. Grab it and climb over the crates to point 6. There's three crates to blow up here. You'll find ammo of every type inside. 3) Once back over the crates, move to point 7 and destroy the crates here. You'll get two batteries, some shells and a facehugger on your face. Careful. 4) Move round to the switch at point 8 and hit it. This'll bring down the elevator at point 9. Go there (on your way you'll pass three crates. They all hold facehuggers. Kill 'em if you like) and get on the elevator. 5) More warriors to kill then you've gotta run across the lifts to the big switch at point 10. They will drop as you pass over them. If you don't make it go back up and use the switches at point 11 to reset the lifts. Hit the big switch (this'll open the exit) and ride down one of the elevators. 6) Return to point 3. Now use the automapper you picked up at point 10 to locate and destroy all the lockers that contain items (it's easier than using the ASCIImap because it's more detailed) There's six around point 3 and one over by point 2. Particularly get the locker toward the entrance to room 4. It holds a battery you need to get all the secrets. Don't mistake the big wire coils for lockers. They aren't on the ACSIImap but are shown on the automapper as red squares as well. You'll find a ton of ammo, a dermpatch and a facehugger. 7) Next climb the stairs at point 2 and kill the warrior at the top. Drop back to the floor when you run out of walkway. Destroy crates to reach the switch at point 12. Hit it and move to point 13 where the lift will have dropped. On top of this one is a medikit and another acid vest. 8) Clear out both alcoves at area 14 of crates and facehuggers and crates then hit the switch at point 15. This will activate the big lift you can see on the map. Clear both rooms down here of aliens and crates. Use the switches to activate the lift if you get trapped. Remember, switch 15 is a one shot deal. Don't get brought back up with the lift when moving from one room to the next. There's no way back down. Down here you'll find ammo, explosives and health. 9) Once you're out head for point 16. Walk up to the lift here and it'll lower so you can get the shells on top (the same goes for the other lift of this type near point 17) Blow up the crates and climb over to point 17. Waste the facehuggers and leave over the other side. 10) Blast your way from point 18 to 19 taking out huggers and crates and grabbing items. Then leave and climb down to the switch at point 20. You'll pick up another battery here. Hit the switch and quickly move back up the stairs to the lift at point 21. It will have lowered revealing more huggers plus some ammo. 11) Move between the lockers to reach the switch at point 22. For some reason this switch controls the loading platform of the nearby transporter at point 23. Hit the switch, pick up the stuff opposite it (including yet another battery) and ride up the platform. 12) Hit the switch at point 24. This will prime the lift at point 25. It won't actually lower until you cross it. Do so, ride down with it, kill the huggers, grab the stuff (ANOTHER battery here) and use the switch to get out. Ride back up with the lift and continue along the walkway. 13) As you arrive at the bottom of the stairs you'll be jumped by a warrior hiding in the alcove at point 26. Once he's dead hit the switch. This will prime lift 27. Like last time it won't activate until you cross it. Return along the walkway to point 27 and ride down with the lift. In this room you'll find two packs of grenades, a small switch (that lets you out) and a big switch (that lowers lift 28) Hit the small one, then the big one and run quickly to lift 28 before it raises again. Here you'll find loads more ammo and another acid vest. 14) Phew, just one more secret to go. Ride back up on the transporter platform using switch 22 to get it down. Proceed to point 29, the entrance to the motor pool. The '@' symbols you see on the map denote the transport vehicles and other heavy machinery in the motor pool. Move through to point 30 with the flamer or shotgun at the ready. They're the best for taking out facehuggers at close range and the motor pool is crawling with 'em. Look alongside the APC at point 30. You'll find some survey charges. 15) Activate the switch here and ride down the nearby lift. The final secret holds many crates and, unsurprisingly, a massive amount of ammo, health and facehuggers. When you're finished proceed to the exit elevator at point 31. ============================================================================= Level 7 ============================================================================= /----\ | | \####/ /------?-----------------##----####- --##-----?------------------\ / ? <<<< ## 8 ## ? <<<< 3 \ / /---?-----------------##---\ /---##-----?---------------\ \ | | | | | /\ | |????| | | | /\ | | | | | | /\ | | | /----------/ | /----------/ | |????| / <<<< | / >>>> | | 7 | / /-------\ | / /-------\????| | | | 5 | |####| |????| | | |????| | | |####| | | | | | | | | | /\ | | 2 | | 1 | | | | | | /\ | | | | | |????| | | | /\ | |????| | | \ \-------------? ?-------/ 6 / \ \-------/????| \ ? 4 ? / \ >>>> | \----------------? ?----------/ \----------\ | | /\ | | \/ | | /\ | | \/ | | /\ | | \/ | \ \----------------?----------------------/ / \ ? 2 <<<< / \--------------####-?-------------------------/ /####\ | | \----/ ============================================================================= Despite the obscene amount of ammunition available for every weapon in the garage, level 8 is the third timed re-arm level. Why this is here I don't know. Oh well, ours not to reason why, ours but to make aliens die, as I'm sure some famous person said at some point, roughly, maybe. Only sixty seconds here. 1) OK, here we go again. At point 1 there's a pulse rifle clip, and it's counterpart, a grenade pack, lies at both points 2. At point 3 you'll find an acid vest (if you need it. There were four in the garage) and some shells. 2) OK, now the other way. At point 4 you'll pick up the automapper, some survey charges and several dermpatches if you search among the crates. Up corridor 5 there's a couple of dermpatches and that's it. Iiiiiiiiiin 6 you'll find a pulse rifle and shotgun shells. 3) Iiiiiiin 7, there's three medikits, an acid vest, a shotgun and a pack of grenades. Search area 8 for load of dermpatches and medikits. Grab what you need and clear out. ============================================================================= Level 8 - Sub Level A ============================================================================= /-------------------------\ | 4 S| /------------------------------------------\ | /-----????----\ |/---/ + <<< 12 <<<< + | | | | || O + 11 +++ /\ : : + | | | 5 | |\-\ <<<< + /\ : : + | | \-------------/ | | + +++ /\ : : + | |4 | | +++++++++ : : + | \--------\ /--------/ | + : : + | /----\| + 2 |----/ + : : + | | || + + + : : + | | || + + + : : 13 + | | /\ || + + + +++++++++++: :+++++++++ | | /\ || + + +++++ : : | | /\ || + + + ..........: :......... | |LLLL\| + + 10 + : 14 : | | LLLLLxxL+ /-\ /--\+++ : ............... :O | |s LLLLLxxL+ ||: :| | O: : : : | | LLLLLLLL+ ||: :| | ....: :O O: :.... | |LLLL/| 3 + ||: :| | : : : : | | \/ || + ||: :| | O: ....: :.... : | | \/ || + ||: :| | : x: O: : | | \/ || ++ /\ ||: :| | ..: x: : :.. | | || /\ ||: :| | : x:O : :O| | 6 s|| xx ||: :| | : ..: :.. : | \----/| x ||: :| | : : : : | | /------/|: :| | : :.....xx........ ......: : | | \-------/ \| | : xxxx : : : | | <<<< | | :..........xx.x. : :..........: | \-####-/------\ | | : : | /####\ /-/ | \---\___/---------\ /-----------------/ | 1 | | | /---/ 9 \---\/----/ \------------\ \----/ | 7 \/ ||LLLL: 15 | | ?? O ||LLLL: | | ?? O ||LLLL/-----------\ | \--\ ?? || \----------\| | /-/????|--/\------------/| s|| | | 8 | \---------------/| | \---------/ /-------------------/ | | | | | | /-----------------/ /-----\ | ?-----\/-----------\ | | | ? || | | \ | ?-----/| | |????--\/ 16 \------/...........| | ?? | |17 ?? S| \------??--------------------\####/ /####\ | | \----/ ============================================================================= We're out of the colony complex and into the atmosphere processing station and the start of the alien nest. Here you also run into the company synthetics for the first time, living quietly alongside their alien charges and just as determined to end your mission prematurely. The warriors are getting tougher also. It's now 5 or 6 shotgun shells to kill one. 1) As you exit the elevator at point 1 you'll immediately have to defend yourself from some facehuggers and a warrior. Try not to blast the pipes on the left hand side of the walkway. They're steam vents and are a pain to get past if they're shot open. Go straight ahead, destroy the crates on your right and climb up the stairs to point 2. Watch out for the open steam vent. 2) More huggers here plus the automapper and a battery. Grab them and go back, round the railings to point 3. Blow up the crates to get dermpatches. Go straight over the lift to area 4. There's a company synthetic at both points 4 (use grenades, you should have loads by now) and a battery operated switch at the upper one. Throw the switch and blow up the destructible wall to access room 5. Kill the facehuggers and grab the ammo. One note: try to keep to short, controlled bursts of fire in this area. Many of the pipes are steam or coolant vents, taking heat to or from the heat exchangers below, and can damage you if blown open. 3) Return to point 3 and shoot the wall where the lift is to access the first secret. It will drop into the floor. There's a switch here. Hit it and the lifts on both sides will drop releasing two warriors. Kill them and search the area. At point 6 you'll find some flamer fuel, a hypo-pack and the switch that re-activates the lift. Hit the switch, grab the stuff and sprint back to the entrance elevator at point 1. 4) Run down the stairs into room 7. While you're invulnerable from the hypo-pack you can kill enemies quickly at close range with explosives. Blow open rooms 8 and 9 and use the invulnerable time to clear both of them while grabbing equipment. At point 9 you'll find a window looking out onto the main cooling shaft running through sub-level A. To your left you'll see a synthetic on a platform. Use the grenade launcher to blow him away. 5) Go back to room 7 then move up the corridor to point 10. Here you'll see the first big incubation chamber loaded with eggs being kept at the right temperature by the heat from the station. Snipe the eggs from long range and proceed toward the stairway clearing as you go. 6) As you move down the steps to point 11, watch the motion tracker. As soon as you get a signal, back up and let the aliens come to you. There's a lot of warriors in this section. Repeat this manouevre until you reach the raised catwalk at point 12. 7) The white surfaces on both sides of the catwalk are extremely hot (Not just where you see the flamejets) so in order to reach the equipment on them you're going to have to sacrifice a little armour. Move along the catwalk and look off to the left. At point 13 there is an acid vest. Jump off, grab the vest plus anything else you fancy here as you run back to the stairs. Repeat this procedure on the other side. You will have taken no health damage from that. Your armour has absorbed everything (provided you moved fast enough, of course) 8) Move on down the catwalk to point 14 where it splits. Turn left and proceed slowly. Falling means instant death here so be careful. Kill the synthetic at the end of the platform and pick up the pulse rifle. Now go all the way around to point 15 avoiding steam vents and flame jets and destroying crates and barrels. You'll get a battery and ammo from the crates. 9) You should get a trace on your tracker at his point. Kill the warrior and drop off the ledge on the right inside the archway. Grab the stuff and use the switch to get back up. Move to point 16. 