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Aliens Versus Predator Gold Edition - Marine
Marine - Levels Walkthrough
Aliens Versus Predator Gold Edition
Marine
If you are new to 3D-shooters, the most obvious choice is the Marine. If you played any other game, you find the two other races more challenging and fun too play with. After all, the most important feature of AVP are the alien & the predator, not the marine, because you can play with that character in every ordinary 3d-shooter. Once you get the hang of the marine, switch to the predator and then later to the alien.
This does not mean the alien is better than de predator, he is simply more difficult to play as, but you can do some great attacks with every character, it just depends on your way of playing. Putting the three races together, the marine seems to be the weakest, but that is until he has found some weapons. Only some really good guns make him a dangerous foe. Unarmed, he has a minimal likelihood of survival Still, he's the best choice for the beginning player, because he does the most logical actions. Although the marine is quite easy to play with, the early stages of the game may be a bit hard because there is no new weapon behind each corner. you need to have a good aim with the pulse rifle already in the beginning of the game, because one shot will not defeat anything
The Marine is also quite slow compared to the Alien, so you should always use long distance attacks and not let anyone get close to you.
Fox Interactive succeeded in balancing all three types of characters, so choosing any character will not disappoint you. Simply choose the one that suits your playing style best.
The Marine, physically, is the weakest of all three species, but that does not mean you are not a threat. Armed to the teeth with all sorts of destructive weapons, the Marine is a walking armory in his own right. The marine has balanced weapons: both for close & distance combat. In open spaces, the marine are the most powerful of the three races. Just make sure you enter no narrow spaces though.
Weapons
Pistol
The Pistol is a very weak weapon, but it will do in a pinch, if you have nothing else. This is the weakest of the Marine's weapons. You can also carry and shoot two Pistols simultaneously.
M-41A Pulse Rifle
- Ammo Type: M309 10mm x 24 AP rounds, M40 grenades
- Ammo Capacity: 99 rounds per clip
- Fire #1: Standard AP rounds fire
- Fire #2: Underslung M40 grenade launcher
- Against aliens: Good (if you aim for their heads)
- Against predators: Poor
The basic weapon of the USCM. The Primary Fire button will empty the magazine at the enemy, while the Secondary Fire shoots grenades. This weapon is particularly effective against most enemies, and should be the one you use most often.
Although it is the default weapon, it is pretty good. do not hold the primary fire button long, because you waste all your ammo. Use small controlled bursts to shoot off limbs from opponents.
it is no use aiming for opponents far away. At close distance, keep walking back while aiming carefully for vital parts. If you can keep your aim on an alien head for 1 full second, the alien will be defeated and you will not have much ammo.
When you find a dead marine lying on the ground, there is a 80% chance he is carrying a pulse rifle. When you are out of ammo, you can use the gun as a club.
This is NOT Quake, so do not try grenade-hopping (jump higher on top of the explosion of the grenade), it will not work, the secondary fire mode is similar to the secondary fire of the Submachine gun in Half Life. Use the secondary fire when multiple enemies approach you and there are quite close. The grenade has a strong blast radius that will protect you from approaching enemies. do not aim to low with the secondary fire though, two metres is the minimum distance if you do not want to hurt yourself.
Although it is the first weapon your find in the game, you often use it, it is quite good and it is a good choice when you are walking in small places and you do not want to waste the ammo of your minigun on every opponent you encounter.
M-240 Flamethrower
- Frequency: Uncommon
- Ammo Type: Napalm canisters
- Ammo Capacity: (100 per canister)
- Fire #1: Standard fire
- Fire #2: None
- Against aliens: Moderate
- Against predators: Very Poor
Use the Incinerator at close distance to stop aliens or predators from getting close to you. NEVER walk forward while using this gun, because you risk walking into your own flames. Concentrate your fire for more damage.
Your fuel depletes fast, so keep an eye on it. You do not have to fire until opponents are defeated, a little burst is usually enough to ignite creatures. When you set an opponent on fire, make sure not to touch him or you be on fire too.
Once your opponent is ignited, run away and let him die. The moment he's burning, your opponent still can attack. Just run away until he explodes.
To put out the flames: Aliens run around quickly, Marines use a medikit, and Predators use the medicomp.
You can use this weapon also as a distraction. The moment your opponent is on fire, he will stop attacking you and try to restore his health, use that moment in your advantage.
M-56 Smart-gun
- Frequency: Uncommon
- Ammo Type: M250 10mm x 28 caseless rounds
- Ammo Capacity: 500 rounds per clip.
- Fire #1: Auto-tracking mode
- Fire #2: Free-fire mode (disable auto-tracking)
- Against aliens: Very good
- Against predators: Moderate
A very handy weapon with an auto-tracking feature. Extremely helpful in dark areas where you may not see approaching enemies, the Smart-gun automatically targets enemies for you, so all you need to do is fire.
The Smartgun is similar to the Pulse Rifle, but with more power and a faster firing rate. The disadvantage is that it has no grenade launcher.
The smartgun is an auto-tracking weapon (unless you press the secondary fire mode). If no enemy is nearby, the crosshair will be green. When an enemy comes into your sight, the crosshair will turn red. That does not mean you just have to press Fire then to hit the enemy, the crosshair will only help you aiming for opponents so you can use it to locate enemies in dark rooms.
You can help your tracking system by moving the crosshair over the centre of the target. It will lock on a lot quicker. The tracking system should not be used to target enemies, just see it as fine-tuning your shot. The locking does not work like a missile lock in flightsims, when you are locked on an enemy, that does not mean the enemy cannot avoid your shot anymore.
