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    FAQ/Walkthrough by MStaiger

    Version: 1.0 | Updated: 10/19/01 | Printable Version | Search Guide | Bookmark Guide

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         FOR SATURN & PLAYSTATION
    
    
         VERSION 1.0 (and likely to be the last unless I find out how to get into
    	the secret in the Gauntlet)
    
    
         By Michael Staiger (merkss@yahoo.co.uk)
    
    
         Complete: Friday October 19 2001, 4:36 AM Greenwich Mean Time
    
    
         Welcome to the first version of the Alien Trilogy FAQ. Having found
    nothing but cheats to any version of Alien Trilogy on the GameFAQs website,
    I decided to construct this, the complete guide to Acclaim's first person
    shooter.
    
         While I freely acknowledge that I believe Probe have pretty much
    squandered the greatest movie licence ever, they have still produced a
    competent and atmospheric 3D shoot 'em up.
    
         In this 'ere FAQ you will find the following:
    
     1. The Alien Trilogy storyline.
    
     2. Detailed analysis of your arsenal and ordinance.
    
     3. Complete inventory details. What items you pick up and how to use them.
    
     4. Bestiary. The enemies you face, their tactics and how to defeat them.
    
     5. Maps to every level in the game. All secret rooms, traps and monsters.
    
     6. All the cheat codes for infinite ammo, weapons, level skip and
        invincibility.
    
    NB: All level numbers refer to their number by the level skip code. Level
    numbers begin from zero.
    
    
    
     Part 1
    
         The Alien Trilogy Storyline
    
    
                               "WE'RE ON A ONE WAY ELEVATOR TO HELL, GOIN' DOWN!"
                                           - Marine Private Hudson, Aliens
    
    
         Alien Trilogy is a first person shoot 'em up developed by Probe Software
    and Acclaim Entertainment Ltd. It is based (very loosely) on the first three
    Alien films and was released on Saturn and Playstation in 1996. (I don't know
    when the PC version was released)
    
         You play Lt. Ripley, a marine assigned to investigate the sudden loss of
    contact with the colony on planet LV426, also known as Archeron. The massive
    Earth conglomerate Weyland-Yutani, the ubiqiutous Company that owns the
    colony, had discovered an ancient, derelict starship lying, where it crashed,
    on Archeron's inhospitable surface. The colonists were deliberately infected
    by Company scientists in order to smuggle an Alien through ICC quarantine to
    the Company's bio-weapons research labs on Earth.
         But something has gone horribly wrong.
    
         After the communications blackout, the Company sends in a team of marines
    to destroy all evidence of the smuggling operation. As you watch from the
    APC the first squad sent into the colony complex is wiped out by the Aliens.
    Soon you are the only one left. You enter the colony complex, determined to
    avenge your friends and obliterate the Alien hive.
    
    
    
         OK, so the storyline's basically a lazy attempt to set up the 'one man
    takes on army' storyline of most pre Half-Life first person shooters, and
    aside from the names has almost nothing in common with any of the films but
    what the hell it still plays good.
    
    
    
    
     Part 2
    
         Arsenal And Ordinance
    
    
        "THIS IS A MAXIMUM SECURITY PRISON AND YOU HAVE NO WEAPONS OF ANY KIND?"
                                             - Lieutenant Ellen Ripley, Alien 3
    
    
         Unsurprisingly, you begin with a pistol and that's it, you could use
    harsh language, but that's unlikely to do much good. If you scour the recesses
    of the colony complex, you will soon come up with some monstrous, death
    dealing firepower.
         One thing that's worth mentioning here is the rather odd system of ammo
    from pickups. Instead of giving you a specific amount for each clip picked up
    your ammo counter will increase beyond the next multiple of that weapons clip
    capacity to the NEXT multiple.
         Basically if you have a 9MM pistol (15 rounds per clip) with 28 rounds of
    ammunition, and you pick up a pistol clip, your ammo counter will increase
    beyond 30 (the next multiple of 15) to the multiple of 15 beyond that, in this
    case, 45.
         If you had 30 rounds in the gun instead of 28 your ammo counter would
    have gone up to 60 (45 is the next multiple up, 60 the next) The same applies
    to the pulse rifle and smartgun (in multiples of 100) Some ammo pickups
    take you up 4 multiples instead of 2, usually with the pistol.
         The shotgun and flamethrower are different. For the shotgun you simply
    get 10 shells per pickup. The flamethrower 100 units of fuel per pickup.
    
