Alien Resurrection - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Alien Resurrection - Strategy Guide (Page 01).
ALIEN RESURRECTION FAQ & WALKTHROUGH Version 1. 12th January 2001 Submitted by: Iain Noble (iain.noble@ntlworld.com) IMPORTANT NOTE! This game is bloody hard! I was only ever able to complete it on the Easy difficulty setting and even then I had to use the cheat codes on a couple of occasions. So please be aware that the location, number and types of enemies you encounter on Normal or Hard settings may vary. I used a Dual Shock controller to play the game. It is possible to use a Dual Shock controller plus a Playstation mouse to control the game. I tried this combination but found it even more clumsy than just a controller. As usual read the manual before you start to play the game. I don't intend to retype the contents of the manual or reproduce information you can find there. I thoroughly recommend playing this game in the DARK with the best source of sound you can provide. I used stereo headphones which added to the whole atmosphere of the game. This file draws heavily on the directions found at and I feel there are only so many ways of saying 'turn left' 'go down the ladder' 'use the switch' etc. SOME GENERAL PLAYING TIPS Move slowly and cautiously. This will save you from being ambushed and you can often surprise enemies sleeping or feeding. Use your pistol if you need to destroy obstacles such as desks or chairs and especially for blowing up crates. Use exploding crates wherever possible. If you must blast a reinforced crate use a single shotgun blast. Remember the pistol is the only weapon that has unlimited ammunition, so collect spare ammo whenever possible and don't just keep your finger on the trigger when firing. Exploding barrels can hurt you so keep your distance (that said they can also take out enemies in their immediate vicinity.) You can use the SELECT key on your controller to lock your crosshairs at head height. This is the best setting unless the enemy ducks or kneels so be ready to switch it off when necessary. Press the right hand control stick to make a quick turn to save you from a attack from the rear. When swimming underwater, you can use the air bubbles to replenish your oxygen supply. When firing at an egg aim at the base if the egg. When it hatches the facehugger will often jump into your line of fire. When infected with a facehugger wait until the last possible moment before using the autodoc. This way you won't run the risk of another infection and you can destroy any more of the little buggers in the vicinity. However you won't be able to use any control panels whilst infected. Also always make sure Facehuggers are really dead if you find them lying on their backs, or have just shot them. A note on ladders. I found moving onto and off ladders quite difficult and often fell depleting my health in the process. Note that it is easier to move on and off ladders if you don't have the cross hairs 'locked' at head height. Also use the direction arrows at the top of ladders to see which direction to get off. You can't be attacked when on a ladder so you can 'perch' at the top of the ladder and pick of any enemies in your field of view. WEAPONS PISTOL Holds 12 rounds per clip and comes with an infinite supply of ammunition. Christie has dual pistols in the game which fire at twice the rate of the standard single firearm. SHOTGUN Holds 4 shells per load. A good short range weapon which can blow a leaping Alien apart with one shot. Watch out for acid if you shoot them close up. FLAMETHROWER Holds 100 units of napalm per cannister You don't get it until Level 4. Only really useful for destroying eggs and face huggers where it is the weapon of choice. PULSE RIFLE Holds 60 rounds per clip You don't get it until Level 3. A good general purpose weapon that even works underwater. It can be fired in bursts or a continuous stream (but watch your ammo.) LASER GUN Holds 40 units per clip You don't get it until Level 2 and only Call can use it. Cuts through targets. Use in short bursts or continous fire. Uses ammo very quickly. ELECTRO-GUN Holds 100 units per clip You don't get this until level 9. Hold down the fire button to charge it up. A full charge will take out an enemy in one go, a short charge will take out a face hugger. GRENADE LAUNCHER Holds Six grenades per load You don't get it until Level 5. A slow-loading heavy duty weapon that can easily wipe out most opponents. However, it is highly inaccurate due to it's trajectory - it can ricochet back at the player if not aimed correctly. Use with caution. ROCKET LAUNCHER Holds 1 rocket per load You don't get it until Level 8. Another heavy duty weapon, the