SEQUENCE 0-11

LEVELS 111-162


ANALOGOUS TO ALIENS



Location: Terraforming colony, planet LV-426

For a complete PRINT-ME version of walk-throughs for LEVELS 111-162 (black text on white background) CLICK HERE.
Individual PRINT-ME WALK-THROUGHS and PRINT-ME MAPS for single levels are available below at the walk-throughs themselves.


You can click on the table below or scroll down to the desired level:

SEQUENCE NUMBER NAME SAVE NAME
0 111 ENTRANCE
--------------------
1 112 OUTER COMPLEX SECTION 1 -- LEVEL 2
2 113 AMMUNITION DUMP [1] SECTION 1 -- LEVEL 3
3 122 RECREATION ROOMS SECTION 1 -- LEVEL 4
4 131 MED. LAB SECTION 1 -- LEVEL 5
5 114 AMMUNITION DUMP 2 SECTION 1 -- LEVEL 6
6 141 GARAGE SECTION 1 -- LEVEL 7
7 115 AMMUNITION DUMP 3 SECTION 1 -- LEVEL 8
8 154 ATMOSPHERE PROCESSOR SECTION 1 -- LEVEL 9
9 155 SECURITY CATWALKS SECTION 1 -- LEVEL 10
10 161 ATMOSPHERE BASEMENT SECTION 1 -- LEVEL 11
11 162 QUEEN'S LAIR [1] SECTION 1 -- LEVEL 12


SEQUENCE 0 -- LEVEL 111 -- ENTRANCE

Click here for a PRINT-ME WALK-THROUGH or PRINT-ME MAP for this level.


WELCOME, FELLOW QUEEN-HUNTERS, TO THE GAME ITSELF!

(1) Open the entrance door to begin the level. Work your way around to the 2 opposite-facing doors, killing the 3 facehuggers along the way and shooting the 2 single crates for shotgun and pistol ammo. Lead these 'huggers back to the entrance and kill them there if you don't want to deal with them again later in the game, even though that means you have to kill 2 of them more than once. At the doors, you must activate the switch on your left before you can open the left door.
(2) A facehugger will attack as soon as you enter--lead it down the stairs to the end of that hall and kill it, then go back into the room, grab the auto-mapper, and activate the switch inside (while leaving the derm patch for the moment). Now you can open the door across the hall.
(3) Grab the shotgun, but don't blow the crate yet or you will have to kill the facehugger inside again later on. You will now want to stick with the shotgun for the rest of the level, except where noted.
(4) Go back toward the stairs and approach the row of barrels on the left. A 'hugger will come out of the wall on the other side; shoot a gap in the crates to aim through and kill it with the pistol from the safety of the barrier. Now blow the barrels. Go down the now-cleared hallway and stay to your left until you have almost completed a circle (save the derm patch and medical kit for later).
(5) Blow the barrels and crates in front of you--this will release 1 facehugger, and the last one you killed will be revived. After killing them, heal any injuries by grabbing the med kit and derm patch you passed in the hall and go back to the 2 doors. Get the derm patch in the left room. Now blow the crate in the right room (with pistol) and kill the facehugger.
(6) Approach the barricade between the 2 rooms. The second crate from the left houses a facehugger--release the critter with the pistol and try to kill it to the side (by shooting over the barrels with the pistol) so it is not in front of the door to the room ahead. Fire a few rounds from your pistol (for Heaven's sake--conserve that shotgun ammo!) through the gap in the middle of the barricade to draw a nearby warrior to you on the other side of the crates and barrels. You can use the shotgun and fire at it from relative safety (it rarely hurts you across the barricade) when it comes close, or blow the barrels at the right moment to kill it. However, it is better (but more dangerous) to blow the barrels and let the warrior come after you so you can kill him away from the unopened doorway (what you are trying to do is leave an acid-free line of retreat from the door).
(7) Now open that next door and immediately back up. Lead the warrior that comes after you back away from the door and kill it. Go back to the door and activate the second warrior and kill it.
(8) Now enter the room (be aware that once the door closes behind you, you cannot reopen it). There are 4 facehuggers running around; draw them out of hiding one at a time to kill them. Now blow each crate from a distance (2 will contain facehuggers) and grab the powerups. Go through a gap in the crate "wall," get the pickups (including the battery you will need shortly), and kill the facehugger that comes from your right as you exit the room through the far door. Walk to your right and get the shotgun shell and clip. Now go back the opposite direction and get the 9mm and the shotgun shell. There will be 2 wall recesses on your right as you go: the first contains 2 'huggers (make sure you draw 'em both out) and the second (past the shotgun shell) contains 1.
(9) Now go back and enter the unexplored hallway on your left. You will find 2 facehuggers in wall recesses and 3 more (plus 1 warrior) waiting for you out in the open.
(10) After you kill them, activate the battery-operated panel at the end of the hall and open the door to the exit. Round one!

[RETURN TO TOP OF PAGE]

SEQUENCE 1 -- LEVEL 112 -- OUTER COMPLEX

Click here for a PRINT-ME WALK-THROUGH or PRINT-ME MAP for this level.

(1) Open the entrance door, face left, and sidestep into the hallway to meet the warrior that charges you. Kill him and then go up the stairs on the right until you see another warrior.
(2) As soon as you spot him, turn and run back to the entrance. Re-kill the first alien (quickly!), then turn and kill the one hot on your trail. You will see these 2 yet again at the end of the level. This doesn't just seem like a lot of trouble--it is! However, this will save you from dealing with that second alien repeatedly (at the same time as a whole herd of facehuggers) later on.
(3) Now go left up the stairs. Down this hallway you will find 2 facehuggers and a warrior. You will also have to make timed dashes past the steam vents to avoid burns. Don't miss the auto-map and multiple crates here. Follow the hallway, staying to the right until you reach a barricade at the top of some stairs.
(4) Blow the obstruction, go up the stairs, and activate the panel ahead and to your right.
(5) That will allow you to open the door now directly behind you. When you do, a 'hugger is waiting. There will be 6 more down past the long stairway. You will have to make several trips up and down the stairs to activate them all (and earn the elusive 100% for all aliens killed), and you will have to kill most more than once (it will be easiest in the long run to lead them all to the top of the stairs and turn right down the hall to kill them all there; this also happens to be where that second warrior you killed would have kept repeatedly reviving).
(6) This done, open the door past the bottom of the stairs and immediately begin firing as you back up around the corner and up the stairs. Four warriors are after you! Having dispatched them, enter the room, blow the barrels and crates, and throw the switches (which activate more doors). One crate holds a 'hugger. Make sure you grab all goods, including the battery and seismic charges.
(7) Now go back up the stairs (there may be some revived 'huggers waiting for you) and blow the barricade on your immediate right, releasing some pickups and 1 facehugger.
(8) You can now pass down to a room containing 2 facehuggers. Kill them and blow the crates, which contain some goodies and another pair of 'huggers. Before exiting, grab the med kit and derm patches off the shelves opposite the door.
(9) Leave the room and blow up the crates on your left, which will release a single facehugger. Go back up the stairs you came down (there may be some revived 'huggers waiting for you--yet again!), go left, and go down the stairs past the switch. Take the first right at the bottom of those stairs and open the right door.
(10) A warrior is waiting for you--don't disappoint him. Grab the clips and patches off the shelves, activate the switch, and open the doorway on the opposite side of the hall.
(11) Kill the facehugger and 2 warriors inside, flip the battery-operated switch (it opens the exit), and take the med kit and derm patches off the shelves and table. Exit and turn left; a warrior will be pacing back and forth behind a crate-and-barrel barricade.
(12) Blow 1 crate to expose a barrel, and then lure the warrior within range and blow the barrel, killing him. Back up immediately--in addition to the barrel blast, 2 more facehuggers have just been released! Continue through this new opening and turn left to the very end of the hall.
(13) You are facing your first secret wall. Blow it with a seismic charge and enter. You will find the flame thrower, hypo pack, and 2 shotgun shells.
(14) When you open the door at the end, there is a warrior there. I prefer to kill the warrior first and then pick up the hypo pack; this gives me a few more seconds of invulnerability to make it to the exit unscathed. Having grabbed the hypo pack, run out the door and stay right all the way back to the exit.
(15) At the exit there will be a new warrior waiting for you as well as the first 2 you killed on this level. Since you don't know which is which, kill them all if you hope to see a 100% kill on the MISSION ASSESSMENT screen, and then exit.