         Another thing that must be mentioned here is about weapon efficiency.
    A little idiosyncracy this game displays is that when you fire multple
    rounds at an enemy rapidly, only the first will hit. The enemies are 2D
    sprites and so have no thickness. When they go into their 'taking a hit'
    animation sequence they are insubstantial. That's why if you shoot an alien
    with the smartgun you'll see sparks flying from the walls behind it where
    the rounds that went straight through strike. Enemies are actually only
    taking damage when they enter their 'taking a hit' animation.
         So that means some weapons are more efficient than others right?
    You bet. The shotgun is the most efficient weapon simply because it's fire
    rate is slow. You can still waste ammo by firing as fast as possible but
    you only have to slow down slightly to ensure every shot inflicts damage.
         The pistol just about fires fast enough to manage waste ammo. Even
    though you're never short on ammo for this weapon, if you wish to conserve
    ammo and do as much damage as possible just slow down the fire rate enough
    to ensure the enemy 'takes the hit' every time.
         The flamethrower can be massively inefficient, and you can burn off
    a load of fuel without doing much damage. If you attack a warrior say, and
    you hold down the trigger until it dies, the alien is only actually taking
    damage at the moment of the 'taking a hit' animation. If you wish to
    conserve ammo just tap the fire button to do the hit, then wait for a
    second before tapping again. You'll save a large amount of fuel.
         The pulse rifle can also be very inefficient. It fires in three
    round bursts but some enemies have hit animations so long that only one
    in six rounds will do any damage. To maximise damage don't hold down
    the button. Press it repeatedly to inflict damage. Fortunately, like
    the pistol, you're rarely short of ammo for the pulse rifle.
         The smartgun fires much faster than the pulse rifle but with it's
    autotargetting system it saves a lot of ammo, provided you're taking on
    multiple targets. For single enemies stick to the pulse rifle.
         If you wish to maintain high efficency use explosives. All the
    damage is done in one strike so you cannot waste ammo, only power. Given
    that only a queen can survive a direct hit from a charge or grenade,
    you can use them to clear out any room of anything.
    
    
    
         9MM SEMI AUTOMATIC PISTOL
                                                         "DO SOMETHING, GORMAN!"
                                       - Company Executive Carter Burke, Aliens
    FIRES 9MM ROUNDS
         15 ROUNDS PER CLIP
         10 CLIPS MAXIMUM
         150 MAX ROUNDS HELD
    
              It's all you have when you start, but since you get a new
    weapon on the first level it doesn't stay top of the heap for very long.
    The pistol has a poor rate of fire and does not do much damage. However,
    ammo for this weapon is plentiful in the early levels so you have it to fall
    back on if you run low on ammo for other weapons. Ideal for picking off
    lone facehuggers or for blowing up the many crates and storage lockers that
    contain items.
    
    
         12 GAUGE SAWN OFF SHOTGUN
                               "I LIKE TO KEEP THIS HANDY, FOR CLOSE ENCOUNTERS"
                                               - Marine Corporal Hicks, Aliens
    
    FIRES 12 GAUGE SHOTGUN SHELLS
         10 SHELLS PER CASE
         10 CASES MAXIMUM
         100 MAX SHELLS HELD
    
               Like being hit in the stomach with a hydraulic battering ram
    this mean machine can deal out serious pain to almost anything you'll come
    across. Provided you're not being overrun by xenomorphs this is a good
    weapon to choose. It has a wide blast area so, while it does little damage
    at range, it can hit two or three targets that are spaced apart. One word of
    warning. The laws of physics apply in this game. Every action has an equal
    and opposite reaction. What am I talking about? Yep, recoil.
         While the pulse rifle and smartgun have inbuilt recoil dampers to soften
    the kickback and increase accuracy, the shotgun is not a piece of military
    hardware and doesn't. Beware of using this on high platforms with no safety
    rails. If you have no choice, move forward with each shot to minimize overall
    movement. Be sure to check your position if you can. On the up side ammo is
    rarely in short supply so this weapon will be your first choice for most
    of the first episode once you pick it up on level 0.
    