rocket launcher is very slow to reload but it works underwater. However, it's trajectory is direct - so it is safer to use than the grenade launcher. ITEMS MEDIKITS Medikits come in three sizes - the larger the kit, the more effective healing capability. The small medikits are the most numerous. PORTABLE AUTODOC This unit can be used to irradiate the chestburster before it matures and 'hatches'. MOTION TRACKER The motion tracker is effective at picking up moving targets within a limited range. DETONATORS These are only located on Level 2, where they are required to complete the main objective for that stage. PASSCARDS These will be found around the Auriga - often on dead or live personnel - and are required to access various sections of the ship. They are normally used in designated swipecard receptacles. CRATES Crates can be found scattered all over place. Many of them contain useful items such as ammo or medikits - others are explosive and therefore deadly. Some even contain live facehuggers. They can accessed by shooting them, but it is wise to do so from a safe distance just in case. There are four main crate types : Medical Supply Barrel, Reinforced Crate, Explosive Crate, and the Standard Crate. FLASHLIGHT The flashlight is very handy for exploring the darker areas of the ship. It runs on a limited battery - which must be recharged when completely spent. ACCESS PANELS These panels are found throughout the ship and must be used to open doors, activate lifts, power-on systems, and other related activites. There are several varieties - some which read hand or retina patterns. Most will not operate if the player is infected with a face hugger or if there are aliens in the vicinity. COMMUNICATION UNITS These are normally found at the end of each level and can be used to contact other characters. They are also installed with an AutoDoc unit. WALKTHROUGH Level 1. Detention Block Alpha Payed as Ripley. Go forward into the corridor and take the first right to collect the Cell Block Alpha card and return to the corridor (turning right as you exit). Head further down and enter the room at the end to collect the Small Medikit. Return to the corridor and use the Cell Block Alpha card on the swipe machine to open the locked double doors on the right. Proceed through. Head down the corridor and use the eye panel to open the second set of doors and move through to the cross-junction turn left until you come up against some dangerous electrical discharges across your path. Move carefully to collect the Pistol and use it to shoot the generators that are causing the sparks. Collect the Small Medikit nearby. Once you reach the balcony, climb down the ladder on your right. Collect the Small Medikit nearby. Proceed to the wide corridor and approach the corpses lying on the floor. On one of them, you will find the Flashlight. Through the next set of doors is an eye panel. Turn left into the alcove and save your game at the Save Point. After saving, head back out to the Marine corpses, and continue along the corridor until you see a bridge to your right. There's a ladder just by the bridge - climb down it and collect a Small MediKit, a Pistol, and a Warehouse Alpha Card. Climb up the ladder to get back onto the bridge. Head across the bridge and follow the corridor through a pair of doors. Go through the room into an alcove containing two corpses round a table. Shoot and destroy the table to get some Shotgun Shells. A Medium Medikit can also be found here. Return to the main room and turn right - passing another table - to enter the doors beyond. Collect the Small Medikit. Go back to the bridge and pass over it until you return to the darkened area. Now go up the alternative passage in the corridor until you reach the door. Use the Warehouse Alpha Card to pass through into an elevator. A white panel can be seen to the left - use this to activate the lift. Once the lift doors open, and you spot the marine kill him with a shot to the back of the head. Move round the crates to find the rest of the marines and use headshots to kill them swiftly. One Marine who will attack from behind. Search the bodies to locate the Cargo Bay Alpha Card and the room contains a couple of small medikits.Use the Hand Panel to turn off the security alarm and the Cargo Bay Alpha Card to pass through the next doors. In this new room, you will find a Medium Medikit. Take it and move slowly forward until you hear an explosion. The first Alien will then appear. Move backwards and keep at a distance empty your pistol into it's head until it's dead. You'll need all 12 shots! Go into the room then turn right toward the flashing light in the floor. Don't go down the ladder yet - instead open the doors on the left and shoot the Marines inside. Don't enter the room yet, however. Return to the ladder and climb down. Take the Small MediKit and head around to the right. You'll see a steam valve on the wall near one of the corpses. Turn off the valve then go back to the ladder. Climb back up into the room, then head to the opposite side (near where you encountered the Alien) where you will find a second ladder. Climb down to the corpses and collect a Shotgun with Shells. Climb back up the ladder and return to the guardroom. Upon entering, you'll see a technician behind a glass window. Go through the doors on the left, head around right and use the hand panel to release him. After the cutscene is over, enter his room to obtain the Engineering Alpha 3 Card - do a quick turn as soon as you pick it up as an alien will attack you. Take it out with the Shotgun and exit the room. Use the card you just obtained to open the doors on the right hand side of the room. Go through and head left until you see the communicator. Use this to contact Call and finish the level. L2: Engineering Deck Played as Call After saving your position, shoot the barrel to reveal a Medium Medikit, then collect the Shotgun Shells by the dead body. Exit the room and turn right to climb down the ladder. Turn round and head over the walkway to find another ladder on the right: climb down it. Turn round to find a bridge. Before crossing, shoot the crate obstructing the path, revealing a Shotgun. Collect it and climb down the ladder. The doors here are sealed, so blast the barrel to reveal a Small Medikit and a hidden tunnel. Crouch to enter it. Turning round, head straight along the tunnel, over the first lit section. Before the second lit section (and dead end), use your Flashlight to spot an alcove on the right containing more Shotgun Shells. Turning round, head back along the tunnel, past the middle lit section. Use your Flashlight to spot a narrow tunnel on the left. Head along, cornering left to find another junction. Take a detour right to find a Laser Energy Clip. Return to the junction and head right to find the exit – and see an alien run past to the left. From the tunnel exit, aim left to head-shoot the alien feeding on the dead body. Head left to where it was feeding, to find some more Shotgun Shells by the locked doors. Head to the other side of the room and through the opening doors. Climb up the ladder on the right, then turn left to find another. Climb up it and turn left. There’s another alien up here, hiding behind the second pillar on the right. Proceed to the dead body at the far end for more Shotgun Shells. Through the doors, you’ll find the way barred by more electricity. Climb up the ladder on the left, then cross the walkway to enter the doors. Climb down the ladder. Shoot the chair by the desk, so you can grab the Small Medikit. Use the computer to shut down the generator. Climb back up the ladder, quickly turning right to shoot an alien! Climb down the ladder, turning round… another alien comes through the doors, so be ready to blast it. Climb up the ladder to the right of the other one and head round the walkway to find another Laser Energy Clip. Climb back down and turn right to exit through the doors, to a short corridor. Go through the next doors and turn right to shoot the crate for more Shotgun Shells. Go through the other doors, to a longer corridor. Watch out near the far end, as another alien bursts through! Splatter it and proceed into the room to find a Small Medikit on the left, and a flashing save point. Use the Shotgun to blow up the flashing crate for more Shells. Go through the other doors and along the corridor, through to the next room. Grab the Small Medikit on the right (the crate is empty). Head through the right doors to the long corridor. Use the valve wheel at the far end to open the doors. Go through and use the Shotgun to blast the flashing crate, to reveal a Laser. Collect it, then open the next doors and retreat, ready to zap the alien that arrives. Head through and up to the room. Collect the Shotgun Shells on the right, then enter the doors there. Watch out for aliens climbing around the ceiling and walls in this room. Head round to the left and crawl into the alcove for a Large Medikit, but immediately quick-turn to shoot the two aliens which arrive. Head round to the far side of the room to use the valve wheel (to extinguish a flame-jet in another room). Collect the Laser Energy Clip by the dead man, turning around to zap another pair of sneaky aliens. Now exit back to the large chamber. Enter the opposite doors and blast the flashing crate (with Laser or Shotgun) to reveal another Laser Energy