[RETURN TO TOP OF PAGE]

SEQUENCE 2 -- LEVEL 113 -- AMMUNITION DUMP [1]

Click here for a PRINT-ME WALK-THROUGH or PRINT-ME MAP for this level.

(1) No matter how hard (or easy) you thought the first 2 levels were, you're going to be one happy camper when you leave here. You only have 60 seconds, so speed is of the essence. [BUG! I did, just once, enter a powerup level with no countdown timer going--it must not have loaded that time around.] Open the entrance door and move straight out to grab the seismic charge.
(2) Turn left to go around the corner and up the stairs--avoid all derm patches for now but grab any ammo you see.
(3) Pivot left at the top of the stairs: a secret wall! Blow it with a seismic charge. Go through the opening, grab the seismic charge inside, and blow the next 5 secret walls ahead. You'll find 3 canisters of flame thrower fuel and the prime powerup on this level: the adrenaline burst, which pumps you up to 200 health units.
(4) NOW start grabbing derm patches! Go ahead down the stairs to the exit room and get all the derm patches and ammo lying around. Ignore the exit door because you don't need to enter it on any timed powerup levels. You can also ignore any med kits, since they won't boost your health past 100--in fact, if you're good enough, you may not pick up a single med kit again for the rest of the game!
(5) Now go up the unexplored stairs and down the hall, back down the first set of stairs toward the level entrance, grabbing everything in sight.
(6) You will dead end at another secret wall at the entrance: if you've been quick, you may have time to blow it and grab another seismic charge past 2 more flights of stairs. There are other goods around (including an absolutely useless hypo pack), but this route will get you the most. Do it right and your health will be riding at 211 when your time is up.

[RETURN TO TOP OF PAGE]

SEQUENCE 3 -- LEVEL 122 -- RECREATION ROOMS

Click here for a PRINT-ME WALK-THROUGH or PRINT-ME MAP for this level.

(1) Your first task on this level is to acquire the acid vest unscathed. Run out the entrance door and take the first right, dodging past the security guard covering the hall. Stay right around the pool and up the stairs. You may have to try several times to get this far without taking a 9mm hit from the guards.
(2) Activate the switch at the top of the stairs (it turns some lights on and causes the acid vest and 4 facehuggers to materialize in the pool). There is also a med kit by the switch.
(3) Run down the other side of the stairs and jump in the pool to grab the acid vest. You may have to shoot a facehugger or 2 before dipping in. With 100 armor points now protecting you, finish dealing with the facehuggers and the 3 security guards that followed you into the pool area. There is another med kit at the far edge of the pool if you need it. Now go back straight across the main hall and shoot the single guard behind the stairway and the pair at the top of the stairs.
(4) Stay to your left until you are facing a wall and have crates on your right and left. Blow the right hand crates and kill the facehugger that pops out. Now blow the crate behind the barrel on the left-hand stack. Lure the warrior revealed to the barrel and blow the barrel to terminate it. In the enclosure you'll find a single 10-up derm patch. During this time, 1 or 2 facehuggers may be activated in a nearby room and come after you. If you see them pop up on your tracker, go back the way you came and look down the ramp on your left (it has steam venting into it). Kill each with a single burst of the flame thrower. Now return to the warrior you just killed and face the stairway on your right. Three of the 4 crates forming the next barricade contain facehuggers. Blow the barrel and you release them en masse; blow the crates one at a time and the critters are more manageable. If you open the crate directly behind the barrel last, the 'hugger inside will remain behind the barrel and can be killed safely when you blow the barrel up. Now walk up to the next barricade and break open the crate directly behind the barrel. This will release a facehugger and lure a warrior up to the barrels. Wait for the facehugger to run back near the barrels and then blow both the aliens up. Approach the doorway ahead on the right and back up as soon as your motion tracker starts beeping; the warrior emerging will take only 2 shotgun blasts to kill (was it partially damaged by that last barrel explosion?).
(5) Inside the room, throw the switch to turn off the steam valves at the ramp and grab the shotgun shell. Now go back the way you came. You will have to re-kill the 3 guards at the stairway.
(6) Next, face the recess in the wall to your left just short of the ramp with the steam vents you turned off; it looks like a row of blue lockers. This is a secret wall. Poke your 9mm around the corner and spray the wall back and forth with bullets. In a few seconds the wall will come down, releasing 2 warriors. Switch to the shotgun and start blasting as they come at you, continuing as you back up around the corner and back toward the dead security guards. Rarely, 1 of the pair will jump up on the railing to your right and run on it as it comes at you! Once they are dead, you can enter the secret room to grab a shotgun, flame thrower, and shoulder lamp. Now descend the ramp with the shut-off steam vents, staying to your left and grabbing the battery and shoulder lamp on the way. At the opposite end of the hall you will enter there may be 1 or 2 facehuggers waiting if you didn't have a chance to kill them on the steam-vent ramp.
(7) Before proceeding further up the hallway, blast the left locker for a shotgun shell and seismic charge.
(8) Continue on into the room ahead and kill the security guard. There is a 10-up derm patch and the auto-map sitting on the beds. Turn around and face the lockers you passed when you entered the room. The second and fourth ones each contain a 'hugger; release them one at a time and kill them. You may have to chase them down the hallway, but be quick--you don't want to follow them so far that you start running into old friends! The third locker yields a shotgun shell and seismic charge. Now go to the other end of the room and activate the switch to power up the door right in front of you. Open it and start firing at the 2 security guards on the other side.
(9) Once the guards are dead, open the door on the left. A warrior and 2 'huggers will rush out; try to kill them back away from the door. Now enter carefully and try to lure the 3 remaining warriors out one at a time. Be quick to make sure the door doesn't close before you can exit it with a warrior hot on your trail! Killing these 6 enemies outside will save you from dealing with them again--plus another trio of warriors--later. Sometime during this process a new security guard will appear behind you from the far end of the corridor you are in. Kill him and run down the corridor to the entrance door; there will be another recently-materialized guard at the bottom of the short stairway. Kill him and the original (now-revived) guards that come after you.
(10) Now go back to the other end of the hallway, enter the room, and grab the 2 5-up and 5 regular derm patches off the central tables. DO NOT go up the ramp on your left yet!
(11) Go straight down into the switch room and throw all the switches. These will turn on some lights, open the exit door, and activate a lift. Save the lift switch for last: it is the one on the left at the far wall as you enter. AS SOON as you hit it, sidestep right and run forward onto the dropping lift; if you are too slow, you will lose 15 health points (no matter how much armor you have) due to the fall.
(12) Once down, throw the switch on your immediate left now before you forget, or you will regret it! In this room are a large number of crates with various goods. The second on the right as you enter contains a facehugger; I like to blow all the other crates first to give me a little room and release it then. Now activate a shoulder lamp and start working your way up the facehugger-infested ramps. Most can be lured from around corners by running forward and then backing up (with a clear view ahead of you) when they come after you. There will be a total of 8; fry them all with the flamer.
(13) At the top of the multiple ramps a door should be open. If it isn't, go back down to the lift and activate the switch you forgot; enjoy dealing with all the revived 'huggers on the trip down and back!
(14) Enter this doorway and kill the 3 warriors within. You are back where you started before dropping down the lift.
(15) NOW go up the ramp on the left and kill the warrior waiting there. Ahead on the left are a med kit, shotgun shell, and flame thrower canister behind one of the trickiest steam vents in the game. The first vent can be snuck past by hugging the wall. The second steam vent is hard to figure because there are 2 vents steaming alternately. Watch carefully to get the tempo and dash quickly when they both subside simultaneously.
(16) Go back past the steam vents the way you came and continue to the exit door.

