FAQ by Shotgunner

Version: Final | Updated: 12/27/03 | Printable Version

Alien Trilogy FAQ Final Version/Revision
Started at 3:52 PM on 7/25/2002
Release Version(1.0) finished at 1:58 PM on 7/29/2002
Created by Shotgunner

Version History
v0.5 - Started FAQ
v1.0 - Made corrections, released FAQ to Gamefaqs
v1.5 - Added Mission Briefs, added/altered info, added level map info
Final - altered layout, added FINAL NOTICE
FINAL REVISION completed at 3:44 AM on 12/27/2003

FINAL NOTICE - due to a lack of time(and this game's age), I'm going to
consider this the FINAL VERISON of this FAQ. However, if I come across
something that I MUST change, then I will update the FAQ accordingly.
Otherwise, this is the end of the updates. Thanks to everyone for the support
and help during the creation of this final revision.


Title: Alien Trilogy
Publisher: Acclaim Entertainment
Genre/Category: Shooter - 1st Person
System: PS One Console
Number of Players: 1
Release Date: Feb. 1996
Compatible Peripheral Features: Memory Card


This FAQ copyrighted by Chris "Shotgunner" Sanicola 2002-2003-2004.

You may distribute, use, and/or download this FAQ under the following

1) You will not change this FAQ in ANY way, under ANY circumstances

2) You will not charge any fee of any kind for this FAQ

3) you will not bundle this FAQ with a copy of the game(Alien Trilogy) on ebay,
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express permission

4) If you wish to upload this FAQ onto your site, you will acquire
my permission before uploading this FAQ/Guide on your site

5) If using any part of this FAQ in your own FAQ, you will give me credit for
whatever part(s) you use

And for you magazines, both foreign and domestic, here's one just for you:

6) Any magazine found using this FAQ, for ANY reason, in part OR in full, will
be prosecuted to the fullest extent of the law.

These rules are not hard to follow, so please do not break them. I have no
problems calling my lawyer and pressing charges over copyright law violations.
I'd at the very least get reimbursed for the legal fees, so don't push your




Alien Trilogy - one of the best FPS games of all time for an older console.
Released back in either '96 or '97(I'm not sure which) it was very DOOM-ish in
the fact that there was very little up/down aiming; almost all enemies were
under the "auto-aim" that was popular in DOOM(you can blast it as long at you
are in a straight line between you and it). While it doesn't follow the movies
EXACTLY, it DOES give you a good challenge, even at the easiest setting. Don't
pass this game just becasue it was one of the early titles for the PSX(now
known as the PSOne); it would not have made it to the Greatest Hits line if it
wasn't good. BAsed loosely on all three movies, PROBE and ACCLAIM made a pretty
good Alien-themed game. While the flow of the game goes Aliens-Alien3-Alien, it
is done in a good way. Each objective is repitive over time, but at least they
are broken up enough to give some variety. There are also several levels where
you can re-arm and regin health without fear of any xenos attacking you as
these levels are alien-free. Why am I still TALKING aobut the game? to quote
Vasquez, LET'S ROCK!

NOTE - this is my interpetation of the story based on events in the game. This
is NOT the official story.

<<Begin transmission>>

To - Carter J. Burke
From - G. Van Lewen, COO of Bio Weapons Div

RE - We've lost contact with the colony on LV-426. Take Gorman and his team in
to investigate. We don't want anyone to know that the Company delibertly
infected the colony with xenomorphs. Your mission objectives are as follows:

- Destroy all evidence that links the Company to the attempts to smuggle
xenomorph specimens past ICC Quarentine.

- Obtain data on the speed and throughness of xenomorph infestation in a
contained area(i.e. the colony)

- If possible, obtain a live xenomorph specimen for transport to Company labs

You have to gain Ripley's trust; she has experience with the xenomorph, and you
may need her help in bringing one out alive.

Also, be aware - The Bioweapons team already on-site has no knoweledge of your
team's mission. Their orders are to terminate anyone on site that is not linked
to their mission. You are ordered to NOT engage hostitlies with them; you may
fire in self defense ONLY.

If successful, you may choose your next assignment. Fail, and you'll most
likely be dead.

Good luck Burke.

<<End of transmission>>

During the mission, the team ran into xenomorphs and was eliminated, leaving
only two people: Burke and Ripley. Ripley must complete various missions while
attempting to escape with as many survivors as possible.

The story is very DOOM-ish, in the fact that it leaves only Ripley alive in a
hostile area; Burke is cowering in the APC, fool that he is. Weak story, but it
does the job for the game.....at least it stays true to the movies.....