10) Destroy both of the walls here. Behind one you'll find some facehuggers and some ammo. Behind the other you'll find a warrior and another destructible wall. Blow this open to find the last of your mission objectives, four alien eggs. There's an adrenaline burst pack here (oh YES) and some survey charges. Grab what you want and hit the switch at the end of the hallway to exit. The dropoff opposite the exit is fatal. No secrets there. Trust me, I know. ============================================================================= Level 9 - The Heat Exchangers ============================================================================= /------------------------------------\ | | | +++++ +++++ | | + ++++++++++++++ + | | + 2 3 + | | + ++++++++++++++ + | | + + + + | /--\##-------------/+++++++ + + +++++++\--------------##/--\ | 1 ## + + ## 6 | \--/##-------------\+++++++ + + +++++++/--------------##\--/ | + + + + | | + ++++++++++++++ + | | + 4 5 + | | + ++++++++++++++ + | | +++++ +++++ | | | \------------------------------------/ ============================================================================= In this level you pass along the maintenance catwalks directly above the heat exchangers themselves. The air is extremely hot which probably explains the lack of alien eggs or their resident keepers. You can only take 30 seconds in here so... 1) There are dermpatches on the way in from the elevator at point 1. Careful of steam vents and flame jets when you enter the main chamber. At point 2 there's a shotgun plus shells. At point 3 there's three canisters of flamethrower fuel. 2) At point 4 there's some health plus a body suit! This is a priority pickup. At point 5 there's a pulse rifle plus grenades. You'll find an acid vest plus more dermpatches on the way out to the elevator at point 6. ============================================================================= Level 10 - The Nest ============================================================================= /--\##--------------------------?##-----------?##-------\ | 1 ## 6 ?## ?## | \--/##\ /-----------------?##----\ ?## 7 | /-----/ 2 | /-----\ /----------\ /-/ /| | | ????| | | | ##? |\-------/ | /---\####| | | | 8 ##? | | | |####\-/ 5 | | ##? | | | | | \----------/ \--\ | | | \------------/ /---? \-\ | | /-/ ? \-\ | 3 | /-/ /?-----\ \-\ | | / /-/ \-\ \---?------\ |????| | 9 \------------/ 10 ? | \####/ | /--?-\ | /####\--------\ \-----......---+++++++-----/ | | | | / \--\ | | | 4 | /---/ | | | | | / | | | \-------------/ | /--\ /--\ | | | | | | | | | | | /----\ | \--/ \--/ :--/ | | 15 | | : 11 | \####/ | 12 :-------/ /####\ \------\####/-----------------------/ | | /####\ | | | | /--------------------------------/ | | | | | | | | /---------------------------\ | | | | | /----------------\ /------/ | | | | | | | | | | \-/ | | /------\ | | /-\ | | | | |/----\| | | | | | | /------/ | || || | | | | | | \--------/ || ## \-/ | | | | || ## 13 | | | | /-------------/\----##-----------/ | | | \----------------------------------/ 14 | | S | \--------------------------------------------/ ============================================================================= Now arriving at sub-level C, in the bowels of the atmosphere processing station. This place is crawling with aliens and contains another big egg incubation chamber. Your mission however, is to track down the missing colonists and recover their identity tags. That's one thing to watch out for on this level. You can get very big signals from the motion tracker here, very reminscient of 'Aliens' itself but don't panic. Many traces you'll see are struggling colonists. Put them out of their misery and get their ID tags. That's what you're here for. Be sure to kill colonists as soon as you find them otherwise you'll find a chestburster attached to your armour. 1) Move out of the elevator, kill the warrior and the colonist you'll see across the hall. Grab his ID tag and blow up the secretion encrusted doorway at point 2. The door behind it is inactive for now. Go to point 3. 2) Here you'll pick up a battery. You'll also see the first ceiling crawler alien. Once you've got the hang of aiming up and down blowing them off the roof with the pulse rifle is easy. Destroy the wall at the end of the corridor and open the door. 3) Hope you came in firing. There's three warriors here. Once they're dead grab the automapper and ammo, look behind the left switch for a rogue ID tag then hit the switches. They will activate the doors at points 2 and 6. 4) Enter room 5. Look just inside the door to your right. The tracker should help you find the colonist here (he occasionally disappears. A bit of a glitch) Clear the room of stuff and leave heading for point 6. Blow up the wall and open the door. 5) Watch out for warriors in this hallway. Go straight across from where you entered, blow up the wall and open the door. Kill the facehuggers and the colonist and pickup the huge amount of ammo in here. 6) Back across the hallway blow open the entrance to room 8 and open the door. More huggers in here plus health and armour. Clear and leave. There's yet another destructible wall just around the corner from room 8. Blow it up and move down the hallway using your tracker to find colonists. Careful, there're warriors in this section, on floor and ceiling. At point 9 you can see out into the main egg chamber but don't jump down to it just yet. Move around to point 10 (be sure to get the colonist on the way) and blow up the wall here. 7) This secret corridor is loaded with ammo plus a facehugger right at the end. Drop down into the egg chamber once you have everything. Sweep the room from end to end blowing up everything that moves. Use the tracker to find colonists. Pick up anything you need. The exit door (point 12) is pretty well disguised. Despite its appearance there is no wall in front of it. The door itself is encrusted in slime. Fortunately it still works. Open it. 8) Sweep the whole outer ring of corridors killing aliens before going through the middle corridor to point 13. The door will open as you approach. Kill the warriors coming out, grab the battery and anything else you want and go to the switch at point 14. Hit it, waste the warrior in the elevator and exit. ============================================================================= Level 11 - The Queen's Lair ============================================================================= /------------\ /------------------\ // \------------/ \\ // ........ ... | // .: :........... : \\ // .: /---\ : : \\ | : | | : : \ | : @ \---/ : : | | : @@@@@@ : /---\ ....: ##/--\ | : @@@@@@@@@@@@@ | | >>> ## 1 | | : 3 @@@@@@@@@@@@@@2 \---/ ....: ##\--/ | :.... @@@@@@@@@ /---\ ..: | \\ :..... : | | ..: /-/ \-\ : : \---/ ..: /-/ \-\ :......:............. : /-/ \-\ /-/ \-\####/------------------------------/ /####\ | | \----/ ============================================================================= OK, PARTY TIME!!!! You probably know by now how easy the queen is to kill, but the setting is still impressive, particularly the green lighting effect. 1) Exit the elevator and watch the tracker for incoming facehuggers. Once the initial attack is over sweep the perimeter of the chamber clearing eggs and facehuggers. Use the shotgun preferably. That way no shots can pass through enemies and hit the queen (point 2) before you're ready. 2) Clear area 3 of eggs. This raised platform beneath the egg sac (the '@'s on the map) has many eggs and quite a bit of ammo. Once there's nothing left alive except you and the queen, blow her off the egg sac and bring her down. 3)Once you're done retool with any equipment left and exit. Now to the prison. ============================================================================= EPISODE 2 - THE PRISON Level 12 - The EEV Hangar ============================================================================= /-----\ | s | /xxxxx\ /-/: xxx :\-\ /-/ LxxxL \-\ /-/ 11 LLLLL \xx---\ /-/ xxxx| /-/ xx\-\ | /---------------\ | | \/ + | >>> 9 | /-------------\/-------/ \/ + | x x x | x | | || 8 + | x x x | x | | || /--\+++++ \---------------/ xx | | || | \-\ xx xx /-/ | || | \-\xx xxxx | | || | \-\ 10 x | \----\ /----/| | \-\ LLL /----xxx-/ /----/ \----\| | \-\ xxx /-/ | 6 || | | | | || | |???| | || | | | | || | | | | || | | | \####/--------/| | | | /---??/####\---------/ \------------------/???\------------------S-##/--\ | ?? 5 3 2 14 ## | \---??\####/---------------\???/------\ /-----\ /---------\???/-##\--/ /####+-------------\ | |/----\| |/---\| 12 |/-------\/ \ | + xxx| | || 1 || || || || || \--\ | + xxx | | |\####/| ||???|\####/|x x|| | | /\ + | | |/####\| || 4 |/####\/ |\-------/ | /\ + 7 xxx| | || /\ || \/ || || \x---\ | + xxx| | || /\ \/ \/ || |\####/\x x| | /\ + | | || || |/####\| x| | /\ ++++ xxx | | \\==========// || 13 |\--------x---/ | <<< xxx| | |\----/ \-----------s------/ \--------------------/ ============================================================================= Entering the second episode and strains of 'Alien 3' showing through with the EEV in its hangar. This level introduces two new enemies, the company soldier and juvenile dog alien. Neither is that dangerous so you can concentrate on the job in hand, clearing the hangar of aliens. 1) Exit the elevator at point 1 and move down the stairs to point 2, taking out soldiers as you go. Turn left and blow up the thin wall at point 3. Walk along the corridor to point 4, grabbing dermpatches and some shells, then blow up the wall here to get the pulse rifle behind it. Watch out for juvenile dog aliens on your way out. 2) Move down to point 5 and deck the soldier here. Blow up the wall at the end of the corridor, kill the facehuggers and grab the stash. Enter the door to room 6. This is the infirmary. Clear the entire room of juvenile dog aliens and grab the equipment. There's health and the automappper here. Watch out when passing back from the upper chamber to the lower in here. You'll find some more juveniles have arrived. 3) Once you've cleared the infirmary you can enter the morgue opposite. Open the door and move down the stairs killing juveniles. This room wiil boost your mission percentage in activated switches and recovered ID tags. Hit the switch and then look at the cryo-tubes. In the cryo-tubes, from top to bottom you will find: a chestburster, an ID tag, another ID tag, another chestburster and another chestburster. The cryo-tube closest to the bottom is empty. Leave when you're done. 4) Go back up the main corridor toward point 3 but turn left before you reach it and proceed toward the hangar itself. Once you reach point 8, at the top of the stairs, look around. There are several soldiers in here plus a whole lot of crates. Circle the hangar to point 9. Kill the three facehuggers in the EEV and enter. Of the three cryo-tubes here, the two outer ones hold chestbursters and the middle holds an ID tag. There's also a body suit at the far end of the EEV. Only pick it up if you need it, if your armour is below 50. If you do leave it here remember to grab it before you exit the level. 5) As you exit the EEV you'll see a pile of crates just to your right. Destroy these to find a facehugger and a battery. Just to the right of these crates are some more in an alcove. Blow these up to find several facehuggers, a juvenile dog alien in the alcove, a pistol clip and body suit. 6) Next you'll arrive at point 10. This should be your last port of call in the hangar so leave the crates here for now. Go to point 11. The crates here are on a lift which will activate once a particular crate is destroyed and you walk where it was. The crates on the lift itself are all empty so destroy them and ride the lift up. The crates up here conceal two facehuggers in them and two juvenile dog aliens behind them. Use a close quarters weapon like the shotgun or flamethrower to kill them before they reach you. Whatever you do, don't fall off the platform. There's no way back up. The other crates contain shotgun ammo. Hit the switch and drop back down when you're done. 7) There's another pile of crates by the bottom of the lift. Blow them up to kill facehuggers then go to the entrance stairs. The crates here hold a medikit if you need it. Then blow up the crates on the lift at point 10 until it rises, destroy the wall at the top, kill the juveniles in the passage, grab the flamer and blow up the final wall to get out the other side back into the main corridor. 