Clip. Head right through the doors to a room with a ladder (note the alien clambering down it). Climb down the ladder and turn left to zap that alien. The doors on that side lead to a room with a flame jet, so head through the opposite doors to a corridor. Turn the valve wheel to open the far doors. Go round and through the next doors to a balcony. Climb down the ladder to a large chamber. Head left at the crossroads and climb up the ladder. Turn the valve wheel there, before climbing back down. Approach the crossroads, then retreat and shoot the two aliens which arrive. Head right, back to the original ladder (the door at the top of the other one is locked). Go through two sets of doors and use the valve wheel to open the next set. Go through the opposite doors to the room where the flame-jet was before, ready to blast another alien. There’s another Laser by the dead bloke, which gives you extra ammo. Watch out as you approach the far side of the room – there’s an alien hiding out to the right. Enter the doors on the far left (to the rear of the extinguished flame-jet). Head round the corridor to find another flame-jet. Turn the valve wheel on the right, but quick-turn to zap another alien. Head back through the doors and enter the opposite ones. Go round the corridor to find an extinguished flame-jet. Collect the Shells by the dead body, then turn the valve wheel. Go back through the doors and enter the opposite ones again, ready to shoot an alien. Head round the corridor to find the flame-jet has been extinguished. Shoot the flashing crate for a much-needed Laser Energy Clip, then flip the switch to open that locked door back at the chamber with the three ladders. Go back through the doors, ready to zap yet another alien. Head right, through the original doors, then through all the sets of doors to reach the ladders chamber. Climb down and head right at the crossroads. Climb up the ladder and open the doors, to see some bloke getting savaged by an alien! Shoot the two aliens, then the crate on the left for Laser Energy Clip, and the right one for a Small Medikit. Use the save point on the right wall, then enter the doors to the next corridor. Turn the valve wheel to open the far doors. You now have just 10 minutes to find the four Detonators. Head over the bridge, backing off to zap two aliens. Climb down the far left ladder, to the first Detonator just ahead. Quickly grab it, then turn round to blast the sneaky alien. Shoot the crate on the left for a Laser Energy Clip, then crawl into the right tunnel. Head straight down it (you can take the second left, then left again to find a Laser Energy Clip in the yellow section, but watch out for an alien) to a large room with an alien feeding on a dead body. Shoot it, then blast the explosive crate to reveal the second Detonator, plus Medium Medikit, Shells, and Laser Energy Clip. While collecting them, turn round quickly to zap two more aliens! Head through the hole and up the lit tunnel, back to where you found the first Detonator. Go round to the right to find another ladder leading up to a walkway. Climb up and enter the room there to find the third Detonator by a dead body. Climb down and head back round to the original ladder, shooting two aliens en route, to climb back up to the starting bridge. Turn around to head over to the corridor with two sets of doors (and a Small Medikit on the right). The right one is locked, so head through the left, ready to zap the alien inside. Head round to the dead body to find the fourth Detonator and Shotgun Shells – again, quick-turn to blast a pair of sneaky aliens behind you. Go back through the doors and climb the ladder opposite – get off to the right, just before the top to reach the upper room. Place all four Detonators into the panel on the right, then flip the left switch to jettison the lifeboat and stop the timer. Climb back down, turn left and you can now head through those previously locked doors. Turn the valve wheel and go through the far doors. Access the communicator to contact Ripley. L3: Clone Research Played as Ripley Exit the room, grab the Shells from the corpse, and head right at the crossroads. Blast open the right flashing crate (with Shotgun) for Shells x2, then enter the nearby doors to discover some face-hugger eggs. Blast them with a Shotgun, but watch out for the hatching face-huggers: aim down at the floor to splatter them before they can reach you. If you do get face-hugged, there’s a Portable AutoDoc Unit found in their room (along with a Shotgun). Watch out for the alien entering behind you, though. Return to the large room and head right to find Shells x2 and Medium Medikit by the dead guys. The far doors are sealed, so