D-PAD - move fowards/backwards/turn left & right

X - Fire Current Weapon/Confirm Choice On Options/Cheat/Main Menu

O - Open Doors

Triangle - Switch Weapons

Square - Throw Seismic Survey Charge/Fire Grenade

L1/R1 - Strafe Left/Right

L2 - Used with Square & O to look up/down

R2 - Run

Start - Sub-Menu(while in-game)


Lock and load people! This section describes the various weapons you acquire
throughout the game.

Weak, but this is all you start with. However, this soon changes in the first
level. Ammo is found on every level, so you will have enough ammo throughout
the game. As for FIGHTING with it, don't bother - R U N instead.

Powerful up close, but weakens with distance. Ammo is almost as plentiful as
the pistol's, but you'll be using this more often. Found in Level 1 shortly
after starting the game.

Powerful, but uses fuel VERY quickly. Tap the X button for maximum forepower
while using this weapon. First found on level 1 in a secret room.

NOW we're talkin'! 10mm Explosive Tip Caseless rounds, and 40mm grenades; what
more could you ask for? A smart gun? Well...I guess that IS better.....but the
Pulse Rifle is still one of the best weapons in the game. First found on Level

Sadly, you don't get this baby until you are on the second to last level of
section 2
but you don't need it until that time either. Auto aiming makes life easier
although you WILL waste ammo with this gun big time due to the high rate of
fire. For clearing out a swarm of hostiles, however, the smart gun is the ONLY
choice if you want to survive.


From restoring health to providing defense, this equipment will make your life
easier(but not safer).....

tracks all motion in a 360 degree arc. Sadly, but fortunetly, the one item I
was hoping that was movie-like isn't. It displays movement in a 360 degree arc,
unlike the movie version which only displayed a 180 degree arc in front of the
unit(perhaps this is an older model?) Remember, it will not track NON-MOVING

Health increasers. HYPOS, however, temporarily boost your health past 100, but
starts to decrease after a short time. Good while it lasts though. Dermpatches
also raise your health past 100, all the way up to 250. However, unlike HYPOS,
the health only decreases if attacked.


Unlike most FPS games, where armor decreases damge, in Alien Trilogy armor
absorbe ALL damage, kinda like giving you an extended energy bar. You can have
at most 200 Armor, for a maximum of 450 health/armor. Not a bad life bar, not
bad at all.....


Not really a piece of equipment, these are just ID tags that increase the
mission completed percentage. If you see one, grab it.

NOTE - From here on, I'll refer to each section of the game by the movie it
represents(Alien/Aliens/Alien3). Remember that the flow of the game is(at least
movie-wise) Aliens, Alien3, Alien

This section is in two parts due to the fact that you have both humans and
aliens to fight. Even though they should be activly killing one another, they
instead only focus on you. Sucks to be famous, no?


Weak, and armed with the equally weak pistol. Exclusive to Aliens. Sometimes
drop Pistol or Pistol Ammo or an ID Tag.

Armed with a pulse rifle, these guys mean business. They won't use the grenade
launcher on their rifles though. Exclusive to Alien3.

These guys are Bishop Mk.II's with ther behavor inhibitors removed; they are
soldiers and assassians. Armed with Smart Guns, they are dangerous, but not too
tough; they move like they were dipped in tar and left out to dry. You'll first
encounter them near the end of Alien3. The best weapon to use on them is either
a Sismec Survay Charge, Pulse Rifle grenade, or their own weapon, the smart gun.

Stormtroopers??? Just kidding, but the resemblence is amazing :p These guys
are packing pulse rifles. They look like the marines from Alien3.

It has been brought to my attention that the Bio-Weapons Division Soldiers who
use the grenade launcher are actually Specimen Handlers(hence, the revelant
changes). Apparently, they wanted the extra firepower in case an alien got
loose...guess they don't need to worry about that anymore, huh? IF you hear one
of them launch a grenade, sidestep and hope you're not near a wall or
obstruction. Why do I say this? Two words - splash damage.


Facehuggers come out of these, but you knew that right? If not, watch the
movies before you read anymore of this. As in RIGHT NOW.

You all know what these are. Weak but dangerous if they facehug you; you won't
see anything until they fall off.

Small, snake-like and deadly in it's own right. Annoying but weak.