8) Take out any soldiers you find and open the door at point 12. This is the shower room and it too holds a few secrets. Kill the juveniles then blow up all the shower enclosures and the two lockers marked out on the automapper and ASCIImap. You'll find a shedload of facehuggers to blast. The door to room 13 is another of those shootable doors. You know what to do. Inside you'll find your first pair of protective boots. They only last 30 seconds though. Use the time to sweep the level again for any new soldiers that might have turned up then go to point 14. 9) The wall between the wire coils is thin. Blow it, and the barrels beyond it, up. That should take care of the facehuggers in the room. You'll find explosives, a pistol clip and an adrenaline burst pack here. Activate the big switch when you're done to exit the level. ============================================================================= Level 13 - Maximum Security ============================================================================= /-----\ | | | ##/---\ /-------\ | ## 15 | / \ /----\ /---------?---## ##\---/ \ / | | | ? ## 14 |/---------##-----##-----\ | | /-----## | | /----?---## || ##x ## | | | | ## 6 | |????|/-------\| xx || x ##x 7 ## \-=s=> 5 <=s=-/ ## | | || xx || x || xxxxx ||x ||x x|| | |x || x x|| || x || |\--x--xxxxxO /\ Oxxxxx- --/| | | 13 || || || || x /\ x | | /\ || x x || ||x xx || x x | |x \x x 12 ##x || x x || x x | | x << ##x || xx || x x | | /x-------##x ||x || x x | | \/ |/-------\| 11 ||x || O O | | x || || || xx ##x <<< 4 >>> | | || 10 S\/ || 9 ##x 8 O O | | || || ##x x x | | ||S /\ |\---------/|s x x | | \x || \-----------/ x x | | x || x x | \-----x-------/\-----------------------x x | /---\##xxxxxxxxxxx------xxxxxxxxxxO | | 1 ## 2 | \---/##----------------\ /----------/ | /\ | /----x---x-\ / /\ \ /----------\ | ## ## | | ## 3 ## | | /\ ## ## /\ | \----/ \--/ \ / \--/ \----/ | /\ | /----\ /--\ / \ /--\ /----\ | \/ ## ## \/ | | ## ## | | ## ## | \----------/ \ / \----------/ \----/ ============================================================================= This level is loaded with company soldiers enjoying the comforts of the maximum security wing. Kill 'em all and grab their ID tags. 1) Exit the elevator at point 1 and move along the corridor to point 2. Turn right down the hallway here and kill the soldiers patrolling area 3. Then clear all four rooms down here of aliens and equipment. You'll find the automapper in the lower right room. Use it or the ASCIImap to locate lockers that can be blown up. In particular the upper left room holds an ID tag and a battery in a locker. Watch out for a locker in the upper right room that can only be blown open with explosives. Also search all desks for ID tags. 2) As you move back toward point 2 you'll be attacked by two company soldiers. Once they're dead proceed into the recreational area (area 4) and use the tracker to hunt down other soldiers. Once you have cleared the immediate area move to point 5, the entrance to the kitchen (these max security prisoners sure had it easy) Hit the two switches on either side of the doorway then search the hallway for lockers that can be destroyed to find health and ID tags. There are three. 3) Open the door to point 6, kill the soldier here, then move to the opposite side and take out the crate barricades at points 7 and 8. You'll find another battery in amongst that lot. Hit the switch at point 8 to access room 9. 4) Clear the room. There are crates galore in here most of them holding facehuggers plus some juvenile dog aliens. Kill everything then leave and make your way round to room 10. The two batteries you picked up are required for the switches here. Kill the soldiers, check the desks in here for ID tags, then activate the switches. This will open the exit elevator at point 15, prime the door at point 14 and release a load of soldiers into corridors 11 and 8. Move out and kill 'em all. 5) Enter room 12 and destroy all the crates. You'll get jumped on by a load of facehuggers. Clear room 12, return to room 10 and move up corridor 13 from there taking out aliens, crates and barrels as you go. Blast through the first false wall to get ammo plus a body suit, then through the second to reach corridor 11 through door 14. Sweep the level again to be sure you didn't miss any soldiers, then exit in the elevator. ============================================================================= Level 14 - Central Meeting Tower ============================================================================= /----\ | 16 | \####/ /####\ | | | \/ | | \/ | | \/ | | 12 | /-------/LLLL\-------\ / 14LLLL13 \ / ++++s----s++++ \ / + 15 LLLL 15 + \ / + +LLLL+ + \ /----\ / + + + + \ | | / + + + + \ \####/ / + + + + \ /####\ / + + + + \ | | / + + ++++ + + \ | | /--------LLLLLL ++++++ ++++++ LLLLLL---------/ \-----\ | 3 LLLLLL 2 LLLLLL <<<<<<< 8 | | /\ /---LLLLLL ++++++ ++++++ LLLLLL---------\ /| | | /\ | \ + + s + + s + + / | |\####/ | /\ | \ + + 6 + + 10 + + / | |/####\ | /\ | \ + + + + + + / | || | /-----/ \-----\\ + + + + + + / | |\----/ | 4 | \ + + + + + + / / / | |\ /| | \ 7 ++ + + ++ 11 / / / \####/| |\####/ \####/\ /\ /\ /\####/ / / /####\| |/####\ /####\| || || |/####\ / / | || || | | s || xx|| || || s | / / \----/| x|\----/ \----/|xxx|| || xx|\----/ / / | xxx\---------------/ x|| ||xx \---------------/ / | 5 |\####/| 9 / \------------------------//####\\----------------------/ | 1 | \----/ ============================================================================= A relatively short level but for the fact that you have to repeat some sections multiple times to reach certain switches. It also contains only one secret but it's loaded with stuff. 1) Leave the elevator at point 1 and move up to point 2. You'll have to defend yourself from four soldiers here. Once they're dead, turn left and move to point 3. Proceed down the stairs to point 4 taking out the soldiers. At point 4 itself you'll walk over a pressure pad. The doors down the two side passages will open releasing some facehuggers. There are a couple of medikits in this area if you need them. 2) Continue down the main corridor taking out crates. You'll pick up a battery from the first stack. At point 5, you'll find facehuggers in and around the second stack. Once they're dead you can pick up the dermpatches and automapper. Move forward to the switch at point 6. Activate the switch to prime the main lift on this side. 3) Return to the lift, killing newly arrived company soldiers, and ride it up. Kill the soldier here and open the door at point 7. Kill the huggers here and activate the switch. 4) Go back to point 2 and cross to the other side. Cross the lift and descend the stairs to point 8. This is another pressure pad. Kill the soldiers emerging from the side rooms. Move to point 9. Destroy crates. Kill facehuggers. Move forward and hit the switch at point 10. Return to point 8, climb the stairs and ride the lift up, killing soldiers as you go. 5) Open the door at point 11, kill the soldier and activate the switch. The exit elevator at point 12 is now active but you don't have the big secret yet. Go back to point 10, activate the switch to prime the lift again. This time climb off the other side and head to point 13. Hit the switch here, being careful not to step onto the lift. There's no way back up. 6) So back to point 6, hit the switch and up to point 14. Hit this switch to activate lift 15. Ride it down to reach the big secret. This holds a body suit, hypo-pack and a grenade pack. Hit the switch to arm the outer lifts. 7) Use either lift to get back to the top level then ride the main lift down to the exit elevator at point 16. Take out the facehuggers to reach the elevator. ============================================================================= Level 15 - Pressure System Control ============================================================================= /----s-------------s-----------?------\ | O ? | | 15 ? | | ?------/ /----------------\ | | |xxxx xx| | | | xx 12 | | 14 O | |x | | | /----\ |------????------| | /-------------s--s-----/ | 1 | | xxxxxxxxxxx | | | \####/ | xxx xxx \?/ | /####\ | 11 x x ? | /----? ##---\ | x x /?\ | | ? 2 ## | \-####-/--------/ \-####-/ \----? ##---/ /-####-\ /-####-\ /--------------\ | | | | /------\ |x | | | | | /---? | | | | | | 3 \--\ | | | ? | |-????-| |x | | | | | \---? | | | |x | \ /------------/ | | | | |-????-| | x##---\ / \---------------/ | | | | | | x## 8 | | x | | | /-????-| | x##---/ \--------------------\ | | xx## xxxx | | ?----\ /-----?-------------## | | x## 10 x | | 7 ? | | ? x ## 4 | | x##-------/ | ?----/ \-----?-------------## | /-----?? S\------------/ \--------\ | | | ?? 9 | | | \-----??-----------------------------\ | | | /----\ /----/ \-------------------/ | \ \/ + + O + | /----\ / + + O + | | 18 | | O + + O ++++++++++++++ | \####/ \ ++ +....++s 5 | /####\ / O :LLLL LLLL 6 | | | | O :LLLL LLLL+++++++++++++++-????| | \-/++++++++++++++ : O | |xxxx| | 16 LLLL LLLL: O | \----/ | s++LLLL LLLL: | \------\+++++++++++++ ````+ ++ | | O + s+ O | \ O + 17 + | / /\ O + + /\ | \-------/ \-------\?????/-----/ \--/ | | \-----/ ============================================================================= This level is big and hidden in its penultimate secret is the last addition to your arsenal, the mother of all firearms, the smartgun! LET'S ROCK!! 1) Leave the elevator at point 1 and kill the approaching soldiers. Then blast through the wall at point 2 to get some survey charges. Continue down the corridor and take the first right. Move through this corridor (picking up a battery from the crate en route) to room 3, the auxiliary control room, taking out soldiers. Pick up ammo and the automapper, then hit the switch. That'll get you some mission percentage. 2) As you leave room 3 you'll get jumped by facehuggers. Take 'em out and move on to point 4. Open the door here, take out the eggs, grab the survey charges and blow a hole in the back wall. The room behind holds two medikits and two juvenile dog aliens. Leave when you're done and go to point 5, out on the catwalk above the leadworks power systems. 3) Destroy the wall here to get more equipment. An adrenaline burst pack, more survey charges and a dermpatch. More huggers too. Then move to point 6 and hit the switch. Watch out for the flame jet. Cross to the second part of the level and go to corridor 7. Blow up the wall here as well as all the crates in this corridor. Behind the wall you'll get flamer and shotgun ammo. In the crates you'll find a load of facehuggers. 4) Now enter room 8. Here grab the battery and activate the switch. Now leave and head for corridor 9. Blow up the wall at point 9 itself to find health and survey charges. Now hit the switch and blast your way into room 10. Destroy all crates then the three destructible walls you can see on the map. In these four rooms you'll find ammo of every type plus two medikits. Excellent. 5) Move up to the second thin wall in corridor 9. Destroy it and the huggers behind it. Move along to the door to room 11. Open it and start shooting. When the many barrels in here explode they should take the soldiers present and one of the destructible walls with them. Grab the battery in this room and blast through to room 12. There's a load more ammo in here. Grab what you need and move to room 14. 