    
         SEISMIC SURVEY CHARGES
                                                     "HOW LONG TILL IT BLOWS?"
                                                - Marine Corporal Hicks, Aliens
    
    HAND THROWN CONCUSSION CHARGES
         2 CHARGES PER PACK
         INFINITE PACKS MAXIMUM
         INFINITE MAX CHARGES HELD
    
              These bundles 'o' fun are found throughout the game and it's
    always a good idea to have a few to fall back on. Used primarily for
    destroying weak walls, hidden passages and secretion encrusted doorways
    they are also useful for mass carnage in crowd situations. Provided
    you are not in the crowd itself simply chuck in one of these and watch
    'em fry. Also good BS (before smartgun) for knocking aliens off the
    ceiling. Lure them near to a wall and slam a charge into it.
    The alien will eat floor.
    
    
         FLAMETHROWER
                                        "FLAME UNITS ONLY, I WANT RIFLES SLUNG"
                                            - Marine Lieutenant Gorman. Aliens
    
    FIRES HIGHLY FLAMMABLE FUEL IGNITED BY FRONT BURNER
         100 UNITS OF FUEL PER CANISTER
         5 CANISTERS MAXIMUM
         500 MAX FUEL HELD
    
              The flamethrower is the odd weapon in the group. 500 units of
    fuel sounds a lot but it can all be burnt off in one really big fight. You
    can use it in a similar way to the chaingun in Doom, trapping an enemy in
    your field of fire until it dies. The one situation where this weapon
    excels is if you're being swarmed by facehuggers. Simply hold down the
    fire button and spin round a couple of times and you take out the lot.
    You won't use it initially after you've found it (it first appears in a
    secret room on level 1) since fuel is scarce, but later in the game, if
    you want a change from the pulse rifle, give this a whirl and barbecue
    some alien slime.
    
    
         M-41A PULSE RIFLE
                                 "LIEUTENANT, WHAT DO THOSE PULSE RIFLES FIRE?"
                                             - Lieutenant Ellen Ripley, Aliens
    
    PRIMARY
    FIRES 10MM EXPLOSIVE TIPPED CASELESS STANDARD LIGHT ARMOUR PIERCING ROUNDS
         100 ROUNDS PER CLIP
         10 CLIPS MAXIMUM
         1000 MAX ROUNDS HELD
    
    SECONDARY
    FIRES M40 GRENADES
         5 GRENADES PER CASE
         4 CASES MAXIMUM
         20 MAX GRENADES HELD
    
              Now we're reaching the high end of the food chain, this highly
    versatile weapon not only offers a high rate of fire combined with good
    damage but also sports, for the ultimate in crowd control, a 40mm grenade
    launcher. Fire that baby a few times into a crowded nest and you only have
    to worry about getting acid on your boots (Like the survey charges though,
    don't be anywhere near the blast radius). The 10mm rounds also deal out
    death at a huge rate of knots but, best of all, once you've reached the
    first queen you should have clips and grenades coming out of your ears.
    There is almost nothing the pulse rifle can't handle, and once you find it
    on level 4 you'll have a much easier ride from then on. This gun lacks
    only in close quarters combat with multiple targets. For dealing out
    damage like there's no tomorrow you need one of these...
    
    
         SMARTGUN
                                                          "LET'S ROCK!!!"
                                              - Marine Private Vasquez, Aliens
    
    FIRES 10MM EXPLOSIVE TIPPED CASELESS STANDARD LIGHT ARMOUR PIERCING ROUNDS
         100 ROUNDS PER CARTRIDGE
         10 CARTRIDGES MAXIMUM
         1000 MAX ROUNDS HELD
    
              Yep, this gun uses the same sort of ammunition as the pulse
    rifle (except in cartridges instead of clips), has the same capacity,
    and deals out the same amount of damage per round. So why is this
    weapon the last word in close quarters combat? Simple, its rate of
    fire is nearly TWICE that of the pulse rifle, hurling out a hundred
    rounds in only 8 seconds. Also the smartgun lives up to its name with
    its auto-targetting system which auto-aims at up to three enemies in
    your forward firing arc. This makes taking out the aliens on the ceilings
    a cinch and means an economical rate of fire at all other times too. If
    you're short of explosives this gun can also blast through any destuctible
    walls. The smartgun is first found on level 15 and within a few levels
    you'll find plenty of ammo. But it isn't until the final episode that you'll
    really need this awesome piece of hardware when hordes of the toughest
    alien warriors decide to go up close and personal.
    
