____________ / ______ \ ____________________________/ / \ \_____________________________ / | \ / _ _ __ / _ _ _ _ _ ___ _ _ \ | /_\ | | |_ |\ | |__ Versus/ |_| | | |_ | \ /_\ | | | | | | | | | |_ | |_ | \| __| / | |Ã˜\ |_ |_/ | | | |_| |Ã˜\ | \ / / \ / / Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜\ |_______ /Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ \ / Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Aliens Vs. Predator 2 Fighting Guide, FAQ, and Walkthrough Version 2.2 02/08/2002 Oni5115 Oni5115@hotmail.com ------------------------------------------------------------------------------- This FAQ is copyright 2001/2002 Oni5115. Any unauthorized reproduction of this guide is strictly prohibited. Its use must remain private, unless otherwise authorized by Oni5115. The Marine Walkthrough is Copyright 2001/2002 VileZero, any unauthorized reproduction for non personal usage is strictly prohibited without his consent. Webmasters wishing to post this guide on their pages must e-mail me before posting the FAQ. After being e-mailed I will give you permission and add you to the list of verified users in the FAQ's next version. Rules for posting on a website: 1. It MUST be left completely unchanged, with full copyright information intact. 2. Must be e-mail notification before you post the FAQ. ------------------------------------------------------------------------------- ______________ News / Plans Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ 2.2 News Added a few new sites. Finally did the spell check. Found a lot more errors that I would like to have. Guess that's what I get for writing at 3 am. Sorry not too much content upgrades. I have been making an AvP2 Mod which has sucked my time out the window like a vortex from an alternate dimension. I hope to have a public release of it in the near future. I have also had a lot some homework, and still do. 2.1 News It seems a few websites have failed to understand my simple rules for posting this FAQ. "It MUST be left completely unchanged, with full copyright information intact." When I say COMPLETELY unchanged I mean it. Even down to the credits section. A certain site took the liberty of removing gamewinners.com from the credits and replacing it with their name. I will not stand for this. I understand they may not want to advertise competition, but I am thanking my resources here. I don't care if they don't want to advertise another site. Giving credit where it is due is very important to me. I won't revoke your permission to host this FAQ just yet, so long as you change it back to its original form. I will be checking this like a hawk from now on. You know who you are, just leave this 2.1 version without ANY changes. I would still like to fix the logo and map bugs on a few websites if possible. Most of them are legible now though and are much better than they were before. Thanks to the webmasters for complying with me on making the guide look better. As for updates, I have not finished nearly as much as I would like to have. I had some stuff for school to do, and I started a side project for fun. On top of that, I had to go and check a dozen websites to make sure my info was not modified. I did finish a new map and add some more info about a another. I think I am going to add a firearm damage section later. Rating damage vs. all classes. __________ Contents Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ 1. About this Guide 2. Version History 3. Game Overview 4. Game Review ** 5. Terminology 6. Controls Guide/Summary 6.A Standard Controls 6.B Controls Information 6.C My Control Configuration 7. Boot Camp Basics 8.A Weapon Guide Human 8.B Weapon Guide Predators 8.C Weapon Guide Aliens Multiplayer Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ 9. Subclass Guide 10.A General Human Strategies 10.B Humans Vs. Predators 10.C Humans Vs. Aliens 11.A General Predator Strategies 11.B Predators Vs. Humans 11.C Predators Vs. Aliens 12.A General Aliens Strategies 12.B Aliens Vs. Humans 12.C Aliens Vs. Predators 13. Level Strategies and Maps 13.A DMDemo "A Lesser Fate" 13.B A Lesser Fate 13.C Auriga *** 13.D Bunker ** 13.E Colony ** 13.F Compound ** 13.G Depot ** 13.H Leadworks ** 13.I Lucifer's Fate ** 13.J Outpost 4 ** 13.K Quarantine ** 13.L Reservoir ** 13.M Verloc ** Map Pack 1 Levels Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ 13.N Alley ** 13.O Fury151 ** 13.P Hanger ** 13.Q Stronghold ** Single Player Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ 14. Single Player Strategies 14.A Human 14.B Predator 14.C Alien 15. Predator Walkthrough 15.A The Hunt 15.B Trap * 15.C Interloper 15.D Unexpected Allies 15.E Old Debts 15.F New Target 15.G Trophy 16. Marine Walkthrough 16.A Unwelcome Guests * 16.B Collateral Damage 16.C Betrayal 16.D A Long Detour 16.E Price of Admission 16.F Loose Ends 16.G Savior 17. Alien Walkthrough 17.A Birth 17.B Surprise 17.C Escape * 17.D Vengeance 17.E Abduction 17.F Pursuit 17.G Freedom 18. Cheats 19. This FAQ is Posted at: 10. Legal Information Reiterated 21. Credits Note: * SP Demo Levels ** Not Started *** Unfinished ------------------------------------------------------------------------------- 1. About this Guide. Contained within this guide is a complete walkthrough for each race, many tactics and strategies for multiplayer, and multiplayer maps. More Maps Coming soon! There is also some minor foul language. Most cuss words in here are from a direct quote within the game. So if you play the game, you hear the quotes anyways. This is also my first ever FAQ, so please bear with me. Most of the strategies are also designed for TeamDM as that is what I play most, however, some of it should work in DM as well. I will be adding new strategies/tactics and info as I gather it. Please note as well that there may be some spelling errors. I have not yet used any form of spell checking on this FAQ, other than some proof reading on my own behalf. So there could spelling errors. Right now, I would rather focus on adding more content to the guide. Still need to spell check it. ------------------------------------------------------------------------------- 2. Version History 2.2 - Fixed Alien FAQ Info. Added some more weapon info. Fixed a few walkthrough errors. Mostly Queen information. 2.1 - 2 more sites added. 1 map. Fixed some spelling errors. 2.0 - 5 Marine Walkthroughs, All Marine levels Completed. Fixed some spelling errors. Fixed POC definition. 1.9 - Finished Predator Walkthrough. A lot more SP strategy info. 1.8 - More Praetorian information. More basic info for aliens and preds. Fixed reiteration of Alien Tail strike attack, oops. Added Single Player Strategy section. 4 new walkthroughs, 1 Marine, 1 Pred, and 2 Alien. 1.71- Fixed misinformation about not having alien level abduction completed. also fixed some spelling errors. 1.7 - New Logo. More walkthroughs, 2 alien and 1 pred. Fixed info on Praetorians. Fixed some spelling errors. 1.6 - Added more alien level walkthroughs. More weapons info. A few more definitions and abbreviations. More web sites added. Made a better copyright clause. 1.5 - Added a little more strategy info. Finally started the SP Walkthorugh. Made the game overview section. Added the subclass section. 1.4 - Added more strategy info. More Sites posted. Weapons Guide finsihed. More definitions. Updated Class Strategies. Added Cheats Section. 1.3 - Added more aliens information. Added more terms. Added new hosting sites. Added new contents section. Got sick of rewriting the numbers every time I added something, so I added everything. Added My Controls section. 1.2 - Added a terminology section. Added new aliens info. Added new strategies. Added a map! Fixed the date from 00 to 01, oops. 1.1 - Added the control guide as I realized many people do not know the controls. Added Boot Camp Basics. Added more human weapons. Updated the Predators Vs. Humans section thanks to some info. 1.0 - Well I wrote the whole thing all at once so far. Included every strategy I could think of for MP demo games. Most, if not all, can be applied to any game not just the demo. ------------------------------------------------------------------------------- 3. Game Overview Aliens Vs. Predator 2 is First Person Shooter in which you can play as one of four classes. Aliens, Predators, Marines, and Corporates. Having these multiple classes greatly increases the replay value and the games intensity. Not to mention it takes much longer to master because each class is VERY different. These classes aren't just the same guy with a few different weapons. They are totally different. You must not only change your tactics, but your entire venue of thought to survive this game. Aliens Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ For those new to the Aliens Saga, they are very nasty creatures. Aliens are well known for their gargantuan hostility towards other races. They kill anything and everything in their path, except for their own of course. Their only drawback is that they rely on other races to procreate themselves and they only use melee attacks. Their Life cycle Starts as a lowly Facehugger, a small spider like creature with a tail, that latches onto its prey and inserts an embryo. This embryo grows in a Chestburster, which, as the name implies, breaks out the chest of its victims. After the Chestburster eats it will grow into one of three things. If the Facehugger latched onto a standard human, it becomes a Drone. A drone is fast and powerful. A very balanced enemy. They are the backbone of the alien hive. If the Facehugger latched onto a predator, then the alien will evolve into a Predalien. The most powerful creature in the game. These critters can kill a person in one hit. But they are slower than Drones, and they can not regain their life. Normally, if the Facehugger attached to a dog, it would become a Runner. Since there are no dogs in AvP 2, they made it so that when you attach to the Corporates you become a runner. The last two forms are only achieved by an alien under certain circumstances. If there is no psychic link from a Queen alien present. Then the alien will curl up and mutate into a queen. Then she will lay a whole new colony of aliens. Thus making them extremely difficult to destroy. The last form is the Praetorian. When a Drone or Runner is exposed to the right pheromone conditions, they start to evolve into a Praetorian, and they emit a different pheromone. This new pheromone enrages the Hive, and most of the time the aliens will kill the Praetorian before it has a chance to completely evolve. But if it manages to escape the Hive, it will continue to evolve until it's armored skin hardens. Then they return to the hive and "assert" themselves. For more info on the Alien Class abilities look in the subclass section. Predators Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Predator was an interesting movie starring Arnold Schwarzenegger. I have no clue if I spelled that right or not. In it, Arnold played "Dutch" a poor marine suckered onto the battlefields of Vietnam. He was used by his old friend, who went along with him on a "Reconnaissance" mission. What Dutch did not know was that the people were already dead. He was sent to find out what the **** killed the marines. Throughout the movie the marines are hunted down by this sinister, invisible creature. This is the Predator. The predator is "One ugly mother ******" who wears a mask that allows it to see in different vision modes. In the movie I know he used heat vision and infrared vision. His normal vision seems to be infrared. In the game, a pred can see in four modes. Infrared, heat, normal, and tech. Heat vision can see humans, infrared displays aliens, tech shows predators, and normal view is just normal. In addition to being able to view different modes of vision, the predator can zoom in. This makes them an incredible sniper. To make them even more dangerous, they can cloak themselves and become invisible. Effectively making them one of the best hunters in the game. These technological hunters have a great arsenal of weaponry as well. Plasma casters can wipe out entire marine squads who aren't weary enough to see the targeting laser. The claws can shred a man in seconds. There are several variations to the Predators as well. I'll discuss the different classes and weaponry in the subclass section. Marines / Corporates Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Well, what can I say? They are humans. Obviously, some poor race in the universe has to be the hunted right? That would be the humans. Both the Marines and Corporates seem to emanate from the Aliens universe. Marines being the military fighters that keep Predators and Aliens at bay. The Corporates, working for Weiland-Yutani Corp., are often the morons that cause the outbreaks that the marines have to deal with. The game plot seems very true to the movie plot as far as I can tell. Some dumb corporate tries to make money exploiting the power of the other races. Something happens and then the marines have to come on in and fix what the corporates screwed up. I stop there because I do not want to ruin the plot line. I'll discuss the different human class sub divisions in the subclass section. Game Types Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ The single player game takes a nice twist instead of the standard keep playing until you win and you are done forever. There are three single player missions that are all unique yet tied together nicely. In addition to the single player game, their is excellent multiplayer gaming. Multiplayer has always been my favorite for FPS games, and AvP 2 certainly delivers. Not only does this game offer several classes and subclasses, but it also has multiple online gaming modes. Death Match Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Grab a gun, spear, claws or what ever you like and "get ready to rumble." It's a "No holds barred" fight to the death. Kill or be killed. If it moves, shoot it! Team Death Match Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Kill everything that moves, that is not helping you kill everything that moves. Kill the enemy teams get a point. Kill your team minus a point. Not much else to say. This is my favorite mode though. Team tactics can either save or slaughter you. Hunt Ã˜Ã˜Ã˜Ã˜ This is an interesting variation of team play. Only the hunters can score points. When the prey kills the hunter, after they respawn, they become the hunter. The previous hunter then becomes the prey. The server sets up the Hunter and Prey races to what they want. The ratio of hunters to prey is also a server option. Survivor Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ A survivor game consists of survivors and mutants. Initially all players are survivors. When someone commits suicide, kills a survivor, or is the first person in the round to die, they become a mutant. Mutants get 10 points per kill. Survivors get one point per second that they stay alive. Overrun Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ In an overrun game, the defenders must stay alive until the round is over. The attackers must kill all of the defenders in the allotted time to win. Evac Ã˜Ã˜Ã˜Ã˜ Evac is similar to overrun, except that the defenders need only get to an evac point and stay there for 10 seconds. Attackers just need to defend the evac point, or kill every defender. ------------------------------------------------------------------------------- 4. Game Review (Not Started) ------------------------------------------------------------------------------- 5. Terminology Definitions Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Ping - A networking term for sending a message and waiting for a return. The higher the ping, the greater the time to get info back. Higher ping, therefore, equals higher lag. Lag - Lag is the term for a game that is slowing down. Lag is particularly nasty in a FPS because it can cause you to get killed. The data from the other character is lagging behind yours... What this does is makes them appear where they are actually not. You'll be shooting at thin air. his is very bad when you are a predator and are Melee. Melee- Hand to hand combat. Sniper- A person who lies in wait and shoots people, usually using precision shooting. Camper- A person who constantly sits in one spot and never leaves. Just mows down anyone who comes to the area. Splash- Splash Damage. Damage caused by the blast radius of a weapon. Death Match - Multiplayer games. There are Team and Normal Death Matches. A Team Death Match, a.k.a TeamDM, consists of teams hunting each other down. A normal Death Match, DM, is an everyone for themselves slaughter fest. Frag - A frag is another name for a kill. When ever you kill someone you accumulate a frag. However, your total number of frags is effected by your suicides. +1 for a kill -1 for a suicide. Also Team Kills are -1. Therefore: Frags = # Kills - # Suicides - # Team Kills Server- A server hosts the game and routes data between all the players in the game. Dedicated Server- A dedicated server is a server that is dedicated to being a server and usually nothing else. It makes the games a lot less laggy if the host is using a dedicated server. These will be marked with a [D] by their name. Alien Life - A very fun and annoying way to set up a server. Cycle This option forces aliens to follow the alien life cycle. They start as a face hugger, then pop out as a chest buster. Then evolve into a Drone, Predalien, or Runner. They cannot become Praetorians though. Class Weaponry - A rather interesting server setting for MP. This makes each character have a class and you can only carry weapons/ammo for that class. Makes game play similar to Half Life. The only nasty drawback that I have found with this is that the levels are poorly designed for this, at least in my opinion. Spending a game searching for ammo for your character class is NOT fun. I prefer making people use what is available on the level anyways. Spawn Kill - A kill made while someone is in the middle of respawning into the level. Extremely cheap, but effective. Too often people seem to abuse this factor in MP. Pounce Kill - The alien attack dubbed "the flying blender." Occurs when you successfully get a direct hit with your pounce and shred them to pieces. Camper - A player who stays in one spot and waits for people to come to him so he can kill them. Abbreviations Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Proxim - Proximity Mines Shotty - Shot Gun Pred - Predator invis - Cloak TeamDM - Team Death Match POC - Primary Operations Complex APC - Armored Personnel Carrier PC - Personal Computer, or Plasma Caster. I use SC for the Plasma caster SP - Single Player MP - Multi Player DM - Death Match TDM- Team Death Match ROF- Rate Of Fire, used to describe a gun. PFM- Primary Fire Mode. AFM- Alternate Fire Mode. SFM- Secondary Fire Mode. Same as AFM. SK - Spawn Kill PR - Pulse Rifle SG - Smart Gun SR - Sniper Rifle PM - Proximity Mines FT - Flame Thrower RL - Rocket Launcher SHG- Shot Gun MG - Mini Gun MD - Motion Detector GR - Grenade Rounds, for the PR GL - Grenade Launcher/gun GG - Grenade Launcher/gun GGR- Grenade Launcher Rounds SC - Shoulder Cannon (Plasma caster) CS - Combo Stick NG - Net Gun SPG- Spear Gun RB - Remote Bomb HB - Head Bite TS - Tail Strike/Sting CTS- Charged Tail Strike. Hold down SFM to charge tail. PK - Pounce Kill ALC- Alien Life Cycle LC - Life Cycle... See also ALC ------------------------------------------------------------------------------- 6. Controls Guide/Summary 6.A Standard controls Shared Controls: Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Forward: W Back: S Turn Left: Left Arrow Turn Right: Right Arrow Strafe Left: A Strafe Right: D Run: K Run Toggle: M Jump: Space Fire: Mouse 0 Alt-Fire: Mouse 1 Vision Mode: V Look Up: Home Look Down: End Center View: Delete Mouse Look: Insert Objectives/Scores: Tab Send Message: Enter Team Message: \ Taunt: Backspace Crosshair Toggle: . (MP) Change Characters: F1 (MP) Fly Mode: F2 Alien Specific Controls: Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Pounce: E Wall walk: Left Shift Wall walk Toggle: G Crouch: Left Control Crouch Toggle: / Head bite: Fire while teeth are visible Face hug: Pounce on implant victim (Face Hugger only) Tear: Slash while claws are visible Marine Specific Controls: Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Crouch: Left Shift Crouch Toggle: / Use: E Next Weapon: Q, Mouse Wheel Down Prev Weapon: Z, Mouse Wheel Up Reload: R Shoulder Lamp: G Flare: F Hacking Device: H Welding Torch: T Knife/Exosuit Left: 1 Pistol/Exosuit Right: 2 Shotgun: 3 Pulse Rifle: 4 Grenade Launcher: 5 Flamethrower: 6 Smart Gun: 7 Rocket Launcher: 8 Minigun: 9 Sniper Rifle: 0 Last Weapon: X Predator Specific Controls: Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Crouch: Left Shift Crouch Toggle: / Use: E Next Weapon: Q Prev Weapon: Z Reload: R Zoom In: PgUp, Mouse Wheel Up Zoom Out: PdDn, Mouse Wheel Down Charge Emitter: H Cloak: C Disk Retrieve: F Wrist Blades: 1 Combo Stick: 2 Pistol: 3 Speargun: 4 Plasma caster: 5 Disc: 6 Netgun: 7 Remote Bomb: 8 Last Weapon: X Energy Sift: T Medicomp: G Previous Vision Mode: B Leap: Crouch + Jump **************************************** 6.B Controls Information Aliens: You need Wall crawl and Pounce/Lunge. I only use Wall crawl toggle Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ myself, but it is your call. It can be useful to just let go of the button and stop scaling the walls. Crouch can help for sneaking up on marines. Crouching or wall crawling make a lot less noise as well. Marines: Here is what you MUST have: Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Forwards, Backwards, Strafe Left, Strafe Right, and Reload. You'll need to use your mouse to aim. Use mouse wheel to change weap. The rest you can set to any convenient location. Whatever works for you. Just make sure you can access the important stuff over the rest. Preds: MUST haves include: Ã˜Ã˜Ã˜Ã˜Ã˜ Forwards, Backwards, Strafe Left, Strafe Right, and Reload. Mouse aiming as well. Here is a key difference, by default the preds wheel actions zoom NOT change weapon. You must either set a change weapon button, or use the alternate methods. I suggest setting it to Mouse 2, just press down on your mouse wheel. Other MUST haves: Invisibility, Medicomp, and Energy Sift. The rest can be placed in the most convenient locations after the important things. **************************************** 6.C My Control Configuration Shared Controls: Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Forward: , Back: N Turn Left: M Strafe Right: . Run Toggle: / Jump: Space Fire: Mouse 0 Alt-Fire: Mouse 1 Vision Mode: B Objectives/Scores: Tab Send Message: Enter Team Message: \ Alien Specific Controls: Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Pounce: Mouse Wheel Up, Mouse Wheel Down, L Wall walk: Left Shift (Don't really use, prefer toggle) Wall walk Toggle: K Crouch Toggle: Right Alt Marine Specific Controls: Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Crouch Toggle: Right Alt Use: H Next Weapon: Q, Mouse Wheel Down Prev Weapon: Z, Mouse Wheel Up Reload: Mouse 2 (Press down Mouse Wheel) Shoulder Lamp: L Flare: K Hacking Device: : Welding Torch: J Predator Specific Controls: Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Crouch: Right Alt (Use one or the other) Crouch Toggle: Right Alt Use: J Next Weapon: Mouse 2 (Press Mouse Wheel) Reload: : Zoom In: PgUp, Mouse Wheel Up Zoom Out: PdDn, Mouse Wheel Down Charge Emitter: H Cloak: V Disk Retrieve: G Energy Sift: L Medicomp: K This strategy basically requires either a lot more buttons, or a mouse with a wheel. I like to use all the functionality of that wheel I can, every action I can keep off the keyboard means more fingers I have to be moving and strafing. I dislike using the WSAD for movement because I dislike limiting my movement. What I mean by that is with WSAD I can only hover over 3 of 4 movement keys. I also limit myself on optional buttons that I can easily reach. With my configuration, you use all of your fingers to their full extent. My middle finger moves forwards, ring finger strafes left, pinky backpedals, and my forefinger strafes right. This allows me full access of movement at all times both easily and comfortably. Another great bonus with this is that you can reach any other required buttons fairly comfortably, and still be on the move in at least two directions. Using the mouse for aiming, weapon changing, and turning, massively reduces then number of keys needed on the keyboard. Notice that I completely removed the 1-9 weapon shortcuts keys. I leave them there, but rarely if ever use/need them. The only two things I would really change is predator vision modes and weapon switching. They work well where they are, but could be improved a little. If you find yourself constantly needing to change views and not really zooming in or out, then change Mouse Wheel Up/Down to change view modes. I can see this saving you a lot of times in battle against humans and aliens. Weapon switching via Pressing down the mouse wheel is not bad, but is slower than wheeling through them. This can kill you if you need to change fast. The only other control note I have is about Micro Soft Intellipoint mouses. These nifty items have two extra buttons on the sides of them. The only bad thing about them is that they are limited to only being set to windows functions. Well guess what, if you set one of them to Copy, Paste, or Cut you can use them in video games instead of your CTRL key(s). I've done this before for a game, just not in AvP 2. Thought it was worth mentioning for those of us that bought the mouse for those extra buttons and never really used them yet. There may be other commands that you can do like that as well. Just DO NOT use Minimize and Maximize, that can nuke a game. ------------------------------------------------------------------------------- 7. Boot Camp Basics Things you should NOT do! Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Stand still during a fire fight. Camp in a highly visible location. Never use a different weapon. Never use the wall crawling ability. Make a lot of noise everywhere you go. Spend five minutes typing a taunt. Taunt your enemies every 5 seconds. Things you should do! Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Look around while running. Up, down, left, right, everywhere. Constantly be aware of surroundings. Learn the level. Power up locations, sniper spots, etc. Listen to/for gunfire and location. Know you primary and secondary fire types and use the right one. Use the right weapon/tool for the job. Learn as many enemy tactics as possible so you can learn to counter them. DUCK in front of windows, beware the sniper. ------------------------------------------------------------------------------- 8.A Weapon Guide Human Combat Knife - A nice polished blade to hack through your foes. Has limited uses in the game. It's most important function is to cut through predator nets. Other uses include dueling between bored humans. M-4A4 Pistol - The handgun of doom. All fear the power of ye wielder. lmao.... Now seriously. This weapon can be pretty lethal, if used properly. The alternate fire is great. Armor Piercing. Right click to load the AP bullets. I killed a Praetorian with this baby once. Shotgun - Some Marines prefer to carry the shotgun as a standard side arm instead of the pistol. Although against regulation, many people do it anyways. (Just like the movies) What would a FPS be without the standard Shotty? Make sure you reload after every fire fight. The secondary mode switches the shotgun to make one concentrated blast. Use this against Praetorians. Pulse Rifle - The M-41A Pulse Rifle. A Machine/Grenade gun that can be lethal close and far away. One of my favorites. This gun is definitely worth carrying. Not only can you shoot a ton of bullets, but you can grenade them as well. Grenades are excellent for lunging aliens, or any predators. Smart Gun - Grade "A" quality butt kicking machine with auto aiming capacity. Well, there is only a few reasons to not use this. Only a few though. It eats up ammo at a ludicrous rate. 300 ammo can fly out the window with one enemy. It can trash just about anything though. Definitely a nice weapon to have. Flame Thrower- Barbeque time anyone? A flamethrower. Works exceedingly well against Runners and Drones. Not as well against Predators or Praetorians. Not sure how well against Predaliens. RocketLauncher- The Rocket Launcher. Really I think you know what this is. A very nice weapon. You can lock onto even cloaked Preds! The downsides are long loading time, few rounds, and the incredible suicide potential in close quarter combat. Not a bad sniper weapon, if you wait for the lock on. You can lock onto a pred who is standing still too. Sniper Rifle - A sniper rifle. Very good for sniping enemies out. Works well in MP but has limited use in SP. Also hurts Praetorians. If you have good aim you can kill stuff very fast. Your rail gun, 1 hit death. Grenade Gun - Launches explosive grenades. Has several alternate rounds. Prox Grenade - detonates upon detecting motion. Timed Grenade - detonate upon hitting target, or after a short time. EMP Grenade - Fires EMP blasts. Works well against armed targets. Uncloaks preds too. Smart Grenade - Tracks enemy movement and follows them. Mini Gun - Massively powerful machine gun. Alt fire keeps gun spinning. Great for having this gun ready to fire immediately. Bad if you want to be quiet. Also beware the guns kick back. Always keep aiming. Motion Detector- This lovely device tracks motion and alerts the bearer It only works for moving objects, and what is in front of you. Beware of your back side. Hacking Device- A device to hack electrical equipment. An absolute must for SP. Not really used in MP though. Welding Torch - Again, a tool for SP. I wonder if this can be used as a weapon instead of the knife? Seems to break barrels and stuff. Flares - The wonderful emergency flares. It is definitely an emergency, when aliens could be hiding anywhere. These can help you spot them, as well as predators. **************************************** 8.B Weapon Guide Predators Wrist Blades - The nifty claw rig the predators wear in the movies. Not as effective as the combistick, but not bad. You can trash humans. For enhanced fun hold down the alternate fire button to charge up your strike. Combistick - The nice double bladed staff of the predator. One of my favorites. Sneak behind human, stand up, and decapitato! The alt fire is a vertical slash. Use this to Decapitate. Also, if you leap and use this, you might split their bodies in half. Net Launcher - Shoots a net at the enemy. Very slow projectile. Launches enemies back a bit too. Can kill humans by knocking them off ledges, as well as rendering them very vulnerable to attack. Shoulder Cannon- Shoulder cannon that trashes anything. Works almost too well at times. Though it is a must against aliens in TeamDM. Very effective. AFM charges weapon. Spear Gun - A gun that launches out spears. Aim for their heads if you can. Even if you do not hit them in the head it is very damaging, usually lethal. AFM is triple shot. Blade Disc - A disc you can throw. Kills anything so long as you hit. Can be dodged, be careful. Whatever weapon you were using before you pulled out the disc is what you switch to after you throw it. Also, you can kill people by retrieving your disc. You can also retrieve while charging energy with varying results. Remote Bomb - A remote control bomb. Hard to aim from a long distance. But you don't become visible. You can throw a several of them and then detonate them. AFM detonates all thrown bombs. For U.S. people like myself, aim 3 inches to the right if you are fully zoomed in on your target. That is about 7.5 CM for everyone on the metric system. Plasma Pistol- Interesting weapon. Makes you visible and drains your energy. PFM shoots direct large blasts AFM shoots multiple weaker stunning shots. A direct hit from the PFM is instant death. The SFM can help to set someone up for the PFM or another weapon. Invisibility - You turn invisible. This works great. If your not running they barely see you. If you sit still, they won't see you at all. Vision Mode - Changes your vision modes just like in the movies... Sort of. You get four vision modes: Normal, Human, Alien, and Predator. Very cool and annoying at times, but true to the story. The only thing I found odd, was that I am pretty sure Predators have infrared vision when not wearing the mask. That is not true for the game. Also when you change vision modes your eyes glow red for a second. People can see that. Medicomp - Your healing computer. Use it, and massive energy, to restore all of your health. I do not think many people realize they have this in the Demo. It renders you helpless for a few seconds though. Energy Sift - Restores your weapon energy to full power. It renders you helpless for a few seconds. Very effective when used with medicomp in a quiet area. Charge Emitter- The predators version of the hacking tool. Has a few uses in SP so I added it in here. You will need to know what button you set it as. **************************************** 8.C Weapon Guide Aliens Claws - Sharp claws to gut your enemies with. Need I say more? Use them to gut your opponents. You can slaughter their bodies when they are on the ground too. It's great mindless entertainment. Tail Strike - You can use your tail to sting your opponent. This attack disorients and stuns your opponent long enough to disembowel them. Very effective, doesn't really deal much damage, but doesn't have too. If you hold down the SFM you charge your tail. A CTS (Charged Tail Strike) can be very lethal. I suggest using this often. Head Bite - That extra head in your mouth pops out to damage your nemesis. Just aim for their heads and if you see the teeth on the screen you can do this. This technique heals you so use it as much as possible. Pounce - Jump really far really fast. Fly high, fly far, and may you land upon the poor hapless fool you aimed for. You MUST master this to be any good as an alien. Wall Crawl - Crawling on walls. Need I say more? Just in case you needed further explanations of crawling on the walls. It is when the aliens walks on the walls. Running on walls is also included. Did I forget to mention this is when you are clinging to the walls. ... ... ... Ok enough... maybe not, Spiderman Spiderman.... alright. Officially done. ------------------------------------------------------------------------------- 9. Subclass Guide Note: Subclasses are only available in MP while sub classes are on. Corporate Subclasses Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Note: All classes carry knifes and pistols Heavy Weapons - The Heavy Weapons guy... Shotgun Pulse Rifle Grenade Launcher AT Officer - A soldier... Shotgun Minigun Specialist - Toasty! Shotgun Grenade Launcher Flamethrower Trooper - Toasty Sniper Flamethrower Sniper Rifle Marine Subclasses Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Sniper - Mine Laying Sniper. Grenade Launcher Sniper Rifle Demolitions - Grenades or Flamethrowers... Nice. Pulse Rifle Flame Thrower Heavy Weapons - Rocket Man! Shotgun Rocket Launcher Specialist - "Got more balls than brains?" You need a smart gun. Shotgun Smart Gun Predator Subclasses Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Predator - The standard predator. Wrist Blades Combistick Plasma Pistol Netgun Disc Assault Predator - A good range of distanced weaponry. Wrist Blades Plasma Pistol Plasma caster (Shoulder Cannon) Netgun Remote Bomb Heavy Predator - A melee nightmare. Wrist Blades Combistick Netgun Disc Light Predator - A good sniper pred. Wrist Blades Speargun Disc Remote Bomb Alien Subclasses Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Face Hugger - Small spider like creature that latches onto its victims faces and implants an embryo into them. They are extremely fast and very fragile. But they are also one hit killers. Just lunge on them and poof, one more frag. Chest Buster- Very small, very very weak. Can not climb walls, is not all that fast, and does little/no damage. Fortunately, in MP you are only this form just long enough for everyone to kill you. Make sure what ever you latch on is ALONE! Drone - If you attach to a marine you become the standard Drone. Not much to say about them. They are fast, Strong, deadly. Runner - Latch onto a Corporate to become a Runner. Very Fast Deal Less Damage Weaker than Drones Predalien - You become one by latching onto a Predator. Very Powerful Excellent Lunge No Head Bite. Slow. Praetorian - Evolved Drone or runner. Can NOT get in SP or with ALC on. Powerful, but not as strong as Predaliens. Can Head Bite. Can NOT climb walls. Can NOT lunge. Absorb normal rounds and takes less damage. Does not get lit on fire, though does take flamethrower damage. ------------------------------------------------------------------------------- 10.A General Human Strategies Well there a few strategies to use as humans in MP. One is the Nomad and the other is the sniper. Nomads Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Nomads are pack hunters, they travel in groups of at least two and hopefully more. Their strength comes from unity and they are a force to be reckoned with. As a predator I rarely kill a marine when there several more around. I would suggest using the Smart Gun or the Pulse Rifle the most. The Shotgun is excellent when facing aliens, but takes more skill when used against a predator. If you're not good at aiming, then the PR or SG works better on Predators. Travel in groups of 2 or more when possible. This helps you get return frags as well as protect each other. Have the 2 travelers have different weapons. One with the smart gun, the other with machine/grenade gun. This way it's kind of like a spotter/sniper set-up. Alternatively Machinegun/Shotgun would work alright as well. Snipers Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Snipers tend to hide where they can not be seen and then kill people from long range. They can be effective but are harder to play as. You must know what you're doing in order to play as a good sniper. A good sniper will hide and use his Motion Detector to find enemies, then pop out and shoot them. Be careful though, MD's only detect what is in FRONT of you. If someone sneaks behind you, you're dead. I know this for a fact, I love to sneak behind an unwary sniper. They rarely if ever look behind themselves. The demo level lets you easily sneak up on them. Another good strategy for a sniper is to encase themselves with traps. By far the best trap a human can get is the Spider Mine. Lay a few of them bad boys around you, but not too close to you. Then when that dastardly pred tries to sneak up on you, BOOM! TOASTY! Then go lay some more for the next victim. Beware though, you are cutting off you only route to more ammo, health, armor, etc. Keep that in mind if you're low on bullets. Another good sniping strategy is the good old Spotter/Sniper. Use one Marine with a SG and have him CYA (cover your ***) while you pick people off. As an added bonus he can help the sniper see predators easier by making them bleed a little bit. Both classes need to know: Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Learn the location/function of your ammo boxes. This is a must for any human as different ammo boxes provide differing items. It becomes very profitable to know this once you find your weapon of choice. Especially when your out of grenade rounds. Also learn the locales of health and armor power ups. Make sure to watch out for enemies when getting ammo/health/armor. When moving try to carry light weaponry so that you do not move so slowly. Guns that slow you down include the SG, MG, and RL. Good weapons to carry would include the PM, PR, SHG. Use lighting effects to your advantage. Flares, Shoulder Lamps, etc. can help you spot aliens and predators. Use Flame Throwers to your advantage as well. "When in doubt flame the area," Sinistar The fire can make preds much easier to see. Not to mention toasting aliens. My own saying when it comes to fighting in AvP 2. "When in doubt fire about, hear a roar shoot some more!" **************************************** 10.B Humans Vs. Predators I do not usually complain about something, unless it becomes a nasty balance issue. It really isn't fair that a predator can use his cannon, zoom in from 30 million miles away, and cap you off before you even knew what happened. Then become invisible again just to strike another person down later. If a predator is getting far too annoying I personally hunt them down. Not that the shoulder cannon doesn't have its uses, 5 marines with smart guns vs 1 pred, but it can be over powerful. I think this issue will be fixed when I get the full version of the game as humans have a larger arsenal of weapons. This should balance out that disadvantage. Note: The game is more balanced in the full version. Human arsenals do help balance them a lot. How to neutralize Cannoneer Preds: Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Many people do not seem to realize/look for the red sniper dot. You can actually see it plain as day. Very nice target. I usually spend a lot of time hunting down those dots if there is a cannoneer. One game I made around 8-10 kills, had the highest score in the game, and we 4 marines beat 4 predators! The moral is to look for red dots and fire like crazy! P.S. If they shoot the cannon jump, strafe, move... DO NOT RUN STRAIGHT FORWARD! I dodged about 10 cannon shots before fragging the standing still pred. If the preds are hunting and not sniping, I suggest grenade rounds or shotgun and groups of 3 or more. Then you can really strike them down as soon as they are spotted. Also if I didn't state it before don't stand still. A predator can net several people then hack them to pieces. Also when facing a hunter pred, be ready to switch to the knife and cut out of the nets. It is one of you're few hopes. Be wary too, if a pred shoots the net directly at you, you can shoot them. I have racked up over a dozen kills on preds because they don't expect to be shot. PR's with GR (grenade rounds) works great. You can really peeve off a predator too, by committing suicide. I love to do this, I just bust out PR and launch a GR under me and die. Then the pred can't kill me. Very annoying to a pred trying to collect trophies. I had two preds hunting me because I kept doing this to them. Made the game very difficult but still fun. Think like a predator when fighting them. How many predators stand right in the middle of a corridor screaming, "Hit me with the flame thrower! PLEASE!!! You know I want to be burned alive really badly." My point being this. Flaming an area is not a bad idea. But shoot where a predator would more likely be. Crouching on the ground! I will admit one game a whole team of humans kept flaming the corridors. Most of them lost their heads. I just sat their and spear gunned them after they turned the corner. It was really bad. I must have capped off five or more of them. Other good locations to flame include: Inside boxes On top of Boxes Behind boxes Just kill those darn boxes! Also any too nicely placed corner. **************************************** 10.C Humans Vs. Aliens Again never stand still. A sitting target is extremely easy to lunge upon. A moving target is much much harder. Smart guns are great, if you do not have it then pulse rifle or shotguns. The shotguns reload can be a killer though. You have to be very accurate if you use it. Utilize the reload button with the shotty. Also while on the move, never look only forwards always look all around you. Mostly I developed this while playing against predators, but it helps keep you from being trashed by aliens as well. Use the proper weapon for the job! Praetorians do not take as much damage from traditional munitions. You MUST use one of the following: Shotgun AFM (PFM may work) Mini Gun Sniper Rifle Flame Thrower Runners are very fast, Suggestions include: Smart Gun Flame Thrower Shot Gun PFM Predaliens... Not quite too sure about em. Current Suggestions: Grenades (Predaliens are rather slow moving.) Rockets PR Sniper Rifle ------------------------------------------------------------------------------- 11.A General Predator Strategies Basically you have four strategies out there for Predators: a hunter, sniper/cannoneer, melee, or the Gun Slinger. Sniper - Use invisibility and the shoulder cannon to snipe out the poor humans. Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ *Cough* Cheap *Cough* Lame. All right enough trashing this, the strategy has its uses and can be a little too effective at times. None the less, I have used it when necessary. Can be very effective with Remote Bombs as well. Hunter - They favor netting and gutting strategies. Can also be very cheap and Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ effective. I do not dislike this as much as snipers, but it can be just as annoying. I hate it when predators use this one-on-one. It's fine if your outnumbered, but one-on-one it can be very cheap. Melee - A true predator. These sneaky hunters use absolute stealth and Ã˜Ã˜Ã˜Ã˜Ã˜ hand-to-hand combat as their primary tools only using other methods out of absolute desperation. My very own personal favorite. GunSlinger - The SC using preds running all over the place trashing everything. Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ They can also use the Plasma Pistol or the Speargun. Spear guns can be really evil. One hit decapitation and your not visible. Also the AFM of the speargun shoots 3 bolts. A nice bonus if several people are around. Gunslinger's must enjoy the Olympics, I see a number of them actively training for the Discus throw. Man they are good too. Line up a few saps inside of a small corridor and good night! More important information. Two things the pred can do. Zoom in, and change those vision modes. They are great tools when used properly. Remember earlier when I said, "Use the right weapon/tool for the job," Way back in the boot camp basics. Well this means using the right Predator Vision mode (PVM) as well. Red - Aliens Blue - Humans (Also Combat Synths in SP, though the synths can not be locked onto) White- Predators Norm - Normal To lock onto an enemy you must use the correct vision mode. Otherwise you will just fire straight ahead. Also, remember that all energy weapons make you decloak. So be careful. Incase you not sure which are energy weapons here is a list: Plasma Pistol Plasma Caster Disc Remember that during combat... One final note. The disc can kill while being retrieved! Makes for an interesting trap when the disc flies at them from behind. Not a very practical strategy, but funny none the less. I also noticed that you can retrieve the disc while recharging your energy. This allows you to change to a weapon and stop charging and also have a 1 hit kill weapon ready. Doesn't help if you have no energy though. **************************************** 11.B Predators Vs. Humans Well contrary to predators being cheap, Humans can be just as bad with the smart guns. Those can be very annoying especially if you're like me and try to be a fair predator. E.g. No shoulder cannon, no smart guns. (BTW - I think that's a fun and fair variant rule) If they start using all smart guns, there are two ways to deal with this: Skill and no skill. Melee or cannoneer. Cannoneer's can shoot down people easily but are very cheap. Melee preds have got to stand still. If you do not move at all, they can not spot you. If you are a snipe pred, here's a suggestion: Do not stand still while marines fire at you. They can see you because of your brilliant red dot. I have found many preds get lazy when it comes to this. Of course jumping won't save you from a smart gun. If they have the SG then run away as fast as you can. Another thing all predators MUST lookout for is the Rocket Launcher. They have a wonderful tracking mechanism which can see you even if you stand still. Don't worry you have 5 or so seconds to duck behind a box or run like heck. **************************************** 11.C Predators Vs. Aliens Shoulder cannon Barbeque anyone? In the demo this is your only hope. They can see you whilst invisible and they are even more deadly than you are in melee. Melee is possible, but not recommended. If you must, then use the Combistick and a ton of strafing/jumping. I have managed to kill a few aliens like this. It is just very difficult. In the full version of the game I suggest spear guns or maybe even remote bombs to eradicate the aliens. The plasma pistol can come in handy as well. ------------------------------------------------------------------------------- 12.A General Aliens Strategies Learn to lunge. The higher up you aim the farther you fly. Aim where they will be, not where they are. Learn to wall crawl. I actually just use toggle for simplicity, so I press the button and crawl away. This and lunging are your best friends. Destroy weapons. Yes you can attack weapons on the ground and destroy them. This can save you a lot of trouble in both DM and TDM. There are two main alien strategies as well. Hunter and Runner. Hunter - Works well against humans because you will sit still and lung on Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ them. A good alien can hide and strike then hide again. Runner - An alien that is constantly on the run. I think this strategy Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ works far better in DM than Hunter and is effective in TDM as well. You basically run like mad and never stop moving, flaying any creature you can. Works well when in packs too. One pack of good aliens can run a board. **************************************** 12.B Aliens Vs. Predators They can see you, you can see them. Fair enough. You can fly 3 million feet, they can zoom in 3 million feet and snipe you. I suggest learning your lunging... Honestly, if there are aliens in the game I am all about cannon fire. The combo stick is very difficult and claws are just as bad. In the demo all you have is the cannon to fight the aliens. So for aliens, you better hit the preds instantly or else suffer the consequences. As a runner you can out run those pesky SC blasts. A very nice skill indeed. Actually, if you lunge to the left or right you can escape them as well. In open levels a Predalien is damn near impossible to keep tabs on. I would just lunge a million feet away and then come back later and kill them all. **************************************** 12.C Aliens Vs. Humans Same as before. Except Use stealth to your advantage. Remember the Alien movies? Wait for them to come to you and trash them. They cannot detect you if you stand still. The only way they can is if your in broad daylight. If you really get good at lunging you can catch many marines off guard by hanging on the sides of bridges and lunging off them. Climb in vents etc. Anything to hide in and fly out of. Also make good use of the tail strike. Just tap the secondary attack and you can stun them. Then use the Head Bite to regain some health. You can do this after you kill them as well, but you may not get as much health for it. A few new notes about the aliens... Runners are red, Praetorians are a nearly black blue, so let's make sure you know how to turn marines into goo. Be forewarned, that runners can not hide like Drones and Praetorians can. Also, if your a facehugger, you stand out like a light bulb. Unless you know they will not see you where you are, then keep on moving. ------------------------------------------------------------------------------- 13. Level Strategies and Maps 13.A. DMDemo A Lesser Fate Note: SG is for the Shotgun on this map, not the Smart Gun. The smart gun's only location is in the sewers anyways. MAP Ã˜Ã˜Ã˜ Key: T - Tower CS - Combo Stick B - Tower Bridge NG - Net gun S - Sewer Entrances SG - Shot Gun C - Catwalk AB - Ammo Box R - Ramp Ar - Armor L - Ladder Hp - Health Pack Sh- Shelf Bp - Blocks Path ____________________ / \ / Sh \ / ____| |____ \ | | | CS | | | | | Ã˜Ã˜ABÃ˜ | | | | | | | | NG | | | | Ar| | | |______________| | | C | ___________________| /Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜\ |__________________ / SG /__ / \ / / \ |S| /CS/\ \ / /Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜|\ Sh \ __|_|_ /C / Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜\ \ | CS | ________| \__ /Ar / | | | |AB R | _Ab Ab_ / AB | | | | __________ ||T|=B=|T|| SG | NG | | SG | R Ar| / Ã˜ _heÃ˜ / Hp L | | \ \______________ | /NG/Ã˜Ã˜|S|Ã˜Ã˜Ã˜ ________________/ / \ \ /C / Ã˜ / / \ / / SG / Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜| / / |Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ | |______________| | | C | | |Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜| | | | NG | | | | AB | | | | _____ | | | | | CS | | | \ Ã˜Ã˜Ã˜Ã˜| |Ã˜Ã˜Ã˜ / \ | Sh | / \ | Bp | / Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ This level has two towers in it that are great for sniping. Under the towers is a passage that you can walk through to get to the other side of the board. There is a sewer underneath the towers as well. That sewer is where to find the Smart Gun. The catwalk along the upper sides goes almost all the way around. The only pinched spot being where the shelf is on the bottom of the map. Everything else is pretty self explanatory with the map. Strategies Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Humans Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ There are two ways for humans to rule this level. Above and below. I would suggest marines take over 1 wing of the board and have two marines on both sides of the shelves. Then two on point near the corners. Not at the corners though! Near them. If they are at the corners preds can kill them easily. If there are more Marines, they can scour the bottom floor. This sets up the corner men as bait. When the pred comes around the corner... death. Also if the pred does manage to get by the corner, I doubt he will kill anyone since he will be noticed then. This also works against aliens, as they have far less chance of killing a horde of humans as one lonely straggler. When you need ammo travel in groups. That is the best strategy for this level. For a sniper, good luck. You can try to hide on the sides of the shelves but I am going to sneak behind you as a pred and decapitate you. The other strategy is pretty much the same, except instead of the majority of troops being above you have more on the ground and a few support people on the top. This way you can get ammo and health faster, but preds can get the high ground. Aliens Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Run like mad, there are very few places you can easily hide here. The best hiding places, the two slots by the towers. Just outside the tunnel area, it is pretty dark and people don't see you as well. The best strategy I have found is to lunge onto the towers and lunge off of them. You can fly almost anywhere in the stage. Though it takes a little practice to aim your jumps. Aliens hunting in packs are very lethal here. All 3 jump at 1 poor target. Predators Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ I like to scour the top levels hunting those foolish enough to walk into me. I also like to drop down to the lower level and hover over an ammo box etc. This often results in a person running right into your combo stick, for instant decapitation. I prefer standing still, and being full out melee. If I need to heal I either drop into the small niche in the sewers or go on top of the tallest tower, duck and heal. Another good place to hunt is the center island with the towers, many people go there to get ammo and health. Especially since that box gives grenade rounds. If humans are clustering together, sometimes I use the SC to even things a bit. I try not too, but you aren't given a large arsenal. I usually net them and then gut them, before I resort to the SC though. If humans are working in teams then preds should work in teams too. One netter, one gutter. Or two netters and a gutter. This works well as long as the preds use the pred vision mode. If nothing else works and you want to be evil, go up on top of the higher tower and then SC them to death. You will get targeted very swiftly, but it does work well. Lastly what works very well is just running around SC everything to death. I really hate preds that do that. They might get a high score but they ruin the hunt, not to mention peeve off everyone in the game. In the full version this should not be as bad, since weapons will be more even between humans and preds. But I still suggest against it. The best sniping place in this board besides the towers is by far the sewers. You can duck then jump and you can get up on the pipes on the side. The you turn invisible and bust out the cannon, charge it up, and boom. As soon as someone runs in to get the SG they are dead. I like to do this every once in a while, just to keep them out of there. **************************************** 13.D A Lesser Fate Note: SG is for the Shotgun on this map, not the Smart Gun. The smart gun's only location is in the sewers anyways. MAP Ã˜Ã˜Ã˜ Key: T - Tower CS - Combo Stick B - Tower Bridge NG - Net gun S - Sewer Entrances PP - Plasma Pistol C - Catwalk SP - Spear gun R - Ramp RL - Rocket Launcher L - Ladder MG - MiniGun Sh- Shelf SG - Shot Gun Bp - Blocks Path FT - Flamethrower Hp - Health Pack Ar - Armor AB - Ammo Box PB - Predator Ammo Box ____________________ / \ / PB Sp \ / ____| Sh |____ \ | | | __ | | | | | Ã˜Ã˜ABÃ˜ | | | | | | | | NG | | | | Ar| | | |______________| | | C | ___________________| /Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜\ |__________________ / NG SG /__ / \ / / \ |S| /CS/\ \ / /Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜|\Sh FT\ __|_|_ /C / Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜\ \ | | ________| \__ /Ar / | | | PB |AB R | Ab RL PB / AB | | | | __________ ||T|=B=|T|| SG | PB | | SG | R Ar| / Ã˜ _heÃ˜ / Hp L | | \ \______________ | /NG/Ã˜Ã˜|S|Ã˜Ã˜Ã˜ ________________/ / \ \ /C / Ã˜ / CS / \ / / SG / Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜| / / |Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ | |______________| | | C | | |Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜| | | | Hp SG | | | | AB | | | | _____ | | | | | SP | | | \ Ã˜Ã˜Ã˜Ã˜| PB |Ã˜Ã˜Ã˜ / \ | Sh | / \ | Bp | / Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ If you found yourself at home in the demo level, then your already ready for this level. There are a few minor differences though so take note. Differing weapon locations: Predators Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Smart Disc: On the top of the tall tower. Spear gun: Now located on the shelves to the top and bottom of the map. Pistol: In the drop down area under near the towers. Remote Bombs: On the ledge just before the sewer entrance. Ammo Boxes: On the shelves, and ledges. Next to the RL. Marines Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Rocket Launcher: Upper catwalks underneath the tower bridge in the map. Minigun: Underneath the bridge, across from the pred pistol. Smart Gun: Still in the sewers... Flamethrower: On the small shelf near the towers. Humans Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Strategies are pretty much the same as the demo, except the RL can be a very excellent tool against predators as you can see them even if they are cloaked. Predators Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Cover the RL. If you're not covering it, make sure someone else is. So long as you prevent them from getting it, they can't bother you with it. Aliens Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Keep tower lunging, there is nothing new on this level. Secrets Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ There is only one secret on this map. I the sewers there is a button. When you use the button all the lights in the level turn off. Doesn't really do anything, but if you and your pred buddies want a good "Initiate attack sequence signal" there is nothing better than this. Certainly set the marines on edge, then pow, a guys head flies on by. "Mwa ha ha ha ha ha ha ha!" **************************************** 13.C Auriga I'll be working on the map later, it is going to be a really tough one. Basically this level is a series of tunnels that confuse the crap out of you. One end leads to a ship, the other end leads to the beginning of the level. Secrets Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ There are some ducts in the level that aren't just for looks. You can climb through them and use them. They are good sniping spots. I'll point them out on the map for you when it is done. ------------------------------------------------------------------------------- 14. Single Player Strategies There are a lot of differences between single and multiplayer gaming. Don't think for a second, that just because you can toast everyone in MP that you can beat SP without any trouble. Conversely, you can be great in SP and totally get wasted in MP. One major difference is the Combat Synths. These are some really nasty mechanical humans that can hit you from far away and are really hard to kill. They have a lot more life than humans do. My suggestion is to hit them in the head whenever you encounter one of them. Another difference is character health. I believe it is a Praetorian you fight against in one of the predator levels. I hit that SOB with 10-20 Spears and it did not die!!! In MP, as Praetorian, I was hit by three and died. A very big difference if you play as a pred. Also, you fight some preds as an alien. They are much harder than when you fight in MP. You can NOT use the Tail Strike. I never seemed to be able to get the Head Bite working either!?!?!? Not only that, but they seem to have about five times the health of the average predator in MP. 14.A Human In my opinion the game for the human is the most changed between SP and MP gaming. I can kick some butt in MP with the Marines. But when it comes to the SP game... Ha ha ha ha, I suck at it. That is why VileZero volunteered to do the Walkthroughs for Marine. The main difference is that, due to my massive playing of SP Quake 3 Arena and Unreal Tournament, I was always used to running. Non stop running. Running, strafing, jumping, and firing. That is what makes me good in MP as a Marine. Try hitting someone standing still... Very easy. Now try hitting something randomly jumping and strafing all over the place... Much harder isn't it? But that is the difference. In MP the levels are designed so that you can do that. SP has a lot more corridors. This restricts your movement a lot. No more random jumping. You have to strafe, jump, and backpedal. Another thing to learn: Walk, Walk, Walk! Except when you need to run. If you have read VileZero's guide then you know you can kill about 4 or 5 aliens just in the first level alone by walking. Did Batman ever leave home without his utility belt? I don't think so, now don't forget yours! Remember that you do have several tools that you MUST use throughout the SP game. Welding Torch, Hacking Device, Lamps, Flares you know the drill. Oh and did I forget to mention the `Use` button. Yes, that too comes in handy several times. **************************************** 14.B Predator One of the major additions to SP that effects the predators is Combat Synths. There is no vision mode specifically for Combat Synths, thus you can not lock onto them. However, you can see a combat synth in human vision mode. They show up as a light blue, not the same as a human. At least they do in the Predator level Trap anyway. Some other things to note that can be helpful. Bots have better eye sight than humans. If you are in front of them and are at all moving you will be shot. Unless your crouching and moving. Even then I warn you against getting too close. If at all possible flank them, or even stab them in the back. That way you don't die. Healing and Reenergizing are vital skills. But they must be done in a good location. In the heat of battle, is not the best place to need energy. I suggest going somewhere quiet, or after a room is cleared quick save it. After the quick save you can recharge and heal. If you get rushed you can always use the quick load feature. **************************************** 14.C Alien Tearing things is a great plan. This allows you to break open grates, cut electrical cords, and yes you can even destroy their cpu's. Oh yeah and some doors too! You can break them, not all of them though. That would obey the laws of physics of a 100 lb or more creature moving at a velocity of 50 Mph and smashing into a thin metal door... Of course, then you would also be nothing more than an acid splat melting through the doorway. Once again Combat Synths are a pain in the alien rump. Especially on the level you have to face them! It is dark and they are very hard to see. Unlike humans they don't glow. Your alternate vision mode does not help that much either. Save a lot on the level you face them. And try not to get killed. Other things to note. When you run without ducking you make a lot of noise. Either use wall crawl toggle, or crouch toggle to counteract this. This helps you hide in the shadows a lot more. Also walking can make a difference sometimes. When fighting those super evil predators, it was brought to my attention that although pouncing does not do a one hit kill, it does damage them a lot. It takes about 4 or 5 pounces to kill them. Looks like my guess about them having five times the health earlier was quite close. ------------------------------------------------------------------------------- 15. Predator Walkthrough 15.A The Hunt There are 3 Scientists, you can either kill them or move through the tunnel. The tunnel is up across the other side above the trees. Just tree hop to get there. Go through the tunnel and you should see some poor marine. Kill him, take his head for a trophy. Then spear the guy up top. I suggest not hitting his head, we are limited on ammo and want to recollect that spear. There is one more guard if you want to kill. Otherwise, you can just take the tunnel to the right of the guy you just killed. After going through this tunnel kill the two nearest guards. You can watch other predators slaughter the other guys if you like. Continue up the trail and head left up the incline. You should see another predator standing up there. Walk into him and you get the spear (Combistick) Move through the tunnel and jump through the trees to reach the next tunnel. Be careful here. The water shorts out your cloaking. In this area there are 3 guards. One left, one right, and one center. Kill them. Now go into the tunnel on your left. When you come through here four guards will come around the corner. Just wait for all four and spear each one. Then collect your spears again. In the next area you'll see another pred kills some guards. Grab the spears and the disc from the ground in front of the rock he is sitting on. You might be able to grab his spears from the guys he kills as well. Not sure on that though. I know I ended up with 30 Spears. Head up and to the left to the large cave mouth. If you can't see it in Blue Vision then switch to the normal vision mode. Three more guards will come around to be slaughtered. Then go through the cave mouth. Listen to the radio and you'll hear them talking a bit. Go up the sloping spiral. There are two more guards to dispose of. Do what you will to them. Go through the cave, 4 more guards. Kill them all and head over to the left. There is another cave mouth there. Go through it. Now there is a lot of water. I suggest waiting a minute. Capping off the two guards with the spear and then switching to Red Vision mode. It's alien time. All you must do is kill this alien without dying to get to the next level. This is no easy task. You could use the disc and trash it instantly though. Or if you want to save the disc for later, you can opt to spear it. Spearing also wastes a lot of precious ammo. (I am not sure if you lose the disc or if you still retrieve it for the next level.) The final method is to use the Combistick. This requires great skill. It can be done though. **************************************** 15.B Trap Head left following the ledge you are on. Go through the tunnel. Once through the tunnel head right to the trees. There are three guards down there. If you need more Speargun ammo head left and follow the trail to the dead end with two trees. There are some spears on the found there. If you don't need the ammo then proceed left. When you see a couple of boxes approach them. There are two guards by the boxes. Kills them. After killing them, jump up on the boxes, and then into the tree. Once in the tree jump up onto the second level and head right. You should end up on a mountain ridge. Follow the ridge staying to the right side of the forks. If you did it right you should end up looking at a door to a complex. There is one guard down there. Kill him. If you follow the trees here you can go to the next area through a small cave mouth. You just went around a number of guards and sentry guns. If you want to kill the guards and guns, then kill the previous guard. Go down by the door. If you look back by the mountain area you came from you can see there is two sentry guns smash them. Then continue forward, not left. There is another sentry gun here to smash. Now you can hunt the guard freely. No more Guns to worry about. There are six guards in the area. Have fun if you like, or let them alone. Your choice. Now head through those trees. One more guard will pop out. Kill him. Then head through the pass. Once through here there is a number of guards. I believe five or six. Not sure exactly. They are easy to kill. After killing them or leaving them, make like Tarzan through the trees and find the next cave entrance. If you go to the wrong one don't worry. You'll know it is the wrong one if you see a gun on the ground. It is the right one if you exit and see a long ledge veering off to the right. Follow the ridge and move on. You should see a jet fly by you. Turn right at the entrance and go on through. Kill the guy standing