6) This is your primary mission objective, the main control room. Enter and deploy the usual tactics. Move around the perimeter taking out the many soldiers guarding this area. When they're all dead, hit all the switches. Two will shut down more flame jets, one will activate another lift in the main chamber and the last one will open the exit elevator. Before you leave destroy the wall at point 15. Behind it is another egg chamber. There's a load of medikits here if you need them. 7) As you return to the entrance to the main control room you'll have to kill two juvenile dog aliens attacking from room 11. When they're dead open the door to corridor 7 and fight your way back to the main gantry chamber (Check corridor 9 on your way) Cross the lifts to point 16. 8) The exit elevator is just beyond but you don't have the smartgun yet. Hit the switch and cross the final lift to point 17. Blow open the wall, twat the facehuggers and bag the grand prize, the smartgun. YEEEEHAH! 9) Finally, before you leave, get the final secret by pressing the switch at point 17 and going all the way back to point 2. You'll find some dermpatches and a body suit in the newly opened room. You'll just have to take out a few juvenile dog aliens on your way to and from this secret. When you're done head for point 18, the exit elevator. ============================================================================= Level 16 ============================================================================= /----\ | 9 | \####/ /####\ | | | | /----x-----------------\ /----xx-------------------------------/ | | 4 x x | | xx 7 | | /--x--\ /----x-/ \----xx---------------------\ /x---\ | | | | | | | | x| | | | \-------------------------------x-----------/ | | | | | | 5 | | 8 | | | \----\ x /--xx-\ /--xx-----------------\ /-----/ | | | | |x x| | | | | | x| | | \--x-/ | | /-------------\ | x| | | | | | | | | | | | x| | \--------x--------\ |x | | /---\ | | \---xx---\ | | | 3 | | | | | | | | 6 xxx | | | \--------------x--\ | | | | | | | \--------xx---/ | | | | | | | | |x | | | | \---x x---/ | | \-------x-----------/ | | xxx xxx | | | \--------x 2 x--------/ \-----------------------------/ | | | | /----\ | | | 1 | | | \####/ | \--------\ /####\ | | | | \--------\ | | | | | | | | \----------/ x| | x| \--------------------/ ============================================================================= It's re-arming time again. Let's GO! You now have sixty seconds to reach minimum safe distance. 1) Leaving the elevator at point 1 you'll find survey charges and shotgun ammo in the first two crates you find. Down at point 2 there are two barricades. Inside 'em are a stack of dermpatches, flamer and shotgun ammo and the automapper. The lone crate just beyond the crossroads holds nothing. 2) At point 3 you'll find pulse rifle ammo and a dermpatch. Around point 4 you'll find a body suit plus some survey charges. 3) At point 5 you'll pick up another pulse rifle clip plus health. On your way to point 6 you'll find a 9MM pistol plus some health. In alcove 6 itself you'll find a pulse rifle plus loads of ammo for it. 4) Down corridor 7 you'll discover another body suit and four survey charges. In corridor 8, from point 8 back to point 2 you'll find a flamethrower plus fuel and a dermpatch. Grab what you want and exit at point 9. ============================================================================= Level 17 - Toxic Materials Storage ============================================================================= /x----x--\ /------------------------------------\ | 4 x |/---------\ | 5 | | x || xx xx| | /--------------------------\ | \---\####/| x xx| /-------/ | | \xx---/####\/ | /---\## + | /-------\ /----x-------\| >>xx xx| | 1 ## + | / LL ? xx xx || >>xx xx| \---/## + | | LLLL ? x x 6 || Oxx | /-------/ + | \ LL ? || + 3 | | >>> + | \-------/ \------x\####/| /------------\ | | /\ /+++++++++++++++\------------------S-/####\| \----------##/xxxxxxx | | /\ + 2 : : ## x | | ++++++ +++++++++++++++++++++++++++ ++..++ /---xx##\xxxxxxx-/ \ + + + + >> << | /----\ \ + + + +++++/----------\ +-----....-----/ / \ | +LLLL + + \-s--------/ | | | | 13 | | +LLLL 8 + + << | | | \xxxxxx/ | + + + + /\ 11 ++ \----/ \------/ /\ \ | + + x+ LLLL|| + 12 | | + + x+ LLLL|\----\ +++++\----\ /-------------/ | + + xx ++++++ \-s--\| S| | | + + +LLLL |\--------------| | | + ++++++ +LLLL |/----------\ | | | + + + + xxx|| | | | | ++++++ + ++++++ xxx|| | | | | 14 + + 9 || | | | \-----\x +----+---------\xxxx|| 10 ++++---/ | |x | | \/ + | |x \##/--\ | + /-------/ | ## | | + | \-xx-/##\--/ \-------------+---/ ============================================================================= Another sprawling level, watch out here for a shedload of toxic waste barrels and two new enemies, the adult dog alien and the alien handler. 1) Exit the elevator at point 1. You'll now be standing on a balcony overlooking the level below. Move down the stairs and kill the alien handlers approaching you. Move to point 2. You need a battery for the switch here so cross the bridge killing handlers and open the door to room 3. 2) Go in shooting. There're loads of barrels in here which makes taking down the dog aliens present much easier. The crates in the upper right area of room 3 contain some dermpatches, a medikit and a battery. Grab the stuff and blow open the crates blocking the stairs to the water channel. In these you'll find a couple of chestbursters. Once they're dead open the door to room 4. 3) There's a dog alien on the ceiling in here. The smartgun makes killing it easy. In room 4 there are more barrels and crates plus the automapper on a shelf. You'll find another battery in the crates. Now, if you want to nail every alien exit room 4, turn right and drop into the water channel. Move to point 5. See the pipes below the surface. There's a chestburster behind this wall. Fire a grenade into either pipe to kill it. 4) Return to point 2 and activate the switch to open the door. Inside room 6 kill alien handlers and blow up crates to kill chestbursters. Then blast through the wall to room 7. As soon as you walk round the pillar to the medikit the lift'll drop into the floor. You must now fight two dog aliens in close quarters. Once they're dead grab the survey charges on top. 5) Go back toward the start but turn left and drop into the water on the lift at point 8. Kill the chestbursters and go to the far end of the channel to find a body suit. Use lift 8 to get back out and continue toward point 9. 6) On the way you'll kill alien handlers and a load of chestbursters from the many crates on this walkway. Once you've reached point 9, enter room 10 and kill any aliens you find. Exit and hit the switch near point 9. This will raise the upper lift in the water so you can cross to room 11. Do so. Hit the big switch at the far end of room 11 to open the exit elevator then drop into the water channel and head for point 12, the crossroads. 7) Turn right and move down here until you re-enter room 10. Kill the attacking chestbursters and return to point 12. Turn right again and head for room 13, the final secret. Beware of chestbursters in the water as you approach. Blow up the crates blocking the entrance. They contain some survey charges and a load of chestbursters. Behind the crates is an adrenaline burst pack. 8) Head all the way back to the stairs leading down from point 1 and go along the walkway to point 14. Kill the handler and blow up the crates to kill chestbursters, then exit. ============================================================================= Level 18 - Incubation ============================================================================= /-----------------------\ /-----------------------------\ | s| | O O O O | | <> <> <> <> | | O O O O O O O O O | |x x s| /----/+++++++++++++++++++++++++++++\--------\|x <>x <> ?\=====\==/ / >> 3 << || ? | | .............................../---\ |\------\####/-?------/ / : \--\| \-------/####\ / : 10 || 4 | | : /--/\-----------\?????| /--\## :.........LLLL.................\-------\ | | | 1 ## LLLL >> << 5 | \-----/ \--/## ..........LLLL................./--\ \------\ | : 9 8 \ | | | : /--\ /--\ /\???/\s /--\ \ \------\ x\-------\ | : \--/ \--/ || || \--/ \-\ | x<<< xx| | : ||???|| \-\ \----x--\ x| | :------s-------/| |\---------/\ \-----?--\| /\ | /---\ /------\ |???| | 7 ? || /\ | | | 2 | \ | | \-------\ ?--/| | | | | | \---/ | |/--/ | | | /-----------------/????\| | |s S| | + 6 =\=/ | | | + + \/ + | | | | O ++++++ \/ +++++| \ / | O | \ / | O | | | | | | | O | \--/ \-/ \-/ \--/ | O | \ O / /----\ \ 11 O /-------/ | 13 | |????|\ | \####/ \####/\--------------/ /####\-----/####\ / | | /-s--\ | | \--S-/ ##----\ | ## 12 | \----------------##----/ ============================================================================= The extreme heat from the leadworks power systems is perfect for keeping alien eggs at the right temperature. But those same systems can be lethal to you. Watch out. 1) Exit the elevator at point 1. You'll see a synthetic on a nearby platform. Use the grenade launcher to kill him then walk to point 2. In the middle of the room ahead you'll see a table with an egg in front of it. Destroy the two eggs by the table and get the other two in the alcoves. Next turn your attention to the equipment on the table. There's a medikit, a battery and the automapper here. As soon as you approach the table the four dog aliens on the far side will be released. Shoot to kill. 2) Hit the two switches. One will activate the door at point 4, the other will shut down the steam jets at point 3. Go to point 4 now killing anything you meet. At point 4 blow up the wall opposite the door to get a medikit and some survey charges. Then open the door. Take out dog aliens but be careful. The rusting pipes in here can easily be shot open leaving you with steam jets to manouevre around. Hit the switches at the far end of the room to shut down more steam jets. Then blow up the wall near the entrance to find another incubation chamber. Destroy the eggs and grab the stuff. Return to point 1. 3) Take the central walkway heading for point 5. Take out the synthetic on the platform and move into the corridor taking out crates. You'll find health and a battery in them. Continue on to point 6. You are now in the main flame vent chamber. The furnaces you can see going from floor to celing are extremely hot. They will damage you if you touch them. But you're not going up there yet. 4) Blow up the wall at point 6 and move into the corridor firing. There are a lot of dog aliens down here. At point 7 destroy the wall, kill the alien and grab the pulse rifle and survey charges. Move on to point 8 hitting the switch on your way. Here there are three destructible walls to blast through. There're two facehuggers behind the first two and a dog alien behind the third. In these rooms there's a ton of ammo to grab. Get what you need and clear out. 5) Area 9 is a bit of a pain. There are three invisible floor pressure pads here that bring down the three platforms in this section. Move around the platforms at area 9. As soon as you get a 'lift activated' message, look at all three lifts to see which one has moved. Repeat until you have got all three. You'll find a smartgun cartridge, a medikit and a body suit on these platforms. Then hit the switch, cross to area 10, kill any aliens you find and use the switch to cross back again. Return to area 6. 