[RETURN TO TOP OF PAGE]

SEQUENCE 4 -- LEVEL 131 -- MED. LAB

Click here for a PRINT-ME WALK-THROUGH or PRINT-ME MAP for this level.

(1) As soon as you walk out the entrance door a warrior will attack from your right. If you can, take him out with a seismic charge, or he will be back later. This is most easily done by running straight out the door and down the main corridor to put some distance between yourself and the enemy, then pivoting around for a clear, straight launch.
(2) Proceed up the corridor the warrior came out of. Past the first corner 2 facehuggers are waiting within the wall. Toast them with the flamer and continue around the next corner. A facehugger will emerge just before the first pair of lockers. Kill it and go past the second pair of lockers, where another 'hugger lurks in the right wall. Now go back to that last pair of lockers: the left-hander houses your first chestburster. Blow the locker and kill it with either the shotgun or flame thrower. Just ahead now lies a warrior. The middle locker in the trio you will find on your left (just before another corridor) holds a shotgun shell and ID card. Grab them and continue ahead, bypassing the left-hand corridor. A facehugger is in a wall recess on your left. Kill it and move forward to the pair of lockers dead ahead. The left hand one holds a shotgun shell and clip. Around the next corner another 'hugger is hiding in the corner behind the lockers on your right. Another warrior will attack when you continue on.
(3) Kill him and enter the doorway on your left. While either entering or exiting this room, 1 or 2 facehuggers from around the next corner may come after you, so be prepared.
(4) Inside are 4 cryotubes; going clockwise from the one closest to you as you enter the door, they contain nothing, a chestburster, a med kit and ID tag, and another 'burster. It is best to back up after opening a tube with a 'burster inside since these aliens move very rapidly and are hard to hit at close range. Now exit the room.
(5) Five facehuggers are in the locker-studded corridor ahead; 4 are in the walls, and 1 or 2 of them may have already attacked you near the cryotube doorway.
(6) You are now exiting this smaller corridor into the straight, primary corridor of this level. Two security guards are protecting the unopened exit door; kill them--they were infected anyway. (If you didn't encounter all 5 'huggers in that last corridor, the 2 [usually] stragglers will emerge when you start shooting at the guards, but you may have to backtrack for them).
(7) Now go down the primary corridor. Enter the doorway into the darkened room on your left. See the battery? See the shotgun shell? There is a warrior around both corners. Kill the pair and grab the goods.
(8) Exit, turn left, and enter the doorway on your right. Kill the 2 security guards, positioning yourself so their stray shots don't break any of the glass walls and release all the aliens inside prematurely. Now throw the 4 switches, which activate the doors into the 2 glass-walled laboratories, open the exit door, and power up the room's lights.
(9) Now go to the smaller glass lab and open the door. Five facehuggers will emerge; flame them, and don't miss, or you'll get overrun. (You could also shoot the glass walls to get at them). The auto-mapper and an ID tag are on the table inside.
(10) Now enter the door to the other glass-walled room.
[BUG! In this room I once discovered an invisible gap in the glass wall facing the smaller glass room. I was able to walk in and out of the room through it, and the warrior inside came out through the gap to get me! I assume this is a glitch that rarely loads.] Three facehuggers and a warrior are running loose; if you can kill them all inside the room (and without hitting any of the glass walls), they will be contained and not present any future problems. Unique to this level are the incubators that you can blow open. The clue? One is already blown open and has a derm patch lying in front of it. Blow open all the other panels; each contains a facehugger except for one that is empty and another that yields a second patch. The trick is to avoid the released facehuggers in the tight quarters of the small room. Now throw the switch to power up the door so that you can get back into the main room. Before leaving, blow the second and fourth lockers on the far wall for some shotgun shells and an ID tag. Exit and turn right. You will be heading back to your starting point on this level. If you didn't kill that first warrior with a seismic, you'll have to kill him again now.
(11) After doing so, open the door to the room on your left, and be ready to nail the chestburster on the other side of the door. Kill it and proceed into the final room. The words "Lift activated" will appear--you have just opened a secret area by throwing all the switches and then entering the last unexplored area of this level. Be patient--you still have a little more work to do here first! In the adjacent room through the open doorway is another loose chestburster. Kill it and deal with a final 'burster ensconced in the first of a row of 4 lockers (an ID tag comes out of the same locker). In locker 3 are a med kit and clip. Two more med kits are lying on tables in the room, and a fourth kit is in the left-hand locker of the pair on the far wall. As you open the door to exit this room, the first warrior of the level may be revived yet again if you didn't "charge" him earlier.
(12) Now move left out the door; on your right will be a ramp leading down to the secret room that you activated earlier. Kill the 2 facehuggers down the ramp and grab the goods: an ID tag, shotgun, pulse rifle, acid vest, and flamer fuel. With the pulse rifle, you are really ready to rock! Switch to it, go up the ramp, and head left all the way back to the exit.
(13) Use the long-range reach of the pulse rifle to kill the 2 revived exit door guards before leaving.