Especially in Single Player missions, this is the best weapon against the alien facehuggers. The auto-tracking mode is often useless against aliens at close distance, because they move too fast, especially when they leap or move laterally.
Mini-gun
- Frequency: Very rare
- Ammo Type: Specifications unknown
- Ammo Capacity: 800 rounds per belt
- Fire #1: Standard fire
- Fire #2: None
- Against aliens: Fatal
- Against predators: Fatal
- The most lethal weapon in the game.
One of the best Marine weapons available. You must remain stationary to use the Minigun. When you fire using this weapon, it will mow down any enemy within a few seconds. Be careful using the Mini-gun against Aliens, however, as it tends to make them explode in a shower of acidic blood.
Grenade Launcher
- Frequency: Rare
- Ammo Type: Incendiary Grenades, Fragmentation Grenades, and Proximity Mines
- Ammo Capacity: 6 of each grenade type
- Fire #1: Standard fire
- Fire #2: Switch grenade type
- Against aliens: Very Good
- Against predators: Moderate
A highly dangerous, efficient weapon. The Grenade Launcher can shoot three different types of grenades: grenades, frag grenades, and proximity mines. Regular grenades can be launched a long distance before they explode. Frag grenades, upon exploding, release fragments of dangerous shrapnel. Proximity mines will plant themselves on the ground and explode when they detect motion nearby. You can switch between grenade types by pressing the Secondary Fire button. Although these grenades are powerful, they are dangerous to use in enclosed spaces, as you risk getting caught in the explosion.
M83A2 SADAR Rocket Launcher
- Frequency: Rare
- Ammo Type: Anti-personnel rockets
- Ammo Capacity: 1
- Fire #1: Standard fire
- Fire #2: None
- Against aliens: Fatal
- Against predators: Very Good
This is another extremely powerful weapon, but, like the Grenade Launcher, should not be used in enclosed spaces. The rocket, when launched, explodes violently upon impact with a target.
Skeeter Launcher
The most powerful of all Marine weapons. When fired, the Skeeter Launcher launches a disc that ricochets everywhere. Once it finds a target, the disc releases a homing beam of energy that will instantly defeat most, if not all, enemies.
Equipment
Motion Detector
The motion detector is a hand held radar you can use to track opponents in front of you. Anything that moves will be displayed, including doors, flares and body parts.
Use this radar often, because you need to use it to track possible aliens in the dark environments around you. If you track one, do not hesitate: shoot in the dark and use the lightning effects of your gun to find out where the bastard is hidden. it is also very useful to track down cloaked predators. The only disadvantage is its range (approx. 30 metres). It also does not take into consideration the elevation of enemy signals. For example, a signal might show an opponent approximately 2 metres ahead of the Marine but this does not mean the enemy is directly in front of him, it could be on a higher or lower level altogether, or travelling along a crawlspace between decks.
You can only use the motion tracker in the normal vision mode, in other vision modes, you can see it on the screen, but it will not display any information.
Spin around regularly to check for any movement behind you too, the motion detector only scans in front of you, not behind you. Enemies will appear as blinking dots.
do not rely on your motion detector too much. It should never happen that an Alien is leaping right for you face because you were too busy studying the dots on the motion detector.
Image Intensifier
The image magnifier is also useful. Use it in dark places to get a much better view of the environment. Use this device to spot aliens you cannot see. Remember you cannot use the motion scanner while the image intensifier is activated. You also shouldn't use it combined with flares because the combination will blind you, too much light.
The Image Intensifier is a poor solution compared to the vision modes of the alien and the predator, but neither solution is perfect. I use the image intensifier more often than flares, because flares can reveal your position and flares can create even darker shadows.
Because you need the image intensifier so often, playing as the marine, I usually put it on all the time (unless you enter very bright places, but almost never happens). You get used to it very quickly, but it is also a sad thing: because you see everything green all the time, you can never see the beautiful environment and the great lightning effect. it is really too bad Fox Interactive balanced the dark\bright rooms, although it is very realistic.
Jetpack
The jetpack will lift you up to higher levels. You can also use it to slow down your fall. it is not default equipment, you can only use it in certain bonus missions.
You will get the jetpack in all bonus levels that originally were alien levels. Otherwise, you wouldn't be able to finish the level if you couldn't reach higher places like the alien can.
Flares
The Phosphoric Flares will light the environment. You have an infinite number of them, but you can only throw 4 of them at the time. Use them in the many, many dark environments to spot aliens. NEVER use it in combination with the image intensifier, you will be blinded. You can carry an unlimited amount of flares.
The flares are also very useful to spot aliens in dark corners. Just throw a lot of flares towards the ceiling (they stick to any surface they touch) and within a second (you can throw two flares in a second), you can light the whole environment and leave your opponents open for an attack.
You can only throw four flares at a time, you have to wait until one has been put out until you can use another one.
For a fun effect, throw a flare towards an alien. The flare will not hurt the alien, but it will be really hard to hide when you are a walking flashlight. You can also use this tactic in multiplayer to annoy opponents.
Medikits
Medikits will give you up to 100% Health. You cannot take a medikit with you, you find them along with dead bodies. If you have about 98%, do not take the medikit at once, but wait until you are hurt more badly. It will only restore your health up to 100, not higher.
Armor
Armor will give you up to 100% Armor. Similar to the medikits, take it only when you are % is very low. you find it next to dead marine bodies.