6) Move up the stairs to the floor level. Move through the room killing eggs and aliens and trying not to touch the furnaces. When you reach point 11 blast through the wall and open the door. There are two switches in here. The small one will open room 11 which contains some survey charges, two medikits and a load of facehuggers to kill. The big switch opens the exit elevator at point 13. ============================================================================= Level 19 ============================================================================= /----\ | 1 | \####/ /####\ | | | | /--x-----------------x-\ /--xx--------------------------------x/ | | 8 x x x | | xx 3 2 | | /-----\ /---x--/ \---xx----------------------\ /----\ | | | | | | | | x| |x | | \--------x---------------------x-------xxxx-/ | | | | x| | 7 6 xxxx 4 | | | | | \----\ x/-----\ /-x-------------------\xxxx/---x-/ | | | | |x x | | | | | | | | | \-xx-/ | | /----------x--\ | | | | | | | | | | | | | x| | \-------x---------\ |x x| | /---\ | | \---xx-x-\ | | | | | | | | | | | 5 xxx | | | \------------x----\ | | | | | | | \-------x--xx-/ | | | | | | | x| | | | | | \---/ \---/ | |x \----------x--------/ | | 9 | | | \--------\ /--------/ \--------------------------x--/ | | | | /----\ | | | 10 | | | \####/ | \--------\ /####\ | | | | \-----xx-\ | | | | | | | | \--------x-/ | | | \--------------------/ ============================================================================= Want more ammunition? You got it. Sixty seconds and counting. 1) Around area 2 you'll finds some health and the automapper. Down at point 3 you'll find two pistol clips and a body suit. At point 4 you'll pick up some shotgun ammo and a load of dermpatches. In corridor 5 you'll get more shotgun ammo plus some survey charges. 2) Between points 4 and 6 you'll get some more shotgun ammo plus some health. Between points 6 and 9 you'll get a smartgun and a dermpatch. At point 7 you'll find another body suit plus a hypo-pack. 3) At point 8 you can get a flamethrower with three canisters of fuel. In the long corridor between points 8 and 9 you'll find health, pulse rifle ammo and a shotgun. In the corridor between points 2 and 9 you'll find a pulse rifle plus two clips for it and two grenade packs. 4) On your way to the exit at point 10 you can get ammo for shotgun and smartgun plus an adrenaline burst pack. Exit when you're done. ============================================================================= Level 20 - The Lead Mold ============================================================================= /---------------##----------------\ | 5 #H | | /-\#F#/-\ ##------------\ | /-----\ | | /###\ | | /-------## | /---\/ | | | | | | | | #M | | ## \----/ | | | | | \-------## | | #A | | | | \-------------/ | \---## /----\ | | | | | /----\ /---\| | | | | | \-----------------\ | /-----------/ \--\ | |/ ##---/ | | | /---------------\ | | | \ | 4 #C | | | | | | | | /-------\ s| | |\ ##---\ | | | | /-------\ | | | | | /---\ | | \---/| | | | | \-/ | | | | | | | | | |s / /---## ##---/ | | 10 | | | | | | | | | | / | #B #D | \#G#/-\ | /----## | | | | | | | | 8 | | ## ##---\ | /###\ | | | #J | | | | | | 7 | | | \---/\ | | | | | | | | /## | | | | | | | |s | | | | | \---/ | | | | | | | | | | | | | | | | | ##------/ | | | | | | | \#P#/ | | | \ | 3 | | #E | | | | | | \-/###\-/ | | \ | | | ##----------/ | | | | | 6 | |s | | | | | /--------## | \#L#/ \---------------/ | s| | | | | | #I | /###-##-----------------/ /--/ | | | | \--------## | | #N | | | | \-------------/ | | ##-----------------\ | |== ==| | | | | \------/ | | \-----------------\ | | \--------------\ |== ==| | | | | /----/ \----\ | | \---------------\ | | | | ##-------\ /-----## | |= 2 =| | 9 #K | | #Q | | | | ##-------/ \-----## | | S | | \-----------------/ | \-\####/--\####/-/ | | /####\ /####\ \-------------------------/ | 1 | | | \----/ \----/ ============================================================================= This level looks immensely complex because of the door operation system. But don't worry it's pretty simple. Your main worry is that this level is crawling with the unique lead mold dog alien. These things are tough to kill. Watch your tracker. 1) When you exit the elevator at point 1 you arrive in the control room. The exit is right next to you but, wouldn't you know it, you need a battery and that's at the far end of the level. DOH! Exit room 2 and move to area 3, the lead mold itself. You'll get a signal from the tracker. The first lead mold dog alien. Back up until it emerges from the side corridor and kill it. This may take some time. 2) Collect dermpatches from room 4 before entering the maze of passageways on the far side of the mold. You'll see on the ASCIImap that all the doors are letter coded. This will make explaining this level a lot easier. Firstly find door Q at the bottom of the ASCIImap. It will be open. You should come here first to get the flamer and shotgun ammo inside as once you've hit the switches in room 8 door Q will close and getting it open again is complicated. 3) Go to point 5. Door H is open. Go through it and round the circle of corridors around door M to get dermpatches. Go on toward point 6. You'll enter the nest area of this level. 4) Bypass door P and go to point 7. Kill the alien and grab the equipment. There's a pulse rifle clip, a medikit and a battery. You could now exit the level but that would be chickening out. You ain't seen nothing of the lead mold yet. Go through door P and enter room 8, the incubation chamber. Clear the room of colonists and eggs then turn your attention to the switches. 5) As soon as you entered room 8, doors P and N slammed shut meaning you must now use the switches to get out. I'm not going to try and figure out which switch activates which doors. I'm just going to tell you how to get all the secrets. All you have to do is hit all five switches. Then leave by the lower entrance and head for point 9. You'll encounter a couple of aliens along the way. 6) Door K will be open so you can get the shotgun plus ammo and the acid vest inside. Now go just up the corridor to door I. It will be open and behind it is a smartgun and some flamer fuel. Now head for point 10 via door J. You'll run into three aliens doing this. Hope you've got plenty of ammo. Behind door G is a case of shotgun shells and the automapper. Don't miss the shotgun and pulse rifle ammo in alcoves in the corridor outside. 7) Head up to door F to get some more stuff then return to door I and take the next right after it. Return to the lead mold, area 3. Doors C and D are shut but the upper passage is open. Doors A and B are now open. Kill the aliens behind both doors and grab the stuff. You can get an adrenaline burst pack, some survey charges, a body suit and two grenade packs. 8) Head back into the maze and go to point 5. Door H is now shut so turn right and go around the other way to door M which is now open. Kill the aliens around here (use explosives, you just got a load) and grab the ammo behind door M. After all that you should have accessed all the sealed rooms. Check the map to make sure then return to room 2, activate the switch and exit the level. ============================================================================= Level 21 - The Queen's Lair ============================================================================= /----------------------------\ // \\ // \\ // \----------------------------\ / \\ | \ | @@@ | | @@@@@@@@ | | /--\ /--\ @@@@@@@@ | | \--/ \--/ 2@@@@@@@@@@ | | @@@@@ | | @@ /--\ | | \--/ | | | | | | /------------------------\ | | /--\ /--\ | | | | \--/ \--/ | \####/ | | /####\ | | | 3 | | | \----/ | | | | | | \------------------\####/------------------/ /####\ | 1 | \----/ ============================================================================= OK, you know the drill. Let's kick ass! 1) Move out of the elevator at point 1. This lair is massive. Search the whole chamber for ammo. Look around the four pillars in the centre. Take out any eggs and facehuggers you find. There are at least thirty eggs in here if not more. 2) When it's only you and her left, get her down from point 2 and waste her. Good skills. Search the lair again for anything you need to restock and leave via the elevator at point 3. ============================================================================= EPISODE 3 - THE BONESHIP Level 22 - The Entryway ============================================================================= /--------\ /---\ /-------/ \---------\ /--------\ | s| | /\ | /---/ \-----/***\---\ / /------/ \--------\ | /-/ /\ 10 | / / | | / /---/ \------------\ \LLLL/ |-----\ |LLLL\---##/--\ / /-/ | 11 LLLL \------------/LLLL ## | | / /---\ | /LLLL\-------\ 12 LLLL/---##\--/ | | | s| | | \--------------------/ | \------/***\--\ /---/ | | 8 \---/ | | |----------\ /| | \LLLL/ \---------/ | | /LLLL\ //****\\ | 7 | | | | \------\ | 9 | | \-----\ | | | /--\ | \\LLLL// | | \----\ *---\ LLLL | | | * 6 | / \ | \--\ | *-s-/ \ | | \----/ | \ \---\ \---\ | \ \---\ \--------\ 5 | \---\ \----------\ | | \---\ *--\ |****| /-----\ \****/----\ * \ | \---/ \ /--------/ \-\ \--* | | /\ | | \ |***| | /-----/ | | | /------\ | | | | | /-----/ | | | | | / / | \/ \-/ | | | / / | /\ 4 \------/ | | | \---------/ \-----\ | \***\ \-----\***/-----/ \ \ | | \ \ | | /-------/ / /-\/-\/-*-------------------\ | | / / | * | | 3 | | /------/ \-/\-/\-*---------------\ | | | | | | 2 | | | | | / \----/ \---/ \ / \ | 1 | \----\ /----/ \----------/ ============================================================================= We're into the Boneship. This is where things get really nasty. It's real dark too. Watch that tracker. 1) Area 1 contains empty egg husks. Destroy them to get dermpatches. Then move down corridor 2. Watch out for dog aliens behind the walk through wall at the end of the corridor. Once they're dead enter the room and pick up the pistol and shotgun ammo. Again, destroy egg husks to get dermpatches. Return to area 1. 2) Go up corridor 3 and into area 4. There are many alien handlers in this section. Watch out, they don't skimp on the grenades. Fight your way through to the translucent wall at point 5. Move ahead and walk through the wall to point 6. You'll get a body suit. Hit the switch to activate the lift at point 12, the lift leading to the exit. 3) Move to the lift at point 7 and ride it down. Dog aliens infest this section. Move toward point 8. The switch beind the wall here will prime the lift at point 7 if you wish to ride it back up. There's a pulse rifle clip and a medikit here too. Move on toward room 9. This room is loaded with dog aliens. Take 'em down then go to area 10 and hit the switch here THREE times. This will bring down the lift in room 9 and prime it so you can ride it back up. Go there and do so. 4) This passage is very narrow and contains many dog aliens and walk through walls. Follow this passage all the way back to area 1 collecting equipment. Now make your way all the way back to room 9 and go to the lift just beyond it at point 11. Around area 12 be sure not to physically cross the lift here until you cleared all the dog aliens and grabbed the flamethrower plus some pulse rifle and shotgun ammo. Ride down the lift when you're ready and exit in the airlock. ============================================================================= Level 23 - The Core ============================================================================= #### /####\ | | /-/ \-\ /-/ \-\ /-/ \-\ #### // /\####/\ \\ /####\ ##----\ // /-/ #### \-\ \\ | | ## \ // /-/ \-\ \\ / / ##-\ \/ ##---\ | \/ / \\ ## 3 | | // // /----##---/ \####\ \\ / // #### \\ \ / // \\ \ / / \ \ / / \ \ /----\##--/ \## ##/ \--## | 2 ## ## ## ## \----/##--\ /## ##\ /--## \ \ / / \ \ / / \ \\ // / \ \\ #### // / \\ \####\ ##----/ // // | ## \\ / /\ | ## /\ \-## / / \\ \-\ /-/ // \ ## | | \\ \-\ #### /-/ // \----## \####/ \\ \/####\/ // #### \-\ /-/ \-\ /-/ \-\ /-/ | | \####/ /####\ | 1 | \----/ ============================================================================= Into the core. You'll be coming back here every one or two levels. But don't speed through it, each time you come here there'll be one room leading to the exit and one loaded with equipment. Don't miss it. 1) You enter from point 1, turn left and move along the corridor. You'll find some facehuggers around. Be sure to check each doorway entrance for dermpatches and ammo. Nothing too dangerous until you reach room 2. As you approach the doorway you'll be swarmed by over ten facehuggers. Take 'em out and enter room 2. There's a medikit and some protective boots here. 2) The exit isn't far away at point 3 but you should do a lap or two grabbing equipment from doorways and killing facehuggers. Exit when you're done. ============================================================================= Level 24 - The Channels ============================================================================= /--\ /-\ /-\ |14/--/...