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Alien Trilogy - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Alien Trilogy - Strategy Guide (Page 01).

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     FOR SATURN & PLAYSTATION


     VERSION 1.0 (and likely to be the last unless I find out how to get into
	the secret in the Gauntlet)


     By Michael Staiger (merkss@yahoo.co.uk)


     Complete: Friday October 19 2001, 4:36 AM Greenwich Mean Time


     Welcome to the first version of the Alien Trilogy FAQ. Having found
nothing but cheats to any version of Alien Trilogy on the GameFAQs website,
I decided to construct this, the complete guide to Acclaim's first person
shooter.

     While I freely acknowledge that I believe Probe have pretty much
squandered the greatest movie licence ever, they have still produced a
competent and atmospheric 3D shoot 'em up.

     In this 'ere FAQ you will find the following:

 1. The Alien Trilogy storyline.

 2. Detailed analysis of your arsenal and ordinance.

 3. Complete inventory details. What items you pick up and how to use them.

 4. Bestiary. The enemies you face, their tactics and how to defeat them.

 5. Maps to every level in the game. All secret rooms, traps and monsters.

 6. All the cheat codes for infinite ammo, weapons, level skip and
    invincibility.

NB: All level numbers refer to their number by the level skip code. Level
numbers begin from zero.



 Part 1

     The Alien Trilogy Storyline


                           "WE'RE ON A ONE WAY ELEVATOR TO HELL, GOIN' DOWN!"
                                       - Marine Private Hudson, Aliens


     Alien Trilogy is a first person shoot 'em up developed by Probe Software
and Acclaim Entertainment Ltd. It is based (very loosely) on the first three
Alien films and was released on Saturn and Playstation in 1996. (I don't know
when the PC version was released)

     You play Lt. Ripley, a marine assigned to investigate the sudden loss of
contact with the colony on planet LV426, also known as Archeron. The massive
Earth conglomerate Weyland-Yutani, the ubiqiutous Company that owns the
colony, had discovered an ancient, derelict starship lying, where it crashed,
on Archeron's inhospitable surface. The colonists were deliberately infected
by Company scientists in order to smuggle an Alien through ICC quarantine to
the Company's bio-weapons research labs on Earth.
     But something has gone horribly wrong.

     After the communications blackout, the Company sends in a team of marines
to destroy all evidence of the smuggling operation. As you watch from the
APC the first squad sent into the colony complex is wiped out by the Aliens.
Soon you are the only one left. You enter the colony complex, determined to
avenge your friends and obliterate the Alien hive.



     OK, so the storyline's basically a lazy attempt to set up the 'one man
takes on army' storyline of most pre Half-Life first person shooters, and
aside from the names has almost nothing in common with any of the films but
what the hell it still plays good.




 Part 2

     Arsenal And Ordinance


    "THIS IS A MAXIMUM SECURITY PRISON AND YOU HAVE NO WEAPONS OF ANY KIND?"
                                         - Lieutenant Ellen Ripley, Alien 3


     Unsurprisingly, you begin with a pistol and that's it, you could use
harsh language, but that's unlikely to do much good. If you scour the recesses
of the colony complex, you will soon come up with some monstrous, death
dealing firepower.
     One thing that's worth mentioning here is the rather odd system of ammo
from pickups. Instead of giving you a specific amount for each clip picked up
your ammo counter will increase beyond the next multiple of that weapons clip
capacity to the NEXT multiple.
     Basically if you have a 9MM pistol (15 rounds per clip) with 28 rounds of
ammunition, and you pick up a pistol clip, your ammo counter will increase
beyond 30 (the next multiple of 15) to the multiple of 15 beyond that, in this
case, 45.
     If you had 30 rounds in the gun instead of 28 your ammo counter would
have gone up to 60 (45 is the next multiple up, 60 the next) The same applies
to the pulse rifle and smartgun (in multiples of 100) Some ammo pickups
take you up 4 multiples instead of 2, usually with the pistol.
     The shotgun and flamethrower are different. For the shotgun you simply
get 10 shells per pickup. The flamethrower 100 units of fuel per pickup.