The jet-black drones are 2.5 - 3 meters tall and have acid for blood.
Dangerouos in groups, but singally they are easily killed with several shotgun

Golden brown in color, they run on all fours. Slow but dangeorus if you are
ganged up on by these guys. A few pulse rifle bursts will kill them.

Like DRONES, but same golden color of the Dog Strain. Slightly stronger than
DRONES as well. Not easily killed execpt with the Smart Gun.

Found only on 1 level in Alien3(Lead Mould), they are more powerful versions of
the regular Dog Strain. Use Charges or Grenades on them if distance allows you
to do so without being bathed in acid from the explosion. Otherwise, use only
the Smart Gun. If down to the shotgun and pistol, RUN.

Found in the later levels, think of a stronger drone and you got a WARRIOR.
Tougher to kill and does more damage than the DRONE. Engage from a distance if
at all possible.

The mama bug. She's big(12 meters tall), mean, and not going anywhere until you
shoot her. Take advantage of this and destroy all of the eggs/facehuggers that
are in the Queen's Lair before fighting the Queen. also, in each Lair there's
some weapons and equipment that you should collect before engaging the Queen.
There is a total of 3 Queens
in the game, each one stronger than the last.


I do not make walktrhoughs for games based on the sole fact that I don't want
to ruin the game intentionally(or accidentlly) for someone. It's kinda like
ruining a movie for someone who has yet to see it. What I WILL do, however, is
point you to a GOOD walkthrough-equipped FAQ. The other FAQ here at Gamefaqs(by
MStaiger) has an excellent walkthrough with ASCII-art maps that are


I only know of a single cheat. I know more exist, but this is the ultimate
cheat code as it unlocks EVERYTHING. This cheat is inputted at the password
screen under OPTIONS.

Open the Cheats Menu on the TITLE Screen and put in the following "password":


Translated into english, it says I GOT PINK ACID BOOTS ON. Nice touch :p It
makes a new selection avaliable on the TITLE Screen: CHEATS. Below is the
contents of the CHEATS menu and their functions:


LEVEL - This tells the game that you are to start on the level that is
displayed. You can literally go all the way to the final Queen battle if you
want. However, doing this cancels out all of the re-arm areas and the
FMVs for the entire game. If you just want to fool around on the levels(or have
previously completed the game) then feel free to mess with this. This is the
only cheat function that cancels out the FMVs.

PLAYER INVLURNABILITY - Incinvibity. Turn on to lay waste to the aliens on
LV426 in GOD MODE. Otherwise leave it off.

GIMMIE AMMO - gives you unlimited ammo. A very good help on the hardest
difficulty level.

VIDEO - NTSC(North American TV) or PAL(European TV). I do know that this alters
the colors somewhat; the text goes from neon green to a mustard yellow.
HOwever, I have no idea what this mode will do to your TV if anything. My
advice is to pretend that it is not even there.

GIMMIE WEAPONS - gives you all the weapons in the game from the start.

EXIT - exits the menu.

Ok, I know that a lot of you guys detest cheating devices of all kinds, but
this single code increases your rate of fire for all weapons.

The code was created using a Gameshark version 2.42. It may work on other
versions of the gameshark(likie the gameshark lite) but I do not know at this

Mega Rapid Fire
8009A024 0001

Code Description - this code increases your rate of fire drastically. However,
for the non-auto weapons(Shotgun and Pistol) the code allows you to auto fire
by pressing the button rapidly or by using a turbo equipped controller. All
other weapons fire at a much higher rate - use this new advantage wisely or
you'll end up out of ammo.


I ripped this from the game disc. You can do the same thing if your PC has
Windows notepad. But since I have it here, why would you do it? Also, please
note that since this is a Notepad file, the BOLD and highlighted sections of
the mission briefs are NOT bold and highlighted(duh :p ). All the BOLDing and
HIGHLIGHTing is for is to point out your mission objectives. Lastly, I split
the MISSIION BRIEFS into three parts, each broken down by the movie it's
supposed to represent.

As for the RESUPPLY AREAs(Ammo Dumps, Tunnels and Ducts, and Inorganics
respectivly) you have a time set within the mission brief. However, it
seems(again, SEEMS) that you really do not have a set time limit in these
areas. Therefore, take your time and ensure that you fully rearm(or re-arm as
best you can) before heading to the exit, as once you step into the exit that's
it. Also, sometimes there's secret areas in the resupply areas, but it's up to
you to find them.

PART ONE - Movie Setting - Aliens

1.1.1 Entrance
You are advised to clear the entrance
for the marine drop crew by removing
crate and barrel barricades and
dispatching any xenomorphs you may

Note that due to the protective design
of the barrels [for transportation],
your 9mm will be ineffective in their
removal. Search out alternative means.