\---/...\--\ |LLL | /-\ |LLL ..............\/...\--------------------------------------------\ \--\ : : 9 : 8 : : : :23 | /-\| : ......... : : : /----------------\####/---\ /---\ | | || : : : : : :/\ | /####\ /-/ \-\ | | |LLL : :... : : : :/\ | | 25 | | | | | |LLL : : : LLL :/\ | /----\ \----/ / \ | | | || :.... : :....LLL....: | | 1 | \ / | | \-/| 13 : : 11 | \####/ | 24 | | | | ....: : ........... | /####\ /--\ | | | | | : : :s 4 : | / \|s | / \ | | | \/: ....: :........ : \-------/.... ||??| \ / | | | \/: : : : 10 : || | | | | | | \/: : ......... : :........... 12 : || | \-\ /-/ | | | : :s 5 : : : : || *-\ | | | | | ...: :... : : ......... : : || * | | | | | | : 15 s: : : : >>> : : || *-/ | | | | | :...........: : : : ..... : : \/??\--\ | | | | |LLL 6 : : : : : : 2 | | | | | |LLL ...........: : : : ....: :....... | | | | | | : : : : : <<< : | | | | | | 7 : :LLLLL..........: : : ................: | | | | | | : LLLLL : 3 : | | | | | \---/\--\LLLLL/-------------\###/----------------------/ | | | | \ / | | |...| | | | | \---/ | | | | | | /--------\ /---/ \\ | | | | | | / \ | | /--/ \---\ | | /---\/---\ | | | | | \------/ \---/ \---/ 20 | | | | 17 | | | | /------| |---\ /---| | | | | 16 | \--------/ | | \----------/ | | | | /--------\ | 19 | /----------\ | | | \------| |---/ \---| | | | | | | |/-\ \-----------/\-----\ /---\ /---\ | / \|s| | | \---/\---/ | 21 \/ LLL | | 18 | | LLL \ \--------/ \---------/\ LLLs| | 22 // \-----/ ============================================================================= This level was one of my nemeses while compiling this guide. Getting to the exit by the obvious route is relatively easy but I kept missing over 60% of secrets and mission. However, this guide will show you how to get the lot. 1) Exit the airlock at point 1 and move along the walkway. Watch your tracker here. There are a few alien handlers around with itchy trigger fingers on their grenade launchers. Once you reach point 2 blast through the wall. Watch out for facehuggers and dog aliens emerging from behind the walk through wall. Get the flamethrower from the alcove, then destroy the wall at the end of the passage. Get the boots from by the switch then hit the switch itself. This'll open door 3. There'll be more dog aliens to kill on your way out. 2) Go to the walkway above door 3. Once you're behind the door the acid won't harm you. Jump down to get some health and a body suit. There are a lot of facehuggers in this channel. Be ready. Run through the acid and climb up the slope to get back onto the main walkway. Move down the walkway to the junction and turn right to reach switch 4. Hit it to raise the lift to your right. Now go the other way. 3) Move along the walkway to point 6. Now here you can either go to point 5, hit the switch to raise the lift at point 6, or drop into the acid pool at point 7, grab the acid vest and ride out on the lift. It'll automatically rise when you step on it. Watch out for a facehugger on the lift in either case. 4) Move along to point 8 taking out all the alien handlers on their platforms and any facehuggers that climb the ramps out of the channels. The archway at point 8 leads down to the exit airlock but you haven't seen even half of this level yet. Now it's time to grab the stashes in the acid. 5) Drop off the walkway into the acid pool at point 9. You'll get a grenade pack. Quickly walk into the lift to bring it down then run straight to point 10. Here you'll get some shotgun shells and another pair of protective boots. These'll give you some time to explore the channels. There are hoards of facehuggers in the channels themselves. Watch your tracker. They're hard to see down here. There are some more shotgun shells at points 11 and 12. Grab 'em and exit the channels via the ramp near points 2 and 3. 6) Return to the lift at point 6. Cross it and jump off the walkway at point 13 to get more protective boots. Go straight to the lift leading to point 14. Kill the facehuggers inside and grab the medikit and pulse rifle. Exit and do the same on the lift next door. You'll get a hypo-pack here allowing you to make it back to the walkway without acid damage. 7) Stand just north of lift 6 and look into the channels. You'll see a switch down there at point 15. Directly below you now is another pair of boots in the acid. Drop off and grab them, hit the switch at point 15 and sprint to the lift at point 16 without stopping. Once inside you're heading into the second part of the level. 8) Kill the dog aliens in room 16. Watch out for the acid in big pools and little puddles in this section. The stuff is everywhere and each puddle will take five points off your armour. There's a pulse rifle clip in one corner of room 16. Grab it and move on. 9) Room 17 contains some shotgun shells on the side of the central pool and some pistol and shotgun ammo in the pool. Room 18 contains a pistol clip and a grenade pack in the central pool. Room 19 contains more grenades and pistol ammo in the pool plus some shotgun ammo and some protective boots around the edge of the room. 10) Room 20 holds two pistol clips in the pool and the entrance to room 24. Don't drop off the ledge. You can't get back again. Turn round and head for room 21. Room 21 contains shotgun ammo by the side of the pool and more grenades and a medikit in the pool. 11) Kill the dog aliens in room 22 and hit the switch. Walk around on the lift until it activates and kill the aliens at the bottom. There's an adrenaline burst pack here and a switch to re-arm the lift so you can get out. Ride back up and head up the corridor to point 23. Watch out for aliens on the roof. 12) Drop off the ledge at point 23 and fight your way into room 24. Wipe out the horde of dog aliens and grab any equipment you need. There are two medikits by the pool in here and a smartgun cartridge in the pool itself. Exit this room and kill facehuggers on your way to the exit at point 25. ============================================================================= Level 25 - The Core ============================================================================= #### /####\ | | /-/ \-\ /-/ \-\ /-/ \-\ #### // /\####/\ \\ /####\ /----\##----\ // /-/ #### \-\ \\ | | | 1 ## \ // /-/ \-\ \\ / / \----/##-\ \/ ## | \/ / \\ ## | // // /----## \####\ \\ / // #### \\ \ / // \\ \ / / \ \ / / \ \ ##--/ \## ##/ \--##/----\ ## ## ## ## 2 | ##--\ /## ##\ /--##\----/ \ \ / / \ \ / / \ \\ // / \ \\ #### // / \\ \####\ /----##----/ // // | | 3 ## \\ / /\ | \----## /\ \-## / / \\ \-\ /-/ // \ ## | | \\ \-\ #### /-/ // \----## \####/ \\ \/####\/ // #### \-\ /-/ \-\ /-/ \-\ /-/ | | \####/ #### ============================================================================= Back to the core. It's tougher this time. Juvenile dog aliens are loose in the core. Lots of them. 1) Enter at point 1 and turn left. Move around grabbing dermpatches and flamer fuel until you reach room 2. You won't be surprised to learn that as soon as you approach the door you'll be swarmed by juveniles. Fight you way clear and grab the stash of flamer fuel, medikit and boots from room 2. 2) As before do a couple of laps grabbing equipment from doorways and wasting aliens before exiting at point 3. Watch out. There are four juveniles in room 3. ============================================================================= Level 26 - The Corridor ============================================================================= /-------------\ / 10 \ / /--\***/-\ | / / | | | | / / \ \ \ \--------\ | | \ \ \ \ | | | | \*****/-\ | /-------------\ | | / | | | | \-----------------/ | | | / / | | | >>>>>>>>>>>>>>>> 15 | \ \ |***/ | 11 | | /-----------------\ | \ \ /-/ | \-----/ | | /------\ \----\ /---/ \ \| 14 \-\ | / \ / | /\ | | |\-\ | | / \ / | /\ | \ \ |***/-/ / | /---\/ / /---\ | /\ | \ \ / | /--/ | / \/ \ | \-------\ | ^ |/ \------* 12 \ \ 6 | \ <<< \ / ^ |\ * /\ \ \\ /--/ \-------\ | / / \----------*\ ^ | \***\ \\ /--/ | /\ | | 9 / | ^ | \ | \ / /---\ | /\ | | \*-------------/ ^ | | | | \/ \-\ /-------/ | | * 8 / / | | | / >>> / \----*-------\ /---/ / | | /-/ | /------/ / / /---/****| | /-\___/ |LLLL| / | | \--\ | ^ | |LLLL| /----\ | | | | | ^ | |LLLL| | | | | \-----------/ | ^ | | | -/....\-------/ \------------------/***\-----------/ \--------\ LLLL LLLL \##/--\ LLLL LLLL 7 5 3 2 ## 1 | LLLL LLLL /##\--/ -\..../------------------------\ /-------\****/---------\ /-/ | | ____ \---/ | \/ | \---/ | | /-/ \-\ | \/ | | | | 17 | / \-\ | \/ | \-\ /-/ /----\__/-/ |-----\ ___ | \/ | | | | * 4 * \-/ \ / \--------------/ \-----\ | * * | | LLLLL | \-----/\--* *\ /------/ \ 16 LLLLL / | / \ \ / LLLLL LLLLL \ | \/ / / \--\ | /\ LLLLL | | \/ | | | \ || LLLLL / / \/ \ \--------/ / /-/\-\ \ /-/ \--\ | <===|| ||===> | /-/ \-\ \ \-\/-/ / | | / LLLLL || \ \-\ /-/ | LLLLL \/ | \-----------/ \ LLLLL LLLLL / / LLLLL \ | LLLLL | \----/\---/\---/\---/\---/\----/ /----\/---\/---\/---\/---\/----\ |21LLL 20 LLL | \ LLL s LLL / / LLL \ | LLL | \ LLL / / LLL \ | LLL | \ LLL / / LLL \ | LLL LLL | \ LLL / / LLL \ | LLL | \------\ /-----------\ / | | | | | | | | | \-\ | | /-/ 19 \--\ |LLLLL| / | |LLLLL| | s /--/ |LLLLL| \----------/ | | | | /-------------------------/ \------ /---\## LLLLL | 26 ## LLLLL 22 18 \---/## LLLLL \--\..../------\ /----------------- | /\ | | | /---/ /\ | | | | | | | | /---//-----/: :\-----\ | /\ | | >> << | | /\ | | : : | | \----/.....: : | | 25 <<< 23 : | \---------\...... : | | : : | | >> : | \-----\: :/-----/ | | / \ / \ | 24 | \-------/ ============================================================================= This is where the levels start getting really, REALLY big. So, as you can see, this ASCIImap is split into two parts. Start at the top, work to the bottom. Oh yeah, one other thing. Your old friend the alien warrior is back, but this time he's a whole lot tougher than before. 1) Exit from the airlock at point 1 and move to point 2 collecting a dermpatch from the egg husk on your left on your way. Kill the attacking synthetic and move straight ahead. You can enter the area to your right immediately but the only way out again is a massive close quarters scrap with a horde of warriors. This way you can kill those warriors one by one saving armour and health. Ignore the shotgun and pulse rifle clip for now and move on to point 3. 2) Turn left and head through the wall to point 4. There are six warriors in and around area 4. Kill 'em all then grab the dermpatches, smartgun ammo, shotgun and pulse rifle clip. The yellow energy fields will do five points of damage to your armour (or ten to health) so pass through them as few times as possible. Return to the corridor. 3) Move onto point 5 killing synthetics, turn right and walk through the wall into area 6. The chambers around area 6 are crawling with alien warriors. At least ten of them. Fight your way in to get a load of shotgun ammo, a pulse rile clip, a smartgun cartridge and an acid vest. Return to the corridor. 4) By now you should have a huge trace on your tracker. This is the first drop team, captured by the aliens, cocooned and impregnated. They must be killed. They are all in the next section, along with over 20 warriors accessed via the lift at point 7. Go there, destroy the empty husks on the lift, and enter. 