in the corridor. BEWARE you face your first combat synthetic here. I suggest that you Use your Spear Gun on him, and get a head shot right away or else... Remember you cannot lock on to them at all. So Spear gun is the best against them. Especially since they can see you even when you are cloaked. Pick him off while your in a tree and he does no damage to you. Then kill the other marines around here. Or kill them first, however you want too I guess. I just suggest nailing him. Zoom in really far and pow. Headshot city. After clearing these guys out it is time for more Tarzan acts. Climb the trees to get to the cavern way the heck up there. Go through there. That's all Folks. You're done with this level. **************************************** 15.C Interloper You can see a large military base. To get inside the perimeter fence just head straight and left. What you need to look for is the broken sentry gun. Hint: It has a big RED flashing light instead of a GREEN one. Kill the guard and then jump the fence. Or jump first if it's your prerogative to go melee on him. Once in the perimeter remove the guards at your leisure. Head towards the huge lift... The one that connect the large base waaaaay up in the sky. To get there undetected, jump on the truck in the water. This allows you to keep from decloaking yourself. Take out the guards and get on the lift. That's it, part 1 was quick. Part 2 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ As soon as the level starts, Cloak and switch to your spear gun. There are two guards in the balconies one in front of you and one to the right of you. Pick them off quickly ASAP. Then kill the other two guards on the ground level. Use the boxes near the shut down crane to jump up to the upper level. Swiftly kill the two guards that come out of the door as you go around the circle. Then do some more box hoping to get up to the next level. Go left up here. Kill the two guards. Go around the circle and destroy the sentry gun. Then sneak up and kill the two guards. Use the 'use' button on the panel in the lift, to activate a crane that lifts a box. Get on the box, this will take you up to the top. Head left, around the corner there is a sentry gun a ways to the left. I shot it just to make sure it didn't come back and bite me in the ass. Kill the guard that's behind the box. I actually blew his head right off with the spear gun. Never even had to get near him. Use the boxes on the right to get up onto the catwalk above you. Then go in the middle of that and once again use the 'use' button to open the door on the ground. Drop on down into the elevator. Go out the front when you get to the bottom. The front being the side that does not have a box by it. Then head right. Go left down the corridor and kill the two guards. Then destroy the two sentry guns. Aren't you glad you went the right way now? You got to go behind the sentry guns. Go up the lift near where the guns where. Once up here there are to guards approaching you from the left. One has a Smart gun. To the right is a Combat Synth and another guard. Be careful. After killing them head left. You will find another area like the one that got you here. Open the small door and drop down. To the left is a guard with a smart gun. Straight ahead is a guard with a PR. To the right is a Synth with a smart gun. Good luck. If you head right, and then right again you can find the next lift without combat. If you go the other way there is one easily disposed of guard. If you head left, two guards come out of a door. It may take a few seconds. Kill them. Go through the door, it will open again. Then head on up. End of Part 2. Part 3 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Head on up the stairs. There is a guard to the right as soon as you go up the steps. Kill him quickly. There is another two guards up the stairs a ways. Eventually, a door will open. There is two guards, on outside and to the left. The other is on a catwalk to the right. If you go left, then right. There is another guard to kill. From there get on the lift. Use the little lift, bottom right side is the button. There will be an elevator in front of you... It doesn't work though. Head left and there is a small ledge. Jump on the ledge. Then onto the square blocky walkway. From here jump up onto the small ledge. Head left on this ledge and make it to the back corner. There is another blocky object you can jump on, then the big catwalk. There is a combat Synth up there. Do not worry about wasting spears and not being able to retrieve them. You won't be needing them where you're going. Mwa ha ha ha ha ha ha. As soon as you exit the small cleft you are in, there is two sniping Combat Synths! One on the left, and one right. They can and will see you. Take them out as best you can. My suggestion here is to use the small circles next to the walls to you left and right. Get on that, then slowly move out aiming up where the Synth is. With luck, you can cap him in the head before he kills you. Then move back in the cleft, go to the other side and repeat. There are three guards up here, not clustered though. They are in separate areas. One of them has a third Synth watching over him so be careful. Well I found another dam synthetic! That brings the count to four. Spear guns and headshots are all I can recommend against them. If you go around the circle on of the offshoots has a ladder up. Once up the ladder head left. Go up the ladder to the evacuate door that is open. You get ambushed and the level is now complete. Finally! **************************************** 15.D Unexpected Allies Now you have successfully been mugged. No more cool weapons, no mask. All that's left is your claws. How nice of your pals the aliens to save your butt from the cryogenic freezer. Now it's time to find a friends mask and get your stuff back. Head left, there is a switch... 'use' it. Then use you charge emitter to shock the circuit. After it blows up, the elevator next to it will open. 'Use' the elevator. Go down the hallway. To the left, some people will go through the door. Kill them. Then enter the room. To the right is just a locked door and a guard. To the left is an unlocked door. Open the door and go down the ladder to your left. 'Use' the switches on the way down to open up the different shutters in the shaft. At the bottom there is one soldier. After killing him, another will come after you. Kill them, and then head left down the hall. Go left around the corner and open the door. Once in here, turn left. You should see a catwalk above a room with a large window. Jump onto the catwalk and turn right. you should see a bunch of pipes. Jump by the pipes. There is niche you need to get into. Once you are in the niche, attack the electrical box. This, not so surprisingly, cause electrical wires to be revealed. Shock the wires until they explode. This causes unlocks the door underneath the niche. Go open the door. then go left, duck while walking past the door. There is two guards in there that may come out. I don't know because I didn't test my luck. After you pass the door, run down the hallway and kill the two guards there. Then open the door. There is a scientist in here. On the push cart next to the scientist are some remote bombs. Use, then hack, the switch by the Wayland-Yutani logo to open the door on the right side of you, after you turn around. Go through the door. To the right are two guards to kill. Open the door they were guarding and proceed through it. There is scientist in here too. Beside her is a beloved mask and the netgun. Grab them both. Then go back out, and down the hall to your left. There is a guard down there it is easy to net and gut him though. Move on ahead to the laddered room. Climb the ladder. Up it, is a large red tube. Fall on down the end and part one is complete. Part 2 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Turn left and the first intersection. Drop down, there is two guards there. If you throw a remote bomb while they talk you can kill them both at once. If you listen to them, they talk about what happens if you use both levers. Boom! So go to your left and forward. Use both levers. He he he. Then go duck behind the crate just to make sure you do not take damage. Move on through the wreckage, everyone in the lab is dead. Just keep going forward to the door. Go through it. Do not worry about the broken crate in the ceiling by the intersection. Instead worry about the two guards to the left at the intersection. Once again, your remote bombs come in handy here, 1 should kill them both. Go in the lab on your right. Grab the cloak generator and Combistick from the desk. Ahhh, Much better. Now go down the hall where the guards were. Go down the hall and open the door at the end. Kill the lone guard and enter the room. Then open the door on the left. Once inside the lab, close the door behind you. Then go left and grab all your weapons. Mwa ha ha ha ha ha ha. Now that you have your weapons, turn around and go to the cpu area. Open the door to get in and then open the next door. Go down the hall and kill the two guards that come around the corner. Go down the hallway to your left. At the end of the hallway is a small niche. Jump up in there and head right. There is another niche on you right. Shatter the electrical box cover, then charge emitter the electrical wires. A guard will come out, just turn invisible and you can walk right above him. Then drop down out of the niche, and go kill him. Then proceed through the newly opened door. There is also 2 scientists with the guard. I just killed all three with a remote bomb. There are some cpu's in the lab behind where the guard and scientists were. Go down the hall a ways, the lab that was locked is now open. Grab your spear gun. Now two more guards appear in the hallway, kill them. Head right down the hallway, this time the door that was closed on the left is now open. Go on through it. Kill the guard to the left. I ripped his head off with the spear gun. Mwa ha ha ha ha. He he he. Enter the red room. End of this part. Part 3 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ What is with the long dang Predator levels? Anyway, time to finish escaping. Head forward and get of the top of the elevator here. Directly below you is two guards and a sentry gun. Kill/destroy them. A Combat Synth comes out of the darkness directly in front of the elevator. Wait for him there and then spear his head off. There is two Synths with Rocket launcher at the bottom. To kill them, head left from the elevator. There is a little spot on the left of the floor that you can drop down. Zoom in with the spear gun and decapitate them as fast as possible. You better have 100% accuracy or your dead. After that, kill the sentry gun in front of you. Now change to your SC. Charge that bad boy up. When you head toward the cannon on your left, there is two guards down and to the right. Pick them off before you go destroy the sentry gun. Then keep heading left and you can destroy the second gun. Now go by the ladder. Drop down behind the ladder, and you can destroy two more sentry guns. A combat Synth with a minigun comes after you from the door between the two sentry guns. Be ready for him. You can now drop down to the second level and reclaim your spears from the Synths heads. Blow up the barrels by the APC. When the drop ship comes fire at it a few times then jump on it. Another level finished. **************************************** 15.E Old Debts Well we survived the crash, lucky us. Now we get to go try to signal our clan mates and get the heck out of here. Head on over to your right. There is a small fence there. Open it. Drop down the hole. Then follow the cavern. Since you'll be dealing with xenomorphs in this level, I suggest using your red vision mode. I just kept on heading through every right tunnel. Eventually I got to one room, where I was ambushed by a good 20 Aliens. Just use the shoulder cannon and you can fry all of them. You may need to reload it once or twice, Recharge that is, but you should be fine. Once again I just kept on heading right. Then I got to a big room with a ledge around on the top. Do some jumping on the small islands to get to the top. Another nine or so aliens come after you. Shoulder cannon barbeque. Grill them all and take no prisoners. After having fun with your hosts, go into the cave to your right. After getting through this tunnel you do battle once more. Another 10 or so aliens come after you from the right. Then go left. You fall down into some water. Go up the trail and head left. You should find a cave entrance there. Go on through it. You should see a pipeline. Head right and follow the pipes. Near the shore, there is a ladder to get on top of the pipes. Get on the pipes and head right. Two predaliens jump you halfway to the other side. One from each side. It takes about five or six SC shots to kill them. After killing them, proceed on. Once you get off the pipe another four aliens come after you. I killed three with one charged shot from the SC. I went up on the tower instinctively, and I found out that after those weird wires coming out of the ground, actually they are wells of sorts, there is a small area with some alien eggs. I suggest capping them off from the tower to save yourself one terrible fight. If you have trouble spotting the eggs, the pred tech, white, vision mode spots them quite easily. After making some omelets out of the eggs, proceed down the tunnel. Remember that there is four or five eggs. Then go on. Another half dozen aliens jump you again as you approach the tunnel. Charged SC blasts are great! You can kill three right off the bat. After scrambling their brains, go on through it. Eventually you will need to go into the tunnel on your right. Then head right again, remember you are supposed to reach high ground, thus we keep on moving up. Once here go on to your left to the elevator. To the left of the lift there is a small cleft. Flip the "Emergency back up power" switch in there. Behind you and to your right there was a power box. It is now opened. Go use your charge emitter on the box. Then go in the elevator and use it. Head on down the ladder to your left. Once down here move forward. On the left is a doorway. go on in and hit the switch for the antenna. Now we need to get to high ground. Exit this small area and go back to the lift. Move on straight ahead through this area. Go and hit the switch. Then hack it. Right after it blows up, switch weapons fast! It is about to become a 30 man Royal Rumble! More aliens to fry. The last alien is a Praetorian. Watch out that sucker is very tough. I am not sure what works best against it. So long as you backpedal the whole battle though, he rarely touches you. After killing them a drop ship comes. Get away from those doors at the end of the hallway. Fire at the ship a bunch of times and it crashes. Also you see your friends fly by you as well. Go through where the doors once were. Then head forward and right. To help you know where to go. Turn on Pred tech vision... The white one. You'll see a predator by a doorway. He gives you a disc, how nice of him. Use the door next to the pred and go through it. Go on down... Woohoo end of this level. **************************************** 15.F New Target Turn right and jump into the elevator doorway. Move on forward. Hop down and use the ladder in the floor. Drop down... there is a guard and a scientist. Do what you will. Then open the gate to the right of where they were. Go on down. Move straight ahead... use the switch then hack it. Then head back to where you dropped down. A door has opened for you. Jump on up in there and kill the two guards. After killing them, head right. To the left is two guards with Sg's looking in the wrong direction. Kill them. Then head right. Use the switch by the door. Through here is two guards. Also, watch out for the sentry gun on the far left area. It will shoot you if you try to melee the two guards. There is also a guard up and to the right. There are several sentry guns in this room. I suggest you either disc, or SC them all. Then go down the hall to your left. Use the lift to go up. Get off the lift head left, then right. Go into the lab and press the emergency cargo release button. A bunch of aliens get on in. Go back down. as soon as you turn right around the corner their is another alien. I don't even know what kind he is because I had alien vision on and I just let loose with my Olympic Discus Throw. I killed him instantly. Then ran back around the corner to retrieve my disc. Go down into the put area and you'll see a small tunnel. Go on down there. Move forward a bit and end part 2. Part 2 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Time to get our mask back. We must hunt down Rykov. Turn on alien vision... As soon as you turn the corner 3 aliens go after you. Once in the tunnel, head left on the catwalks. Drop down and left off of the catwalk... More barbeque time. Then keep on moving. Around the corner to the right, there is some guards way in the distance. I picked them off with the SC way before they knew I was even coming. Once you turn the corner, a bunch more aliens come after you. If I hadn't picked off the humans before, they might have seen me fighting... After killing everything, move on. You see that hall to the right? Well turn on alien vision and zoom all the way in... You see an alien sitting far in the distance... I picked him off too. There is another alien to your left, behind the gib area the catwalks go to. Kill it, and then head down the path leading right... 3 more aliens come after you. Find the small hallway, should be straight ahead, and enter it. Once you exit this hallway, another 3 aliens jump you. Drop down to the first ledge on the left. Then turn around and jump across and to the next ledge. Then down and right to the next ledge, and again down and right to the next ledge. Then down to the bottom. Once down, roast some aliens in the corridor. Then move down it. Go right, then left, then right again. Be invisible when you get here. Jump up on the boxes and enjoy the show. Some humans will kill some aliens. Then promptly kill them as well. Then kill the two aliens that they didn't kill?!?!? They sure shot them a whole bunch though. Then go drop down into the large chasm in the floor. My guess is that the aliens would have ambushed you in here... Head left to the large tunnel. If you don't know by now, vision modes are very crucial for you. I found myself switching vision more that fighting. It helps you see everything around you, not to mention spot enemies. Go on into the vent... Drop down, turn around and drop down again. The end of this level. **************************************** 15.G Trophy Congratulations, it's the last level. Time for the final showdown against that mask stealing punk General Rykov. Follow Rykov down the tunnel. Go right, then left. Then go down into the small tunnel to your left. Once in the tunnel go down and turn right. You will reach crossroads, go left. I think they both lead to the same place anyways, but I had no trouble going left. Once out head left... There will be a face hugger that drops down. I just used the plasma pistol on it and nailed it right away... and I was using human vision too! Then go through the other small tunnel... That was just an ammo room. Head right, right, then left. FACEHUGGER! at 12 o'clock. This one run right into you, watch out! Dispose of the little bugger and move on into the room. You probably saw that air vent in here earlier... now it's open to the public. Go on in it, turn right, and then blow up the crate at the end. Go on through it... That suit right there is not Rykov. Head over to the right a little bit and there is a switch to push, go ahead and push it in. Then hack the thing. This opens the big door behind you. Go on through it. Then go on through the tunnel into the hive. As soon as you start to turn the corner... More aliens. Just pistol them to death. It works very well. Two come from behind you. Kill them, then worry about the five or six more from in front. After killing them, enter the room. Go around the 'U' shape. In the corridor to the left is an alien. Get rid of him, then move on around the 'u' and go down where the drill is. If there is not a large hole behind the drill then read on. *** Then go down the corridor the alien was in. There are two Combat Synths to the right. They are deadly, kill them as best you can. Then go back and reuse the drill button. (I am not sure if going down that previous corridor is a total waste or not...) *** Ok. Now there should be a large hole behind the drill. If so, then go down the hole. It looks just like most of the other tunnels look like. As soon as you enter a bunch of aliens jump you. Slaughter then, and move on. Around the next corner it is predalien time. Ha ha ha ha ha ha ha ha! I just sued the pistol against it, use the SFM. It will paralyze the punk. Then just blast away at your leisure. Once you kill him, carry on. Move through all the tunnels... End of part 1. Part 2 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ May the battle commence... Finally! After three levels of build up, you finally get to fight him. Ok. This first part of the level has got to be by far the worst jungle gym in history. Oh yeah, don't fall either because there is acid below you. I believe you can figure out a jumping maze by yourself. It takes a few tries, but is not that bad. At least there is no enemies. Once you get to the top, go on through the corridor. Hey wow, Rykov, wasn't bluffing... You have to fight some more aliens. After killing them, go on through. At the end of the tunnel you reach an opening... more aliens will attack you here. Just slowly fight off the droves. There are a couple of them. Kill a few, then head by the entrance, kill a few more... until no more come after you. Then go to that entrance... This is a big nest. Just pick off the eggs with the pistol. Isn't this weapon great? Infinite ammo, good damage, and you can stun people with it. After destroying the eggs, head for the tunnel that is straight from where you entered. Two more aliens will pop right out in your face. Kill them. After killing them move on. To the left is another nest area, go wipe them out. After trashing all the eggs there is another corridor in here. Once you hit the crossroads in here, head left. Trash three aliens and follow this corridor to its end. This takes you to were two bridges connect and lead to some weird looking thing. It look very different that the standard hive material, so you'll know when you get there. If you had gone right there was another hatchery, it was probably the half of the fork to the bridge... While on the bridge look at the structure ahead. The left side has an infested side. The right is normal. Go in the left side. Be forewarned though that a bunch of runners will attack you here. They come from the top of the place. Blast them to bits and move on. Proceed through the tunnel and drop down. Time for some extra tasty crispy aliens. Kill some more after moving to the front of the tunnel. Then go on through. Proceed straight ahead to the next tunnel... Turn the first few corners and an aliens will attack... You know this level is very lame. By this time you have either gotten totally slaughtered, or are bored to death. If the battle with Rykov does not start soon I might quit due to sheer