[RETURN TO TOP OF PAGE]

SEQUENCE 5 -- LEVEL 114 -- AMMUNITION DUMP 2

Click here for a PRINT-ME WALK-THROUGH or PRINT-ME MAP for this level.

(1) The layout of this ammo dump is the same as the last one, only different powerups are scattered about. Most crates here contain only clips, so ignore any crates not mentioned unless (for some reason) you are in desperate need of 9mm ammo. Ready? Open the door, spin right, and blow the secret wall. Run ahead to the pulse rifle magazine (grabbing and activating the shoulder lamp on the way makes it a bit easier to see but is not necessary). The auto-map you pass will also make navigation easier.
(2) If you need them both, continue forward for the shotgun shell (behind the secret wall straight ahead) and acid vest (behind 2 secret walls on the left). If you only need shotshells, however, you should leave this one be and try to make it to the trio of shells right at the end of this level.
(3) Backtrack past the entrance and blow the crate at the top left of the stairs for seismic charges and pulse rifle grenades. Remember: use your charges for walls; save the grenades for more animate targets until you run out of seismics! Blow the left wall at the top of the stairs and then 5 more walls to arrive near the exit door. Grab the pulse rifle, flame thrower, and any med kits you may need on the way. You can grab the shoulder lamp if you want, but you don't really need it since that first one will last to the end of this level.
(4) In the exit room, grab the shotgun shell (in the crate ahead and on your left as you enter) and 2 seismic charges before heading up the unexplored stairs.
(5) Now blow the secret wall opposite that previously-blown wall at the top of the stairs and grab the 2 med kits and 3 shotgun shells (if you went after the acid vest and shotgun shell earlier, you won't make it this far). If you manage to grab this much stuff, you're doing well.

[RETURN TO TOP OF PAGE]

SEQUENCE 6 -- LEVEL 141 -- GARAGE

Click here for a PRINT-ME WALK-THROUGH or PRINT-ME MAP for this level.