5) Fight your way to junction 8. Watch your tracker. Try to distinguish non-moving traces (the drop team) from new moving ones (warriors). Proceed through passageway 9 killing the drop team and grabbing ID tags and dermpatches. As before be sure to kill the drop team members as soon as you approach. That way you don't have to deal with chestbursters as well. 6) Continue on past the membrane wall at point 10 and go through the wall into room 11. Kill the bloke on the wall and grab the smartgun ammo. Leave and continue round to point 12. Here turn left and blast your way into room 13. In here is another human plus a smartgun plus ammo and the automapper. Sweet. 7) Go to point 12 and from there to room 14 in the centre of this section. In here is an adrenaline burst pack, some survey charges and another acid vest. Use the tracker to hunt down any humans and aliens that you missed then return to the corridor. 8) With section 8 now clear you can enter the lift at point 2. Go there, ride the lift and fight your way up the corridor to room 15. You'll find a load of pulse rifle and shotgun ammo plus some dermpatches. When you're done slide down to area 12 and exit via lift 7. 9) Ahead in the corridor you'll see more egg husks on a lift. Destroy the husks and ride the lift up. Move into area 16. Each of the four lifts in this room is concealed beneath a false floor. As you pass over the floor it will drop you onto the lift which will rise back up. There's several different types of ammo plus health on these lifts. Get all four of them. Beware of warriors attacking from room 17. Kill them and get pulse rifle ammo and grenades from there before returning to the corridor. 10) GO TO LOWER MAP 11) Turn right at point 18, kill the warrior and ride down the lift. Kill any warriors you find. Check room 19 for warriors and equipment and hit the switch here. That re-activates the lift so you can exit. Then make your way to the switch at point 20. When you press it, all the lifts in this chamber will lower. On top of each is a warrior. It would be dangerous but for the fact that there is a hypo-pack at point 21. Once the lift is out of the way, get past the warrior and grab the hypo-pack. Then you can finish off the other warriors at your leisure and grab the ammo from the lifts. Return to the corridor. 12) Destroy the husks on the lift at point 22, kill the synthetic in the corridor and ride the lift down. Blast your way into room 23 and kill all the warriors. There are at least seven in this area. Grab the pistol ammo and protective boots at point 24 and jump into the acid. There's an ID tag to collect in one corner of room 23 and a flamethrower under the surface near the entrance. Leave via passageway 25 and fight your way back to the corridor. Exit in the airlock at point 26. ============================================================================= Level 27 ============================================================================= /-\ /-/ \-\ | | \ / \\ // /--\ | | /---\ / \-------* \---| |-------\ | * 13 <<< \ /----\ /------\ | /---\ *-------\ /----\ | / \* \ | | /-/ \--\ \-/ /--/ \--\ | 4 * 3 \ | | | 14 | \ 12 / \ /* | | | \-\ /-/ \-\ /-/ \----/ \-\ /--/ | | \---/ | | | | | | ___ ___ |...| ___ | | /---\##---/***\-----/ \-----/ \-----/***\-----/ \-----/***\-----##/---\ | 16 ## 11 5 2 ## 1 | \---/##--------\****/----\___/-----\ /-----\___/-----\ /-----\___/##\---/ | | | | |***| /-/ \-\ | | /---/ | / \ | | / 6 \ | 15 | /-/***\-\ \ / \-\ /-/ / \ /----*/***O****| \----/ \ 10 / | 8 * 7 / \-\ /-/ | /*\__/-\__/ /-/***\-\ |***\ / \ | \ \ / | 9 / \-\ /-/ | / | \----/ | | | \------------/ ============================================================================= Finally, a break from the slaughter for a minute. It's the first of the boneship re-arm levels. You have 45 seconds. GO, GO, GO! 1) The right side of the map is slightly compressed. The entrance to area 3 is in the third alcove along on the right. Leave the airlock at point 1 and move along the corridor. You'll grab some survey charges, some dermpatches and a canister of flamethrower fuel on your way to point 2 (third alcove) Walk through the wall to area 3 to find a dermpatch and smartgun ammo. Area 4 contains a smartgun plus ammo and a medikit and body suit. 2) Go to point 5 and enter the wall here to reach point 6. Here there is a dermpatch, survey charges plus flamer and pistol ammo. In area 7 you'll find shotgun and flamer ammo. In area 8 there's a pulse rifle and a medikit. 3) In area 9 you'll get a flamethrower, dermpatches, survey charges and a pulse rifle clip. In area 10 there's more dermpatches. 4) The membrane wall at point 11 hides a drop-off that'll do some damage. But that's the quick way to clear out this area. In areas 12 and 13 you'll find two shotguns plus ammo for them, a pulse rifle clip, survey charges and dermpatches. Through the wall in area 14 there's more survey charges and pulse rifle ammo. 5) The final area, area 15 holds survey charges, grenades and a pulse rifle clip. The main corridor also holds lots of dermpatches, flamer fuel and shotgun ammo. Exit at point 16 when you're done. ============================================================================= Level 28 - The Core ============================================================================= #### /####\ | | /-/ \-\ /-/ \-\ /-/ \-\ #### // /\####/\ \\ /####\ ##----\ // /-/ #### \-\ \\ | | ## \ // /-/ \-\ \\ / / ##-\ \/ ## | \/ / \\ ## | // // /----## \####\ \\ / // #### \\ \ / // \\ \ / / \ \ / / \ \ ##--/ \##/---\ ##/ \--## ## ## 2 | ## ## ##--\ /##\---/ ##\ /--## \ \ / / \ \ /----\ / / \ \\ | 3 | // / \ \\\####/ // / \\ \####\ ##----/ // // | ## \\ / /\ | ## /\ \-##/---\ / / \\ \-\ /-/ // \ ## 1 | | | \\ \-\ #### /-/ // \----##\---/ \####/ \\ \/####\/ // #### \-\ /-/ \-\ /-/ \-\ /-/ | | \####/ #### ============================================================================= You should have tons of ammunition now but you'll need it for the next few levels. There're dog aliens in the core. Go get 'em. 1) Exit the elevator at point 1 and kill any dog aliens you find. Turn left and head for room 2, the munitions room. You'll pass the exit at point 3 on your way. As per usual watch out for a major attack as you approach room 2. Your prize for that killing spree is a dermpatch and a hypo-pack. There's flamer fuel and pulse rifle ammo to be had in the corridors. Do some laps before exiting at point 3. ============================================================================= Level 29 - The Gauntlet ============================================================================= /----------------\ | 6 | \-----\ /-----/ | | /-------/ \-------\ | | | | /----------------\ | /--\ /--\ | | | /-------\| | | \/ | | | | /------\ | /--------\ | || | | \/ | \----/ | | /--\ | | | | | LLL \/ | | \/ | | \/ 3 \/ | | | | LsLLL* | | \/ | | LLLLLL | | LLL\---##/---\ | LLLLL* | | \/ | | LLLLLL | | 2 LLL ## 1 | | 8 LLL /\ | | | | /\ /-----/ | LLL/---##\---/ \--\ || | | 5 | | || \-------/ | | || | | | | || | | || | | | | |\---------------------/ | 9 || | | | | | --------|| | | \----\ | | >>>>>>>>|\ 7 / | | | /\ | /----\ --------| \--/ \----\ | | /\ | | | | | | \--------/ \----/ | | | | 4 | | | \----------------------------/ \----/ /---\ | | \###/ /###\ /----\ | | | | | | /-----/ | | | | | | | /-----/ /--/ /-\ |20 | | | /-/ \-\ | | /----/ /---/ /-/ \ |LLL| | 21 | / 19 \ /LLL\ | | | LLL\/ \/LLL /-----/ \\ LLL LLL | \-\ LLL LLL | \--\LLL /--s--\ LLL-/ | s/ \s | /-----\ /-------------------LL | | LL-----------| |-\ / 18 LL s| |s LL 22 | | /----------------LL | | LL-----------| |-/ \ \-\ | \ / | \-----/ \ | /LLL s\-----/s LLL\ \---/ // LLL LLL \ // LLL 16 LLL | // LLL LLL | // 17 // \ / \-\ | // // \ / | | /----\ | // \***/ | \---/ | \-------// | | | 23 | | | \-------\ | | | \----/ | | | | /------------/ \--\ | | | | | | | /--\ | | \--/ | | | \ /-----/ \ | |LLLLL LLLLL\---\ |LLLLL LLLLL | /-------/LLLLL LLLLL/---/ | /--\ | | | | 14 | | 15 | | | | | | | \------------/ | | | | /-------\| | | | | || | | | | LLL \/ | | | | LsLLL* | | | | LLLLL* | | | | 8 LLL /\ | | | /--------\ \--\ || | /----------------/ | | 10 | | || | | | \----\ | | || | | /-------------/ | | | 9 || | | \-------------------------/ \---------|| | | 12 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>|\ 7 / | /------------------\ /----------------| \--/ | \-------?-----\ | | | | | ? | | \----\ | | \---------------?\ | | 11 | | | | 13 | \--------/ \----/ /----/ | | | \---------/ ============================================================================= My other chief nemesis while compiling this guide, the Gauntlet is just one long firefight from beginning to end, with over 60 alien warriors to kill and a few company synthetics thrown into the mix. This level also contains the one secret I have not yet cracked, area 15. If anyone knows how to get into this chamber e-mail me at merkss@yahoo.com. Cheers. I now return you to the guide. 1) As before start on the top map. Exit the airlock at point 1 and grab the stuff in the first corridor. Ride down on the lift and kill the incoming warrior. There's a medikit here if you need it. Walk round to the next lift at point 3. Cross it on the left side to reach the grenade pack. As soon as you walk on the right side of it, it'll drop down to the next level. Ride it down with the smartgun out. There's four warriors here attacking from close range. Kill 'em all and move down the slope to point 4. 2) Waste attacking warriors. There're at least seven in this hallway. Turn left at the bottom of the slope to get shotgun and pulse rifle ammo plus a medikit, then go the other way and fight your way to point 5. Move down the slope. No warriors here, just two synthetics guarding a stash of equipment at point 6. Kill the synthetics, and grab the stuff, a load of survey charges plus some flamer and smartgun ammo. Move down the corridor to point 7 to get more ammo for those weapons. Then walk through the wall to enter the lift. Hit the switch to reach area 8. You are on the second map now. 3) Grab the shotgun ammo and dermpatches in area 8 and look down the corridor to area 9. This corridor is a trap. The floor will drop out from under you just past point 9. I have, to date, found no way across to the grenades and 9MM pistol at the end of the corridor. So walk into the corridor. As soon as the floor gives way use the run key to stop you sliding down the slope. Get into room 10 as quickly as possible and kill any warriors moving around this section. 4) In room 10 are some dermpatches, survey charges and a body suit. Cross to room 11 to get an adrenaline burst pack and some more survey charges. Leave and move slowly down the slope and fight your way into area 12. Kill any warriors you find, then blow up the destructible wall to reach area 13. Kill the synthetics here to get some survey charges and two pulse rifle clips. Leave and head for point 14. 5) Kill the synthetic around the corner then walk onto the lift. It'll drop away leaving you in an old incubation chamber full of old egg husks. There are synthetics here. Kill 'em all and destroy the husks to get dermpatches. You will note on the ASCIImap a lift near the one you just entered by. This is the infamous last secret, area 15. I think getting in may have something to do with the seven switches in the star chamber, area 16, but, of course, I'm not sure. Anyway, nothing I can do about that now. Onward. 6) Head up the corridor to the star chamber, area 16. Pass through the energy field and kill the four warriors you find. Now look at the switches. Start activating them one by one. As soon as you get a "Lift Activated" message, find whichever one has opened and clean it out. I shall now list the seven chambers and their contents. 