climb the ladder. Shoot more face-hugger eggs and collect the Small Medikit, then crawl into the tunnel. Be ready to blast an alien, then collect Clone Security 1 card and Shells from the corpse it was feeding on. Crawl back along the tunnel to the room and use the hand panel to disable the security system. Climb down the ladder and go through the previously locked doors nearby. Use the card-swipe on the right (Clone Security 1). Enter the lab and shoot the clone on the table. Collect the Motion Tracker and Observation Balcony card. Exit the room, ready to blast an alien behind you. Two more arrive as you head back through the room. Return to the crossroads near the start, ready to blast an alien on the right. Enter the right doors and kill another that drops down. Climb the ladder, and use the card swipe (Observation Balcony) to eliminate the force-field. Head left, grabbing a Medium Medikit from the right corpse. Shoot the chair and be ready to blast a face-hugger crawling out of the tunnel. Shoot the second chair (and bloke), then use the computer to turn off the security lasers. Turn around and head through the doors. Collect a Pulse Rifle Clip from the dead guy, then use the save point. For an optional detour (and some useful items), head back to where you shot the chairs and crawl into the tunnel. Head straight on towards the light, cornering left into the wider tunnel. Head into the left alcove for a Portable AutoDoc, quick-turning to splatter the sneaky face-hugger. Head straight to the far end of the tunnel for Shells x2. Turn around and blast two more face-huggers before heading right at the junction. Follow the tunnel round to a T-junction. Head right, then left to find a Large Medikit. Return to the junction and go straight over to drop back into the room where you first found face-hugger eggs. Return to the save point. Go through both sets of doors and use the hand panel to open the far ones. Go through them and the next set to find a room with dead bodies. Go through the far doors, ready to blast an alien in the curved corridor. Collect the Pulse Rifle Clip from the dead body. Open the far doors and look up to see an alien hanging from the ceiling. Pump him full of lead, then use the left white panel to open the far doors, ready to blast another alien. Watch out for another alien coming from the right as you enter the room. Grab the Small Medikit near the dead body. The other doors are locked, so climb the ladder to find a Pulse Rifle Clip and R&D Security card. Use the hand panel, then go back down the ladder and enter the previously locked doors. Blast the egg and face-hugger just to the left, then grab the Pulse Rifle and Clip. Time your run through the faulty force-field into the lab and shoot the clone lying on the table. Grab the Small Medikit, then head all the way back to the save point, ready to shoot three face-huggers there. Save and go through the far doors, ready to blast another alien. Go left and down the ladder. Exit to the crossroads and use the card-swipe (R&D Security) to open the force-field behind the doors (if it doesn’t work, you must have missed one of the clones). Shoot the escaped alien and go through. Use the white panel on the right to open the far doors. Go through the curved corridor to the room and shoot the left crate for Shells. Pass through the next two sets of doors to find a large room with lots of face-hugger eggs at the far end. Blast them and any face-huggers, collecting Pulse Rifle Clip and Shotgun Shells. Exit through the ‘2’ double set of doors to find a room with an alien running around. Blast him, then the three eggs on the left, collecting Small Medikit. Enter the ‘Storage’ double doors, ready to shoot a face-hugger. Collect Pulse Rifle Clip and Small Medikit, but watch out for another face-hugger! Shoot crate for Shells. Exit to previous room and head left through ‘3’ double doors to face a pair of aliens. Enter right ‘4’ double doors. The doors ahead are locked, so enter left ‘5’ double doors. Grab the Small Medikit and blast the eggs at the far end, collecting Pulse Rifle Clip, Portable AutoDoc and Research Storage card – quick-turning to blast a couple of sneaky aliens. Use the hand, then prepare to blast another alien arriving through the ‘4’ doors. Go back through them (the right doors are blocked) and blast two new eggs. Now enter the previously locked left doors and shoot the alien. Watching out for face-huggers, blast the left egg and use the save point. Grab the AutoDoc and exit. Go back through the ‘3’ doors, ready to exterminate two more aliens. Go through the far double doors and kill another. Collect the Pulse Rifle for extra ammo, then use the card-swipe (Research Storage) to open the doors. Go through to the lift and use the white panel, then turn round (the near doors open again). Exit and turn left to blast an alien. Go through the doors and head left, quick-turning to kill another alien. Blast both barrels open for AutoDoc and Small Medikit, then head back and through the left doors to a short corridor. Opening the next doors, aim down to shoot a load of face-huggers. Enter the far left doors to a lift. Use the white panel, then turn around (the near doors open again), ready to shoot the three guards who arrive. Proceed right through two sets of doors. Go through the right doors, and a second set, to another lift. Use the panel to open the far doors. Go through and time your run through the alternating force-field. Grab Shells from the left, then go through the right doors. Shoot the crate with Pulse Rifle for another Clip. Go through the next doors and shoot the barrel just to the left for an AutoDoc, then the three crates for Shells x2 and Clip. The doors are locked, so go round to the far left to find a feeding alien – kill it, then climb down the ladder. Turn right and head down the corridor. Take the first right for a Medium Medikit – but watch out for the alien on the ceiling. Turn around and head right, shooting another ceiling-walking alien. Cornering right, climb the ladder and collect Clip, Shells and Small Medikit. Go through the hole in the wall, ready to blast eggs and alien. Grab Clips and shoot crate for Shells. Exit back through the hole. The doors are locked, so climb back down the ladder. Turn around and corner left to shoot an egg. Ignore first right and head straight on. Shoot aliens and eggs in room, then use save point on back wall. Return along corridor, taking first left. Cornering right, shoot the alien. Round the next corner is ladder: climb it to find a computer room. Use the hand panel to unlock all the security doors. Shoot the barrel and crate for AutoDoc and Shells, then enter the doors. Shoot the far crate (the others contain face-huggers!) for a Medium Medikit. Go through the left doors (the others only lead back to a previous area above the ladder). Through the next doors is a room with lasers barring the way. Use the hand panel to temporarily disarm them, then immediately run across the bridge before they reappear. Go through the far doors, and a second set. Shoot the crates for Clip and Shells. Exit left, ready to shoot a face-hugger. Shoot the left crate for Shells, then go through the right hole and blast the egg. Grab the Medium Medikit and shoot the barrel for an AutoDoc. Go back through the doors (the ladder just leads back down to the corridors). The room through the opposite doors has a locked exit, so go back through the right two sets of doors to the laser room. Climb down the left ladder, then go through the doors to lift. Use the panel to open the far doors, revealing a battle between guards and aliens. To save ammo, you can let them fight it out a bit, then finish off the survivors. Grab the Small Medikit on the right, then head left to the next room. The right doors are locked. Beware as you go to the far side of the room to blast the eggs – there are more aliens there too. Collect Shells and Small Medikit, then head through the hole. Through the far hole is a room with another alien crawling around, so kill it. Shoot crates for Shells and Clip x2. Collect AutoDoc and pass through the far hole. Blast the egg ahead through the next hole – and ones just to the left and right. Grab Shells and AutoDoc, but don’t use the hand panel yet. Open far right doors to blast another egg in the short corridor. Through next doors, blast another. Watch out for an alien coming through the doors as you head over to the save point. Shoot barrel and crate for AutoDoc and Clip. Go through doors for Shells – that’s just the locked door ahead, so return to the room with the hand panel, ready to blast an alien. Watch out for another alien arriving as you head left to the hand-panel – yet more arrive when you use it. Go through the unlocked hand doors to a lift. Use the panel to open the far doors to a large room. The left doors are locked, so head right towards the eggs. Blast them in turn, avoiding the flames and collecting Small Medikit. Go through the doors straight ahead, and second set, to the communicator room for a Medium Medikit. The communicator has insufficient power and the other doors here are locked, so return to the flames room. Head over to the corner by the hand panel to shoot more eggs. Use the hand panel and enter the doors to find a power switch. Flip it, but quick-turn to blast a pair of aliens. Exit and go back past the flames. As you approach