Vision Modes
Normal vision mode
This is the normal, default mode, everything looks like any other 3D game. You will need flares all the time to light the dark environments. Your sight is very limited, so you do not see any movements in shadows or dark environments. Use this view only to look how the aliens die and how beautiful the graphics are. it is useless.
Although the normal vision mode is very limited for the marine in dark environments, the combination of the normal vision mode with flares is quite effective too in the appropriate situations. With the enhanced vision mode, it is not fun to play. Everything looks green and nothing you see seems realistic. Playing with the normal vision mode is more exciting and it makes you feel you are walking in a normal, living world instead of a set of rooms in a game. it is the same for the predator and the alien.
Enhanced vision mode (image intensifier)
If you enable the image intensifier, you finally get to see something in the dark corners of the game. When you enter a place filled with light or you use flares, you will be blinded by the amount of light. You also cannot use the motion tracker while the second vision mode is enabled.
Since Aliens vs. Predator is very dark, you can play with the thing on all the time, but you miss the great graphics of the environment (and the image intensifier makes everything just plain green).
Tactics
Try to stay in open spaces as much as you can. it is also in your advantage to avoid places with a minimum of light. Otherwise, use flares to light the environment before you enter, both the predator and the alien have much more advantage in the darkness.
Try to keep a situation overview. Never walk in small spaces (especially not when you have the SADAR equipped). Stay in open places where you can easily take down enemies. Aliens will not be able to sneak on you either then If you should get trapped in a cramped space, use the flamethrower. It offers a great distraction and causes other species to retreat.
Line up with your back against the wall and check there is no possible way someone can attack you from behind. Just do not forget about the ceiling (aliens) and sound with no movement (cloaked predators).
When entering a new room, always use the motion detector and then check the ceiling and walls for holes where aliens may be hiding.
Do everything to avoid close combat with the alien. it is better to take a little damage and keep an alien away from you than engage close combat. The predator's weapons work best at mid-range, so do not let him get that close.
The Marine needs every single weapon he can find, because his firepower is the only advantage he has.
If you are looking down a steep drop-off, lob grenades over the edge. In cramped spaces, use the flamethrower. Use the smartgun to shred enemies from distance. You really need to known all your weapons and which one to use where. Soon, you automatically select the appropriate weapon for a certain situation.
Marines vs. Aliens
The best weapons to defeat aliens are the pulse rifle and the minigun. Especially the minigun is powerful, because it has a fast firing rate. This means the alien will not bleed so fast (the alien's blood is like acid and can hurt you). do not use the Rocket Launcher against aliens in small rooms. A hit will spray a lot of acid around and you will lose too much health. The auto-tracking of the smartgun is useless. A good alien player can move so fast you cannot track him.
it is better to lose a lot of ammo while firing at an alien from distance than to let him close. Close combat will always be in your disadvantage.
In the beginning, it is quite easy to take out aliens who pop up in front of your nose. Later, when they attack in group and are hidden in the dark (hanging on the ceiling), there are much harder to take out.
If you cannot handle the situation anymore and you decide to flee, you have to understand your limitations. You cannot just turn your back to an alien and flee, you can never match his speed. So, when you are sure you want to flee, run away back while covering your back. Especially the rocket launcher has the large blast radius you need.
Marines vs. Predators
Predators are easier to take out than aliens. They do not move so fast, so it is easier to track them and get a good shot. Still, they have some heavy armour, so it will take more shots to take them out. The predator's weapons work best at mid-range distance, so do not let them come that close.
The best weapon against predators is the minigun. It does fast damage before he's able to reach you. Never use the incinerator, because the predator has fire resistant armor. The SADAR is quite powerful too, but it is often easy for Predators to avoid the rockets with some strafing.
Try to finish off the predator at once. If you hear the "whahahaha" sound from the predator 'before he activates his self-destruction mode, defeat it. If you cannot, then you are doomed. You cannot run away from a self-destruct. Very lame: The explosion is put right on the place where you walk on the time of detonation. The alien walks fast enough to avoid this. You can just wait for him to blow up, and then run like hell, and you will not be dead.
Marines vs. Marines
Battles between marines tend to be short, because of the powerful weapons. One direct hit of a SADAR rocket does an awful lot of damage. Usually, the best strafer wins the battle, because marines will attack each other from distance. Try to avoid all gunfire and take out the other marine with your minigun or smartgun.
Hiding in the dark works well against marines, because you can take advantage of their vision limitations.
Verdict
Playing as the marines, you have to run around with a motion scanner all the time only makes you scared. you are the prey, you are the one hunted down and it is not a good feeling.
Never use the marine for close distance attacks, he has a great firing range. The predator can defeat you at once with his best weapons and a sneak attack from an alien will cause so much damage you will not survive.
There are medikits and armor, but it depletes so fast that you have to look for new ones very often. Especially in the early stages of the game you are only trying to survive and looking for ammo, but later on, when you get the good weapons, you stand a chance.
If you play deathmatches, do not enter any small hallways where an alien or a predator might be hidden. you always get fragged. Look for open places where you can get a good shot from distance at other players. If you have to enter small rooms, work in teams and cover each other. (One uses the motion scanner while the other aims). If you are alone in a small room, quickly shoot inside the room and retreat at once. If someone comes after you then, move back while firing at him. If you hurt him enough, he will retreat to find some health.
do not forget the use of flares, they can make all environments brighter, so enemies will get a hard time to hide in the dark.