(1) This may well be the very best level of the entire game, with a lot of variety to it and plenty of secrets to figure out. Unfortunately, the only way to score 100% for SECRETS is to do (almost) everything in exactly the following order, which takes away the fun of experimenting with different routes. I found at least 2 alternate routes that required less backtracking, revived fewer dead aliens, and made more efficient use of the powerups (particularly armor), but that only scored 66-83% for SECRETS even though absolutely every secret was fully explored. Here's the by-the-book route: Open the entrance door and cautiously work your way forward along the left-hand row of lockers.
(2) As you reach the gap in the lockers, you will be able to see a "frozen" warrior ahead on the other side of the lockers at the far wall. Move forward just enough to get a clear shot (you can shoot pretty close to the corners) and grenade him so that he's gone for good (remember--it takes a direct hit). Now pivot 90 degrees left and peer around the corner through that opening in the row of lockers; sidestep until you see another "frozen" warrior ahead past a gap in a second row of lockers. Sidestep cautiously so as not to "activate" the enemy, and then use another grenade as soon as you have a relatively clear shot.
(3) Go back to the row of lockers that was on your right when you exited the entrance door. Stand in front of the lockers with your back to the stairway and fire away with the pulse rifle; the row of lockers will drop and you can immediately grenade the warrior inside. Move into this secret area to grab the acid vest, seismic charge, and med kit.
(4) Time to acquire powerups hidden in the lockers. The second locker in the outside right wall of the secret you just opened contains a clip. On the far wall facing the entrance door, there is a derm patch and shotgun shell in the second and fourth lockers, respectively. Facing the same wall, but to your left and on the other side of a perpendicular row of lockers, await a facehugger in locker 2 and a shotshell in number 4.
(5) Now turn 180 degrees and head forward toward a room with your first 3 eggs in it (on the way get the battery in the third locker to your right past the gap--it may have been blown open when you grenaded your second warrior). Nail the eggs with the shotgun or pulse rifle, and grab the derm patch and flame thrower canister. Now throw the switch.
(6) Run out and stay to your left to grab a pulse rifle on the pedestal you just lowered; 2 facehuggers are guarding it, though. If you miss the lift, keep trying.
(7) Now go up a small stairs on your left into a small enclosure containing 2 derm patches and 3 crates. The right hand crate holds a special 200-round pulse rifle magazine (twice the normal number of rounds) and a shotshell, while the left crates house a flame thrower canister and a clip.
(8) Move out via the stairs and stay left into a room with 3 crates. The middle one has a 'hugger ensconced within, while the others hold 2 batteries and a shotshell. Go back out and continue forward.
(9) The wall on your right will have a facehugger sitting on it near some barrels. Aim up with the pulse rifle and nail it from afar (get too close and this 'hugger might just jump down and come after you!). Just ahead past the barrels a warrior is standing; try to activate him and blow 1 of the barrels as he runs past it to kill him. Now blow the remaining barrels. You may notice 3 crates sitting against this side of the tower; DO NOT BLOW THEM NOW or (for some odd reason) you will not obtain 100% for SECRETS at the end of the level.
(10) Move to the other side of the tower and destroy 2 hard-to-see eggs hidden behind the crates there. Throw the switch where your path dead-ends and run around the tower, staying to your right (NOW is the time to open the 3 crates and kill the 'hugger inside each). You have just activated the lift you will dead-end at, as well as the 2 warriors guarding the tower.
(11) Step onto the lift and then back up and drop off it; the 2 warriors will run out onto the upraised lift when it reaches the top. Rarely, 1 of the warriors may jump down off the lift to get you, but most of the time you can take them out safely with some very high-precision shooting. Aim the pulse rifle up as high as you can and back up until you can hit the aliens (this is so far back that they just disappear into the darkness--you can try turning the brightness higher on your television set for this maneuver). Each will take 3 direct hits to kill. You will probably waste some shots making sure you are back far enough and lined up properly, especially on HARD difficulty where you cannot see where your shots are going. Your sniping successfully accomplished, go back to the switch and lower the lift again. Now ride it up to the tower.
(12) A flame thrower canister is sitting at the top when you arrive. Ignore the 2 switches unless 1 of the 2 lifts ahead are down; the left switch will raise the near lift and the right switch the far one.
(13) Now run straight ahead to the battery switch (each lift starts to drop when you run across it), and then wait for the far lift to hit bottom behind you. Now activate the battery panel and the lift behind you will come back up (jump off here and it will cost you 15 health points no matter how much armor you're wearing!). You have just opened the exit doorway. Step onto the lift to go down, and prepare to kill a freshly-materialized warrior awaiting you.
(14) Now head back to the stairs opposite the first secret on this level. Any previously-killed facehuggers will be revived and ready for a second round, and you will find 2 newcomers joining them as you go past the lockers. If you killed 1 or both of the facehuggers on the pedestal so that their bodies rode the pedestal back up, you are probably safe from them (although they may look like they are right next to you on the motion tracker). I did, however, have one jump off the pedestal and come after me once. Got hugged, too. Leave nothing crawling and go up the stairs.
(15) Kill the warrior at the top and then go down at the other end by picking your way down the collapsed walkway. You are now in the second "stage" of this level.
(16) Head off to your left toward an opening just past some crates hiding a switch. Inside are 4 facehuggers; zap them before they scurry to places unknown. Exit, go past the raised pedestal, and then turn left to face another opening in a wall. There is a warrior just inside. Dash in to get his attention and then back up immediately; he should come straight out at you and offer an easy grenade shot.
(17) With all the animate enemies in the immediate area vanquished, go back to the switch behind the crates. Blow the crates (the right-hander will release a 'hugger), flip the switch, and run to the pedestal to grab the acid vest and (if you need it) the med kit. This particular lift works only once, so don't miss it!
(18) Now head back to the facehugger room and open 3 crates inside; 2 hold facehuggers while 1 contains a med kit and clip. At the opposite end of the room are a derm patch and shotshell on the countertop.
(19) Exit and go to another switch out in the open, opposite the pedestal switch. Activate it and rotate left to meet the warrior that rushes out to greet you.
(20) Kill him quickly and enter the room he came out of before the lift goes back up or you will not be able to get back to this location. It is best to enter this room and deal the final blow there so he remains trapped below ground rather than reviving on the lift to cause grief later on down the line. There is a second warrior in the room, too, and you will definitely take some hits while doing this. More armor is on the way, but try to keep the damage to a minimum. Now, blow the crates. One contains a facehugger (bad), but the others contain a seismic charge, grenade, and med kit (good).
(21) Throw the switch to reactivate the lift; move onto it, and turn right to go into a second secret room. Inside are a battery, pulse rifle magazine, and 9mm pistol. You can back out immediately onto the lift to go up or, if the lift has already left, flip the switch to bring it back down again.
(22) Now move into the room that the warrior you grenaded came out of. Inside are a battery, 9mm pistol, shotshell, and derm patch. There is also a switch that lowers the forklift platform just outside, but don't touch that button just yet! By now, your activities should have aggravated a warrior on the walkway above you, and he should be standing on the raised forklift platform just waiting for you to lower it. Aim up with the pulse rifle and grenade him if you don't want to deal with him 2 more times later on.
(23) Now flip the switch and move onto the platform. It will raise you up to the walkway, and there are 2 shotshells on it if you need them.
(24) Move down the walkway and turn on the switch you will see immediately to your right. This activates a lift further down on the walkway, at the second gap in the railing. When the lift starts down, face right because 2 'huggers are preparing to jump you.
(25) After eliminating them, get the flame thrower canister and battery. Throw the switch and the lift will come back down.
(26) Run ACROSS it into another room with lots of crates. It is easiest to deal with all the facehuggers next door by blowing the 2 right-hand crates (the first holds a med kit) to create a small gap. Stand near it and dispatch the critters as they come for you. Now blow the rest of the crates to find a seismic charge, 2 shotshells, and a pair of facehuggers.
(27) Continue into the freshly-opened room and blow the crates at the far end--a residual facehugger may be hiding behind one. Don't miss the 3 derm patches here.
(28) Now exit the room and face left. Go past the upraised pedestal to a stairway leading below ground. (There is a second pedestal on the other side of this recess; this one comes later). A warrior will emerge when you approach; grenade him now or pay for it later. Downstairs will be a battery and a switch. Activate the latter and run up the stairs back to the pedestal. On it are a shotshell, a seismic charge, and 2 facehuggers. You may have to try several times before catching this lift--it's one of the faster ones in the game.
(29) Before you head back to the forklift, there is a small enclosure in the immediate vicinity. The stairs into it are blocked by 2 crates--you know how to fix that. Switch to the flame thrower and start firing before you step down into this area. Two or 3 facehuggers (depending on where that one you shot off the top of the wall landed) will be very ready for you, and you may end up getting 'hugged despite all your experience and your very best efforts. Inside are a med kit and flame thrower fuel. If you are careful not to step too far forward when entering this enclosure, you can toast the facehuggers and then grab the flamer canister; this saves you from wasting fuel. Sometimes when walking near this "room", 1 of the facehuggers may surprise you by jumping over the low threshold.
(30) The walls to either side of this enclosure come down when activated: walk straight into each wall right in front of the shotshell on top and the wall comes down so you can grab the ammo. Be careful not to let any revived enemies come over from the other side! It is best to re-raise the wall by running over it and then immediately backing up (but don't go too far or you will be trapped on the other side!). If nearby aliens have been disturbed, watch your motion tracker to see when they are farthest away and then go for it.
(31) Now go back up the forklift, watching for the reawakened facehuggers certain to be waiting for you along the way.
(32) Continue forward on the elevated walkway to the stairs and go down. On your immediate right as you hit bottom will be a warrior behind some crates. Try to lure him out after you so he will follow you up the stairs where you will have a quick chance to grenade him. This done, go back down the stairs and very cautiously move forward. There are 3 warriors ahead: try to activate each of them one by one and then serve it a grenade, hot. You may be able to move cautiously enough to get an easy shot at a "frozen" warrior or 2 that hasn't started moving yet. Now calm down and move into the recess back at the bottom of the stairs; the switch here will enable another lift on the walkway you came down from. There are also 2 clips here.
(33) Go back up the stairs, and about halfway back to the forklift will be a gap in the railing; step on the walkway here and it lowers you to a secret room containing a pair of grenades.
(34) There are 2 switches in this room. The right switch (as you enter this room) lowers the second pedestal near the underground stairway you encountered earlier.
(35) The left switch will lower the part of the walkway you just came down on; run across it and then left to re-enter an "old" part of this level and get to the second lift. This one stays down, and on it are a pulse rifle magazine, acid vest, grenade, and flame thrower canister.
(36) Now work your way back to the forklift (again--I told you there were more efficient routes!), killing any revived facehuggers along the way. Proceed up the forklift and back along the walkway to the stairs and go down.
(37) In the second recess on your right (past the switch in the first recess) are 2 clips, and in the third rest 4 derm patches. In the left recess are 3 crates. Blow them and grab the 2 shotshells and flamer fuel inside if you need them; if not, you'll be coming back this way again and you'll definitely be able to use them then.
(38) Now move forward into the next area. This is the APC garage, and you can get a pretty good look at these vehicles once you kill the 'huggers. As soon as you enter, 1 facehugger will rush you from the right: kill it and rotate to knock off the one coming up behind you. Now stay left to work your way around the APCs. The shotgun or flame thrower are the only 2 weapons to use here, because the facehuggers jump out from under the vehicles and you have only a split second to fire. With either choice, it's a lot harder to miss. Four 'huggers will jump you as you work your way around these first 3 APCs. A fifth may come up from behind you--watch for him on your motion tracker.
[A CURIOUS NOTE: I was backing away from a facehugger into the corner formed by the front left of the first APC when I actually hopped up backwards on top of it! I was so surprised that I immediately fell off. All my attempts to duplicate this accidental feat have failed. I may have fired the shotgun, giving myself an additional boost, right when it happened.]
(39) After working your way around the third APC, you will see a switch ahead. (There is also a second forklift near here; this one doesn't do anything). In the recess to the right of the switch is a seismic charge; when you grab it, a facehugger nearby will detect you and come running. After killing it, activate the switch, which enables a secret lift.
(40) Walk onto the lift (you can see the outline of it on the floor, with one edge against the wall on your right between 2 rolls of wire) to lower it. A warrior will charge out of the secret room at you soon after you are down. After eliminating him, blow all the crates. Save the barrel for last unless you want to deal with the first 3 facehuggers all at once. Also inside the crates are flamer fuel, 2 shotshells, a clip, a seismic charge, and 2 med kits. The right-hand crate against the far wall contains a final 'hugger. Now activate the switch and move back onto the lift.
(41) Once up, move straight forward and around to the left of APC number 4 (you actually saw the back end of it while working your way around the first 3 APCs). Go forward until you reach a wall; 2 to 3 facehuggers will challenge your presence along the way. At the wall go right, back to the shotshells and/or flame thrower canister you saved (or didn't save) just before entering the APC garage area. You will probably have to kill a revived facehugger or 2 to get them.
(42) Now move back along the wall in the other direction to the exit doorway. This was a long one! Unfortunately, if you did the secrets in any other order, you get less than 100%.