7) Area 17 contains four warriors, a medikit and a pulse rifle clip. Area 18 contains five warriors, four survey charges and two pulse rifle clips. Area 19 contains four alien warriors, two medikits and some seismic survey charges. Area 20 contains two synthetics and the exit airlock. Area 21 contains six warriors, some dermpatches and a 9MM pistol plus ammo for it. Area 22 contains six warriors, a case of shotgun shells, a grenade pack and two medikits. Area 23 contains three warriors and some shotgun shells. Exit at point 24 if you're still alive. ============================================================================= Level 30 ============================================================================= /-\ /-/ \-\ | 3 | \ / \\ // /--\ | | /---\ / \-------* \---| |-------\ | * 4 <<< \ /----\ /------\ | /---\ *-------\ /----\ | / \* \ | | /-/ \--\ \-/ /--/ \--\ | 13 * 12 \ | | | 2 | \ 5 / \ /* | | | \-\ /-/ \-\ /-/ \----/ \-\ /--/ | | \---/ | | | | | | ___ ___ |...| ___ | | /---\##---/***\-----/ \-----/ \-----/***\-----/ \-----/***\-----##/---\ | ## ## | \---/##--------\****/----\___/-----\ /-----\___/-----\ /-----\___/##\---/ | | | | |***| /-/ \-\ | | /---/ | / \ | | / \ | 1 | /-/***\-\ \ 11 / \-\ /-/ / \ /----*/***O****| \----/ \ 6 / | 9 * 10 / \-\ /-/ | /*\__/-\__/ /-/***\-\ |***\ / 7 \ | \ \ / | 8 / \-\ /-/ | / | \----/ | | | \------------/ ============================================================================= 45 seconds again, only difference is you're entering from the other end this time. Let's GO! 1) The main corridor contains two pistol clips and a load of dermpatches. Room 1 holds a pulse rifle with a clip and a grenade pack. Area 2 holds some shotgun shells, survey charges, grenades and a dermpatch. Area 3 holds more grenades, shells and a body suit. Area 4 holds a pulse rifle clipa and a smartgun cartridge. Area 5 holds a medikit and a flamethrower with fuel. Remember, there's no way out of these rooms from area 5. It's smart to enter area 5 from the main corridor and do these rooms in reverse. 2) There are a couple of dermpatches in area 6 with several more in areas 7 and 8. Also you'll find another body suit. In area 9 there's a smartgun. Area 10 holds a smartgun cartridge, a pulse rifle clip and a canister of flamethrower fuel. Area 11 holds a grenade pack. 3) Area 12 holds more flamer fuel while in area 13 there's another body suit, a pulse rifle, a hypo-pack and a smartgun cartridge. Exit when you're done. ============================================================================= Level 31 - The Core ============================================================================= #### /####\ | | /-/ \-\ /-/ \-\ /-/ \-\ #### // /\####/\ \\ /####\ ##----\ // /-/ #### \-\ \\ | | ## \ // /-/ \-\ \\ / / ##-\ \/ ## | \/ / \\ ## | // // /----## \####\ \\ / // /####\\\ \ / // | 3 | \\ \ / / \----/ \ \ / / \ \ ##--/ \## /---\##/ \--## ## ## | 2 ## ## ##--\ /## \---/##\ /--## \ \ / / \ \ / / \ \\ // / \ \\ #### // / \\ \####\ ##----/ // // | ## \\ / /\ | ## /\ \-## / / \\ \-\ /-/ // \ ## | | \\ \-\ #### /-/ // \----## \####/ \\ \/####\/ // /####\ \-\ /-/ | 1 | \-\ /-/ \----/ \-\ /-/ | | \####/ #### ============================================================================= After a hell of a fight you're back in the core, but you won't be surprized to learn that last re-arm level was there for a reason. Be ready. 1) Exit the airlock at point 1 and move into the core. As usual turn left and start moving around to point 2. Very soon you'll be blowing away warriors and facehuggers left, right and centre. Bypass room 3, the exit airlock, and fight your way into room 2, the equipment room. You be wading in aliens by this point. Make sure they don't overwhelm you. 2) In room 2 you'll discover some shotgun shells. Oh well. Once you've reached this point there shouldn't be many aliens left. Do a lap or two to check then leave through the exit airlock at point 3. ============================================================================= Level 32 - The Hold ============================================================================= ------------------\ 5 | ------\ /------/ | | | | /---/ \----------------------------------------\ | 4 | | | | 3 | | | | | | | \---------------------------------------\ /----/ | | | | /----/ \-----------\##/----\ | 2 ## 1 | \---------------------/##\----/ /---------\ | 8 | \-\ /---/ | | | | /-/ \--------------------\ | | | | /-----------------\ | | | \ | | | | | \ | /-\ | | | | \##/ 9 \-/ \##/-----------------/ | | ## ## 10 | | 7 /##\ /-\ /##\----------------------/ | / | \-/ | | / | | | | \-----------------/ \-\ /-------------------/ | | _ _ _ /-/ \--------------------/ \----------/ \-----/ \-------------------\ | 6 5 | \-----------------\_/-------\_/--\_/-----\_/---------------\ /------/ | | | | /---/ \------- | 4 | | | | | \---------------- /----\ | 16 | \####/ /####\ | | /-----------/ \-----------\ /-/ \-\ /-/ ......... ......... \-\ /-/ ...: : : :... \-\ /-/ ...: : : :... \-\ | 13 ...: : : :... | \-\s...: : : :.. | /--------\ | : : : | / \ | 14 : : : | | LLL \----- LLL : : : | | s LLL 15 LLL : : : | | LLL /----- LLL : : : | \ / /-/s.... : : ..: | \--------/ | 12 :... : : ...: | \-\ :... : : ...: /-/ \-\ :... : 11 : ...: /-/ \-\ :.......: :.......: /-/ \-\ /-/ ---------\ \-----------\ /-----------/ | | | /-\ | | | \-/ \##/----------------------------/ | ## 10 | /##\---------------------------------/ | | ---------/ ============================================================================= So massive I had to split this ASCIImap into three, this level is buried deep in the bowels of the boneship. The final Queen has been here. The evidence is in the many alien eggs scattered across the floor of every chamber and corridor, and they haven't been left unguarded. 1) On the first map (about a page up from here) leave the airlock at point 1. You'll see and egg ahead of you. Destroy it and the alien warrior attacking from the archway to room 3. Now enter room 3. Move through the chamber destroying alien eggs and collecting ammo and dermpatches. Watch out for the uneven floor. It makes aiming damn difficult. As you approach point 4 you'll be attacked by a warrior. Kill it and blow up the empty egg husks by the doorway to get dermpatches. Leave this chamber. 2) Move down corridor 5 (you are now on the second map down) checking each alcove as you approach. Some contain ammo, you can guess what lurks in the rest. At point 6 turn and proceed slowly into chamber 7. Again the uneven floor will hamper your targetting . Take out the alien eggs any way you can. Go to room 8. Beware a facehugger as you approach. There's a grenade pack and a body suit to grab in here. 3) Move back through room 7 grabbing any equipment and go through to room 9. The door will seal behind you. The eggs are clustered close together in here. Take 'em out and move into corridor 10. You are now on the final section of the ASCIImap. 4) The final huge chamber is loaded with eggs and warriors. The floor is littered with shallow holes many holding alien eggs. Watch your step. Kill the warrior on the causeway and circle the room on the walkways taking out any other warriors. On your way activate the switches at points 12 & 13. These will open the exit airlock as well as releasing more warriors into the chamber. Finally, once all the warriors are dead you can start clearing the pits of facehuggers and eggs. Many of the small pits are deeper than they appear and will fall away before slowly lifting you out, usually leaving you to battle a facehugger at close quarters along the way. 5) Once they're all dead go to point 14 and jump on the big lift here to get into room 15. Trigger the switch down here to get an adrenaline burst pack and a body suit from the lift. Pick any other equipment lying around and proceed to the exit at point 16. Watch out for new aliens on the way. Phew, we're nearly there! ============================================================================= Level 33 - The Core ============================================================================= /----\ | 4 | \####/ /####\ | | /-/ \-\ /----\ /-/ \-\ | 1 | /-/ \-\ \####/ // /\####/\ \\ /####\ ##----\ // /-/ /####\ \-\ \\ | | ## \ // /-/ | 3 | \-\ \\ / / ##-\ \/ ## \----/ | \/ / \\ ## | // // /----## /------\ \####\ \\ / // // \\ /####\\\ \ / // // \\ \\ \ / / // \\ \ \ / / / \ \ \ ##--/ \## / \ ##/ \--## ## ## | 2 | ## ## ##--\ /## \ / ##\ /--## \ \ \ / / / \ \ \\ // / / \ \\ \\ // // / \ \\ #### \\ // // / \\ \####\ \ / ##----/ // // | \ / ## \\ / /\ | | | ## /\ \-## / / \\ \-\ | | /-/ // \ ## | | \\ \-\ \####/ /-/ // \----## \####/ \\ \/####\/ // #### \-\ /-/ \-\ /-/ \-\ /-/ | | \####/ #### ============================================================================= For the final, FINAL time it's back into the core to open the pilot chamber. LET'S ROCK!!!!!!!!! 1) Move out of the airlock at point 1. Within seconds you'll have adult dog aliens and facehuggers all over you. Start shooting. You won't have gone twenty metres before facehuggers and alien warriors join in the fray. This is a fight to the death. KILL THEM ALL!!!! 2) After a mass slaughter the numbers will begin to dwindle. Check every doorway for ammo and equipment. There's plenty of it. Now enter the central chamber to find the long dead pilot and loads more warriors. KILL, KILL, KILL!!!! 3) Once you've been into the central chamber rooms 3 & 4 will open. Room 3 holds two canisters of flamethrower fuel, two medikits a pulse rifle clip and a body suit. Exit at point 4 when you're done. ============================================================================= Level 34 - The Final Showdown ============================================================================= /----------------\ | >>> | | /------\ /\ | | /\ | | /\ | | /\ | | /\ | | /\ | /----/ \------------------------------------------------\ | | | | | \-/ | | 2 | \------\ @@@@@@@@@@@@@ \##/---\ | 5 @@@@@@@@@@@@@@@@@@@@@ ## 6 | /----\##/ @@@@@@@@@@@@@@@@ /##\---/ | 1 ## | \----/##\ /------------------/ | | /-------/ | | <<< 3 \---------------\ | /--\ >>>>>>>>> | | | | 4 /----------\ | | \/ | \-----\ /----------\ /-----------/ | | | \/ | | \/ | | \/ | | | | \/ | | \/ | | \/ | /----------------/ | | | | \/ | /-/ | | >>>> | | \--------/ | | | | /----------------/ | >>>> | | /-/ | | \------------------/ | \--------/ | | >>>> | \------------------/ ============================================================================= It's time to clear the alien menace from Acheron once and for all! 1) As you emerge from the airlock you'll be swarwed by facehuggers. Kill them all and sweep the perimeter taking out more huggers and eggs. Be careful not to shoot the queen at point 5 accidentally yet. 2) Once all the facehuggers are dead you can investigate the corridors. All these contain equipment (as if you didn't have enough already) Corridor 2 holds a shotgun with shells, a medikit and a smartgun plus ammo. Corridor 3 holds a flamethrower plus ammo and a pulse rifle plus ammo. Corridor 4 holds dermapatches and a body suit. As you slide out of each of these ammo caches beware new facehuggers waiting to meet you. Finally beneath the queen's egg sac is a hypo-pack. 3) WASTE THE BITCH!!!!! 4) Exit at point 6, killing huggers on the way. "GAME OVER, MAN. GAME OVER" - Marine Private Hudson, Aliens Acheron's space dust, but so are all the alien and company scum. Good work marine. Just pray you don't wake up aboard The Sulaco. Something has survived. Part 6 Cheat Codes Just a little afterthought. If you can't complete this game will all that information then just try these. Enter at Password screen: All Weapons: F1SH1NGF0RGVNS Max Ammo: F1LLMYP0CK1TS Invincibility: FVNKYG1BB0N Level Skip: FLYT0?? (where ?? is the level number, see the guide) Yhat's about it. Basic copyright stuff. This is copyrighted and stuff so please don't nick it or you'll be brown bread before you can breathe, or something. I doubt there's much call for FAQs to five year old games anyway. COPYRIGHT merkss@yahoo.com October 2001 You may reproduce this FAQ if you wish provided it is not changed in any way and I am credited as sole author. OK serious bit over. Chill now. Thanks to my brother Dave for keeping me in reality Thanks to Alf, Gav and Dan for being there Thanks to Georgina. The supernova in a black hole GO TO PERU, IT'S SHINY AND NICE.... Party on dudes