- Episode I: Derelict
- Episode II: Colony
- Episode III: Invasion
- Episode IV: Orbital
- Episode V: Tyrargo
- Episode VI: Hangar
- Bonus I: Temple
- Bonus II: Vaults
- Bonus III: Ferarco
- Bonus IV: Gateway
- Bonus V: Waterfall
Episode I: Derelict, Marine
"Look alive, Private. you are in some serious stuff. We are bugging out now. Level 3 doors are already locked. So get your ass to the Comm room. I'll brief you from there."
You will only have one weapon in this level, the Pulse Rifle, but it is all you will need. There are not many Aliens in this level. You do not even encounter any until you are about halfway through the level anyways. Exit this room and head down the hallways to the switch that says "In case of emergency, break glass". Shoot the glass to break it, then pull the switch. A door will open, so go through it. This leads to the comm room. Use the lift to get down.
"Okay, Private, we've got a security breach. Move your ass to the airlock. you have gotta go through the egg lab first. Open the blast doors by pulling on the override switch. And do not worry about those eggs, they have been sterilized. Now move it."
Find the switch in this room and pull it. Go through the now opened glass doors and down the hallways to the room with the eggs. Against the far wall you will find some Pulse Rifle ammo, but you have not used any shots besides shooting the glass, have you? do not worry, you will get to shoot some bugs soon. Turn right at the wall and go down the hallway. Press the button to open the airlock, then go through it.
"Proceed through the tunnels and rendezvous with Op 3. they will escort you out. We've had some light failures so you may need to use your image intensifier."
Go ahead and use your Image Intensifier in the next room, as it is pitch black. Go left in this hug room and all the way to the lift, which will take you up.
"Okay Private, we've lost contact with the Ops team. Careful, we've got some weird signals. Something's moving down there."
Prepare your gun; it is time to defeat some bugs. As soon as you turn right down the hall, you will see your first Alien, way down the hallway, running at you. defeat it from a distance. Now Aliens will respawn throughout the level, but you will not encounter too many. Head down the long hallway.
"We're getting our asses kicked. Looks like you are on your own. Take the underground access duct to the main colony. Try using the override switch for the observation door. Just do not get yourself defeated."
there is a Medikit in this room if you need health. Take the lift up and head down the hallway into another long hall. Go right if you need Armor, otherwise stay on the main path of hallways as you make your way through the installation. Eventually you will reach a huge room with a catwalk. Walk across the catwalk and turn left at the end. Activate the switch down here.
COM: that is it. Now get your ass down to the main research floor.
Head back to the large room with the catwalk and stand in the niche. it is a lift; it will take you down to the research floor. Head right and into the hallway marked Exit
COM: do not panic marine - you need to proceed carefully inside the artifact. there is a tunnel through it to the access ducts.
The structure in front of you is the artifact. do not worry, you will probably only encounter two or three Aliens inside. Enter the artifact and go left. it is a good idea to use your Image Intensifier. Take the lift down into the huge room with the Jockey, where you might find an Alien. Somewhere in this room along the wall is a tunnel; enter it.
"Thought we lost you back there. Okay, you are almost to the colony access duct. Stay sharp."
Follow the hallway past the room with the pool of water to another lift. Enter the red room to finish this level.
Episode II: Colony, Marine
"Welcome to the main Colony base, Marine. Looks like the colonists shit a brick and pulled out. there is an APC beyond the Main Gate. But the power's shut down. you will have to open the gate remotely. Find the Generator Shed, turn on the power, and await further instructions."
You begin this level with just the Pulse Rifle, but you will pick up other weapons later. Start by leaving this room and taking the lift to get outside. Aliens respawn randomly in this area, but you should not be overwhelmed at any point. Once outside, head right and go all the way down until you reach the wall. From here, turn left and you will see a building marked with an "E". that is the generator shed, so head inside. it is dark, so you will need your Image Intensifier. There are not any Aliens inside, but they might run in from outside.
Go through the building, ignoring the stairs, and you will reach a small room with a glass window. Shoot the glass and jump down into the next room. You can activate the generators by pulling the nearby switches. Get all four.
"All right, Private. Main Base is back on-line. Now get inside the Colony Building and find Ops room, Level 3. you will be able to unlock the Main Gate from there."
Leave this building, grabbing the Medikit on the way out, and head back to the junction where you first got outside. This time, make a left. This will take you to the North Lock doors: the colony building. Pull the nearby switch to open the doors and go inside. Go to the right and you will reach the Level 1 door, which is locked. you will need to crawl into the tunnel on the right. Go inside, and it will lead you to a small room with stairs. Go up the stairs until you find another small tunnel marked "Exit Storage" and crawl inside. This will take you to another room. Go through the door on the right. At the junction, go right and take the lift up. This leads to a hallway with a big hole in the floor, but you can walk around it, just be careful not to fall. Go right and up the stairs to reach the Ops room.
COM: Control Room - Nice going marine - you need to activate all 5 switches.
There are two switches along each wall, and one all by itself opposite the screen.
"Damn. Did you throw all FIVE switches? Well the Gate's locked down tight. You need a bypass kit. The Engineer had one - it might still be on him. His body is in Medlab on Level 2. Got that? Level 2."
You can exit by either door. Turn down the corridor opposite the one you entered by; this will lead you to stairs. Head down them. At the little niche in Level 3, you can grab a Medikit and a Smartgun. Save your Smartgun ammo for now though. Head down to Level 2 and enter through the Medlab doors (there are clearly marked). Before you get near the actual entrance to the Medlab, at the door with the hole in front of it, switch to your Smartgun. Be extremely careful in and around this room, as there are Facehuggers inside. If you get hit by one of them, you will instantly die. Use your Smartgun to defeat them all quickly.
COM: PDT is near - look around for a small device.