    
    
    
     Part 3
    
         Inventory
    
    
                       "OUTSTANDING, NOW ALL WE NEED IS A DECK OF CARDS"
                                               - Marine Corporal Hicks, Aliens
    
         This is where you find out about the other stuff. Not as
    immediately important as weapons but be it tactical data in the form
    of an automapper or extra protection with an acid vest everything in your
    inventory is going to make your life a whole lot easier.
    
    
         MOTION TRACKER
                     "I WANT YOU TWO WITH TRACKERS CHECKING THE CORRIDORS, MOVE!"
                                                - Marine Corporal Hicks, Aliens
    
         Not strictly an inventory item since you don't pick it up, you have
    it all the time, but damn useful all the same. Just remember that it is 2D
    so signals right next to you could be on a level below you. Especially
    useful for tracking facehuggers that are very close to you below your
    line of sight.
    
         AUTOMAPPER
    "..BLUEPRINTS, I DON'T CARE, ANYTHING THAT SHOWS THE LAYOUT OF THIS PLACE.."
                                           - Lieutenant Ellen Ripley, Aliens
    
         A handy piece of kit, that not only shows you most of the level you're
    on (not some secret rooms) but also allows you to zoom in to a close-up
    view. This view shows details like doors (green) and destructible crates,
    walls and lockers, switches and glass screens (red)
    
         BATTERY
    
         Batteries are essential for powering the big control panel switches.
    You will usually find exactly the number you need on each level although
    occasionally they are used to find secret areas.
    
         ACID BOOTS
    
         These make you totally invulnerable to acid on the floor, but only
    for 30 seconds. They are quite rare, except on level 24 which contains
    channels of acid for you to run through. The guide to that level will
    tell you how best to use them.
    
         ACID VEST
    
         Armour is extremely effective in Alien Trilogy. Unlike any other 3D
    shoot 'em up I've played armour does not reduce the amount of damage you
    take. While you have any armour AT ALL, you take NO damage (excluding
    fall damage) This means essentially that armour can be counted as health
    above and beyond your actual health. The acid vest puts your armour to
    100.
    
         BODY SUIT
    
         The same as the acid vest except this natty fashion statement raises
    your armour way up to 200 making you practically invulnerable.
    
         ADRENALINE BURST PACK
    
         The health equivalent of your body suit, this massive adrenaline burst
    surges your health way up to 200. Once you've drifted down from the rafters
    you can walk up to a Queen and give her the finger.
    
         HYPO-PACK
    
         This raises your health to 100, which is good, but also makes you
    TOTALLY invulnerable for 30 seconds, which is a whole lot better. Time to
    play close range grenade juggling with a few warriors.
    
         IDENTITY TAG
    
         No use to you except your mission percentage, these can be found
    in personal quarters, on security guards and in cryo tubes.
    
         MEDIKIT
    
         Bog standard medikit, but handy if you're in trouble. This will
    raise your health by 20 to a maximum of 100.
    
         DERMPATCHES
    
         There's hundreds of these all over the place, and that's the
    important thing. These increase your health by one but there's no limit
    to how high you can go. By using armour to prevent your health going down,
    you can reach some truly absurd health levels by the end of the game. My
    record is over 400. Useful for when the game gets really dangerous in the
    third episode.
    
    
    
    
     Part 4
    
         Bestiary
    
    
                   "...HOW COULD THEY CUT THE POWER MAN, THEY'RE ANIMALS..."
                                            - Marine Private Hudson, Aliens
    
          Here's where you find out exactly what you're up against. The
    company goons intent on harvesting the aliens for weapons research, and
    the acid-jawed harbingers of death lurking round every corner, in every
    airshaft and right behind you.
    