boredom. After that corner with the one alien. Take some mines. Throw them down the corridor to where the next turn is... there is another four aliens waiting right as you turn the corner. Blow them up before they ever even see you. Eventually you reach a tunnel that at the end has a weird looking room. It has a large rock in the middle and something dripping down. That is all you can see upon first inspection form the cave mouth. More ledge jumping... yay. After you reach the top you are in a big tunnel. Go through the tunnel. At the end, drop down into the middle. Be prepared to fight though! Once down there, the Queen will jump down and fight you! She's no biggie. Just pelt her with SFM from the pistol. You just keep on stunning her and you can waste her. If you need to refill, hit her with the stun from far away and then recharge. Once your weapon is back up fire at her again. She was not too tough. What's tough is the 10 aliens you have to fight right after killing her. The only time you have is to switch weapons. I hope you don't need to reload your pistol. If you do, you better switch. Wipe out the remnants of the hive and then proceed down the tunnel that is down where you are. I really hope this is the end of the alien fighting. I am seriously getting bored with it. That and I just want to fight Rykov. Three levels and I still haven't made it! Grrrr... Anyway, proceed down the tunnel. I used pred tech mode to see. I stocked up my ammo, ran in the room and ran back out a little. So I stood at the tunnel entrance. I was invisible. Rykov walked three feet from me, and the I pelted him with pistol SFM shots. I hit him once, then ran behind him and kept nailing him. In a few seconds the battle was over. All that just to beat the shit out of the wuss in 30 seconds! I am severely disappointed with that one. What kind of final boss was he? Well anyways... T E ! H N ! E D ! ------------------------------------------------------------------------------- 16. Marine Walkthrough Notes: Huge hurrah goes out to VileZero for writing the Marine walkthrough. He will probably be the writer for most if not all of the Marine levels as I am not the greatest at SP. Thanks a ton! 16.A Unwelcome Guests Scenario 1 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Here we go, the first scenario of the game. I wouldn't recommend you switching to a fire-arm weapon (you only have the handgun and PR for now, limited munitions), you don't have anything to worry about...yet. Okay, walk forward, and follow the marines-make sure NEVER to kill marines if it says so in the objectives)-to the doors. When you get there, use the keypad underneath the little green screen to the right of the door, then use your hacking device on the wires there. Once you do, go through the door. You won't be coming back this way again, will you. Oh well, only one way to go now. He he. Walk through the corridor, hang a right and walk a small bit, then turn left and proceed through that door (using the keypad). Oh God, OH GOD! WHAT IS THAT?! You'll find out sometime. Proceed to your left after watching the scene play out. You'll have to wait a little bit, because the door will be shut. Open it, feel free to panic, but don't shoot anything. You won't be hurt unless you go walking into the steam vent that's spraying out of the container. Okay, walk to the opposing end of the door you came through. See that metal panel in the floor? Use it and drop down through. You'll land on a jeep. Turn left, jump onto the small concrete ledge, and use the keypad to the right of the large doors. It'll open, you'll see some more fun, and then, nothing. When you walk out, you've got three ways to go. Left, Straight, and Right. Straight is where you want to go, but you can go left for a bullet pack near the ammo boxes. Nothing more, so head for the bridge. Walk to the edge of it and stop to wait a few seconds (about a count of thirty, maximum). You'll see why in a few moments. After things have calmed down again, carefully proceed across what's left. The door won't open, and there's no way to go to your left, except off the cliff. And you don't want that. So head right, past the tower, and then turn left, walking towards the opening between the two cliffs. Ooooh, that's got to hurt, doesn't it buddy. Hehe. Stay to your right as you near the opening. You'll get another surprise, which you need to dodge, or you die from it. Boy, I thought it flew better than the marine! Back to business. Walk into between the mountains, circling to your left, then head straight for the building. Bravo, you just boosted up your munitions. Switch to your PR now, but I still don't suggest it. You'll need all the ammo you can scrape together. Proceed to the door, and turn to your right. Read the note on the wall (by using it) if you want, open the keypad and hack the wires, then proceed through the door. You've completed Scenario 1. Scenario 2 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Boy, your buddies sure have confidence in you. Well, time for you to put up or shut up. Here goes. Walk straight, going around the boxes, and keep going until you reach a long, rectangular pit. Go down the ladder; Don't jump, your not an alien and will take damage if falling from too far a height. Better safe than sorry. Head away from said ladder, to a low tunnel. Duck and proceed inside. Oh crap, what's that flapping sound?! Just a cockroach. A big, harmless, butt-ugly, HUMAN bleeding cockroach. Keep cool soldier, the real thing hasn't even shown up...or has it? Either way, you gotta keep moving. Continue following the path, walking down the stairs, and head into the tunnel straight ahead. In that tunnel, proceed forward, turning to your left, then right, then left again. You should see a control panel of sorts up ahead. Use the level, and it'll turn on the generators; they'll work, except one, which blows up on you. Wait until it does, then go back. Oh yea, watch out for the hot, white steam too. Touch it, and you'll take damage, so avoid it by ducking and walking beneath the steam, until your out of the way. Then, stand back up, and trace your steps back to the rectangular pit and climb out of it. Walk forward in a straight line, and turn to your left when you see a door. Open it, walk through, and turn left again-the other door won't open-to a dead end, and a broken door. You can walk through it, and I suggest you do so. Check the shelf at the right of the room for PR bullets, open the trunk for some flares, then hit the panel to call the elevator down for you. Oh yea, try the alarm if you want; it doesn't work. Hehe. Note: The alarm does work... It shuts the lights off... not a good thing. Hit the switch by the windows. This is the landing beacon you were sent to look for in the first place. Turn it on and you should see your comrades fly into the large square. Backtrack your way down the elevator, through the broken door, and out to your comrades. So much for not making it, huh? But enough cockiness, you've got more work to do marine! Speak to your commander, grab the new toy in the box next to him, and then turn around. See where that APC is? Walk straight to it. You've completed scenario 2. Scenario 3 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ A marines job is never done. Near the APC, you have two choices. Straight, or right up a ramp. Go up the ramp, open the door, and head through. Grab the box, then turn to your left to see a partially opened door. Open it fully (using the keypad), and walk through. You've got two choices. Going right will lead you to a dead end and a keypad you can read. Left will cause you to drop down a ramp, seemingly unable to get the ammo box. NOT SO! Leap up on the box at the wall, then jump onto the upper level. After that, jump once more onto the boxes, and grab the box (NOTE: you can open boxes by clicking on them with your use key). After that, drop back down, and head through the new corridor. Just a little bit after walking in, turn to your right, open the door, and walk through. Recommend using your shoulder lamp in here. It's pretty dark. There's a health bag in here, and also, flares if you need them to the left of that. Either way, once your finished in here (stop looking at that magazine on the floor soldier!), open and walk through the door. Doing so, you'll enter another corridor. There's nothing here, so walk through and turn to your right, then walk a small ways and go through the door on your left. You'll find an armor recharge here. USE IT. Now, you'll need to jump down a hole. Do so CAREFULLY. If you fall the entire way, you've just wasted that entire armor recharge. So fall down, strafing to the left. If you did it right, you'll land on the next level. There are flares here, recharge them, if you need to. After that, finish falling down the hall. Nothing in this room, so make your way around the boxes to find the door, and walk through it. You've got two ways now, the left going through steam and gas, the right free. Going right leads to a dead end, but some bullets for your pistol. I suggest taking them, then returning and walking left. Keep as far to the left as you can, and you'll avoid being burned by the steam. Don't enter the door yet. Instead, continue left until you reach the dead end, and you'll be rewarded with a shotgun. Okay, walk back to the door you past, closest to the burst pipes. Walk through it. There is PR ammunition to your right, if you need it, but if you've been following this, and using no fire-arms, you should be maxed out. Hopefully, you've come to this room with full PR bullets/grenades, max armor and max health. If not, you'll have a bit more of a difficult time. Alright, now, on the far wall from the door, you'll see a panel labeled local nexus. Walk up to it and use it. It shall extend a panel with a circuit board. Hack that panel, then QUICKLY select your PR, and run to the corner of the room. My favorite place back at the door you entered, in the left-hand corner. Or you can choose to keep against the wall where you hacked the device, back in the corner, gun at the ready.; Welcome to purgatory Marine, how do you like your xenomorph. Angry or royally irked? This will be your first encounter. The alien drops through the ceiling, but he needs to walk around the wall (near the section where I said the PR munitions were). If your ready for him, you can gun him down before he even gets a chance to ready his pounce. Walk where you find the PR munitions (or did, if you picked them up) and watch the grating. Not the one being pounded upward, but the one directly in front of you. Slowly walk towards it, and as soon as it shatters, fire a grenade. Doing it right means a dead alien. Doing it wrong, and you'll find out that you'll want to do it right. Grab the PR rounds, and go through the grating the alien just broke, after it's body has vanished. These things have that acid blood, and let me tell you, it hurts you pretty bad. If it doesn't, then quickly run over it, get it over with. Your now in the vent system, one of the places I truly HATE. It's cramped, you can't maneuver well, and well, the blood spray of the bugs is right on target. Okay, forward, and turn down the corridor there. Keep going, and kill the alien who drops down. Then, as quickly as you can, spin around, and shoot the bugger coming up behind you. Blasted pincher traps. Okay, continue down the way mentioned earlier. You'll make a right, a right, and then a left. Now, I suggest you walk a little ways past the path upward (you can't get through), and turn around, dropping a proximity grenade a little beneath it. You'll see why as you go further. Make the right, and quickly turn around. If the grenade worked, nothing should be coming. If not, you've got two aliens you need to gun down. Turn back and continue on your way, making rights, shooting up the alien who leaps through the grating. Drop down through that grating it just broke. Continue along, going right, then left until you reach a corridor going left and right. Right will bring you to some flares, but you'll want to walk backwards into them, because an alien drops down to attack. Left takes you to a health pack and a ladder out. You'll need to crouch to get out, but don't walk out yet. Instead, look in the upper right hand corner of the room, against the wall. I think you see what your meant to see. Blast it if you want, I recommend it. Then walk out and stand up. After walking out (and fighting with the alien if you didn't paint the wall with his innards-grenades make wonderful brushes), refill your bullets, then look at the lockers. Step over to them, and find the one you can't open. Use your hacking device on it's handle, and you'll open it. Refill your armor if needed. Now, walk around the corridor slowly-I do so in a crouch, and without my shoulder lamp on-towards the wall. You'll have a choice, straight and to the right. To the right brings you nowhere but a locked door. To the left, you'll find a small box of shotgun shells. However, before you get them, turn to the right, facing the locked door, and strafe against the wall which is now to your left. If you did it right, the alien is sitting right there, unmoving. Plug him, pick up your shotgun shells, and then proceed through the door there. Now you need to walk up the stairs. Take note, there's a health pack on third level. Go up to the second level, around to your left and pick up the shotgun shells. Open the door; You face your first swarm. One from the right, two from the left, another from the right. Take them out, getting undamaged as best you can. The left is a dead end, so you need to head right. Be on your guard, more xenomorphs will charge around the corner and down the corridor. They can appear suddenly, so be careful. Walk around the corner, shooting the xenomorphs who appear to attack, and continue past the impassable door. Again, you'll round another corner to your left, and an alien will knock down a large metal panel. Don't open the door, but go through where the panel was knocked down, killing aliens that will appear behind you. If you needed an armor repair, you could have gone through the door that I said don't go through, but you'll end up fighting an alien. Quickly walk up the ramp, and proceed back to the APC. You've completed Scenario 3. Scenario 4 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ This is torture. Pure and simple, TORTURE. I'm not going to tell you where the aliens will come from, they will be coming from EVERYWHERE, so always watch your butt, sides, top and bottom. Yes, there will be that many in this level. Also, MEMORIZE the level and how you get back to the APC as best you can. Okay, now the steps. Walk straight, going around to your right. There are aliens there, coming from multiple sides. Going straight nets you more alien encounters, but some PR bullets. If you don't need them, turn to your left. Walk along, and round the corner to your right. Some aliens will attack you here, one from behind, and one to your right. I think you can jump the one to the right, but I suggest more so moving and firing, to try and stay alive. After this fight, proceed down the pathway here, to the large doors, killing the alien who ambushes you on the way. Down to your right, you'll find an armor refill and shotgun shells, but two aliens guarding. The choice is yours. Open the doors with the switch just to the right of them, then walk through and do the same with the next set of doors. Make sure to also close the first door, but leave the second open. Okay, now that your past the massive cargo doors, walk around to your right. Continue down the ramp, and turn to your left. Yep, into the mini-colony you go. Now, in this place, you will find people chained to the wall with some sort of ooze. There are three things that can happen: One, they explode and a chest buster pops out, which you will need to kill; Two: you get an item; Three, the trapped moan and wiggle, but nothing happens after that. There are too many to name what does what, so you can find out for yourself where they are, and what they cause. It's not difficult to see them. Now, after seeing the first person, turn to your right, and walk through that corridor, making another right. Be careful here, three aliens attack. Going down this corridor, you find an area with reddish light. There's a box there with PR ammo and grenades, get it if you'd like. Continue down this corridor, making another right, and go down. There's a health pack at the end, use it if you need to. Backtrack a bit, and turn, looking into the red light. Crouch to get into this new area. Proceed through the door and make a left. Three aliens shall attack you, so be ready. There's a health pack here also, if you need it. Okay, through the small corridor, you'll find a pit and an elevator. Use the elevator; the pit is one heck of a drop. Going down the elevator, take great care when you exit. There are egg sacks here, if they open, you'll have to deal with face huggers. And your instantly dead if they latch onto you. I suggest destroying the egg sacks, but it's your call. Once you make it out of the elevator, there are PR rounds to your right. Get them if you need to, then walk straight through the corridor before you. BE WARNED. This is where those egg sacks are, and you're in deep trouble if one wakes up and face hugs you. Insta-death. Continue through, towards the light. There are PR rounds to your left, if you need them. When you reach the one your supposed to rescue, she has some PR rounds, a PR and also an armor refill near her. Okay, now the fun part; Talk to the gal by using your use button, then...RUN LIKE HELL! Don't even let her finish. You can if you want, but you'll regret it later. Quickly, run back to the elevator and go back up it; three aliens will attack you on your way to it. Now you've ticked them off, the aliens are out for your head and other organs. Once off the elevator, RUN! DO NOT STOP FOR ANY REASON AT ALL! IF YOU HAVE TO REFILL YOUR HEALTH OR ARMOR, MAKE IT FAST AS POSSIBLE! You'll see why in a moment. The turns you make will be Right-Right-Left-Left-Right-Left I believe, back to the doors. Quickly run back to the large double doors, and close the second one as fast as you can once inside. Now you see why I said leave it open. Alright, take a breather, and try to remember how you got to the APC. I cannot remember exactly, but it may be Right-Right-Left. Note: Good spot to quick save... then if you get lost just reload. When your ready, open the other one, and run straight, then follow the directions. It's also pretty easy to figure out where to go. If you hit a dead end, you're going to end up in a death trap you need to try and fight out of. It is possible, but you'll be hurting. If you feel that aliens are getting too close for comfort, turn and try to fight some off, but they'll keep coming. Once you get back to the APC, keep running for it. Eventually, the game will take over, and you'll be safe. You have just beaten the first mission. **************************************** 16.B Collateral Damage Note: No Scenarios Wow, that was a weird glitch OH! Sorry, you want to know how to get through this mission next, eh? Okay, works okay on this end. Alright, by now, I anticipate that many of you know how to operate the basic controls, how to use your hacking device and how to operate switches and so forth. If not, you need to go back and practice, because it's simply no excuse. You start the mission with a new toy-night vision. I rarely make a use of it, but it's there if you want it. Just remember, it drains your battery rather quickly. Now then, time to move. Turn to your left and walk towards the pipe. It's large and brown. Walk down your stairs and proceed through the two doors there, using the switches to open them. You'll come to a locked door and ladder. I think you can figure out where to go. If not, get up the ladder. You've got two doors, in front and behind. The one behind you is locked. The one in front is the one you want. Walk through it, then proceed straight and enter into the control room. Pull the switch, watch the scene, then go through the newly opened door. It's near the APC, and you see it open, to your right. Head through it, and turn to your left. Open and proceed through that door. You might want to turn around and wait until your buddy pops through the door. After he's amongst the rubble, hack the console. You should know where to hack it. Then pull the switch. That'll open and close the bomb-bay doors, and let your buddies through. Now, turn to your left and go through the door there. Walk through, and don't worry about the broken grating. There's nothing inside it, but be careful when you walk towards the switch. Pull it, you'll let your friends through, and then you yourself have to do a little shooting. Three bugs here, one drone, two runners. Be ready, because they come from behind. Now then, head through the door on your right. You'll see a dead body ahead, and then you'll need to turn right again around a corner. Be careful here, you're going to have an infestation, all of the runner variety. Your buddies in the APC will help out, by trying to shoot, but by the time they get the guns locked, you could be dead. So fight for yourself, and accept the help-provided they don't end up shooting you as well-with a grain of salt. There's a small door to your left, and a control booth beyond it. As you go through the door by usage of the switch, shut it behind you. You'll see why. Now as you enter, you'll see two cabinets. They're going to fall, and you'll have two more runners to go through. It can take some time for them to show, but be ready. In here, you'll find munitions, a health pack, and an SGUN. After getting all that, pull your switch, to open the doors. You'll open it, but also cause more aliens to appear. That's no problem, but if you left the door open, you would be fighting aliens now. But with the door shut, they can't reach you. Here's the cool thing. Their heads poke through the doors. Just simply pop them off. After they're dead, out the door, and cross back to your right, up the stairs, and hang a right, to go through the door you now see. Memorize that steel panel in the ground, and continue past it through the door. Grab the torch; nothing more here, so backtrack to the steel panel. Select your torch (Default key: T) and use it (by using your fire button) on the two little blackish-gray locks. You'll cut them off, and the panel shall open. Be careful, you've got a bug right in your face down. Walk down the hallway before you. Where you see the machine spouting steam, you can proceed down the small opening to it's right. Turn left at the first turn, so you can grab PR bullets and the flare belt to the left. But be careful if you go further right. Two bugs eagerly await you. Return back to where the steam is being spouted upward, and finish going through the hallway, to your left. Head up the ladder, use the ammo box and health pack, and then round the corner, to go through the door you see. It's a long way down, so don't fall off the catwalk. Be careful too, you'll have some fights ahead. Now then, you'll need to drop down the hole the alien newly created, as the door doesn't work. When you drop, turn to your right, and drop down once again. You have two more drops, then an alien will attack. Plug him, then proceed dead straight. You're in the right area if you can't make your way back up. Anyhow, you'll be in the right place upon reaching a ladder up. Climb up, and you'll find yourself in a hangar-like local. Check the doors keypad behind you. It's destroyed, so turn back around and proceed up the second ladder. Aliens may attack you here, so be on guard. Climbing up, you need to turn around and jump on the grating; don't touch the fans, less you wish to be marinishi. 