the far doors, an alien will arrive through them. Go through to find another switch. Flip it and collect Medium Medikit. Exit and go back past the flames. Turn right to enter the doors, where the force-field has now vanished. Blast the clone and grab Large Medikit. Exit and go right to the room, where you can now use the communicator. L4: Quarantine And R&D ... Played as Ripley Exit right to a curved corridor. Go through to the room with a force-field – collect Shells x2 by it. The left warehouse doors are locked, so exit right to a lift. Use the panel, then quick-turn to exit. Round to the right are locked card-swipe doors, so head straight through the other doors. Through the next doors is a glass-sided tunnel: as you approach the end, three aliens sneak up behind you! Quick-turn and blast them to hell. Collect Shells and use the hand panel to open the warehouse doors back near the force-field. Exit and watch out for an alien as you open the far doors. Quick-turn as you approach the lift, to blast another sneaky alien. Activate the panel to use the lift, turning round to see two new eggs in the force-field room. As soon as you fire at them, more aliens come out of the woodwork. Kill them, aiming at the floor to see off any face-huggers. Once everything’s splattered, enter the far warehouse doors. Through the next doors is a large room with more eggs – watch out for lots of face-huggers as soon as you enter. Grab the Clip x2 by the dead body, then blast the eggs in the right corners, collecting AutoDoc, Clip x2 and Medium Medikit. Shoot the far left crate for Shells, then the near left explosive crates to reveal a tunnel – shoot the face-hugger that arrives, then crawl in for an AutoDoc. Proceed round the tunnel. As you head down the long yellow-lit section, an alien arrives. After shooting it, quick-turn ready for a second one. Continue along the tunnel. Round the corner, blast more face-huggers. Proceed to the end to find yourself behind the original force-field. Collect Clip, Shells and Holding Pen 3Z card. Shoot the flashing light on the wall to turn off the force-fields. Return to the lift and use it. Head round to the right and use the car-swipe (Holding Pen 3Z) to open the doors. Quick-turn as you enter the next door, to shoot an alien. Head along the corridor and use the far eye panel to open the doors. Through the next doors, get ready to shoot an alien climbing round the walls. Time your run left past the steam jets. Grab the Shells and turn to blast another alien. Use both hands and go back through the doors. Head back to the lift, ready to shoot another alien and egg near it. Use the lift and head through the disabled force-field, then right through the doors. Go through the next doors and use the far eye panel to open the doors. Go through them, and a second set, to a round room with more aliens. After exterminating them, grab the Shells from the right, and the Clip from the back, then head left to find more eggs. Blast them and collect Shells. Through the doors is another force-field: shoot the flashing security light to its right to remove it. When you do, an alien arrives to kill the guard, so be ready to kill it. Passing through the force-field, be ready to shoot two aliens coming from the right. Head round the right corridor to find a room with a save point – quick-turn to kill another alien as you approach it! Save your game, then collect Clip and Quarantine card. Watch out for face-huggers as you head back round the corridor. Use the card-swipe (Quarantine) and after a short delay, the force-field is removed. Go through to a corridor. Use the far eye panel to open the doors. Shoot the left crates for Shells and Clip. The right doors are locked, so head left along the curved corridor. Opening the doors, be ready to shoot an alien. Electricity blocks the route through the right doors, so head straight on. As you approach the dead body, quick-turn to shoot an alien. Nearer to the body, look right to shoot a second alien. Collect Shells and corner right to blast yet another alien. Collect Shells by body, then enter right doors to find a Medium Medikit. Exit and turn right to enter the other doors. Climb the ladder and shoot crate for Flame-Thrower Canister. Through the doors, shoot alien and grab Clip by body. Ahead is more electricity: blast the flashing lights either side to remove the first two electric bolts. Now head round to the right, collecting Shells, to shoot a third light. However, the last light is protected by a force-field, so you’ll need to turn off the latter before returning. Go back to the ladder and climb down. Head back round to the left and through the doors to the room formerly blocked by