The bypass kit will be on one of the six tables in this room. You can also grab Armor, a Medikit, and ammo in a pool of blood in here.
it is time to leave this Alien infested colony. You can exit by going back to the main set of stairs and going down, or you can drop down the hole outside the Medlab. The latter will hurt you slightly, but it is much faster, and you are almost done this level anyways. Once you are outside, go back toward the generator shed and you will see a huge door labeled as the South Lock. Go to the little box by the main gate and activate it to open the door.
you are not out of the woods yet. There are a few more Aliens as you approach the APC, but you will find some Smartgun ammo along the way, so just use that weapon to defeat them from a distance.
COM: You made it, marine. Let's get this APC prepped and moving.
Head toward the APC to complete this level.
Episode III: Invasion, Marine
"Orders from above, you MUST shut down the cooling system before they will authorize an airlift. You need to power down the five, repeat FIVE, ventilation fans, and make your way through the Processor to the landing platform. I'll be in radio contact."
You only have the Pulse Rifle, but you can grab a Pistol if you just turn to the right. Aliens will respawn randomly throughout this entire level. Leave the APC and go up the stairs, where you will see some Predator blood. Go through the hall with the flashing lights and into the larger room, then up the stairs.
COM: OK Marine. Your location is directly under one of the ventilation fans. Blueprints say the pressure wheel's a level above you. do not waste time.
Go up the stairs, around the pipes, and through the door. In this hall, you will find a Medikit and Armor; take it if you need it. Go through the door on the left.
COM: Keep it sharp Private; there is a cooling fan directly ahead to the right.
Head right. Go up the stairs and turn the wheel in the next room, making sure to grab the Flamethrower (and the Medikit if you need health).
"Nice work, Private. Cooling systems degraded by twenty percent. Looks like the direct route is closed off. you will have to go through the substructures and make your way down."
Head back to the hall and go straight across the hallway. Go down the stairs and take the lift down. Get your Flamethrower out and use it to take care of the Facehuggers in the next area. it is dark, so just sweep flames across the floor to get them, then back up and wait for them to die. Go through the small door with the bars across it and go up the stairs along the big tank. Turn the wheel at the top of the tank, and grab the Medikit and Smartgun here too.
COM: Good going - pressure door reactivated. Company reps say there are prepping a dropship for you. Guess we gotta believe em.
Head back to the room where the Facehuggers were and go through the larger door with the bars across it.
COM: do not waste time - the Processor's fitting to blow real soon. Find the lift up A.S.A.P.
Go down the little hallway to the right and you will find a lift. Ride it up.
COM: Looks like you are in a subsidary fuel room of some kind. Good. Keep it tight and keep climbing.
There is another lift in the next room, so ride that up and then go up the stairs after you get off the catwalk.
COM: Private, you need to access the door opposite the stairs.
Go up the stairs and turn so you can see the door in question. Above the row of flashing lights you will see a bar. Shoot it and a platform will drop down so you can reach the door.
COM: Proceed down to Ventilation Control.
Go down the stairs. This leads to a room with a Medikit and some napalm. Turn the two wheels in this room.
"Okay, Private. Two fans down, three to go. A dropship's being prepared for you right now."
"The cooling towers are starting to vent. I'm reading serious power surges here. Keep it up. Two more fans to go."
Once the fans shut down completely, head down into that room and enter the middle vent. This drops you down into another room. At the blue area with the tanks, go left. The room straight ahead has a Facehugger in it, so use your Flamethrower to take care of it. You want to head back to the circular hallway and take the lift up again. This area should look familiar to you. Head back to the area where you dropped the platform down to access the door.
COM: Proceed left into the local Control Room.
Go left into the room.
COM: there is a pressure wheel in the viewing gallery.
To the right is a door. that is where the wheel is, so go turn it.
COM: Good work Marine, just one more fan.
You can also find a Medikit and napalm in this room. When you are ready, head back to the main hallway and go straight. At the junction, go right and follow the hallway down. There is a Facehugger in one of the small rooms you pass by, so be careful. These halls will take you to the last wheel you need to turn.
"Great work, Private. Cooling systems shutting down. But I wouldn't stick around if I were you - it is gonna start getting real hot down there. The airship's coming down but you do not have that much time. Get your ass up to the landing platform. I mean NOW."
Backtrack through the halls until you find a door with a bright green light over it. This door will take you to an elevator, but you must jump over a gap to reach it. Use the elevator to go up to the landing platform. you will see the dropship land. Once it has landed, move toward it to finish the level.
Episode IV: Orbital, Marine
COM: Welcome to the orbital platform USS Odobenus. Please proceed through the airlock for decontamination.
You only have a Pulse Rifle now, but you will find other weapons later. Go forward and enter the airlock. you will be decontaminated, and the other door will open after a few seconds.
"This just keeps getting better. We got hostiles in a parallel orbit - looks like there are gonna dock with the platform. The rest of us have pulled back to the cruisers. You need to get down to the living quarters. And one more thing: the Company has activated a new defense system. I do not have any specs on it yet. All I know is that it is new and nasty as hell. So watch yourself."
there is a Smartgun in this room you should grab. You can stay to watch the Predator ship fly in and attack the dropship if you want to. Pull the switch to open the door in this room when you are ready.
There are Aliens in this area, but not too many. Go straight ahead to get some Pulse Rifle ammo and a SADAR. Save that SADAR, you will really need it later. Go down the stairs and you will enter another hall. There are plenty of doors here, and some of them have helpful items behind them. The first door on the left has a Facehugger, a Pistol, and some Pulse Rifle ammo. The next door on the right has a Pistol. The following door on the left has a Medikit, and the last door on the right has Armor. In the next hallway, turn right. The room on the left has an Alien and Pulse Rifle ammo. All the other rooms contain nothing of value.