[RETURN TO TOP OF PAGE]

SEQUENCE 7 -- LEVEL 115 -- AMMUNITION DUMP 3

Click here for a PRINT-ME WALK-THROUGH or PRINT-ME MAP for this level.

(1) Once again, the floor plan is identical to the last dump. The main items here are 2 acid vests and 3 grenades. You also want to make sure you nab all 12 derm patches along the way. Open the exit door and get the 2 patches directly in front of you.
(2) Turn right and blow the secret wall; just inside is a grenade.
(3) Keep going and stay to your left; blow the wall just past the pulse rifle magazine to get another grenade and then knock out the next wall, too. Keep to the left as you move and you'll find a shoulder lamp and the acid vest.
(4) Now blow the wall behind the shotshell and you will enter the main conduit of the level.
(5) Run up the unexplored stairway and back to the level entrance, grabbing all the derm patches as you move--some are hidden between or behind crates, so keep your eyes open! There are also a shotshell and some med kits in your path, if you need them, and 1 seismic charge that you want to make sure you get. If your shotgun or pulse rifle aren't topped off yet, blow the left wall just before the last flight of stairs on your way back to the entrance. If you still need grenades, crash the opposite wall (plus 3 others) to get them; there is also a shotgun and acid vest along this route, but you won't end up with all the derm patches.

[RETURN TO TOP OF PAGE]

SEQUENCE 8 -- LEVEL 154 -- ATMOSPHERE PROCESSOR

Click here for a PRINT-ME WALK-THROUGH or PRINT-ME MAP for this level.

(1) This is one of the more varied and interesting levels in the game. As soon as you open the entrance door, you will be beset upon by 2 or 3 facehuggers. I like to back up and kill them inside the entrance lock so that I don't have to deal with them later. You will have to move forward to activate the 1 or 2 remaining 'huggers ahead before backing into the airlock to dispatch them. Watch your fire near the entrance; hit the left wall and you will blow 1 or 2 steam jets, one of which is unavoidable! Now move ahead and turn around, since a warrior will be arriving shortly to make life difficult for you. Express him to the hereafter with a grenade.
(2) Now blow the 3 crates blocking the short stairway near the entrance (you'll get a seismic charge for your trouble) and go up. A carefully-timed run gets you past the steam discharge (there's a med kit here, too).
(3) Pulse-rifle the 2 facehuggers dead ahead so you can grab the auto-map, battery, and pair of derm patches. While up on this platform, try to stay to the left side or you may activate some eggs below. You may also have a warrior (or 2) come up after you from a lower part of the level; grenade 'em.
(4) Now go back down the stairs (once again deftly avoiding the steam jet) and turn right. Blow the 3 crates ahead and earn 6 derm patches. As you near the room ahead, face left and sidestep in; a company synthetic is waiting for you. You can put him down with numerous pulse rifle bursts, but I usually just lob a grenade at him for convenience. Back toward the right will be a second synthetic that requires the same treatment. Watch out--shoot too close to the wall here and you will open up a steam vent right near that switch you need to activate next! In this room are 2 shotshells and a flame thrower canister.
(5) Now open a hidden area in the large central column of this room by lobbing a seismic charge at the column wall on the side opposite the hallway you just came down. Out will pour 4 facehuggers; shotgun them and move inside for the shotgun, flame thrower canister, and shoulder lamp.
(6) This done, move back down the hallway to the area where the 3 derm patch-laden crates were. There is a lift here, but it can be hard to activate if don't stand in just the right spot: face the raised platform and railing, and walk up to it right where there is a small, light green patch just below the black-and-yellow striping on the platform wall. The lift should come down now. Inside is a switch. Activate it and turn left; you will have to dodge a warrior to get to a hypo pack in a now-exposed recess. Be quick now! Dodging right usually works best; once you grab the pack, you will have 30 leisurely seconds in which to pulse rifle both the warriors you released when you hit the switch (there was 1 waiting in a twin recess to the right of the switch, too). Activate the switch in the left recess and grab the flamer canister, then grab the seismic charge in the right recess and walk back onto the lift to go back up.
(7) Walk back to the entrance and stand at the left edge of the stairway on your left, without going down. There is a warrior down there waiting for you. Aim down and to the right and you can get a shot off with the pulse rifle before he is activated. He may run a short distance and then freeze. Pulse-rifle him again and repeat until he is either dead, comes after you, or darts out of sight and you have to go down the stairs after him. Now check the long hall leading out of this large room. There may be 1 or 2 warriors on catwalks on either side of this hallway if you did not activate and destroy them earlier. Aim up with the pulse rifle to grenade them; miss and they jump down to come after you! With all the animate enemies in the immediate area vanquished, go back into the large room. The 2 doors with yellow markings and the words "STAND CLEAR" on them are blowable.
(8) For the one opposite the hallway, select the shotgun and lob a seismic from a distance. With the charge in the air, switch to the pulse rifle so you can grenade the 2 warriors that will be exiting momentarily. If you're lucky, you'll get them both with 1 grenade; usually, it will cost you 2. Inside this room are a med kit, pulse rifle magazine, shotgun shell, and battery.
(9) Behind door number 2 are 3 'huggers, a clip, a seismic charge, a flame thrower canister, and 3 derm patches. Get too close to the window in this room and a synthetic on a platform outside starts shooting at you. If you do it right, you can launch a grenade just above the windowsill and into the synth to permanently send him packing. If you're off even a little, you'll kill him but will meet him again later on at the HARD difficulty setting.
(10) Now go back down the hallway and approach the end carefully. There are a cluster of eggs here and up on the raised platform; there is also a brace of 'huggers lying in wait. There are 3 clips and a derm patch lying out in the open in this area. (If you look down from the platform over the railing where the derm patch is, you can see a barrel and 3 crates below. You can back up and shoot THROUGH the fence here to blow the barrel. For some reason, these crates are harder than normal to blow up when using a weapon, so open them by exploding the barrel). Partially hidden in recesses on the left are 3 eggs and 2 more derm patches.
(11) Now comes the trickiest part of the level. Move forward and down the stairway leading toward the hot grates. Move cautiously ahead to the next stairway. As soon as you see a blip on your motion tracker, get ready to deal with a warrior. Kill him and then, on that same platform, walk toward the fire grates to activate and dispatch a second warrior that will also come after you up the stairs. The shotgun is best here in close quarters because it tends to make the warriors stop momentarily when hit. Now switch to the pulse rifle and run down the stairs and then back up. Grenade the 3 warriors you just activated as they approach the bottom of the stairs (the best place to stand is back a bit from the top of the stairs while aiming down as far as you can). When all is clear, go down the stairs and turn right, moving along the walkway. At the end is a single remaining warrior which is easily grenaded as he tries to dodge on the narrow walkway. Receive only 1 hit (or less) while killing these 6 warriors and you will have done very well indeed!
(12) Now to grab the powerups on the hot grates. The best way to do this is to drop off the walkway and only use the stairs to get back up, since this is a shorter route to the goods and each second you spend down there will cost you 5 armor or health points. Grab the goods on the right-hand grate (nearest all the eggs) first if you have some armor remaining; you will find a pulse rifle magazine, 2 med kits, and a derm patch.
(13) The left grate holds a derm patch, shotshell, and acid vest. If you have the armor (15-20 points or more are needed), drop down away from the vest, grab the shotshell and 'patch, and exit. Now you can go back, drop onto the armor, and make a beeline for the stairs without deviating for the other goods. If you're especially quick, you will get out with 90 armor units; if you're average, it will be 85.
(14) Now continue down the walkway to the fork and go left. Dodge the steam and pulse-rifle the synthetic on the platform ahead. AFTER dispatching him, grab the pulse rifle at the very end of the catwalk.
[BUG! If you are using the cheats and have PLAYER INDESTRUCTIBLE on, you can drop off the catwalk here and survive the fall! It is difficult to move around because there seem to be invisible walls everywhere, but there is a battery down here . . . if you can find it! Using the shoulder lamp helps. There may also be an occasional facehugger off in the distance. You can actually reach the battery, but you can't pick it up--not that it would do you any good anyway, since you are stuck down there with no way up.] (15) Now go back to the fork in the walkway and take the right branch. Dodge the fire jets or pay 10 points! Blow the barrel between the crates (if you didn't do it from the egg-infested platform earlier); remember that using the barrel to blow up these particular crates is fastest as they seem to be especially weapon-resistant for reasons unknown. Just ahead will be a synthetic waiting for you unless you made a direct grenade hit on him through that window in the facehugger room earlier in the level. Kill him again if necessary and then move forward to a crate-and-barrel barrier. Blow it and grab the battery and pulse rifle magazine it yields.
(16) Moving past the barrier, you will enter an area resembling a mine. Once inside, drop off the edge on your right to find a secret lift below (it will cost you 5 health points, though, even if you are well-armored). Activate the switch, grab the seismic charge (and 2 med kits, if necessary), and move onto the lift to go back up. Grab the shotshell sitting here, if you didn't already, and continue deeper into the "mine."
(17) Ahead will be 3 warriors and 2 shotshells between you and the exit door. Activate and kill the warriors one at a time, timing your pickup of the shotshells so as not to waste ammo (this only applies if your shotgun is full or nearly so). You can now activate the switch at the end and exit, but you will miss 3 secrets if you do!
(18) Turn and face the wall opposite the switch (at the end of the hall). Blow it to release a warrior. Kill him, enter the room (it holds a pulse rifle magazine and shoulder lamp), and pivot right.
(19) Blow the wall you are now facing to reveal 4 eggs, a seismic charge, and an adrenaline burst.
(20) As you exit these 2 rooms and reenter the hallway, pivot left 45 degrees to face the wall forming the inside curve of the passageway. Use a seismic charge to reveal 4 'huggers, a grenade, and a flame thrower within.
(21) You can now exit the level with all secrets revealed.