8p Okay, climbing up, walk straight. A runner shall attack you from behind, so be prepared. Afterwards, drop down-there's a door near your position before you do, I am unsure if I can be opened-into the control room. Packs, thank heavens. Pull the handle, fight some runners, and then, head out the door. Check the plague on the wall (You have to get very close to it). Creepy, no? Once you exit out the door, proceed straight and around the long bend that looms up in front of you. You'll find the APC-a word of advice, never be near it, it can kill you if it moves and squashes you-and an open door to it's right. Head through marine. Take a left at the dead body, proceed straight, and look to your right. That's the door you want to go through. Up the ladder and to your left are some flares, but I use my light more so than flares, so I didn't need them. Walk through the prior mentioned door, down the stairs, and check beneath them for some SGUN munitions. Be careful of going out the door too quickly, you'll find the APC rolling through, and getting hit is guaranteed to kill you if your not careful. You'll see an open door; Go through, and say good-bye to your buddy. Mwahaha. However, the station is broken. You've gotta go down the ladder. Before you do, you'll find some armor and ammo refills on the other side of it. Grab them if you want and climb down. Now, head to your right, and right once more. Taking another right, you'll find a new tunnel, with a branch off to it's left. There's nothing down there save a swarm, so gun em, and climb the ladder. It gets tricky up here. See those canisters all the way across the street? Blow them up to open the door to the new control room. After you blow it, head through; The switch doesn't work, so turn around and head through the far wall. Hack the card reader (it'll read LOCKED in big, red letters), then watch your comrades bust their way through the door. Follow them-don't get hit while the APC rumbles through-then walk towards the door it's near. Mission two completed. **************************************** 16.C Betrayal Okay people, by this time, you should know three things. 1. You should know how to use your hacking device, shoulder lamp, night vision torch, flares, and selection of weapons. If you don't, please go back and read your manual. 2. You should know how to read the cursors; yellow for hacking, blue for torch, green for use. You should also know how to activate your "USE" button. If you cannot figure this out, please stop playing this game now. 3. You should know how to move, jump, and duck by now. If you cannot figure this out, uninstall your game, and go back to playing pacman. Scenario 1 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ There, that said, lets begin. Your in a PC room, don't kill the scientist. Also, don't get too attached to your guns; you won't have them soon. Turn to your right and head through the door, then through that door on your right. You'll be in a hallway now. Head to the Y-intersection and turn down to your left, proceeding through the door there-look around to make your use cursor appear. Once it does, open the door and enter the room. Now you see a scene. Congratulations number sixteen, you've just been thrust into the conspiracy. As soon as your convict buddy gets shot, hurry up and grab his knife, then kill the guard as quickly as you can. Grab his pistol, and head out the door. Walk all the way to the back wall, and the elevator should take you up. After which, a guy will appear to try and shoot you; QUICKLY move out of his way, and plug him when he runs into the room. Take his gun, open the box, then walk out and turn to your right in the darkened corridor. There's a door there, open it, and walk forward to the ladder. You'll be blocked off by a door; look to your right to find a control panel. Open it. Continue climbing until you hit another barrier-be careful, when you open it, you'll have a guy shooting up at you, kill him if you want-and open that barrier now. Continue climbing, then when you reach the dead end, look to your left. There's a keypad there; activate it, and crouch to get inside of the round hole. Turn to your left, and continue that way. Continue in that direction. Upon opening the final barrier, you'll see an elevator going up. DON'T MOVE. You'll want to wait inside that corridor until another elevator comes down. Crouch-walk onto the small grating and wait until the elevator goes up. Once it reaches it's destination,-take care not to be crushed by it, or you'll be dead- turnaround and open the barrier there, then walk through. Hang a right at the doorway, and watch the poor sucker become lunch. Better him than you, aye? Anyways, be wary of its acid and head through the door to your left. It's locked, but you'll pick up the torch sitting there. Return to the room you came from, and use the torch on the lock. It'll drop the metal panel, which you can climb up and into the vent there. Follow that vent along, ducking to get through the more narrow areas, and drop down the grating at the end. You've completed scenario 1 Scenario 2 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ First thing to do, is use your torch on the locks in front of you, under the quarantine sign. That'll open you back out into civilization, or whatever this technological nightmare could be called. Put your gun on, you'll likely need it. The door is broken, the ladder doesn't lead anywhere, so head through the only open door. Walk through it, and proceed through the broken door. Up the ladder is a health pack, use it if you need to. The open door with the blood trail marking it leads to where you want to go. Head down the left-hand corridor to the slightly open door, and open it. Poor guy, but sucks to be him! Hehe! Climb down the ladder, and open the door to your right. Walk through that door and immediately turn to your right. See that lock? Torch it off, and drop down. Going forward will get you nothing more than a very angry pred-alien dropping down, so fight it if you want. Note: Oni511 accidentally fought the Predalien since he played before reading this. Just use AP bullets and cap it in the head while backpedaling. Is it just me, or do the alien bots not realize they can lunge? After dropping down, crouch and climb onto the ladder. Then, head downward and open the barrier there. Walk down, then look to your right. There's a barrier there, open and move into it, turning to your right. Keep walking, and you'll have completed scenario 2. Scenario 3 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Continue your walk forward. You'll drop down through a grate, and land on a capsule holding a predator. After you do so, head to your right and use the control panel on the wall to your left. That will set the capsule upright. Walk behind it, and drop down through the hole there. You may have to crouch-walk to do it. Once you drop down, move through the door before you and circle around to the cart with the containers on it. You can wait until the guards open the door, and kill them for some munitions and a box around the corner, or shoot out the grating, then make your way into it by jumping onto the canisters and head in. Once inside, make your way up the ladder, walk straight and then turn slightly to your right, going down the left-hand corridor. There's a lock you have to torch off there, so do so. Drop down-you can be spotted, but it's possible to avoid it-after you torch off the lock you find. Kill the guards if there are any, then walk up the left hand side and then turn left and proceed up the ladder. There will be a segment where you receive a new mission, and then you can walk forward and open the box. Check the panels to your right for bullets, then, hit the containment switch along with the belt switch. FACE-HUGGERS! Now, why the heck did I make you hit it? Two reasons; One, you'll see later on. The other is that you can get some flame-throwers now if you kill the two guys holding them. Just don't get frenched. Afterwards, climb onto the belt and enjoy the ride. Be careful of the steam here; It does hurt. Ride the belt through to an egg pit, then walk jump down, quickly run to the left-hand corner and get ready to take a swim. Two guys will appear, but they won't shoot at you. I don't suggest going to try and attack them. Now, before you jump in and begin swimming by using your directional keys, equip your torch. You shall need it. Now, jump in, and quickly swim along the underwater corridor. You come to a locked door, so use your torch on the lock and burn it off. Head through, then head to your right and up the ladder to refill your oxygen bar. Keep climbing till you reach the top, then turn the switch off you find there. That'll turn off the stasis pods, so now, you gotta run like heck when you go back. Go back down the ladder with your torch equipped, turn to your right and torch that doors lock, then quickly swim through and out the opening at the end. Climb out, and run very quickly. You'll have some guys to kill, but to your right, your doorway out of here. Walk down that corridor a bit-the door at the end leads you back to a previous room, so turn to your left and walk to ladder there. Climb up, then jump over and head through the door there. Open it, and walk around; it may take a long while, but eventually, you'll see an elevator open, and a special scene if you turned off the containment earlier on (in the room with the flame-thrower schmucks). In either case, ride that elevator. Scenario 3 is DONE! Scenario 4 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ You're in the elevator now, so open the door and head out in the corridor. Turn left, head through the door there, and proceed down the ladder. Walk around the corner and proceed through the door there; take heed, there's a guard sitting right there. Now you see a long corridor in front of you. The door to your left is the one you want to go through; However, keep in mind that down the hall, you'll find a panel with the words "Pod" on its screen. Remember it, you'll need to come back once you have your hacking device. Also, there is a room down that way on the left-hand side, the only unlocked door; There are lockers inside you can open for items. Anyhow, go to the crew quarters-you'll know you're in the right place if you see a lit table-and go through the door marked "Core Access". The door across from you leads out the other corridor. Remember it, because you'll be going back to that door later on. Also in this room, there is a cabinet that has a health pack in it. Anyway, enter the Core Access. Walk through all the doors until you come to a four-way intersection. The way right is locked; The way forward is where you will go. So go left, walk through the door, and climb the ladder. Be careful, some guys will attack you after opening the door themselves. Head through that door, and continue to an unlocked side door on your right. Open it, walk to the back, and pick up your hacking device. You should make your way back to the recreation room/crews quarters, going back through the Core Access door. Hang a left once you emerge and open the door there, then walk right until you reach the end. There's a panel on the left-hand wall that has "Pod 2" on it's screen. Use the keypad to expose the circuit board, and hack it, then enter the room directly to the panels left. There's a box and a keycard in there; get both. You can hack some lockers to get more items, and return to the other corridor to hack the panel at the locked door at the end. When your done hacking, return through core access and go directly through the door in front of you. To your right, an elevator will open up if you have the security card. Go down it. Walk around left to pick up the CD, then return back to the elevator and go up. Head back through Core Access, make two rights, and head up the ladder. Go through the only door you can open, then walk forward a bit and turn right. Enter and ride the elevator. Once something goes very wrong, hack the panel, open the barrier, and crawl through. You've completed scenario 4. Scenario 5 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Long mission, isn't it. Open the door, turn to your right, and head through that door. In this room, you can pull the handle to open the shutters, but you don't need to. Instead, look for a giant control panel a little ways inside and open it to walk inside. By the way, there is ammo in the little cabinets against the right-hand wall; That's also where you'll find the circuit panel, on the other side. Anyways, open it, and proceed inside. There's a health pack across a gap, but drop down the gap after you use it. Turn around and walk to the sentry gun control, open the keypad, hack the circuit board. A gun will drop down, so follow it, and open the door directly near your position. Proceed through the hallway, out the door, and hang a right. Walk through the two doors there. Open the center door . Walk to the end of the corridor and double-back to the door you just came from. Turn right, and climb the ladder. Now, walk back across the top of the corridor, and walk to your right; there's a very narrow catwalk, so get onto it and follow it around to the right and a new corridor. Oh yeah go ahead and fall off if you want. It makes a nice death scene. Either way, you see a panel open, so drop down, and operate the door to go through. Turn to your left and open the door at the end, then turn right and open the door you see. After this, turn to your left. You can operate a panel and open a door. So go through and operate the lift; you'll be in a multi-tiered cargo hold, so climb down the ladders to the bottom floor. Your equipment is down there. On this floor, your going to find a rocket launcher, an armor pack, and have the opportunity to get back some pulse rifles once you kill their users. You'll find out what to use the rocket launcher for soon enough. I'm not saying what's up, but make sure you use cover, and never give anyone a clean shot. Walk onto the lift when your done. Finally, you've completed this mission **************************************** 16.D A Long Detour Scenario 1 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ And a long detour you shall be taking. Also, this mission has cocooned bodies, so keep that in mind. Your first objective is to turn to your left and get the box and equipment from the corpse. Then, walk forward until you end up having some fights to deal with; Drop down through the grating they break through, using the ladder, there-after. Dark down there, isn't it. Well, after getting off the ladder, turn to your right and open the door. Directly in front of you is a box with munitions, and to your right an open corridor. Walk through it; Be wary, you will be attacked in this place from both sides. Now then, walk forward and around a corner to your left. There's nothing here worth mentioning, but climb the left-hand ladder and go into the corridor. Be very wary, more attacks happen here. It's gonna be crazy from here on-out. After you walk through the corridor, you'll have two ways to go. Left or right. Right will bring you to a dead end, but down the corridor to your left upon reaching it, you'll find a box with health, armor, and munitions. Very helpful. Now, return out of this corridor and walk all the way down to a locked door. Watch your motion tracker too. Burn the locks off (there are four of them) and head through the door after it opens. Now your in a room. The ladder ahead has another ammo box for you, and the door to your left is the door which you want to go through. Once going through, you'll be in for a big shock; this is an egg pit. I think you know the consequences of a face-hugger by now, but if not, then let yourself open an egg and be kissed. Quickly dash through and climb the ladder to your left, then get the ammo box directly ahead of you. Okay, from here on out, you will be in a constant state of battle, so I hope you have the ammo ready. After getting the box, walk around the pit and head down an incline into a corridor. Follow the corridor until you reach a power box, and open it. You'll find a switch, so pull it. Lights are on now, and bugs ticked, so grab the ammo box and quickly run back to the incline and up. Walk around the pit, and proceed to the door directly in front of you. You've completed scenario 1. Scenario 2 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Oh, I LOVE this scenario. You'll see why. Hehe. Now then, walk around the corner to your right, head down the hallway, and then make another right- oh yea, there is ammo and health to your left, you'll see it-down that corridor. Open the door and head through. Look familiar yet? It should. Now then, you'll need to get some sentry guns online. Head down the incline and jump the gap. After that, make two lefts along the catwalk to the only door you can open, and head through. Your first objective in this room is to burn the lock off the gate and operate the box/switch to your right to turn on the generator. Now then, walk all the way to the other side of the room where you find a raised part of the floor. Now to jump. Jump onto the yellow grating, then walk across it to boxes. Jump up those, and then, onto the yellow grating to your right. Your ultimate goal is to make it to the crane controls and turn them on. There are lockers up here, three to open, but only one, the right-most one, is hackable for armor. Either way, walk to the ammo box and open it, then operate the crane, watching if you want, but you'll likely be fighting. After the crane is done moving the boxes, go through the door there. Now, proceed through the corridors until you reach a locked door. Tomiko will open it for you, but you'll have some fights, so watch your back. After she opens the door, turn to your right, and walk up the stairs to operate the control panel there. After which, you'll be walking back down and operating the now-usable switch you saw upon entrance into this control room. Backtrack to the room and platform with the crane controls. You'll find the door you couldn't enter earlier now bashed in, and you know you weren't the one who did it. Walk through back to the three-tiered area, and drop down using the different levels to make it to the now open door at the bottom. Walk through said open door. The panel to your left is the one you work, but upon operation, it breaks-so then, hack the circuit panel that appears. But be careful; you're going to be prey again from here on out. Once you open the door, run through the next door as quickly as possible. You'll see the reason if you turn around. Upon going through, you'll have to open a grate by torching the lock off, but do it fast. Otherwise, Mr. Big is going to be paying you a visit. You've completed the mission. **************************************** 16.E Price of Admission Dark, spooky, creepy. Just like an alien game should be. Now then, walk straight, climb the ladder and then get onto and operate the elevator. Be prepared-as soon as the elevator stops, get off it by jumping onto the small box at the front, then onto the small ledge. Now then, walk along it to your left so you can reach the ladder, and quickly go up. Once you have climbed it, walk around to your right and proceed through the open door there. Be very careful marine, you've got pred problems. One shall shoot at you as soon as you turn the corner outside, so be sure to dodge or duck the shots; Yes, that is the PC, yes, the shocks are tracking, yes, they hurt as much as they do in a multi-player game. Now, walk to where you saw the pred shooting at you, and open up the door. Look familiar yet, especially when you round the corner to your left. Yea, you have pred problems, indeed. To your left will be a health pack, but to your right is the doorway you want to go through. Once you make your way through, to your left, you'll find a small doorway; Go through it. Inside, you'll find much needed items, and a check station you'll want to operate. So then, operate it, and head back out, going to your left down the red-lighted corridor. Tomiko tells you up the stairs to the right, so climb then and hang a right upon reaching an opening. The console is busted, so you'll have to find another way. Walk back out after operating the power drain station. The direction you wish to go is right. Down the incline and through the door, you'll find the landing bay; Don't' drop off, or you'll be in deep water. So then, quickly turn to and go through the door to your right there, but do so quickly. A pred will be trying to put some plasma in your butt. Through the door, you'll find a long drop, so turn the corner and climb down the ladder to your left. Round the right corner and go to the locked door to restock your munitions, then backtrack to the ladder. Turn to your right to see some boxes, then walk out and turn left. QUICKLY dash across the compound to the double-doors, open them, then walk through the double doors directly across from you. Be very careful here, it's your first fight with a pred; show him how it's done soldier. There is no real strategy to beating the pred; Just take cover, and shoot him after dodging his shot. That's all you can really do, but be careful. That splash damage will getcha. I recommend the rocket launcher, but it takes quite a few rockets. Either way, once you kill it, proceed along the pathway until you manage to find the door. Mission five is DONE! **************************************** 16.F Loose Ends Get ready for fun! Walk through the door, turn right, kill bugs, and go down the stairs. You've got a lot of work ahead of you soldier! Head forward after coming down the stairs and hang around the corner to your left. You'll see some stairs, so let the alien kill the marine-hey, if they do it, it doesn't matter-, and climb the stairs. If you have the SGUN, I recommend it. It'll track the aliens, lessening your chance of hitting a marine. Up the stairs, you'll find two ways. Left is the way you want. Walk through the door, and then climb down the ladder. Help the marines if you want, but it takes a lot of effort for all of them to survive. After climbing down the ladder, walk to your left, then right, watch the marine die, then go right again. Go down the corridor and proceed through the door on the left hand side. Once you open the doors, walk down the stairs, go to your right, and then hang a left once you reach the end. Head to the wall, and circle around into the corridor there, then proceed up the ladder. Follow the marines and watch them open the door. Once going through, ride the elevator down. Someone's ticked. So let the elevator doors open and go out to your right. Make a left now, and go through the door there, then up the stairs. Once you grab the mini-gun and activate the guidance systems, say hello to your first Praetorian. Whoo, these missions are getting doomy now! Drop down the hole the Praetorian makes, turn around, and quickly head back through the open door there. You should recognize