     Another thing that must be mentioned here is about weapon efficiency.
A little idiosyncracy this game displays is that when you fire multple
rounds at an enemy rapidly, only the first will hit. The enemies are 2D
sprites and so have no thickness. When they go into their 'taking a hit'
animation sequence they are insubstantial. That's why if you shoot an alien
with the smartgun you'll see sparks flying from the walls behind it where
the rounds that went straight through strike. Enemies are actually only
taking damage when they enter their 'taking a hit' animation.
     So that means some weapons are more efficient than others right?
You bet. The shotgun is the most efficient weapon simply because it's fire
rate is slow. You can still waste ammo by firing as fast as possible but
you only have to slow down slightly to ensure every shot inflicts damage.
     The pistol just about fires fast enough to manage waste ammo. Even
though you're never short on ammo for this weapon, if you wish to conserve
ammo and do as much damage as possible just slow down the fire rate enough
to ensure the enemy 'takes the hit' every time.
     The flamethrower can be massively inefficient, and you can burn off
a load of fuel without doing much damage. If you attack a warrior say, and
you hold down the trigger until it dies, the alien is only actually taking
damage at the moment of the 'taking a hit' animation. If you wish to
conserve ammo just tap the fire button to do the hit, then wait for a
second before tapping again. You'll save a large amount of fuel.
     The pulse rifle can also be very inefficient. It fires in three
round bursts but some enemies have hit animations so long that only one
in six rounds will do any damage. To maximise damage don't hold down
the button. Press it repeatedly to inflict damage. Fortunately, like
the pistol, you're rarely short of ammo for the pulse rifle.
     The smartgun fires much faster than the pulse rifle but with it's
autotargetting system it saves a lot of ammo, provided you're taking on
multiple targets. For single enemies stick to the pulse rifle.
     If you wish to maintain high efficency use explosives. All the
damage is done in one strike so you cannot waste ammo, only power. Given
that only a queen can survive a direct hit from a charge or grenade,
you can use them to clear out any room of anything.



     9MM SEMI AUTOMATIC PISTOL
                                                     "DO SOMETHING, GORMAN!"
                                   - Company Executive Carter Burke, Aliens
FIRES 9MM ROUNDS
     15 ROUNDS PER CLIP
     10 CLIPS MAXIMUM
     150 MAX ROUNDS HELD

          It's all you have when you start, but since you get a new
weapon on the first level it doesn't stay top of the heap for very long.
The pistol has a poor rate of fire and does not do much damage. However,
ammo for this weapon is plentiful in the early levels so you have it to fall
back on if you run low on ammo for other weapons. Ideal for picking off
lone facehuggers or for blowing up the many crates and storage lockers that
contain items.


     12 GAUGE SAWN OFF SHOTGUN
                           "I LIKE TO KEEP THIS HANDY, FOR CLOSE ENCOUNTERS"
                                           - Marine Corporal Hicks, Aliens

FIRES 12 GAUGE SHOTGUN SHELLS
     10 SHELLS PER CASE
     10 CASES MAXIMUM
     100 MAX SHELLS HELD

           Like being hit in the stomach with a hydraulic battering ram
this mean machine can deal out serious pain to almost anything you'll come
across. Provided you're not being overrun by xenomorphs this is a good
weapon to choose. It has a wide blast area so, while it does little damage
at range, it can hit two or three targets that are spaced apart. One word of
warning. The laws of physics apply in this game. Every action has an equal
and opposite reaction. What am I talking about? Yep, recoil.
     While the pulse rifle and smartgun have inbuilt recoil dampers to soften
the kickback and increase accuracy, the shotgun is not a piece of military
hardware and doesn't. Beware of using this on high platforms with no safety
rails. If you have no choice, move forward with each shot to minimize overall
movement. Be sure to check your position if you can. On the up side ammo is
rarely in short supply so this weapon will be your first choice for most
of the first episode once you pick it up on level 0.


     SEISMIC SURVEY CHARGES
                                                 "HOW LONG TILL IT BLOWS?"
                                            - Marine Corporal Hicks, Aliens

HAND THROWN CONCUSSION CHARGES
     2 CHARGES PER PACK
     INFINITE PACKS MAXIMUM
     INFINITE MAX CHARGES HELD

          These bundles 'o' fun are found throughout the game and it's
always a good idea to have a few to fall back on. Used primarily for
destroying weak walls, hidden passages and secretion encrusted doorways
they are also useful for mass carnage in crowd situations. Provided
you are not in the crowd itself simply chuck in one of these and watch
'em fry. Also good BS (before smartgun) for knocking aliens off the
ceiling. Lure them near to a wall and slam a charge into it.
The alien will eat floor.