[RETURN TO TOP OF PAGE]

SEQUENCE 9 -- LEVEL 155 -- SECURITY CATWALKS

Click here for a PRINT-ME WALK-THROUGH or PRINT-ME MAP for this level.

(1) The simplest level of the entire game. Move quickly, and you can grab every single powerup here. Unless your armor is really low, ignore the steam and fire jets until the last leg of the timed run. Come straight out of the starting blocks and move straight ahead down the hallway, nabbing 4 derm patches en route. When you reach the T-crossing (at the med kit), turn left. You have reached a square catwalk with another hall on the far side of the square opposite the one you just exited.
(2) In the upper left corner (where you headed when you turned left) are a shotgun and 2 shells.
(3) Move to the upper right corner for 3 flame thrower canisters, nabbing the pulse rifle magazine on the way.
(4) Run to the lower right corner for a grenade, pulse rifle, and pulse rifle magazine. You will pass an acid vest (which you will need by now) on the way, at the T-crossing formed by the second hallway.
(5) Now head to the lower left corner (nabbing the grenade en route). Here you will find 2 med kits and the mondo powerup of the level, the first 200-point body armor of the game.
(6) Head back for the unexplored hallway, staying on the left side of the walkway (up against the railing) so you don't get fire-jetted. Once into the hall, if you're fast, you'll find a med kit and 3 derm patches just as the counter winds down.

[RETURN TO TOP OF PAGE]

SEQUENCE 10 -- LEVEL 161 -- ATMOSPHERE BASEMENT

Click here for a PRINT-ME WALK-THROUGH or PRINT-ME MAP for this level.