If you go through the door at the end of the hall and turn right, you will find a Predator; he may be cloaked. defeat him if you want to get the Skeeter Launcher in the room behind him. Somewhere in this area you will find a room with a strange tube thing. that is where you want to be.
COM: you would better watch yourself, Private - the Company rep's just powered up the automated defenses, including some really nasty experimentals. They do not seem to want any security breaches.
Open the door here by pulling the switch.
COM: Here's a hint, marine - the defenses are laser-targeted. If they get a lock-on, be somewhere else.
In this room you will find some SADAR ammo and health. Grab them both for the upcoming confrontation.
"Bad news. The hostiles have destroyed all the docking arms, so the only way off the platform is in one of the escape capsules. there are located at the end of the hydroponics garden. But in order to get there, you have to get passed this new defense system. Details are still classified but what I do know is that it is based on some kind of laser technology. Whatever you do, do not let it get a laser lock on you."
it is time to pull out your SADAR and deal with these experimentals you have heard so much about. Go up the stairs and down the lift. As soon as you reach the bottom of the lift, turn left and you will see the Xenoborg. Shoot it dead on twice with your SADAR to destroy it. do not put your SADAR away just yet though, you still need it.
COM: Marine - there is an escape capsule at the end of each hydroponics section. Get to the algae tanks and the rest should be obvious.
Follow the tunnel and take the lift up, then go up the stairs.
COM: You are now located in the hydroponic gardens.
Pull the switch and go through the door. Immediately to the right, you will see yet another Xenoborg. Shoot it twice with the SADAR to take it out, then go to the opposite end of this room and pull the switch. Go through the door and drop down the hole to finish this level.
Episode V: Tyrargo, Marine
"Here's the latest. Tyrargo is overrun with Aliens, and it is gonna be tough going. So watch your back."
Yet again, you only have the Pulse Rifle to start with. Pull the switch ahead of you to open the door and enter the huge room. In this level, you will find Aliens respawning in massive numbers, so you will need all the ammo you can get. Go straight across in this room to find a Smartgun, Pistol, and Armor. Then, go up the stairs and hit the two switches to open the door. you will be going through lots of rooms now, with lots of Aliens attacking you. In the room with the cryogenic freezing chambers, you will find a Facehugger.
"The crew has already bugged out. do not bother looking for survivors. Make your way through the mess hall to engineering."
Hit the switch to open the door. Continue through the linear rooms. If you stop in the shower room, you can grab Armor and Smartgun ammo. In the locker room, shoot the grate and enter the vents. At the other end, you will need to shoot the grate to exit. This room has a Flamethrower and a Medikit. Continue through the rooms and you will reach a lift. Pull the switch to activate it. Ride the lift up.
"The doors to the reactor core are sealed. To open 'em, you will have to re-activate the cooling systems. Once you are through, open the emergency exit and get outta there."
Go down the hall and pull the switch. Backtrack and go through the door with the blue light. Continue through the halls until you find a set of stairs. Go up them and hit the switch, then go through the opposite door. At the end of the hall, throw the switch to open the door and enter the next room.
Take the lift down and you will end up in another huge room. Go right to grab a Medikit, Armor, and a Minigun. Keep that Minigun out; you will need it. Once all the Aliens are defeated, you will notice a cloaked Predator walking around. He will not attack you until you attack him, so make your first shot count. You can blow up the rockets near him to hurt him, or just blow him to pieces with the Minigun.
"All right Marine, thank you for your services. Private, you have been most useful. However, I have to inform you that the Company is unable to evacuate you at this time. You understand it is nothing personal."
What a jerk. And after all you have done for him. A Predalien comes lurching toward you, shoot it down.
"Not much time so listen up, I'm opening the hangar door. Hurry, Marine. Move your ass outta there."
Hurry and run toward the door that is up a small flight of stairs. it will only open for a short while, then close again. Get through it, then hit the switch to activate the lift. Take the lift up. you are almost out. Turn around the corner; the switch is down this way. A Praetorian will drop down and attack you, so use your Minigun one last time to defeat it. Then continue down the hall to hit the switch. Take the lift down to complete this level.
Episode VI: Hangar, Marine
it is time to fight the Queen Alien. You have only your Pulse Rifle, but it will not even put a dent in the Queen. Not even your grenades will do any more than slow her down for a second. So how can you beat her? Well, how did Ripley beat the Queen? She pushed her out of the airlock. you are gonna do the same thing.
Go forward to enter the hangar and confront the Queen. If she is far away, do not feel invincible; she can throw those tiny boxes at you, so it can be helpful if you shoot away the boxes. When you are ready, lure her toward a pile of rockets and shoot them when she gets close. This will stun her for a while. Once she's stunned, run and search for the airlock on the floor. it is near the entrance to the hangar. There should be a little panel; press it to open it up, revealing two buttons. Press the button on the right. do not open the airlock.
Shoot the grate on the floor to enter a little crawlspace. Crawl forward until you reach the button. Press it to open a panel in the floor. Shoot the two canisters inside.
Climb out of the crawl space by one of the sets of stairs inside. By this time, the Queen should be up and walking about again, so lure her toward the last pile of rockets and stun her again. Head back to the airlock and press the button on the left. The airlock will open slowly, so you need to hurry. Run toward the wall, where there is a small niche. As soon as you get inside, press the button to close the door. Now you can watch as the Queen is sucked out into space. Whee.