     FLAMETHROWER
                                    "FLAME UNITS ONLY, I WANT RIFLES SLUNG"
                                        - Marine Lieutenant Gorman. Aliens

FIRES HIGHLY FLAMMABLE FUEL IGNITED BY FRONT BURNER
     100 UNITS OF FUEL PER CANISTER
     5 CANISTERS MAXIMUM
     500 MAX FUEL HELD

          The flamethrower is the odd weapon in the group. 500 units of
fuel sounds a lot but it can all be burnt off in one really big fight. You
can use it in a similar way to the chaingun in Doom, trapping an enemy in
your field of fire until it dies. The one situation where this weapon
excels is if you're being swarmed by facehuggers. Simply hold down the
fire button and spin round a couple of times and you take out the lot.
You won't use it initially after you've found it (it first appears in a
secret room on level 1) since fuel is scarce, but later in the game, if
you want a change from the pulse rifle, give this a whirl and barbecue
some alien slime.


     M-41A PULSE RIFLE
                             "LIEUTENANT, WHAT DO THOSE PULSE RIFLES FIRE?"
                                         - Lieutenant Ellen Ripley, Aliens

PRIMARY
FIRES 10MM EXPLOSIVE TIPPED CASELESS STANDARD LIGHT ARMOUR PIERCING ROUNDS
     100 ROUNDS PER CLIP
     10 CLIPS MAXIMUM
     1000 MAX ROUNDS HELD

SECONDARY
FIRES M40 GRENADES
     5 GRENADES PER CASE
     4 CASES MAXIMUM
     20 MAX GRENADES HELD

          Now we're reaching the high end of the food chain, this highly
versatile weapon not only offers a high rate of fire combined with good
damage but also sports, for the ultimate in crowd control, a 40mm grenade
launcher. Fire that baby a few times into a crowded nest and you only have
to worry about getting acid on your boots (Like the survey charges though,
don't be anywhere near the blast radius). The 10mm rounds also deal out
death at a huge rate of knots but, best of all, once you've reached the
first queen you should have clips and grenades coming out of your ears.
There is almost nothing the pulse rifle can't handle, and once you find it
on level 4 you'll have a much easier ride from then on. This gun lacks
only in close quarters combat with multiple targets. For dealing out
damage like there's no tomorrow you need one of these...


     SMARTGUN
                                                      "LET'S ROCK!!!"
                                          - Marine Private Vasquez, Aliens

FIRES 10MM EXPLOSIVE TIPPED CASELESS STANDARD LIGHT ARMOUR PIERCING ROUNDS
     100 ROUNDS PER CARTRIDGE
     10 CARTRIDGES MAXIMUM
     1000 MAX ROUNDS HELD

          Yep, this gun uses the same sort of ammunition as the pulse
rifle (except in cartridges instead of clips), has the same capacity,
and deals out the same amount of damage per round. So why is this
weapon the last word in close quarters combat? Simple, its rate of
fire is nearly TWICE that of the pulse rifle, hurling out a hundred
rounds in only 8 seconds. Also the smartgun lives up to its name with
its auto-targetting system which auto-aims at up to three enemies in
your forward firing arc. This makes taking out the aliens on the ceilings
a cinch and means an economical rate of fire at all other times too. If
you're short of explosives this gun can also blast through any destuctible
walls. The smartgun is first found on level 15 and within a few levels
you'll find plenty of ammo. But it isn't until the final episode that you'll
really need this awesome piece of hardware when hordes of the toughest
alien warriors decide to go up close and personal.




 Part 3

     Inventory


                   "OUTSTANDING, NOW ALL WE NEED IS A DECK OF CARDS"
                                           - Marine Corporal Hicks, Aliens

     This is where you find out about the other stuff. Not as
immediately important as weapons but be it tactical data in the form
of an automapper or extra protection with an acid vest everything in your
inventory is going to make your life a whole lot easier.


     MOTION TRACKER
                 "I WANT YOU TWO WITH TRACKERS CHECKING THE CORRIDORS, MOVE!"
                                            - Marine Corporal Hicks, Aliens

     Not strictly an inventory item since you don't pick it up, you have
it all the time, but damn useful all the same. Just remember that it is 2D
so signals right next to you could be on a level below you. Especially
useful for tracking facehuggers that are very close to you below your
line of sight.