1.1.2 Outer Complex
You must locate the main junction room
and activate all three control panels.
This will allow further penetration
into the colony.

Pick up any seismic survey charges as
they are essential for the removal of
temporary walls.

1.1.3 Ammunition Dump 1
You may re-arm your arsenal here but
we can only hover for 60 seconds as
the area is about to self-destruct.

Ensure that you arm up before we pull
you out.

1.2.2 Recreation Rooms
The recapture of the colony is
progressing well. However, as we have
feared, our security people have been
infected and must be eliminated.

Power up all of the lights, destroy
anything that lives, and pull out so that
we may remove any carcasses and
secure the area for re-habitation.

1.3.1 Medical Laboratory
Once again, an area of the colony
has been totally infected.

Retire all enemy lifeforms
so that the marines may enter and
secure the area and remove any
suspect biological samples for

Collect all ID tags so we can confirm
that no samples have been removed
without our knowledge.

1.1.4 Ammunition Dump 2
You may re-arm your arsenal here but
we can only hover for 60 seconds as
the area is about to self-destruct.

Ensure that you arm up before we pull
you out.

1.4.1 Garage
Before the mass infection, some
colonists sought to smuggle samples
out for personal gain: allegedly on
behalf of the Company.

The garage area was the central point
for crates entering and leaving the
colony. It is imperative that you
destroy all crates and their contents
to ensure that this illegal trade does
not resume.

1.1.5 Ammunition Dump 3
You may re-arm your arsenal here but
we can only hover for 60 seconds as
the area is about to self-destruct.

Ensure that you arm up before we pull
you out.

1.5.4 Atmosphere Sub-level
This entire section is the beginning
of an ideal cocoon storage area for the
xenomorph and is the outer reaches of
what we believe to be the Queen's nest.

Previously, Synthetics were dropped in
to protect the colonists, but it seems
that all colonists have been infected.
The Synthetics are still guarding.
Remove them to gain access to the
xenomorph lair.

1.5.5 Security Catwalks
You may re-arm your arsenal here. The
heat from the processor is extreme and
may cause the craft to stall. We can
only hover for 30 seconds.

1.6.1 Atmosphere Sub-Basement
You must seek out all the remaining
colonists and retrieve their ID tags so
that we may assess the speed and level
of infection.

We believe that these colonists are
alive. We must insist that you
perform a thorough search of the area
to check for nests, where the colonists
may be stored.

1.6.2 Queen's Lair
It appears you have found the Queen.
Eliminate her so that any traces of life
may be removed from the area and we
can re-populate the colony once again.

Good luck.

PART TWO - Movie Setting - Alien 3

2.1.1 Living Area
The prison has been lost to a new
strain of xenomorph.

Destroy any living organism and seek
out any hidden weapons caches that
were stockpiled by the former inmates.
Do not let anything stand in your way.

2.1.2 Canteen
This is a maximum security area.

All of the prisoners are missing.
Their ID tags are scattered throughout
this section.

Retrieve all of these ID tags so that
a thorough assessment can be made
of the capability of this new strain
of xenomorph.

2.1.3 Meeting Tower
We must have access to the Central
Meeting Tower. The age and design
of the machinery within this area
has many of the control panels for
activating access-platforms away
from the vicinity of their
respective mechanisms.

Ensure that you lower all lifts and
open all doors to give free access
to the entire tower complex.

2.2.2 Leadworks
Due to the amount of time this section
has been without maintenance, many of
the pressurized gas-pipes supplying the
leadworks have fallen into decay and
make entry very treacherous.

Find the control panels that activate the
gas supply to the flame jets and stem
the flow of gas.

2.4.2 Tunnels and Ducts
We have managed to hold the fans for
a short period of time. You must get
in there and re-arm from the stockpile
hidden by the inmates.

We estimate that you have 60 seconds.

2.3.1 Mining and Smelting
Once again, we have information that
leads us to the conclusion that an illegal
operation was being set up to export
samples back to earth for personal
gain. This was totally against the prison

Destroy any crates that may contain
samples and any organisms that stand
in your way.

2.3.2 Furnace Controls
The high level of heat and pressure
has caused steam pipes to burst,
making the area highly dangerous.

Get in there, find the control panels
for the steam and make sure that
they are turned off to allow a
follow-up crew safe access.