    
         We'll ignore the fact that the two sides should be ripping each
    other to shreds (or rather the aliens should be killing, the company
    dying) and split the bestiary into those parts.
    
     THE COMPANY
    
                      "YOU KNOW BURKE, I DON'T KNOW WHICH SPECIES IS WORSE"
                                            - Lieutenant Ellen Ripley, Aliens
    
         SECURITY GUARD
         ARMAMENT: PISTOL
         WILL DROP: 9MM CLIP or IDENTITY TAG
         First encountered on level 3 these guards are basically cannon fodder.
    If you're in a hurry or surrounded you can deck them easily with a
    well placed shotgun blast. But their pistol shots do so little damage
    that, if you wish to conserve ammo, 5 or 6 rounds from the pistol will bring
    them down. One thing, their hit animation goes on for ages. Slow down your
    fire rate if you want to conserve ammo.
    
    
         COMPANY SYNTHETIC
         ARMAMENT: SMARTGUN
         WILL DROP: SMARTGUN CARTRIDGE or SURVEY CHARGES
         These guys mean business, armed as they are with the smartgun. But
    they aren't quite as lethal as you are with this weapon. The reasons for
    this are:
         1. They walk real slow. Hell, tectonic plates could outrun these guys.
         2. They have a slower fire rate. Much slower.
         3. As the screen flashes red when you take a hit, you are totally
    impervious to damage. So while you take the initial hit, everything
    else passes through you for an instant. This limits the effectiveness
    of the smartgun which does damage by quantity not power.
         Synthetics can take quite a beating taking 12 shotgun shells to
    take out. Personally, when these guys first turn up on level 8, I use
    either the pulse rifle (30 rounds) or just hit 'em with a seismic
    charge and watch 'em redecorate the floor.
    
    
         COMPANY SOLDIER
         ARMAMENT: PULSE RIFLE
         WILL DROP: PULSE RIFLE CLIP or IDENTITY TAG
         While slightly faster than the synthetics, these hired mercenaries
    are far less resilient. You can bring them down in only 3 shotgun
    blasts or 2 bursts of pulse rifle fire. Using pulse rifles themselves
    should make them dangerous but they're not. Once you run into these
    guys at the start of the second episode, you'll be regularly using
    them for target practice and for keeping your stock of pulse rifle clips
    up.
    
    
         ALIEN HANDLER
         ARMAMENT: PULSE RIFLE with GRENADE LAUNCHER
         WILL DROP: PULSE RIFLE CLIP or GRENADE PACK
         These guys are the most dangerous Company goons. First encountered
    in the prison at the start of the second episode they, like the
    soldiers, are armed with pulse rifles. But they carry grenades. If you
    engage them at medium to long range, listen carefully for the sound of
    the grenade launcher. Strafe immediately if you hear a grenade coming
    your way. They do a lot of damage.
         At close range they will only use the pulse rifle which isn't too
    dangerous. They can soak up 5 shotgun shells or fifteen pulse rifle
    rounds. As they occasionally drop grenades blowing them up is often
    the most economical way to deal with them.
    
    
    
     THE ALIENS
    
    "I WANT THESE SPECIMENS DESTROYED AS SOON AS YOU'RE FINISHED WITH THEM"
                                           - Lieutenant Ellen Ripley, Aliens
    
         These are the really dangerous guys. The aliens abilities are
    far ranging and totally adaptable. Shoot them at extreme close range
    and you'll have pretty acid burns all over your nice, new body suit.
    You'll also have to watch out for alien corpses as their blood can
    still burn you. They are fast, cunning and vicious. Here is the complete
    rundown.
    