Bonus I: Temple, Marine
COM: you are lucky to be alive, Private - the temple is outta control. Keep headin' up to reach evac.
You start the level inside the Hive (how on earth did you get there?.), and almost immediately, three or so Aliens will attack you, so defeat them quickly. Use your Jetpack to reach the ledge high up on the wall, which has a Medikit in case you got hurt this early in the level. This leads to a long tunnel that goes steadily up. you will find a few more Aliens in here also. Eventually you will reach a room with a huge Alien statue. Use your Jetpack to descend to the ground safely. At the bottom, you will find a Flamethrower, some napalm, and Armor. Enter the tunnel opposite the side you entered from, and watch out as you proceed; there is a Face-hugger located somewhere in the tunnel, although your new Flamethrower should make short work of it.
At the tunnel's end, it drops off slightly. If you look down, you will see another Face-hugger down there, so defeat it before you drop down. Grab a Smart-gun and a Medikit. Use the Jetpack to go forward and up, continuing through the tunnel. Then use the Jetpack to exit the Hive. Take the lift up (or use the Jetpack) and continue into the square room. Use your Jetpack to reach the second level here, and go through the hallway. In this room there is an elevator, but it is not working, and your Jetpack will not help in this case.
COM: Local generator needs to be powered to budge this lift.
Go through the other door in this room. To the right is a hole in the floor with two caution signs beside it. Use your Jetpack to descend safely to the bottom for a Medikit and a Pistol. Then, jet up a bit to the second level. Shoot the glass here, then pull the switch. Head back to the room with the unmoving lift; it is working now. Ride it up.
COM: Top access is blocked - override it by destroying the four local sub-stations.
The sub-stations are labeled as the North, South, East, and West Guards. Just go to each one and destroy the panels. Watch out, as there are quite a few Aliens, including a few Praetorians. If you are in need of health, you can find a Medikit in Lab 2, but watch out for the Facehuggers.
Use your Jetpack to fly straight up, as far as you can go. On occasion, Aliens might drop down onto you (I once had a Praetorian land on my head). At the very top, go down the passageway, and watch out for Praetorians around here, as there seems to be a lot of them.
COM: The evac craft are in sight. Looks like ya made it.
The craft will smash the window ahead of you open. do not worry about breathing now, just run toward the ship and you will complete the level.
Bonus II: Vaults, Marine
COM: Sir, we have a problem. The predator that infiltrated the base has triggered the base's self-destruct. We have just had word that one of the company heads is still in the base. You must destroy the four liquid tanks in the basement to terminate the sequence. You have less than a minute.
you would better start moving quick. You will not find too many Aliens as you run, only a few. The hallways are very straightforward, so just keep running until you come across the trail of green Predator blood.
COM: You may want to find Russell's minigun to help you with that predator. Russell's last com came from the predator-holding room.
Turn to the right, into the room where the Predator blood comes from. Grab the Mini-gun from the pool of blood that is Russell and turn around to follow the trail of green blood. You will go past a set of doors eventually, and from that point on, ignore the blood trail and turn right. There is a set of stairs here, and you might spot the Predator, or he may be cloaked. Ignore him for now and run down the stairs. You need to shoot the big boxes; they are the liquid tanks. Two are at the bottom of the stairs, and the other two are in a room to the right.
COM: Congratulations, Sir; the destruction sequence has been terminated, but you must defeat that predator.
Chances are the Predator followed you, but if he did not, head back to the stairs; he should be somewhere around there. Annihilate him with your Mini-gun.
COM: Sir, we have another problem. We have learned that the company head is in the upper communications level alone and unarmed. There appears to be some loose xenomorphs headed that way. You must locate him before it is too late.
Again, you need to run quickly through these hallways because if you do not, the company head will get munched on by Aliens. The hallways are pretty straightforward. you will find some Aliens and Facehuggers, but it is best to just run away from them. Eventually you will reach a large door. there is a switch on the side of the door that you need to pull to continue on. there is also a sentry gun behind the door, but it only targets the Aliens that by now should be following you.
COM: OK, Sir. The level is sealed off. Now you must clear the area of aliens and protect the head of the company.
Whatever you do, do not use your Smartgun, because the reticle will target the company head. He does have a Pistol, which he will use if Aliens attack him, but you are the one with the Pulse Rifle, so protect him. Search around for any remaining Aliens in this area. There are usually only two or three you need to defeat. Once all the Aliens here are dead, the level is complete.
COM: Well done, Sir. The area has been secured. The company wishes to express its deepest gratitude. You have an extra half day's leave. -
Bonus III: Ferarco, Marine
COM: This ship is dead and infested - your mission is to power up the Mother Module.
An Alien will attack you as soon as the level starts, so defeat it quickly. The lights will then go out.
COM: Uh oh - looks like the power is off again - you have to trigger local Generators so keep your eyes peeled.
You will encounter only a few Aliens in the start of this level. Head down the tunnel and to the elevator on your left. It does not work, so use your Jetpack to get to the top. In the next room, the door to the right will not open, so head to the vent on the left. there is an Alien in here, so take care of it. At the end of the vent, shoot away the grate and crouch to enter the next room. In here, there is a Medikit, a Pistol, and a Flamethrower. On the right side you will see a cylinder wedged between the door. Shoot the cylinder and it will blow up, letting you go through the stuck door. Continue until you reach a large room where a few Aliens will attack you. Use your Jetpack to fly to the very top of the room and enter the vent. Shoot the grate to enter a hallway.