2.4.3 Tunnels and Ducts
We have managed to hold the fans for
a short period of time. You must get
in there and re-arm from the stockpile
hidden by the inmates.

We estimate that you have 60 seconds.

2.6.2 Lead Mould
You will be dropped into an area known
to be inhabited by a Dog strain of the
xenomorph. This strain is highly
dangerous and has, so far, managed to
stop any attempt of securing the

Get in there and access all areas
by opening all doors via control panels
in the main chamber.

2.6.3 Queen's Lair
The Queen has been located and has to
be destroyed if we are to rebuild
the prison for other offenders.

Destroy her and her spawn so
we may clean up and remove any
evidence of this thing.

PART THREE - Movie Setting - Alien

3.1.1 Tunnels.
We believe the original xenomorph
infection came from within this
derelict Boneship. We must
investigate the area to find the origin
of the xenomorph on this planet.

Use the bio-mechanical lifts and clear
the way to the main Pilot's Chamber
so that we may enter freely and
remove the carcasses for testing
and subsequent destruction.

3.2.1 Pilot's Chamber
You now have free access to the entire
Boneship from these chambers. Find the
active airlock to progress deeper.

You must secure each section of the
entire vessel from this central point
to ensure that our landing crews
may enter freely.

3.3.1 Canyons and Catacombs
In a previous attempt to hold this
area of the vessel, rogue dog
strains of the xenomorph escaped

Search for hidden lairs where
they may reside and destroy these

3.2.2 Pilot's Chamber
Well done. You have arrived back at
the central section of the ship and have
opened another air-lock.

Do not delay. There are more areas to
secure and time is against us.

3.5.1 Secrets
The previous landing crew were
caught and infected. Find these
members and kill them so that they
cannot spawn any more of their

Remember to collect their ID tags
as proof that each is eliminated.

3.5.2 Inorganics 1
We have detected Inorganic Materials
near an area known to be inhabited
by adult xenomorphs. We believe that
these are Munitions.

You have 45 seconds
to get in there and restock
before we pull you out of this
potentially dangerous area.

3.2.3 Pilot's Chamber
You are re-entering the main
chamber of this ship. Your efforts
have opened up another section that
can be secured.

Unfortunately, you have inadvertently
allowed some xenomorphs back into
these chambers. It would be wise to
dispatch them before moving on.

3.7.1 Droplifts
Synthetics have previously been placed
in this area to deter any potential
sample smugglers. We are now unable
to remove them. These synthetic
workers will kill on sight.

After studying our data we feel that
the company can sustain the credit loss
of these... employees. Remove them so
the area can be accessed.

3.5.3 Inorganics 2
We have detected more Inorganic
Materials in the Boneship. We again
believe that these are Munitions.

You have 45 seconds
to get in there and restock
before we pull you out of this
potentially dangerous area.

3.2.4 Pilot's Chamber
You are re-entering the main
chamber of this ship. Your efforts
have opened up another section that
can be secured. Judging by the
warrior presence, you must be very
deep into the Boneship.

3.8.1 Egg Chambers
We believe that you are close to
the central hatchery which contains
enough eggs to infect any large

Destroy all of the eggs to ensure
the future of any visitors to this
barren place.

3.2.5 Pilot's Chamber
You are approaching the last few
sections of the Boneship. Beware as
our information leads us to
understand that a Queen has been
building a nest.

Make sure that you clear the main
chamber of any threats so we may
remove the dead pilot for study.

3.9.1 Queen's lair
The final task is at hand.

It ends where it once began.

You must succeed.


Well, if you succeed you clearly have finished the game. I'm not going to ruin
the ending for you, so you'll just have to play through the game to find

Depending on how you die in the game, you are treated to a short death FMV.
Other than the facehugger death, the others involve Riply dying in bloody,
gruesome ways - being speared by an alien tail, gunfire, falling into a puddle
of acid...you'll have to see them for yourselves. Sadly, you have one life to
complete the game with, so make sure you save to your memory card or write down
your password.

Thanks to my friends for putting up with me during the countless revisions of
this FAQ.
Thanks to Acclaim and Probe for this game.
Thanks to Fox for allowing this game to be made.
Thanks to Playstation.com for the GAME INFO

Lastly, thanks to me for typing this up.

Sept.11, 2001 - We will never forget. "I will see you in the next life, I
promise you."

Shameless Self Promotion
Other FAQs I have written

Advance Wars FAQ(GBA) - published on Gamefaqs
Operation Body Count FAQ(PC) - published on Gamefaqs