    
         FACEHUGGERS
         ATTACKS: JUMP and FACEHUG
    
         Not quite as lethal as their film counterparts, the facehugger
    can nevertheless be dangerous if encountered as it usually is.
    I.E. in numbers. Facehuggers are the fastest enemy in the game and
    they only have to get close to facehug you. While this move only
    does 5 damage, which isn't so dangerous, they almost totally block
    your forward view, which is. Especially dangerous if you're surrounded
    by aliens.
         In small numbers you can pick these creatures off with the pistol.
    In early levels they only take 1 round to kill (by the end of the game
    they can take up to 5) so they give the pistol something to do. In
    large numbers any weapon will take 'em out. Be sure to aim down at
    close range to get the targets. Get used to fighting these guys,
    they're found on almost every level.
         Oh yeah, just a footnote. You'll start seeing the eggs these
    guys come from as you enter the nest in Sub-Level A, in the upper floors
    of the atmosphere processor. Waste 'em from a distance, pistol will do if
    you're not in a hurry, pulse rifle otherwise (shotgun doesn't cut it
    at that range) Don't get close or you'll end up like Kane, and that
    sucks, literally.
    
    
         ALIEN WARRIOR
         ATTACKS: CLAWS and STINGERS?
    
         These are the black skinned aliens. They move fast and can do
    quite a bit of damage if they get close. There are two strains however.
    The warriors in the first episode take about 4 or 5 shotgun shells to
    put down and rarely attack in packs of more than 4. Once you're out
    of the colony and into the prison you won't see them again until the
    last few levels of the game, in the deepest recesses of the boneship.
    But these are a new breed.
         Immensely resilient, they can take 30 rounds of pulse rifle fire,
    or nearly 12 shotgun shells to kill. Plus if you see 1, chances are
    there are a lot more nearby. I've seen packs of over 12 of these gits
    together. If you have plenty of health you can pump grenades into 'em
    from close range. Failing that, pull out the smartgun and hold the
    trigger down.
         One thing I've just noticed while compiling this FAQ. I believe
    some warriors can deploy the stingers in their tails. This part of
    the alien arsenal is not mentioned in the films. In the books of the
    films they are noted a few times. In Aliens that is how Gorman gets
    knocked out. He is paralyzed by an alien stinger during the APC's
    escape from the atmosphere processor.
         What I have seen occasionally in the game is a warrior standing
    across a room from me doing a kind of spaced-out clubbers dance, and
    I began taking damage. The animation is rather bad, plus if you move
    in to get a closer look, the warrior will break and attack with claws.
    Could be spitting. Could be firing stingers. Either way it isn't
    particularly dangerous and you won't encounter it that often, I just
    thought I'd mention it.
    
    
         JUVENILE DOG ALIEN
         ATTACKS: BITE
    
         The first of the so-called "dog" strain found exclusively in the
    second episode, the prison, and alongside the warrior strain in the
    third, the boneship. They're gold so they're easy to see. They move
    slowly so they're easy to avoid. And they only take a couple of pulse
    rifle bursts so they're easy to kill. Cannon fodder basically.
    Use whatever you like.
    
    
         ADULT DOG ALIEN
         ATTACKS: CLAWS
    
         Similar to the adult warriors just easier to see. These replace
    the warriors as your primary enemies in the second episode. Quite fast
    and powerful they become lethal in packs despite the fact that they
    take less firepower to bring down than the warriors. They are first
    seen on level 17. For 1 or 2 you can use the shotgun, 3 to 5 the pulse
    rifle. Above that only the smartgun or explosives will do.
    
    
         LEAD MOLD DOG ALIEN
         ATTACKS: CLAWS
    
         A strain not mentioned in the instruction manual, I call this
    strain the lead mold alien because it appears on only one level,
    level 20. This level appears to a re-creation of the lead mold from
    ALIEN 3, hence the name. Apart from a few facehuggers this is the
    only type of alien you will encounter here. They look to all intents
    and purposes like the normal adult dog alien. Same speed,
    attacks and damage. However, there is one important difference. You
    face no alien that can endure more firepower except the queen. This
    ultra tough xenomorph can absorb 25 shotgun shells before falling,
    or an entire clip of pulse rifle ammo. If you have plenty of grenades
    or survey charges they are often the quickest way to kill this enemy.
    Like all other aliens bar the queen, they cannot survive a direct hit
    from an explosive.
         Basically, if you encounter one in close quarters it's smartgun
    if you value your armour. With room to retreat a little you can get
    away with shotgun or pulse rifle, provided you have plenty of ammo.
    If you run into two, smartgun only. Don't stop firing until they're
    down.
    