this area, so down the stairs, make a right, to the end, make a left, then circle around and quickly climb the ladder. There's a Praetorian on the landing field, so be ready with your mini-gun. Blow that sucker up, get on the drop ship after it lands, you've completed the\ sixth mission! **************************************** 16.G Savior Scenario 1 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ NOW this is a weapon. You're in the exo-suit now, but your not invincible; So take care. Go into the pit and circle around it to your right, take care not to fall. If you do, your dead. Once you reach the bridge, follow it to the elevator. Walk behind the elevator and turn the switch on beneath the words "System Charge", and then get on and operate the elevator. Once the elevator reaches the bottom, kill anything who attacks you, then turn to your right and go through the tunnel you see. You'll see a long, tall pillar, so kill the aliens and look up. See those vine-like extensions? Blast them, and be sure you destroy them all. You'll know you did when the pillar spins and explodes. Don't worry, you did the right thing. Exit back through the tunnel, then circle the pit to the other open tunnel, and do the same thing you did in this one. Now, return and find the open door, follow the tunnel, and trying to cross the alien contaminant. You'll fall, and complete scenario one. Scenario 2 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ ------------------------------------------------------------------------------- Okay, no guns for you, so you need to find some. Go through the open tunnel before you. Now then, follow it, and you'll emerge into a room. Walk into the steam, then look left. You'll find a ramp that leads up into a tunnel, so go into it. Follow the tunnel. BOSS TIME! Kill that sucker, but don't kill marines. If you do, you'll fail the mission, so take care how you shoot. Once you kill the Queen, the rocks blocking the exit tunnel- make sure you choose the right tunnel, you'll know it if it leads you to three cases of SGUN ammo-and continue running through it. You will have aliens chasing you, so you can run backwards and shoot them while your buddies retreat. Once you get to the end, you finally find the sniper rifle; useless now, because as soon as you reach the ledge, the airship will begin to open it's platform. Kill aliens until it's safe enough to enter, because it takes a while for it to open. You may have to fight Queens times two, but if you're a risk taker, try to jump into the airship when it gets close. Congrats! These marine missions are DONE!! T E ! H N ! E D ! ------------------------------------------------------------------------------- 17. Alien Walkthrough Note: Unless otherwise specified, all direction are from the ground. If you are on the ceiling invert them. 17.A Birth Note: All directions in Facehugger section are from the ceiling. Facehugger Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Turn around and climb the yellow ladder. Once up the ladder get on the ceiling. Go left through the fences. Head left again and you should see a large pipe. Follow the pipe. Watch out for the steam, it can damage you. Go down the wall and follow the next pipe, heading right. You will probably need to use your navigation vision in these dark places. Keep moving past the second pipe. You will come to a small downward downward movement which will lead you to a small corridor with red lights. At the end of this corridor is a drop with a large fan. DO NOT fall into the fan! Use wall crawling to scale the walls. Just above the fan on the opposite side you'll find another vent. A little ways down the vent there is an opening on the right. More pipes are in here. Listen to the humans talk for a second. Head left into the next ventilation shaft. Head down a little. There is another vent over a fan like before. Jump in it and go straight. Turn right at the next ventilation shaft. Listen to the humans and then go through the hacked up fencing. Just move straight and you will go through a door. Once through the door head straight right into the next ventilation shaft. Follow the ladder down and into the next vent. Once you exit this ventilation shaft you should be in a small room with some more piping on the right. On the left are some combustible containers. Head right. Take another right at the corner and proceed to crawl through the curiously placed hole in the fencing. Then head left down the corridor and take another left. Then take a right. Listen to some more human speeches. Continue down this corridor. Upon exiting the previous corridor, you should find yourself in a small room with some arcing electricity. DO NOT touch the electricity. Go to the left and around the fence. Head right and you will see that you just circled around the bug zapper and found your exit from this room. At the end of the previous vent head left and then down. Then turn right and finally go left. You should hear some scientists talking now. Use the hole in the ceiling to get into the lab room. DO NOT latch onto one of them. You die immediately. Head out the doorway, should be to your right. Down the hallway and to the left there should be another vent entrance. Once inside you should see another vent entrance. Go in there and follow it until it ends. This should lead you to a corridor with some pipes and doors. Head straight to the door you see. Drop to the ground and go to the left side of the door. You should see a small open vent in the wall that you can climb into. Head up, over, and down this small wall. Then head right. Head towards the entrance. When you hear the people start talk move back and hide. Just wait a while. If you go in too early, then you will get spotted and shot at. After they are finished talking about the hot auditor, "The one with the nice ass." It is safe to move on. Crawl out of the vent and onto the ceiling. Run left through the partially opened door. You can just squeeze through it. Go down the corridor and head left at the intersection. Then go left into the small room with sleeping beauty. He's ready for his kiss. Chestburster Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Time to much on out of your yummy morsel. No you can not chew out of him backwards. I tried that already. There is a nice window to your left. Hop on out of it and land on the ledge. The go straight ahead until you reach the wall. Fall down to the left and land on another ledge. At the end of this ledge drop down and head right. There are a lot of shadows on that side. It's time for Tenchu: Stealth Alien. Note: You can pass the scientist on your left, so long as you hide in the shadows. Someone mailed me about this. He doesn't bother you, so long as you just pass him. Go straight all the way to the farthest right corner. Wait here until the first guard comes back past you and to the left. Then he'll turn around. You can sit here an watch him pass a few times if you want to. When you are ready wait for him to start heading away from you. Follow right behind him until you pass the door on the right side. After that strafe and head forwards until you reach the shadows. The second guard should be looking away from you long enough to get around him and go around the right side corner. Find the barrels slightly on the left and hide in the nook in the center beneath them. They never see you here. A good spot to rest and save your game. When the guard passes you and heads left, then you turn right and run like heck. Stay in the shadows and avoid the guards light. I believe there is only two more guards before the next pit stop. They aren't to hard to avoid. Even if they do see you keep moving. When you see a truck pull up next to a bunch of boxes this is that next stop I talked about earlier. Crouch and jump allows you to do a high jump. Do this to get on the boxes. Keep jumping up the boxes and you reach another cat walk. Head straight down the catwalk and then turn left. If you get disoriented here like I did, then listen for the engine noise. It will get louder as you approach the truck you saw earlier. Head straight down to the end of the catwalk, passing the truck. At the end of the catwalk jump off to the left side and move left. Follow the left wall. When you get close to the corner the guards will start talking. While they talk run right under the guards light and to the left side of the barrels. Keep heading straight and you'll see boxes and humans to your left. DO NOT stop moving here or you will die. After you get past the barrels and boxes turn left and then turn right and enter the warehouse entrance. Once in here do not stop. Go straight to the back. You do not know how many guards attention you caught or how many might be chasing you. If you get all the way to the back you are safe. Once all the way back there turn around. You should see a big box to your right and left with a huge column in the center. Left of the boxes you should see a large fence. On the other side it would appear that there are some pet carriers. Use your crouch jump to get on top of the left box. Then use it again to jump into pet central. All this just to eat some kitty. At least the mission is complete. **************************************** 17.B Surprise Surprise! No it is not your birthday. It is a nice drone ready to tear out your guts and have a nice breakfast. I think I saw some brown spots on those soldiers pants in that intro. There are five people in the first open area. Three soldiers and the two unlucky scientists that spot you. Save the scientists until after you kill the soldiers. That way you can restore any lost health. After dispatching all of the soldiers, head down the door to the left. The far door opens and there are two guards and a scientist. Dispose of them and move on. Head straight out of the door and some more guards will approach you head on. Take them down. If you need health there are two scientists by the boxes on the left. Head down the corridor the humans came from. Turn right at the end of the corridor and you should see two more people by the bar. The one on the right is a soldier the left is a scientist. Once you kill them, two guards come out of the door behind you. The another guard comes from near the bar. Two more swiftly follow him. Then you are free to head down the corridor. You should see a drop ship in the distance with a person by it. He is a scientist. The rest of the room is now empty since we killed the guards already. Head to the left and go to the building with the broken down truck. Go down the corridor and then head right. The guard will so kindly open the door for you. Repay him with a swift death. Walk on the ceiling going down the next hallway. If you do not you will set off the laser trip wires. Of course, if you were paying close enough attention you would have read the sign in front of the door that says "Warning, Area protected by laser tripwires, use extreme caution." Head through the corridor and to the left. There is a guard on the right and a scientist further ahead. After disposing of the guard go into the room on the left. Once in here kill or spare the scientist. Then hop on up to the higher level. Head down the only corridor there is up here. You will hear some dialogue when you approach the final turn. Stop and wait a few seconds. The soldier will be straight out of the corridor. Beware, he is carrying a Smart Gun. Take him down pronto. There are two more scientists for lunch in the room. After getting enough health head through the vent in the ceiling. Use navigation vision to find the ventilation shaft. End of part one. Now you are standing in a room with a scientist on your right and another one that moves around. There is also a soldier around the corner that comes after you when you are heard. If you wish to avoid them use the ventilation shaft to the right side. To get there head right along the ceiling tiles, then turn left. You will see the entrance then. Go to it. You will hear more speech about the lab being torn up. There are two scientists and a guard in the room. Two more guards rush in after the people see you. Head through the door on the left. Keep going and then turn around the corner and lunge. Kill the people there. Then tear through the small vent and go up it. Then you will turn right and then upwards again. You should now see some pipes and an outdoor catwalk. Run through the catwalk and approach the vent. You will here them talk about your escape. Swiftly drop down, tail strike one and slash the other. Then get the one you tail striked. More guards rush in from ahead. Kill them. Another guard comes from around one of the corners. Kill him as well. Down the hall to the right of the vent is a scientist. Go there for health. Down the other corridor is another guard. Kill him. Go down this hall and then turn right. Go down, another scientist. Press on and turn left. Head toward the doorway. Listen to the guards talk. Go around and pounce kill one of them and then slash the other to death. Destroy the computers. You have now unleashed you comrades. Exit the room you are in, by turning right at the first door. Then left. Now you should see the Maintenance Access shaft is open for you to enter. Head down the ladder and it is time for part 3. Move on ahead on the ground. Make sure you are ducking so he does not hear you moving. Then slash the acid spot in the grate on the floor. Get out and kill the guard as fast as possible. Go straight down the hallway and turn left. Kill the two guards. Go through the door that was just in front of the previous guards. A another guard will come by. Watch out, this one has a flamethrower!. Destroy the cpu's and exit the room. Two more guards come out of the room. How the heck did they get in there and not get killed by us!? Oh well, kill them now. Then we can press on. Beware the electric fences on the top of the walls. Head towards the far door. Tear right through it. Go down the short hall and turn left. Then turn right and then left again. There are two scientists down this hall. There is a door on the left of the corridor, go down there. This hall leads to another outside area. There are three marines here. Kill them all. Your friends try to help you as well. One of them has a smart gun. One of them has a shotgun. Go under the hydraulic lift that is holding up the truck. Climb in the small vent shaft down there and head straight. Tear through the vent shaft in front of you. Then follow it until you reach its end. It will take you to some small room. There is two ways out of here. The small staircase in front of you, or the open area by the hydraulics. I used the open are, then pounced on the guard with the minigun. He is at the top of the stairs. Then I pounced on the next guard down a little ways. By now, if you are not good at pouncing you will die a lot. I usually get the one hit kill. If you need health though, do not be afraid to slash them. You can eat their head once they are dead to gain life. Once you kill the two guards head straight above the first guard you killed. There is a small vent that needs to be torn through. After that you have finally conquered this beast. **************************************** 17.C Escape Yay! The demo level. I have beaten this three times. Move straight ahead. You will see a guy working on a sentry gun. Kill him. Then get ready for the two guards who will come around the corner. Kill them. Head through the door the guards came from and head straight. Go into the vent shaft above the door. Go past the fan on the floor and to the far wall. Here you will find a wire bundle that you can cut. This stops the fan from moving. DO NOT jump through the fan until after you cut the wires. Actually look at the fan, but DO NOT jump down it yet. Head left after you cut the wires. There is another vent shaft to go through. Once through here you are in a room with two fans. You here humans talk about you being in the ducts and setting up guns. Once again, destroy the wires to the fans. By the left side fan there is a guard. By the right is a scientist. I usually head by the fan near the scientist and do some clawing. This makes the guard look the other way. Then I hop down the other side and pounce kill him. Two more guards will come in the room. I just hide in the shadows left of the doorway and when they are about the enter I PK the first and TS (Tail Strike) the other. Then move down that hallway. You should end up in the room you saw earlier. The one with the fan in the ceiling. Run to the left of the boxes and destroy the sentry gun. Then run straight over and destroy the other sentry gun. Go to the left wall. Go all the way forward. You should see another sentry gun there. Destroy it as well. Then look at the right corner. There is another vent there. Go there. If you cross that doorway to get to the vent, be careful. There are two guards up there. I snuck past the doorway without them noticing me though. Follow the vent until you hit the first blockage, then go up. Then go right. You should end up in a large vertical circular tunnel with a fan at the top. Head into the duct on the left near the top. Go to the end and tear the vent. Wait for speech to end, then head out onto the black railing. Head right. It is a dead end. Now, crawl up on the ceiling and onto the other side. From here you can watch the guards. When he is not looking at you drop into the closest area of the water down below. Then head straight past a couple of the nooks and look to the left side. I think the third nook has a vent you need to get in. It is there, not sure the exact number, I was in a rush. Once in the vent turn right. Then head up, just continue upwards at the turn. When you reach the gate blow thru it then jut back into the vent. Then come out when you are ready for a good fight. Out side this vent there are two guards. This was much easier now than I remember it being. Must have gotten better. Just TS the first one and tear him a new one. Then PK the next one. They are directly in a line so very easy to kill. Then head to the large fan shaft in front of you. There is a snack waiting down there for you... another scientist. Go into the vent, near the scientist, on the right. Just head straight through the tunnel. You'll reach another fan room. Just pass it an go into the next vent. Keep going until you reach the drop off. Then crawl down, and head to the right. This should land you in a small room that has some power boxes to tear up. Hint: The boxes are to the left and right of the vent you came in. After smashing those bad boys go on back through the vents to the fan room. The one where the scientist was. From there exit the fan room and go left. You should see a downward sloping walkway that goes through a door. Upon closer inspection you will notice something sitting in there. It is another sentry gun. Pounce it and tear it up. If you are fast enough you should walk away unscathed. Go left out the doorway where the gun was. Take a right in that room and go up the ladder. There is a guy setting up a sentry gun up here. Show him who's boss. Then go cut the wire by the fan. After cutting the fan wire, look for the vent up here. It is a little bit in front of and to the right of the ladder you came in on. Go through the vent. After this vent you come to a room that looks just like the room earlier. two fans with a some people down below. To the left of the vent you enter from, there is another ventilation shaft. Smash it and move through. That's all for the first section. Time for the intermission break. Part 2 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Crawl out slowly. There is a man by the lift on your right. Kill him. Then crawl down the elevator shaft. There is a guard and a scientist on the second platform heading down. Kill them. When the two guards on the lift go by hide in the slot for the other lift to go down. This will make them not be able to see you. At the bottom take out the one guard and then wipe out the not finsihed sentry gun. Then head through the door where the scientist ran away. This leads you to another declining hallway. Kill the guard on the right. CYA, more guards come from behind you. After disposing of them go down the hall where the first guard was. You'll hear some speech. Kill the two soldiers and do what you would with the scientist. Then break the glass window. Approach the large door with a Charges TS ready to go. there are 2 guards to kill here. Go into the room and they lock you in. Um... Why do they seem to think that this is a good idea? Well there is only one place to go now. Head through the door way to obtain your next objectives. Your mission, should you choose to accept it; is to kill the predator down below and survive with your head intact. As always if you are captured we really do not give a damn... Back to the game. "Kill the Predator" does not sound like an easy task. Curiosity killed the cat, and in every aliens movie about 50 humans. Let us see if it kills us as well. To get to the predator just go out the door that you get your new objectives from. Just walk until you reach the edge of the ledge. You will see the predator and his Shoulder Cannon. Let him fire at you then drop down and kick his punk butt. While he is switching to the Combistick just keep clawing him. While fighting him, circle strafe him and slash. I wish the TS would stun him though. Do not rely on stunning him with your tail since it does not seem to work at all. After fighting with him and doing enough damage it is Predator all over again. Beep Beep Beep Beep beep beep beep beep beepbeep BOOOOOOOM!!!!! If you have time, I suggest going back to the entrance where you came from. Keep tabs on its location throughout your battle. If you lose your position, make sure you can find it fast. If your having trouble making it to the entrance move like a monkey through a forest. Lunge from wall to wall at high angles to quickly gain altitude. This should allow you to get to the door within the 10 seconds. Good luck. If all goes well you will survive the blast and come back down. Who is sadistically laughing now huh?!?! When you go back to the blast site there is a large hole in the ground. Hey thanks pred baby, you just gave me the exit I was looking for. Go on into the crater left by our dearest crispy friend the predator. Head down the only tunnel down there. At the first intersection turn left. At the end of this is another large room. To your right and up a little bit is another tunnel. This leads out. Congratulations. On to the next mission. **************************************** 17.D Vengeance Go up the vent shaft and out the mouth. You are now under the walkways. I am not sure if they can see you so long as you crawl. You can wait for them to turn around too if you want. Not sure if it matters. Take a left right away. At the intersection make a right. One more right and then a left. You should be able to get into the ceiling here. Move forward and then take a left. Then go left again. There is a grate you can destroy here. Then drop down and kill the guard. Two more guards come after you. Kill them too. Now move forward. At the intersection head left. Go up the latter. Go down the corridor on the left. At the end of the corridor there is a grate you can shatter in the ceiling. Break that and go up it. Head to the left up here. Pass the grates and listen to the speeches. Once again go left. At the upcoming intersection