SEQUENCE 20 -- LEVEL 262 -- LEAD MOULD
(1) Figuring out the switches on this level makes it one of the hardest in
the game. Other than that, there are really no secrets. Open the door
to each room and explore it--that's all there is to it. One very
important note: for some reason, the adult dog aliens encountered on
this level are several times harder to kill than those anywhere else in
the game. It will require 26 direct shotgun blasts or 22 pulse rifle
bursts. Use a grenade or seismic charge on each adult dog to kill it
quickly and to prevent its return when you retrace your route.
(2) Now to
the level itself: the room you start in holds 2 derm patches, a
shotshell, and night vision goggles.
(3) Move out the door and you are
looking down the large, primary corridor of the level. You will reach 3
rooms to your left with a very short corresponding corridor across the
hall from each. At the first of these corridors (to your right) an
adult dog alien may charge you. Grenade it and continue. Don't miss
the derm patch in this corridor as well as the next one. Of the 3
rooms, the second is the only one open right now. It holds 4 patches.
(4) Near the end of the main hall, grab the derm patch and take the third
corridor. Turn right (there is another derm patch here) and go all the
way down this long secondary corridor (parallel to and beside the main
hallway) until it turns left. There may be an adult dog along the way.
There are 2 derm patches just short of the T junction you will reach
shortly and 1 in the junction itself.
(5) Explore left and you will find another patch at a closed door.
(6) Explore right and you will end at a
pair of closed doors; on the way you will find a pulse rifle magazine
(activate your night vision goggles here), an adult dog, and 3 derm
patches. In the only open room you will find here (on your left) are 2
flame thrower canisters and a shotgun shell.
(7) Now reverse your route to
the point where you first entered the secondary corridor. Work your way
forward by following the "bread crumb" trail of 3 derm patches (ignore
the part of the corridor that goes around a room to your left for now).
You end up at a T junction.
(8) Turn to your right and move ahead, picking
up 2 more patches. Ignore the left corridor you reach in a moment and
continue to the end of this one. Waiting for you there are an adult
dog, battery, med kit, and pulse rifle magazine.
(9) Now turn around and
stay right, entering the corridor you ignored a moment ago and grabbing
the 4 derm patches and flamer canister on the way. You may have to kill
an adult dog first, though.
(10) Exit VERY carefully. There are an egg and
infected human just outside the end of the corridor and if you are not
cautious you will release a facehugger or chestburster. As soon as you
leave this corridor, a door closes behind you at the nearest junction
and the words "Door activated" appear. Now enter the large switch room,
pulse rifling all the eggs and infected humans as you go. Also to be
found in this cave-like room are 3 derm patches, a flame thrower and
extra canister, and shotgun shell. At the far end is a short corridor
with a battery at the entrance and, if you didn't kill one just prior to
entering this room, an adult dog at the end (by a closed door and a med
kit). Kill the dog now or he may escape when you open the doors,
leaving you with a deficient score for ALIENS at the MISSION ASSESSMENT
screen. Now for the switches: Starting from where you FIRST enter this
room, there are 3 switches to your right and 2 to your left. The 3 on
the right we'll call switches 1, 2, and 3 (with 1 being the closest to
you and 3 the farthest); the 2 on the left we'll call switches 4 (next
to the flame thrower) and 5 (by the shotshell). NOW ACTIVATE SWITCHES
1, 3, 4, 2, AND 5 IN THAT ORDER. You have just opened ALL the remaining
rooms on this level.
(11) Now to explore them. Go down the far corridor
(the one past switch 3, that had the battery at its mouth); there will
be a new adult dog at the end requiring a grenade. Move forward,
passing the single open room you explored earlier. As you near the end
of the very dark corridor just beyond, you'll see another adult dog
appear on your motion tracker. Grenade him and stay right into the room
he just vacated. Within are a derm patch, shotgun and shell, and acid
vest.
(12) Exit and stay right; just past a corridor on your left is another
opened room on the left side holding flame thrower fuel and a smartgun.
(13) Exit this room and stay left (continuing in the direction you were
headed when you reached this room). You will end up at yet another T
junction, where another dog will attempt to ambush you. Turn right to
grab the patch and then continue left. Another adult dog is ahead;
after eliminating him take your first right. An adult dog will attack.
After killing him, you will find a pulse rifle magazine on your
immediate right in a very small recess and a shotshell and opened room
(the source of that last dog) to your left. The room contains another
shotshell, night vision goggles, and the auto-map (better late then
never!).
(14) Come out of this very small room and move straight forward to
the end of this hall for a derm patch and shotgun shell. You are now
only a few feet from the next room you want to explore, but since the
door right in front of you is closed you will have to backtrack a ways
to get to it. Go back down the hall you are in and turn left just after
you pass the very small room. Now stay right from here for quite a ways
(skip past the 1 open room you encounter). You will pass the 3 short
corridors (connecting the primary and secondary hallways) to your left
and eventually arrive at a T junction. Turn left. There is an open
room on your immediate left, and out will charge another adult dog.
Just past the room is the continuation of the corridor and another dog.
Kill them both and examine the contents of the room: derm patch, 2
flamer canisters, shotshell, and pulse rifle mag.
(15) Now backtrack to the
3 short connecting corridors. Only the third one (in this case, the
first you will reach) is open. Go through it into the main hall and
carefully approach the room it faces (room number 3). Inside is another
adult dog; if you approach cautiously, you can lob a grenade at it for
an easy kill before it is activated. Grab the 2 grenades (running
low, were you?) and body armor and proceed to room number 1.
(16) Within are
another dog, a seismic charge, and an adrenaline burst.
(17) You have now
fully explored all the rooms in the level. However, you did not open
all the hallway doors as your mission requires. A quick run back to the
switch room, activate a few panels, and you can exit. To wend your way
back to the switch room from here, simply go to the other end of the
primary corridor and go through the short access corridor you came in
through. Now all you do is stay RIGHT all the way back. ACTIVATE
SWITCHES 1, 3, AND 5 IN THAT ORDER.
(18) Go back out the way you came in and
just stay left all the way to the entrance/exit room. Activate the
switch to open the exit and you are done.
[BUG! There appears to be a
sequence-specific bug on this level. If you have trouble achieving 100%
for ALIENS at the end-of-level ASSESSMENT screen--even though you darn well
DID kill them all--try reviving and re-killing an extra
facehugger or two in the switch room (you may want to deliberately cause 1 or 2 eggs to release
their contents in order to accomplish this). If you are playing at the EASY or MEDIUM
difficulty settings and the problem persists, follow alternate routes to determine the
"proper" order for dispatching the aliens.]