     AUTOMAPPER
"..BLUEPRINTS, I DON'T CARE, ANYTHING THAT SHOWS THE LAYOUT OF THIS PLACE.."
                                       - Lieutenant Ellen Ripley, Aliens

     A handy piece of kit, that not only shows you most of the level you're
on (not some secret rooms) but also allows you to zoom in to a close-up
view. This view shows details like doors (green) and destructible crates,
walls and lockers, switches and glass screens (red)

     BATTERY

     Batteries are essential for powering the big control panel switches.
You will usually find exactly the number you need on each level although
occasionally they are used to find secret areas.

     ACID BOOTS

     These make you totally invulnerable to acid on the floor, but only
for 30 seconds. They are quite rare, except on level 24 which contains
channels of acid for you to run through. The guide to that level will
tell you how best to use them.

     ACID VEST

     Armour is extremely effective in Alien Trilogy. Unlike any other 3D
shoot 'em up I've played armour does not reduce the amount of damage you
take. While you have any armour AT ALL, you take NO damage (excluding
fall damage) This means essentially that armour can be counted as health
above and beyond your actual health. The acid vest puts your armour to
100.

     BODY SUIT

     The same as the acid vest except this natty fashion statement raises
your armour way up to 200 making you practically invulnerable.

     ADRENALINE BURST PACK

     The health equivalent of your body suit, this massive adrenaline burst
surges your health way up to 200. Once you've drifted down from the rafters
you can walk up to a Queen and give her the finger.

     HYPO-PACK

     This raises your health to 100, which is good, but also makes you
TOTALLY invulnerable for 30 seconds, which is a whole lot better. Time to
play close range grenade juggling with a few warriors.

     IDENTITY TAG

     No use to you except your mission percentage, these can be found
in personal quarters, on security guards and in cryo tubes.

     MEDIKIT

     Bog standard medikit, but handy if you're in trouble. This will
raise your health by 20 to a maximum of 100.

     DERMPATCHES

     There's hundreds of these all over the place, and that's the
important thing. These increase your health by one but there's no limit
to how high you can go. By using armour to prevent your health going down,
you can reach some truly absurd health levels by the end of the game. My
record is over 400. Useful for when the game gets really dangerous in the
third episode.




 Part 4

     Bestiary


               "...HOW COULD THEY CUT THE POWER MAN, THEY'RE ANIMALS..."
                                        - Marine Private Hudson, Aliens

      Here's where you find out exactly what you're up against. The
company goons intent on harvesting the aliens for weapons research, and
the acid-jawed harbingers of death lurking round every corner, in every
airshaft and right behind you.


     We'll ignore the fact that the two sides should be ripping each
other to shreds (or rather the aliens should be killing, the company
dying) and split the bestiary into those parts.

 THE COMPANY

                  "YOU KNOW BURKE, I DON'T KNOW WHICH SPECIES IS WORSE"
                                        - Lieutenant Ellen Ripley, Aliens

     SECURITY GUARD
     ARMAMENT: PISTOL
     WILL DROP: 9MM CLIP or IDENTITY TAG
     First encountered on level 3 these guards are basically cannon fodder.
If you're in a hurry or surrounded you can deck them easily with a
well placed shotgun blast. But their pistol shots do so little damage
that, if you wish to conserve ammo, 5 or 6 rounds from the pistol will bring
them down. One thing, their hit animation goes on for ages. Slow down your
fire rate if you want to conserve ammo.


     COMPANY SYNTHETIC
     ARMAMENT: SMARTGUN
     WILL DROP: SMARTGUN CARTRIDGE or SURVEY CHARGES
     These guys mean business, armed as they are with the smartgun. But
they aren't quite as lethal as you are with this weapon. The reasons for
this are:
     1. They walk real slow. Hell, tectonic plates could outrun these guys.
     2. They have a slower fire rate. Much slower.
     3. As the screen flashes red when you take a hit, you are totally
impervious to damage. So while you take the initial hit, everything
else passes through you for an instant. This limits the effectiveness
of the smartgun which does damage by quantity not power.
     Synthetics can take quite a beating taking 12 shotgun shells to
take out. Personally, when these guys first turn up on level 8, I use
either the pulse rifle (30 rounds) or just hit 'em with a seismic
charge and watch 'em redecorate the floor.