head left once again, then right. There is another grate to destroy. Kill this. Make some more noise. Three guards will gather round. Drop out and slaughter them all. One more will come around. Kill him. Then enter the lab behind you. There is a small room in the lab with an acid hole burned in the ground. Drop in there. Go left. There is a small elevator looking shaft. Go in there and head left. This leads to a very large elevator shaft. Go up above the scientist that is on the bridge directly in front of you. Enter the door way there and kill the guard. Then go up the ladder. There is a lab right in front of you. Stand up and look through the glass. You're friend the predalien is standing in a cage all locked up. Why don't we be nice and free him. He he he. Smash the CPU by the window. There is a grate in the ceiling of this room. Shatter it, and enter. This leads to a small observation spot. Go out of here and head left. There are two shattered doors. Go in the one on the right side. Follow this corridor until you reach a large room with two stairways. There is one guard on your way there. I just PK'ed him and moved on. Pounce into the left side window. There is a grate in there. If there is a fan in there you went in the wrong side. Go in the other. Once in the correct tunnel, move ahead and turn left at the intersection. Head right, then straight and then right again into the small nook. There is a grate you can crash through here. Go through the doorway... end of part 1. Part 2 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Exit the small doorway. To your left is a scientist that will get scared. Never mind him, two guards will be coming after you in a few second because of him. Kill the guards first, then have your snack later. Go through the doorway to your left. Then go through the door on your right. Look right and there is a stairway. Go up the stairs. There is another set of stairs. You'll hear people talk. Kill the first guard you see, PK hopefully. Then claw the other to death or CTS him. After you dispose of them, go through the grate in the ceiling. Walk by a grate and you here them talking about their plan to take the queen alien. Bad idea for them, we'll make sure of it later. For now we must escape. Continue down the vent until the end. Drop down, kill the scientist if you so choose. Then go into the small vent. Head right down here. Then take another right and head down the long elevator shaft. In this little nook you should see two fans, one on the left and right. In the middle is some weird looking object moving in a circle. Next to this and to the left is another vent shaft to into. Follow this and it takes you to some small room. This room connects to a horseshoe hallway. When you see the scientist, take a left and go up into the ceiling. Follow the vent shaft from there. If you had finished going through the u-turn, you would have faced two guards. Follow this shaft until its end and go left into the vertical shaft. Head on down to the bottom. Some scientists will talk. On the left of the end of the tunnel you came from is a small piece of grate you can tear away top get down into the room. Go left into the lab and then take a right. In the lab on the left, you see some more pals locked up. Go straight until you reach the area that turns to the right and has a catwalk. Get up on the catwalk. There is a guard on the other side, that with some skill you can kill undamaged. After killing that guard two more will come out. Go back on the railing and damage the CPU up there. This dumps some acid on the floor on your right. You can watch it happen. Drop down there. Be ready right here. Blow up the Cpu and rush to the right, kill the guard. Then turn around and kill the guard that comes from the left. Go on to the right and you come to another lab. Go through the lab and on the left is another small nook with a ladder heading down. Go down the ladder. Once down here wait for your friends to go by. They get shot up by sentry guns, but they absorb all the ammo. He he he, suckers. Come on out and head left. Then head left again. Keep going straight and you will see two scientists. Destroy the power switch by them. Kill them if you feel like it, or save them for a snack later. Go back and you'll see a door has opened for you just outside of the area with the scientists. Go in there. Jump down and to the left quickly. Go under the catwalk you were on. There is a small trap door in the floor. Slash it and drop in. If you are quick enough, you probably will not have to deal with the two guards that appear to come in the room behind you. Once down here, take a right then head straight until you reach another elevator shaft. There is a guard above and below you. Beware, the guards in here can shoot through the floor. He shot at me a few times before I realized he could do that. RUN LIKE HELL up the wall and out through where the fan is missing. DO NOT run into the fans... That is it! Woohoo! End of this level. **************************************** 17.E Abduction Let me begin by saying this level can be very tough. The overall construction of the hive is very confusing and not being able to see your enemies does not help us at all. Begin by pouncing ahead until you find the hive entrance. Do not worry, you can't miss it. Just think of it as a big black ant hill. Do be careful, the plant life can be dangerous. Drop down there. Follow the horde. Once you see Sentry guns pounce over them. Kill the two Combat Synth that are here then destroy the bomb. Kill Scientist to regain health and move on as fast as possible. Note: There is also a tunnel somewhere behind you that allows you to sneak up behind the guards and destroy the bomb. At least I think so. Not sure of the guards see you or not. I always rush in, but if the sentry guns are slaughtering you, then find the tunnel and use it. continue in the same direction. There is a combat synth in the middle of a bridge that starts running from all of you. Kill him and lunge to the far wall where you see some red light, and a scientist. There is another synth here so kill the synth. Then go after the bomb. Go on ahead once again. In this last chamber there are only Sentry guns to deal with in normal mode. In hard there is probably another bomb in here. Now go all the way to the dead end. Beware, there are two sentry guns there. Once standing here, turn around. You should see three alien comrades. One on the right and two on the left. One on the left is on the ceiling, the other is on a small ledge. Go to the one on the ledge. This little alien is our guide. Just keep following him and you will end up in a room with three more curled up aliens. Go up one of the two tunnels, they both head to the queens former chamber. The smaller hole will probably put you in a better position to kill the two guards up here. After disposing of the humans, move on through the large tunnel. It's not like you really have a choice here or anything. Going up here there is a combat synth, a bomb and then another combat synth. Just keep on following the pathway from here and you'll see a big hallway. enter there. Follow a little ways and you are done. Finally. **************************************** 17.F Pursuit It's time for some hot pursuit. No it's not the police this time either. You've got one severely determined, pissed off alien who wants his mommy back. You better "Run Like Hell!" Head straight out the tunnel, creep slowly though. You'll see a marine on a ledge. Under the ledge what you do not see are two sentry guns. Pounce onto the large pipe, wait a few seconds then pounce they guard. You should be able to nail him without too much damage. Then wall crawl down and into the doorway, then destroy the guns after you are behind them. Head through the doorway. Keep going until you can turn left. There is one guard with a handgun here. Kill him. Behind him there is a vent you can break. This has got to be one of the hardest damn parts. There is an area where the grate is all crashed down. When you drop down there, There is 1 guard right there with a pulse rifle. The problem is getting out of the damn crack! You have to wall crawl out. Once you kill him, two more guards approach you. Kill them as well. Then go back to where the first guard was. See that big switch by the door? Tear it up and you can get through. Through the door is two guards. The front one has a Smart Gun so PK him FAST! Once they are dead, look to the right. There are two more guards on the ground level by the door. They are spread out a bit, so you need to be fast. You can actually get on a ledge above them and drop or crawl down. After killing the guards head towards that big APC. Behind that through the doorway is a switch to kill. After hitting that head back the previous guard location. Behind where the guards were you can kill another switch to open a door. This door leads to a corridor. Again, at the left had turn there is two guards. I lured them out by letting one see me, then hid behind the boxes. I CTS'ed the first and then PK the second. Easily handled. Now go back by the door you entered and smash the shit out of the switch. The one labeled "WARNING area protected by sentry guns" Then go back around the corner where the guards came from. Do not go straight ahead, all that happens is you turn a corner to a dead end and a guard rushed you from behind. Not worth it. Instead go right, crawl up the wall and tear open the one vent. Enter it. Going up is just a fan. Go down the vent to the left. Head right, then left. Smash the vent and drop down. After you get down here there is a big fan to your left, and another dead end to your right. Go up the shaft. Up a little ways you will see three boxes by three lights. they are arranged in a triangle... Destroy those boxes... Only took me half an hour to realize you need to smash those things. Unlike most breakable stuff there is no claws when you look at them. Break them and the fan will stop moving. Proceed up the vent to where the fan is. Make sure you are facing the side that is toward the vent you made it to this hallway in. Basically get to the dead end where the fan tunnel is and turn around. That is where the guards will be when you get up there. Save it just in case you face the wrong direction. There are two marines up there. After killing them a Combat Synth with a Smart Gun comes after you!!! Kill him any way you can. Get into the hall and run like heck to the left. You may be able to escape dueling the Combat Synth if you run and book left into the small cleft. There will be two guards down the hall way, if you run on the ceiling you may make it without being shot. If you go on the ceiling it will be left. There is a crate on the floor to smash and fall through. Follow this tunnel. This leads you to the boiler room. Directly to your left when you get up, there is a guard with a handgun. There is also one on the lower balcony and one on the upper balcony with PR's. After disposing of the waste, go to the top center and tear the box next to the switch labeled "System Charge." This causes a huge explosion. Go through the hole created by the explosion. Head right. At the intersection head right again, you should see a soldier before you even enter the room. Take him out right away. Then go left. You should see a guy working there. Go past him and kill the two guards on the right, before they notice you. Then kill the ever so scary pistol branding moron. Then go up top where the walkways is. Head left and there is another switch to shred to pieces. Break it and go on through. There is one guard straight ahead, and two that come around the corner after you kill him. Should not be too horrible to dispose of. There is also another guard down the corridor, this one has a smart gun. After killing them all, smash yet another switch. Immediately kill the two guards by the door. BEWARE the combat Synth with the Minigun coming up. He comes after you when you kill the guards. Go down the hall and turn right. Then head out the doors. There is two more guards out here. Head through the open door and done with this level! **************************************** 17.G Freedom Right off that bat, a guard with a smart gun comes after you. PK him fast. After killing him head forward into the hall. Destroy the switch. Go back into the previous room. Go up the elevator shaft, or climb the walls. There is two guards up there so beware. The second comes after you kill the first. After killing them go to where the second guard came from. Go in the vent in the ceiling . The one section leads to an open upward shaft. Don't waste your time. It is the same as the last level with the fan at the top. Instead go to the side where you can abruptly make a right turn. Take a right at that turn and go down the corridor. You'll come to floor vent, move around it to its far side before dropping down. This will land you behind the one of the two guards. Claw him down, turn around and kill the other. Then go kill the sentry gun switch on the wall for good measure. You can't open the half opened door, so move ahead in the other direction. Go down the corridor then turn right. Then go right into the room with the power loader. Head straight into the room and go down the ladder marked as "Power Generator" once down here drop down the ledge to your left. In fact, just drop down it backwards. There is a Combat Synth waiting to ambush you. If you need health kill the scientist. Then go blow up the cpu by where the scientist was. After that go back into the large room with the power loader. Turn right. You can see the large catwalks to the right and straight ahead. Straight ahead is one guard, to the right is two more. After killing them, head out the open door. Take a right. Around the next corner to the left is a Combat Synth. To the right is a switch for a sentry gun. Take them both out. Go after the switch first, then hide... then take out the Synth. After taking him out drop on down and head for the large room. To the left is two scientists. Once they spot you two guards will come after you from straight ahead. Kill them, then move on ahead. Now if you go to the end and turn left you hear just what you wanted to hear. NOT! It's time for another predator duel! Once you enter the big room he is on the upper level to the right. You'll see him run away. Once your up there head right, at the next hall turn right and kill the two guards, then head left. Then head right and go into another big room. In here on the right balcony there is two guards. On the left there is no guards. You probably can get on the left side without causing a disturbance. When I went back in I noticed a sentry gun switch in the middle of the far wall in the center. That may be important later. The left and right both lead to a long tunnel anyways, so choose your destiny. Once you find the tunnel go down it. At the end of the tunnel go left. Now all your patient waiting has amounted to something. It is finally time for that coward to fight you. I suggest you jump him if you can. You know I always thought that steam damaged you? You see that big steaming pipe to the left? Go on in it quickly. If your fast enough you can completely escape damage from the predator Well anyways, now that your in the pipe, move on ahead. Upon exiting the pipe, to your right is a guard. Dispose of him, and then head left. End of part 1, woohoo. Part 2 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ Tear through the fencing on your left. If you look up you will see a small spot in the upper area that has no guard rail. Fly on up there and kill the two guards. The left guard has a smart gun and the right guard has a shotgun. Again look for the spot missing the guard rail. There is two sentry guns to blow up there. They won't even shoot at you if you jump right. Directly across from where you jumped up to destroy the Sentry Guns up in the ceiling there is a ventilation shaft for you to break. Jump on up there and break it. Go ahead and enter it. Go through this tunnel, there is some more speech. Then smash the vent and exit. Move straight through this room. There is a grate in the floor of the next room. Fall down it and follow it to the end. Shatter the grate. There is one guard to the left and two scientists. After having your way with the poultry go left. Around the corner and to the right is two guards. A third comes after you from around the next corner as well, so you have to be one heck of a blender. Just run through all the corridor system killing all of the guards. They are very susceptible to the flying blender (PK) so just ton on through them all. At the end is the a switch you must tear up. After wiping out the switch head left to the newly opened door. Once in here, head right and destroy the Landing Hydraulics switch. Go back out of this room. through the way you came in. Take a right, then another right. This leads you to Hydraulic room number 2. Smash the switch. Head back out the entrance you came from. Once again go right. There is two people here. They look like a guards, but didn't fire at me. Lunch if you need health. After having your happy meal, go through the hallway that they are near. Watch for steam, it is dangerous. Get past the three steam bellows and go around the corner. You should see a box and a corner heading left. Remember this corner? Earlier there was three guards here. Well guess what? This time after that corner there is, two combat Synths waiting for you. Dispose of them and go through the door. Go down the corridor and around the corner. You should see a small vent shaft to break through on the ground. Break it and climb on up. Head left and eat the scientist. Then smash the "Flight Telemetry Relay." Then go back down. At the bottom there is a guard waiting for you. But he is looking the wrong way. he he he. Head bite anyone? After killing the poor fool, head right. Go straight at the triple cross roads. This leads up a large ramp. End part 2. Part 3 Ã˜Ã˜Ã˜Ã˜Ã˜Ã˜ It is time fore the mega Predator fight. If you jump up on the ledge to your right. You can see the predator and he won't attack you. Jump at him and claw like crazy. As far as I can tell the only attack that works on them is clawing!?!?!? Your Tail Strike, Pounce Kill, and Charged Tail Strike do nothing against him! Did I say him? Oops, I meant them. Yes, after you kill the first one another appears behind you to fight you. After finally killing him a marine comes out from that ledge you were on earlier and start to fire at you! After disposing of all the riff raff, go through the doors. On the right, there is a another vent shaft. Break it, go up, then head left. There is two guards on the left, so be careful. After killing them proceed to destroy their cpu's. This is the landing beacon. You just made the drop ship crash back down. Go back out to where you killed the predators. Dr. Eisenburg is out there. Go ahead kill him. Then you get to see the end of the game. Alien Style. T E ! H N ! E D ! ------------------------------------------------------------------------------- 18. Cheats Credit for all Cheat codes goes to www.GameFAQs.com, www.gamewinners.com, and their respective contributors. Note: For all cheats you must hit enter (Chat) button. Then you type in
x Remember to keep the space in there too. If you do it right then you will hear a growling sound. mpbunker - Full weapons/ammo and infinite ammo. mpcanthurtme - God mode on/off mpschuckit - Add weapons and ammo mpsmithy - Full armor mpkohler - Full ammo mpstockpile - Full ammo (Not Infinite ammo) mpbeamme - Beam player to level start with initial conditions mpsixthsense - No clip on/off mpicu - 3rd person mode on/off (HUD doesn't visible in this mode) mptachometer - Show speed info on/off mpsizeme - Show size info on/off mpgrs - Show rotation info on/off mpgps - Show position info on/off mpfov - Edit (with keys) FOV value mpvertextint - Edit (with keys) vertext tint mplightadd - Edit (with keys) light amplification mplightscale - Edit (with keys) light scale mpbreach - Edit (with keys) weapon breach mpwmpos - Edit (with keys) weapon offset 1 mpwpos - Edit (with keys) weapon offset 2 mpmorphX - Morph into the folloowing creature. Change X to name of creature. List of morph values: alien apesuit chestburster combatsynth convict drone droppilot drunkardtechmale eisenberg exosuit facehugger femalelabsynth femalelabtech grenadier guard guard1 guard2 guard3 guardofficer harrison hazmat heavypredator laboror lightpredator malelabsynth malelabtech marine marine duke mccain meanguard merc1 merc2 merc3 merc4 mhawkpredator minigunner obrian officer pocguard pocofficer praetorian predalien predator pulseriflegirl pulserifleguy queen railgunner runner rykov rykovjr sadargunner scientist scientist1 scientist2 scientist3 scientistchief smartgunner smuggler tamiko ------------------------------------------------------------------------------- 19. This FAQ is Posted at: http://www.Gamefaqs.com/ http://www.neoseeker.com/ http://www.actiontrip.com/ http://www.dlh.net/ http://www.cheatportal.com/ http://www.911codes.com/ http://www.911cheats.com/ http://www.fastcheater.com/ http://www.25000cheats.com/ http://www.cheatcc.com/ http://www.cheatplanet.com/ http://www.cheatcodes.com/ http://www.cheathappens.com/ http://www.SPOnG.com/ http://www.epiGamer.com/ If you see it on any other sites please e-mail me. Again, If you would like to post it on your site, please just e-mail me. ------------------------------------------------------------------------------- 20. Legal Information Reiterated This FAQ is copyright 2001/2002 Oni5115. Any unauthorized reproduction of this guide is strictly prohibited. Its use must remain private, unless otherwise authorized by Oni5115. The Marine Walkthrough is Copyright 2001/2002 VileZero, any unauthorized reproduction for non personal usage is strictly prohibited without his consent. Webmasters wishing to post this guide on their pages must e-mail me before posting the FAQ. After being e-mailed I will give you permission and add you to the list of verified users in the FAQ's next version. Rules for posting on a website: 1. It MUST be left completely unchanged, with full copyright information intact. 2. Must be e-mail notification before you post the FAQ. ------------------------------------------------------------------------------- 21. Credits Well my thanks goes out to Sierra, Monolith, and Lithtec for making a great game. Other credits: VileZero - Several Strategies for human and alien. Thanks a ton! VileZero - Writing the Marine walkthrough so far. VileZero - Thanks again, and again, and one more time for good measure. DeAdLy Spy - For telling preds can not be seen if they stand still. Not even by smart guns. I did not know that one. HaifanK - Info on aliens HB attack. Sinistar - More great tactics and info. Also a nice quote. DrgnMech - Info on Praetorian evolution. blood_s3m - More Praetorian info about non burning. Some other good info I forgot to mention. Happyguy - Correction on POC definition. Ultra - Info about Pouncing Preds in SP. neshehata - Info on Queens in SP. simalcrum - Info on MpStockpile. return_of_killersmurf - Correction to Camper Info. Urs - Reminding me I did not have th pred hacking device in here. Gamewinners.com and gameFaqs.com for the codes. ------------------------------------------------------------------------------- Please send info to me at firstname.lastname@example.org T E ! H N ! E D !