Note: Often multiple paths to a destination exist in these levelspay attention to architectural features and retain your bearings.
Episode I: Temple
Crouch and cling to the floor while scampering out of the tubular starting 'cubby'. Head forward, going up the wall and straight into the exit from the temple room (it can be hard to see). Go past the singular vertical shaft of energy, up the wall, and into either of the openings (the tops of the stone 'pillars'). Emerge and find your way to the dual energy conduits with the large blocks of masonry affixed to the ceiling. Un-affix them. If you have trouble finding this spot, travel to the slatted view port overlooking the transports and exit via the hallway at the end. After obstructing the flow find the singular shaft of energy, minus the energy. Drop down.
Alien 2: Use this elevator and you'll be in a world 'o hurt...
Proceed through the hall branded "South Guard" and "East Guard". Find the strange 'gully' room with 4 duct gratings nestled on the far wall and enter one. Do not destroy a grating unless you intend to pass beyond (it will make navigation easier). Travel from area to area using the ductwork, destroying Sentry Guns and all 4 electrical panelsthose panels kept the two Labs sealed.
Return to the main room and clean out the unlocked Labs at your discretion. Just be sure to smash the console piping/cabling in both areas until the central lift begins to function. Descend on the lift (or better, under your own power...).
Alien 3: Try not to smash all the lights here or risk severe disorientationpass through the vent above the common table
A small room contains a couple of guards... slay them, and be careful not to nail the volatile containers nearby. Try to stick to the ceilings from here on out since the humans favor molotov cocktails. Take the passageway beyond the door that is nearest the lift. Move down to the floor of the next room and travel through either doorwayone is a direct route and the other is a detour to vents near a Sentry Gun. All paths lead to a mammoth chamber.
Look for a massive double-doorway at the spacious bottom and approach indirectly; destroy struts bracing the doors themselves to seal off the room and avoid a great number of stinging projectiles. Take note of a sealed square depression in the floor. Exit through the ground level hall and seal off a similar chamber in the same manner. Return to the Hive through any of the square floor depressions; find the statue (go down) and travel along the high ledges and passages.
Take heart: this is a tough initial taste of Aliendom.
Episode II: Escape
This is the simplest and perhaps most fulfilling Alien levelthe bountiful civilians are at your mercy as you maraud and terrorize.
Alien 3: A fine example of one of the tubular level accesses
Travel out of the lair, into a double column room and up to a distinctly colored block. Pushed out of the way you can now enter the Processing Field Lab proper. Use the ventilation system and make a conscious note of where you came from as you proceed from administration rooms to the labs themselves. There is ample food, so be adventurous.
Always look for your primary method of travelductsand don't get confused with previously traversed territoriesafter you enter rooms, previous areas tend to become accessible normally (i.e. doors unlock). Eventually you'll come to a locker area. Look above you for yet another duct passage to move along. Proceed through a cycling airlock to an egg transport observation room, then to a smaller room with a hard-to-spot duct to the left of a locked exit. That duct takes you to a long room with crossbars along it's roof... prepare a welcome for a squad of Marines on the other side of the far door and behold an elevator. Flank/surprise the Marines waiting to cut riders to pieces and move on until you see a pane of glass. Break it, traverse the passages, and emerge in the shuttle cargo hold. Remember to eat well and thoroughly prior... travelling on an empty stomach might bring on irregularity.
Episode III: Ferarco
An extremely challenging navigational exercise made less so with knowledge of key 'landmarks'.
Alien 4: If you take it, send the elevator on so as to progress under your own steam in that shaft
Begin behind a set of barrels, concealed as you are until the opportunity to strike at the guard appears. Proceed until you see a ladder and climb, travelling through the ducts and damaging pipes on the way out. Follow the corridors back to the ladder and travel beyond to the first tubular level access. Look for pipes on the outer edges and damage them to open Deck 2. Cycle some doors further on to enter the lounge/cafeteria, then travel through the vent above the table to ultimately arrive at another tubular level access (this can be difficult to spotthe dark ambience offers a distinction). Move directly across to a short corridor, entering the duct on the left wall. Make your way through and surprise a victim below. You are in a stasis pod chamber.
From there proceed to the MedLab via the left-hand corridor. Smash the glass and open the door to your right to circumvent death and dismantle some Sentry Guns. Hang another left to find the next duct in a 2nd stasis pod chamber; this time you are exiting such a room via the duct.
Alien 4: You're close to the end... achieve the roof past all this metal structure and take the central passage to some living quarters (common rooms of a sort)keep smashing glass to find the opening in the ceiling
From that duct you will emerge into a long orange-lit chamber; use the multiple hatchway/passage system to flank guards, then exit via the end. Drop down from your newfound perch and admire the vista before passing through the only exit corridor (at ground level) to yet another room that resembles the tubular accesses of yore (except this isn't one). This place is vitally important. Go right to behold the shuttlecraft. Return to the tubular room and the other corridor to discover a 3rd true tubular level access... stay on level 1, travelling straight ahead (out) and up a ladder to a wide door. Beyond is the main computer roomexactly opposite your entrance is Mother.
To cripple the ship's computer destroy all of the panels in the primary Mother alcove, but don't do so until you have made a few dry runs to the shuttlecraft. The way will hopefully be clear of guards when you do your damage and need to leave there in a hurry.
Episode IV: Gateway
The combat will kill you on this one. Run like mad for the door behind the moored shuttlecraft, then run past the first opening to emerge behind some Sentry Guns. Take either door then a vent to emerge in a huge cargo bay. Find an open bit of regular corridor (there are 2 such bits) and enter either elevator shaft.
Alien 5: Jump across to the other access or the Guns in the lengthy corridor will certainly rip you to shreds
Destroy all of the electrical boxes you can find, then proceed up the central ladder to the top. A broad, well-patrolled hallway has doors that lead to more electrical panels (crush all of them). Jump down and pass through the fan blades.
Destroy the 4 electrical boxes here in the tunnels, then crawl up through any of the ceiling vents and past a tall structured array to more ventsone of these is passable. Smash your way through the rooms, go through the next ceiling opening, and destroy another box to get by another fan. Drop into a long red room.
Scramble up the slopes and dash the computer consoles. Kill the chain-gunner by going out and around then back in, leaping towards him with the ceiling monitors in the way to soak up rounds. Scurry back down and exit the red room via the now raised bars at the far end.
Episode V: Earthbound
Drop down the chute and climb up the elevator shaft. Move across a large hallway to another chute and pass through the grating to find a control console that opens the way when smashed. Now behold the first cargo rail room.
Alien 5: Destroy both sets of electrical boxes to avoid getting chopped up in a fan... that's what bullets are for
Destroy the electronics in both alcoves and rush into the next one that opens up in the now accessible room to beat some ambushing Marines to the punch. Pass through the vent to reach a long corridor with Sentry Guns and another Marine ambush waitingleap across to the opposite access way, follow it around, and jump in amongst the Guns. Deal with them and destroy the electrical boxes feeding the ceiling fan at hall's end, then pass through.
Alien 5: Stay above that cargo containerthe big thing way down thereto move in behind those Sentry Guns
Proceed past another ceiling fan at a junction and traverse linear architecture for a while; elements will by now be quite familiar to you. At another junction, smash the electronics and descend by either passage. Another long hallwaytake a new vent out. You're at the final cargo rail bay. Wait for the double doors to close, then enter and wreck the electrical boxes. Stick to the ceiling and flank the Sentry Guns, then enter the Deck 4 control area (well lit) to begin the Predator showdown. Hit and run, then trundle into a bright airlock. |