     COMPANY SOLDIER
     ARMAMENT: PULSE RIFLE
     WILL DROP: PULSE RIFLE CLIP or IDENTITY TAG
     While slightly faster than the synthetics, these hired mercenaries
are far less resilient. You can bring them down in only 3 shotgun
blasts or 2 bursts of pulse rifle fire. Using pulse rifles themselves
should make them dangerous but they're not. Once you run into these
guys at the start of the second episode, you'll be regularly using
them for target practice and for keeping your stock of pulse rifle clips
up.


     ALIEN HANDLER
     ARMAMENT: PULSE RIFLE with GRENADE LAUNCHER
     WILL DROP: PULSE RIFLE CLIP or GRENADE PACK
     These guys are the most dangerous Company goons. First encountered
in the prison at the start of the second episode they, like the
soldiers, are armed with pulse rifles. But they carry grenades. If you
engage them at medium to long range, listen carefully for the sound of
the grenade launcher. Strafe immediately if you hear a grenade coming
your way. They do a lot of damage.
     At close range they will only use the pulse rifle which isn't too
dangerous. They can soak up 5 shotgun shells or fifteen pulse rifle
rounds. As they occasionally drop grenades blowing them up is often
the most economical way to deal with them.



 THE ALIENS

"I WANT THESE SPECIMENS DESTROYED AS SOON AS YOU'RE FINISHED WITH THEM"
                                       - Lieutenant Ellen Ripley, Aliens

     These are the really dangerous guys. The aliens abilities are
far ranging and totally adaptable. Shoot them at extreme close range
and you'll have pretty acid burns all over your nice, new body suit.
You'll also have to watch out for alien corpses as their blood can
still burn you. They are fast, cunning and vicious. Here is the complete
rundown.


     FACEHUGGERS
     ATTACKS: JUMP and FACEHUG

     Not quite as lethal as their film counterparts, the facehugger
can nevertheless be dangerous if encountered as it usually is.
I.E. in numbers. Facehuggers are the fastest enemy in the game and
they only have to get close to facehug you. While this move only
does 5 damage, which isn't so dangerous, they almost totally block
your forward view, which is. Especially dangerous if you're surrounded
by aliens.
     In small numbers you can pick these creatures off with the pistol.
In early levels they only take 1 round to kill (by the end of the game
they can take up to 5) so they give the pistol something to do. In
large numbers any weapon will take 'em out. Be sure to aim down at
close range to get the targets. Get used to fighting these guys,
they're found on almost every level.
     Oh yeah, just a footnote. You'll start seeing the eggs these
guys come from as you enter the nest in Sub-Level A, in the upper floors
of the atmosphere processor. Waste 'em from a distance, pistol will do if
you're not in a hurry, pulse rifle otherwise (shotgun doesn't cut it
at that range) Don't get close or you'll end up like Kane, and that
sucks, literally.


     ALIEN WARRIOR
     ATTACKS: CLAWS and STINGERS?

     These are the black skinned aliens. They move fast and can do
quite a bit of damage if they get close. There are two strains however.
The warriors in the first episode take about 4 or 5 shotgun shells to
put down and rarely attack in packs of more than 4. Once you're out
of the colony and into the prison you won't see them again until the
last few levels of the game, in the deepest recesses of the boneship.
But these are a new breed.
     Immensely resilient, they can take 30 rounds of pulse rifle fire,
or nearly 12 shotgun shells to kill. Plus if you see 1, chances are
there are a lot more nearby. I've seen packs of over 12 of these gits
together. If you have plenty of health you can pump grenades into 'em
from close range. Failing that, pull out the smartgun and hold the
trigger down.
     One thing I've just noticed while compiling this FAQ. I believe
some warriors can deploy the stingers in their tails. This part of
the alien arsenal is not mentioned in the films. In the books of the
films they are noted a few times. In Aliens that is how Gorman gets
knocked out. He is paralyzed by an alien stinger during the APC's
escape from the atmosphere processor.
     What I have seen occasionally in the game is a warrior standing
across a room from me doing a kind of spaced-out clubbers dance, and
I began taking damage. The animation is rather bad, plus if you move
in to get a closer look, the warrior will break and attack with claws.
Could be spitting. Could be firing stingers. Either way it isn't
particularly dangerous and you won't encounter it that often, I just
thought I'd mention it.