At the end of the hallway, enter the vent opposite the one with the grate covering it. Head down the vent and turn right. This tunnel drops down into a cryogenic freezing room. Crouch to go through the half-opened door and head down the hall. Go left, then left again and shoot the glass away to enter a circular room. To your left is a switch. Shoot the glass away and activate the switch. From this point on, you will encounter a lot more Aliens. Head down the hall and go right at the fork. In this large room, go up to Deck 3. Here, there are two switches, so shoot the glass away to activate them. Then, head back down to Deck 2 and enter through the newly opened door.
This circular hallway can be a little confusing. You want to start by going right. You will notice the door in this room opens if you go near it, so remember this place, because it leads to Mother. Right now though, you need a security pass. Keep going down the halls. You should pass three rooms before you find another door that leads to a room with a table. There is a security pass on the table, so grab it.
COM: Security Pass picked up.
Now backtrack to the other door that opened for you. Head to the right and you will find yourself in the control room. The small door on the right leads to Mother.
COM: The Mother Module requires a Security Pass get searching Marine. Well it is a good thing you already found it. Go into the room that houses the Mother Module to complete the level.
COM: Mother Module is powering up - mission accomplished.
Bonus IV: Gateway, Marine
This was originally an alien mission, so you can use the jetpack again. You start in one of a set of nine rooms. there are connected to each other through glass windows. Go through the glass on the left (shoot it) and get the smartgun in the next room. Continue going through the glass at the left side of each room then until you are in a room with a gap in the ceiling (it is seven to eight rooms from the room you started in). Use your jetpack to fly up. In the next room, go through the entrance with the grate next to it (use your jetpack to slow down your fall) and you are on top of a high column with entrances to the left and the right. Do not go left or right but go down the big column (with your jetpack).
Go through the entrance that reads "junction 2". you find a flame thrower there. Next, go through the entrance that reads junction 1. you stand in front of a grate, do not break it yet, it is a small room there with two facehuggers and some aliens. Let the turret take them out. When you hear no alien sound anymore, break the grate and go to the next room. Jump behind the turret and you fall a long way down Use your jetpack to slow down your fall. In the next room, there is a predalien. Take him out and exit to the left then through the door. Go through the next door.
Go to the left and walk to the end of the hallway. There are two small doors here. Take the right one and go down the long shaft for some armour. Exit through the door at the bottom, but watch out for the Xenoborg. You do not have enough ammo to defeat him (and you cannot afford to spend some much), so just run past him and avoid his laser. He will not follow you.
Choose one of the doors at the end (they lead to the same room). Go to the back of the room, there is a SADAR there and a medikit. Go back now and defeat the Xenoborg. You have to defeat him or the next shaft doors will not open. In the SADAR room, take the left shaft and fly down with your jetpack. There are three floors and you start from the third. Fly to the bottom of the shaft and go through the door. In the side-entrances of this room, you can find a medikit and some armor. Return to the shafts and take the right one.
Go to the bottom of the shaft and exit it. Get the grenade launcher. Walk to the left and you find a medikit. Use your jetpack to get to the bottom of the big room. There are two gaps on each side of the room. Go down one of the gaps and break the grate to proceed. In the next room there will be a nasty praetorian. Take him out. To the right, there is a big door. To the left, there is a gap with a sign that reads Gateway. Jump down in the gap (use your jetpack) and break the grate at the bottom. Walk over the bridge towards your ship to end the mission.
Bonus V: Waterfall, Marine
You get some help from marines, but there are extremely dumb, they will not defeat an alien at all, they simply get defeated themselves. The only way there are useful to you is use them as a distraction. While the aliens attack them, use that moment to defeat the aliens.
Walk through the door and you see a marine getting defeated. defeat the two aliens and press the button on the left. Stand on the elevator and ride it down. Leave the elevator when you are down and follow the path and then up the stairs. Just go through the door and walk to the left. Grab the two pulse rifles from the right side of the entrance and go through the entrance, up the stairs then. You reach Checkpoint 3. Walk to the end of the room and turn right. Turn right again and you reach the control room. there is a minigun in the right corner. Go back down the stairs and turn right. Walk through the door and turn right again. defeat the aliens and push the button to the left. Get the armour from the booth and continue your way. You reach Checkpoint 2.
defeat all the aliens, then hop over the bar and get the medikit from the back. there is a nasty praetorian in here up the stairs. Take it out as quickly as possible. Go up the stairs and at the end to the right into the tunnel. You reach checkpoint 1.
In the booth to the right, there is some armour. Hop over the bar and go through the door at the end of the room. You reach two bridges. Cross the first bridge, follow the U-turn and cross the other bridge. Walk across the passage and into the tunnel. Go down the stairs and go through the door. Push the button to your right. do not enter the next room yet, first take out the two face huggers in the water. Enter the room then and defeat the two praetorians en the alien that come from the left. Grab the medikit and follow the stairs down.
To the right, there is a turret that will take out all aliens that come from your right. do not go past the turret yet. Walk straight forward and go down the stairs. Walk through the door and press the button on the right. At the end, go left then and walk straight forward through the tunnel. In the next room, get the SADAR next to the right wall and return to the passage with the turret. Walk past the turret and let it defeat all aliens that follow you.
Walk up the stairs then and jump to the left toward the crates. At the end, get the armor. Jump to the platform on the right for some more ammo for the minigun. Return to the top of the stairs then and follow the tunnel up the stairs. In the next area, jump down from the platform. there is only a predator left now. If you are low on health, press the button and run through the door. Turn left and get the medikit. defeat the predator then and the level ends.