(1) A very "cavelike" level. Open the entrance doorway and a warrior immediately closes in for the kill. Your best bet is to nail him with a grenade, or else you will almost surely suffer some damage. You may have to restart the level a few times before the warrior does something other than come straight at you (precluding a safe kill due to the very close range involved). (NOTE: use grenades with abandon on the first [upper story] half of this level, since there is a full complement of 4 grenade powerups [20 grenades total] to be found here! You can save some seismic charges this way, too.) Move out of the entranceway. A warrior will come scurrying at you hanging from the ceiling. These guys can be hard to take out; they won't hurt you, but they like to stay so close that you cannot aim high enough to hit them. The best tactic is to run away with the pulse rifle selected, then turn suddenly and aim up to fire a burst or 2 at the approaching enemy before he gets too close. A narrow hallway works best for this, but these enemies will usually follow in a straight line anywhere they are found. It might take a few tries, but you can do it. Now stay right. Kill the infected human in the nearby corner (he'll be the first of many, but you are still allowed to feel a little remorse here), and grab the flame thrower canister near him. Continue right (don't miss the shoulder lamp in the corner just opposite the human) and deal with another ceiling warrior. [FLOATING ALIEN TRICK: Return to this area while playing on HARD and the 2 ceiling-hangers will revive, but they will be green blotches on the floor instead. Aim down to kill them again and you will generate 2 frozen warriors suspended in midair! They will slowly ghost across the room until they hit a wall and stop!]
(2) Grab the seismic charge and battery on your way to a secret door you will dead-end at and blow it. You now need to open the newly-revealed door. Immediately 3 warriors (of the highly dangerous ground-dwelling variety!) emerge. Grenade them and move into the room. Throw the 2 switches (one has an ID tag hidden behind it) and gather up the seismic charge, pulse rifle magazine, flame thrower canister, and auto-map.
(3) Move back out of the room and stay right until you come back to the corner the infected human was at. Facing the cadaver, a secret wall is to your right. Blow it and open the revealed door. Inside are a grenade, seismic charge, acid vest, pulse rifle magazine, and derm patch. There is also another infected human. "Help" him.
(4) Move out and continue right. Blow (to reveal, then open) a second hidden door at the place where your path dead-ends. If you enter this area cautiously, you can grenade a frozen warrior in complete safety.
(5) The wall directly in front of you as you enter is a secret area; blow it and open the door to unleash 2 facehuggers and expose the pulse rifle, 2 grenades (yay!), shotgun shell, 2 seismic charges, and flame thrower within. (You'll be coming back this way, so you may want to wait until then to avoid having to kill the facehuggers twice).
(6) As you go out, the wall caddy-corner from you (ahead and to your right) also hides a secret room. Exploding it reveals another brace of 'huggers, 5 derm patches, a med kit, an ID card, and an acid vest (you can save this secret room for later, as well, if you aren't in immediate need of any of the powerups).
(7) Now continue forward and deal accordingly with 2 warriors, 1 each of the ceiling-hanger and ground-loving variety.
[The FLOATING ALIEN TRICK will work on this ceiling-hanger, too.] The left wall just past the first bend in this passage is hiding a secret hallway, but wait until you return to blow it open. Keep going (your path will trace a triangle) until you reach a dead end. On the way you will kill a warrior and "help" 3 more infected humans. You will also pass an area where you can look down into an egg-laden area below. There is even a gap in the railing here where you can drop down into this part of the level, but that gap is for folks who don't find the secret areas. You can do better. Don't dawdle or get too close to the railing along this area, or you will activate some of the eggs below and maybe even release a facehugger or 2. At the dead end, blow the wall. (If you left any but the last secret for later, later has come!)
(8) Stay right (you are retracing your steps now) to the left wall just past the first bend of this triangular passage and blow it. You are now in a long hallway loaded with 2 shotshells, an ID tag, clip, derm patch, flamer canister, pulse rifle magazine, med kit, grenade, and--at the very end--a facehugger!
(9) Now drop down into the lower part of the level that you saw earlier. It will still cost you 5 health points (no help from armor here!), but you will land next to 1 egg instead of the 2 you would have found jumping through that gap in the railing you came across earlier. Work your way cautiously around this large, rectangular chamber with the pulse rifle up and ready. You will kill 3 humans of the infected variety and 16 eggs (of which 1 is well hidden!). You will also find 2 flame thrower canisters, a med kit, and a pulse rifle magazine. If you save the latter for last, you will exit this area with more ammo than you entered with.
(10) The door out is near the far left corner (from where you dropped in). Open it and back up a ways to kill the warrior that emerges (you want to kill him far enough away from the door that you don't inadvertently revive him later).
(11) Enter, move straight down the hallway to the end, and go left. Keep going to discover 1 or 2 warriors and a med kit. Turn left again (at the corner with the switch in it) and walk forward until you have activated and killed 2-3 more warriors. You will have encountered a med kit and 2 more hallways on the left in the process.
(12) Take the first one, but beware the warrior waiting at the med kit just around the corner!
(13) As soon as you kill him and move forward, the door ahead opens. If you were moving carefully at the time, only 1 of the 2 warriors inside will be activated and come running out. Kill him and then activate and eliminate his partner. You can now explore the room, which holds a shotgun, clip, flamer canister, pulse rifle magazine, ID tag, grenade, acid vest, and battery.
(14) Finish exploring to the end of that hallway, stay to the right into the next hallway, and go forward until it opens into a wider corridor (there is a med kit along the way).
(15) You are now ready to leave. Use the battery at the switch you found (it is down the corridor to your right) and turn around to walk to the end of that hall.
(16) Within the exit doorway will be 1 more warrior to vanquish before ultimate victory over this level is yours.

[RETURN TO TOP OF PAGE]

SEQUENCE 11 -- LEVEL 162 -- QUEEN'S LAIR [1]

Click here for a PRINT-ME WALK-THROUGH or PRINT-ME MAP for this level.

(1) While this is the first "boss" level, its layout and execution are actually pretty simple in comparison with the other levels of the game. As soon as you open the entrance door, 2 facehuggers will attack. Kill them and move forward.
(2) You are now in a very large, rectangular chamber. You are standing on a curved walkway at the bottom of the chamber, and the queen is situated at a longer, similar walkway on the end opposite you. Branching off that far walkway is a short segment that extends to the queen herself, allowing you a way-cool look at her ovipositor. There are also 3 natural pillars within this room.
(3) The tactic is to zigzag left and right as you work your way forward, grabbing powerups and killing all the eggs and facehuggers encountered as you approach the queen. Be careful not to hit the queen in the process! She will stay attached to the long ovipositor until you either shoot her or have been in her immediate vicinity for a short while. It is best to take out as many eggs (especially) and facehuggers as you can before the queen becomes activated. Once she is chasing you, you tend to be less careful about activating eggs and releasing 'huggers! On HARD, the number of facehuggers revived and running around can be truly daunting if you aren't careful not to release any from the eggs.
(4) If you want to give the queen a more sporting chance and risk multiple facehuggings, you can dash around, turning to fire at the queen regularly until she has been put down. The safe (and, I think, reasonable) thing to do on HARD is to take refuge on 1 of the 2 walkways in the chamber and snipe at the queen from that position. She will NOT be able to damage you in your protected position--just keep your back to the walkway edge and the queen can't reach you! It's easiest just to shoot from the queen's walkway since that is the one you end up at, but both walkways provide a secure stand. The walkway extension going out to the queen's ovipositor is ideal (toast the egg first!); the only drawback is that it is very difficult to get onto it without prematurely picking up the pulse rifle magazine right at the junction. You will use up SEVERAL pulse rifle magazines (yes, this is the weapon to use here) before the queen expires.
(5) Once she is dead, the exit door opens. You can now finish off any remaining eggs and facehuggers in the level prior to exiting. There are 31 eggs and 6 facehuggers on this level. If you don't get 100% for ALIENS, try the level again, varying your pattern a little to catch all the enemies. Here is a quick rundown of the available powerups: on or near the entrance walkway are a shotshell, flamer canister, and med kit; directly behind the first pillar is a shotshell; and on or near the queen's walkway are a seismic charge, grenade, 2 med kits, pulse rifle magazine, and flame thrower fuel.


MAIN PAGE  |  E-MAIL HIVESEEKER  |  MEET HIVESEEKER  |  ENEMIES

HAZARDS  |  WEAPONS  |  HEALTH  |  OTHER ITEMS  |  A GOOD DAY TO DIE

WALK-THROUGHS  |  MAPS  |  CODES & CHEATS  |  TECHNICAL SUPPORT