     JUVENILE DOG ALIEN
     ATTACKS: BITE

     The first of the so-called "dog" strain found exclusively in the
second episode, the prison, and alongside the warrior strain in the
third, the boneship. They're gold so they're easy to see. They move
slowly so they're easy to avoid. And they only take a couple of pulse
rifle bursts so they're easy to kill. Cannon fodder basically.
Use whatever you like.


     ADULT DOG ALIEN
     ATTACKS: CLAWS

     Similar to the adult warriors just easier to see. These replace
the warriors as your primary enemies in the second episode. Quite fast
and powerful they become lethal in packs despite the fact that they
take less firepower to bring down than the warriors. They are first
seen on level 17. For 1 or 2 you can use the shotgun, 3 to 5 the pulse
rifle. Above that only the smartgun or explosives will do.


     LEAD MOLD DOG ALIEN
     ATTACKS: CLAWS

     A strain not mentioned in the instruction manual, I call this
strain the lead mold alien because it appears on only one level,
level 20. This level appears to a re-creation of the lead mold from
ALIEN 3, hence the name. Apart from a few facehuggers this is the
only type of alien you will encounter here. They look to all intents
and purposes like the normal adult dog alien. Same speed,
attacks and damage. However, there is one important difference. You
face no alien that can endure more firepower except the queen. This
ultra tough xenomorph can absorb 25 shotgun shells before falling,
or an entire clip of pulse rifle ammo. If you have plenty of grenades
or survey charges they are often the quickest way to kill this enemy.
Like all other aliens bar the queen, they cannot survive a direct hit
from an explosive.
     Basically, if you encounter one in close quarters it's smartgun
if you value your armour. With room to retreat a little you can get
away with shotgun or pulse rifle, provided you have plenty of ammo.
If you run into two, smartgun only. Don't stop firing until they're
down.


     CHESTBURSTER
     ATTACKS: BITE

     The youngest version of the alien you will encounter, these small
critters first appear on level 5. They move fast keeping pace with
facehuggers, jump like them but can take slightly more firepower than those.
A shotgun shell or a few pistol rounds. Watch out when opening cryo tubes as
these guys can often be found chilling out inside.


     QUEEN
                                      "GET AWAY FROM HER YOU BITCH!"
                                      - Lieutenant Ellen Ripley, Aliens
     ATTACKS: BITE or TAIL WHIP

     The ends of each episode should have been a battle royale but
sadly the queen's AI contains a stupid piece of game design. It's true
of all the aliens that you can trap them in one place briefly by
shooting them. Their "taking a hit" animation means they can't move
for that time. You can in some cases freeze them in one place by
timing your shots so that this animation repeats over and over.
     Fortunately the warriors are not very wide and damn fast
meaning they can sidestep out of your firing line and get close to
you. Plus you usually have more than one of those to worry about
in your average firefight so you don't have time to trap them.
     Sadly the Queen is not only slower than the warriors but she
is so wide that, once shot once she cannot move fast enough to evade
the next burst of a rapid fire weapon. All this means is all you have
to do is get about 15 feet from her, so her head is just off the top
of the screen, aim up slightly and start firing the pulse rifle or
smartgun. She will sometimes attempt a tail whip but while you are
firing she will be knocked out of the move because it takes so long.
Keep the trigger down and she will eventually fall, some 250 rounds of
pulse rifle later.




 Part 5

     The Maps


                                                       "IT'S GAME TIME"
                                              - Marine Corporal Hicks, Aliens

     Now for the fun part, the really big part. Fortunately, as Alien Trilogy
was developed primarily for the Saturn and Playstation it doesn't contain the
sprawling, processor-intensive sort of levels found in PC shoot 'em ups of
the time like Doom 2 and Quake. This means they can be effectively reproduced
as ASCII diagrams.
     They're still big enough to prevent me going into detail on the maps
themselves so this is how this part of the guide works:
     KEY:
          Waypoints. These are the numbers on the maps, detailed in the
          guide.

          Switches. Small switches are denoted by a lower case 's'. Big
          switches, which require a battery, are denoted by an upper case
          'S'.