electricity. Take the left double set of doors and blast an alien. Exit right to find a desk and hand: as you press it, turn left to kill an alien. Go round to the left to find a small room full of eggs. Destroy them all and collect Shells, Small Medikit and Clip – but watch out for an alien arriving through doors. Exit and head right, killing another alien. Go back through the doors, then through the left double doors to the electricity room. Go through the left doors, then left through doors to find another save point. Use it, then destroy the desk, so you can reach the hand. After pressing it, quick-turn to shoot an alien. Head along the corridor and through the doors. Blast the egg and collect AutoDoc. Exit and return round to the electricity room. Head back through opposite doors, ready to shoot alien. Head round to the right and through the far doors, blasting alien. Climb ladder and head round to electricity. Carefully approach the bolt, so you can aim at the last light – the force-field has now gone, so blast it. Head in there for Shells x2 and a Small Medikit. Return to the ladder and climb down. Head back round to the left to enter the (former) electricity room. You can now enter the right double doors to find Medium Medikit and Clip. Go through to corridor and use far eye panel to open doors. Go through and enter left doors. Blast crates for Clip and AutoDoc. Head right around corridor and enter doors to find a hole in the floor. Drop in via pipes. Grab Small Medikit by body, then corner right to shoot two aliens. As you proceed, quick-turn to shoot another. Climb the ladder at the end. Quick-turn to eliminate more face-huggers. Grab the Large Medikit on the far left and quick-turn to kill two aliens. Destroy the desk and use both hands, ready to blast another alien. Enter the now unlocked doors to the lift. Use the panel and exit. Grab Small Medikit by card-swipe and exit right. Go through doors, ready to kill two aliens. Collect Shells and Canister from left alcoves. The far doors are locked, so head round to right, collecting Clip. Climb down ladder and head round corridor. Through doors is a large room full of crates – and three aliens. Don’t open near-right crate (face-hugger) – left one contains Medium Medikit. Collect Medium Medikit and Clip from far corners. Exit through side doors, and second set, to corridor. Use far eye panel to open doors. Enter junction room (with yellow ceiling light) and go through left doors. Through next doors, shoot alien and egg. Exit left and shoot face-hugger, the flashing wall lights. Return to junction room and take other (far left) doors. Enter cell and left doors to find another egg room: shoot them all, including ones to left and right. Blast the two wall lights to reset the mains. Head around the corridor and through doors to another egg room. Shoot alien feeding on left, then eggs. Grab AutoDoc from barrel, then quick-turn to blast two aliens. Head back to junction room to shoot another. Go back through left doors and use far eye panel to open doors. Go through to large room where crates were, ready to blast two aliens. Head left through doors and climb ladder. Turn right and head straight over through formerly locked doors. Turn right to shoot feeding alien. Grab Shells and go through right double doors (left ones have force-field behind). Head along left side of large room to enter far doors. Through next doors, grab Canister from body, then head left and enter left doors to find a bloke who begs you not to kill him. Shoot him (he’ll chest-burst anyway) and collect the Security 1 card he drops. Upon exiting, aliens arrive from the right – kill them. Don’t bother entering the other doors (alien and egg). Head back along corridor, through two sets of doors, to large room. Exit through far double doors, then left and through far left doors. Enter far right doors, then through next, to return to card-swipe (Security 1). Use it to open doors. Enter and use far eye panel to open doors. As you corner right, quick-turn to shoot alien. Enter far doors and kill another. The way ahead is barred by force-fields. Head round to the left: the door is locked, but a hand panel to the left will open it. Go through to find a locked door ahead. Enter the right doors instead, then the next doors on left to find a room packed with eggs! Destroy them all, including two hidden round the back. Shoot the barrel there for an AutoDoc, then the flashing light. Flip the red switch, then exit, ready to blast an alien. Go through doors and shoot another. Enter right doors, shooting three aliens. Use save point on left. Shoot crate for Shells and enter far doors.
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