          Lifts. These are shown as capital 'L's. See the guide for details
          on which switch activates which lift.

          Stairs or sloped corridors. Arrows (>>> on horizontal corridors, /\
          on vertical corridors) always point UP to the top of the staircase.

          Destructible crates, lockers, barrels, consoles and windows
          are shown as 'x'.

          Railings on high platforms are shown as '+'.
          The edges of high platforms are otherwise full stops '...',
          and colons ':'.

          Destructible walls are shown as '????'.

          Doors are indicated by a double line of '###'.

          Walk through walls are shown as asterisks, '****'. This applies
          to transparent and opaque walk through walls. Also the yellow
          energy fields found in the boneship.

          Small Pillars are shown as 'O'.

     The guide itself will detail how to make your way through the level
obtaining all secrets and as many aliens as I could find. This was all
done on difficulty level 2, Raging Terror. Acid Reign (Level 1) is way
too easy and Xenomania (Level 3) while possible, messes up the guide
because of the regenerating aliens. So, here WE GO!!


EPISODE 1 - THE COLONY

Level 0
=============================================================================
                                /----\
                                | 8  |
                                \####/
                                 ####
                                |    |
                                |S   |
                                |  7 |
                                |    |
                                |    |
                                |    |
                                | \/ |
                                | \/ |
                                | \/ |
                                | \/ |
                                |    |
                                |    |
   /----------------------------/    /
  /                                 /
 /    /----------------------------/
 |    |
 |    |       /--------------------------------------------\
 |    |      /                                              \
 |    |     /    /----------------\    /----------------\    \
 |    |     |    ||--------------||    ||--------------||    |
 |    |     |    ||              ||    || x            ||    |
 |    |     |    ||    x     x   ||    ||  5           ||    |
 |    |     |    ||              ||    ||-----####-----||xxxx|
 \    \-----/    ##              ##  x3\------####------/3333\--------\
  \              ## 6            ##  x3      2                <<<<     \
   \--------\    ##              ##  x3/---- s####------\3333/-----\    \
            |    ||              ||    ||-----####-----||xxxx|     |    |
            |    ||          x   ||    ||              ||    |     |    |
            |    ||x     x       ||    ||     s    4   ||    |     |    |
            |    ||--------------||    ||--------------||    |     |    |
            \    \----------------/    \----------------/    /     |    |
             \                                              /      |    |
              \--------------------------------------------/       |  x |
                                                                   |    |
                               /----\##----------------------------/    /
                               |  1 |##                       >>>>     /
                               \----/##----------------------x--------/
=============================================================================

     You've just seen the first squad get wiped out. Time for some payback.
Shame you've only got a pistol. Oh well, we'll soon fix that...
     1) From point 1 proceed along the corridor taking out facehuggers and
blowing up the crates (x) to get ammo. After the second staircase you'll find
the barricades thrown together by the colonists in a failed attempt to hold
back the aliens (3). Ignore them and move to point 2.
     2) Activate the switch at point 2 and go through the door into room 4.
In here you will find a facehugger to take out, the automapper to grab (not
really necessary if you're reading this) and a switch that activates the
door to room 5. Hit it.
     3) In room 5 there is a crate. It conceals a facehugger. Time to point
out another one of this games little idiosyncracies. Many lockers and
crates contain facehuggers and chestbursters but, when you blow one up,
the emerging alien is INVINCIBLE for over a second after the explosion.
You can shoot them. They'll even bleed but they won't take damage. It's best
to back off quickly and wait just a second before firing. If the enemy gets
close, use the tracker to make sure it dies when you shoot. Once it's dead,
go past it and grab the shotgun. Partytime!
     4) Use the shotgun to destroy the barricades at points designated 3.
Watch out for facehuggers emerging from crates behind the barrels. Explore
the central circle of corridors to pick up ammo and items. You'll fight a
warrior and a few facehuggers.
     5) Go to the east entrance to room 6. Take out the warriors behind
the door and clear the room of facehuggers. The crates scattered around
contain ammo, health and facehuggers. At point 6 itself you will find the
battery you need to exit the level.
     6) Exit through the west door and go straight ahead. Proceed to point
7 killing aliens en route and activate the switch. The exit room (8) will
open.
=============================================================================

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