    
         CHESTBURSTER
         ATTACKS: BITE
    
         The youngest version of the alien you will encounter, these small
    critters first appear on level 5. They move fast keeping pace with
    facehuggers, jump like them but can take slightly more firepower than those.
    A shotgun shell or a few pistol rounds. Watch out when opening cryo tubes as
    these guys can often be found chilling out inside.
    
    
         QUEEN
                                          "GET AWAY FROM HER YOU BITCH!"
                                          - Lieutenant Ellen Ripley, Aliens
         ATTACKS: BITE or TAIL WHIP
    
         The ends of each episode should have been a battle royale but
    sadly the queen's AI contains a stupid piece of game design. It's true
    of all the aliens that you can trap them in one place briefly by
    shooting them. Their "taking a hit" animation means they can't move
    for that time. You can in some cases freeze them in one place by
    timing your shots so that this animation repeats over and over.
         Fortunately the warriors are not very wide and damn fast
    meaning they can sidestep out of your firing line and get close to
    you. Plus you usually have more than one of those to worry about
    in your average firefight so you don't have time to trap them.
         Sadly the Queen is not only slower than the warriors but she
    is so wide that, once shot once she cannot move fast enough to evade
    the next burst of a rapid fire weapon. All this means is all you have
    to do is get about 15 feet from her, so her head is just off the top
    of the screen, aim up slightly and start firing the pulse rifle or
    smartgun. She will sometimes attempt a tail whip but while you are
    firing she will be knocked out of the move because it takes so long.
    Keep the trigger down and she will eventually fall, some 250 rounds of
    pulse rifle later.
    
    
    
    
     Part 5
    
         The Maps
    
    
                                                           "IT'S GAME TIME"
                                                  - Marine Corporal Hicks, Aliens
    
         Now for the fun part, the really big part. Fortunately, as Alien Trilogy
    was developed primarily for the Saturn and Playstation it doesn't contain the
    sprawling, processor-intensive sort of levels found in PC shoot 'em ups of
    the time like Doom 2 and Quake. This means they can be effectively reproduced
    as ASCII diagrams.
         They're still big enough to prevent me going into detail on the maps
    themselves so this is how this part of the guide works:
         KEY:
              Waypoints. These are the numbers on the maps, detailed in the
              guide.
    
              Switches. Small switches are denoted by a lower case 's'. Big
              switches, which require a battery, are denoted by an upper case
              'S'.
    
              Lifts. These are shown as capital 'L's. See the guide for details
              on which switch activates which lift.
    
              Stairs or sloped corridors. Arrows (>>> on horizontal corridors, /\
              on vertical corridors) always point UP to the top of the staircase.
    
              Destructible crates, lockers, barrels, consoles and windows
              are shown as 'x'.
    
              Railings on high platforms are shown as '+'.
              The edges of high platforms are otherwise full stops '...',
              and colons ':'.
    
              Destructible walls are shown as '????'.
    
              Doors are indicated by a double line of '###'.
    
              Walk through walls are shown as asterisks, '****'. This applies
              to transparent and opaque walk through walls. Also the yellow
              energy fields found in the boneship.
    
              Small Pillars are shown as 'O'.
    
         The guide itself will detail how to make your way through the level
    obtaining all secrets and as many aliens as I could find. This was all
    done on difficulty level 2, Raging Terror. Acid Reign (Level 1) is way
    too easy and Xenomania (Level 3) while possible, messes up the guide
    because of the regenerating aliens. So, here WE GO!!
    
    
    EPISODE 1 - THE COLONY
    
    Level 0
    =============================================================================
                                    /----\
                                    | 8  |
                                    \####/
                                     ####
                                    |    |
                                    |S   |
                                    |  7 |
                                    |    |
                                    |    |
                                    |    |
                                    | \/ |
                                    | \/ |
                                    | \/ |
                                    | \/ |
                                    |    |
                                    |    |
       /----------------------------/    /
      /                                 /
     /    /----------------------------/
     |    |
     |    |       /--------------------------------------------\
     |    |      /                                              \
     |    |     /    /----------------\    /----------------\    \
     |    |     |    ||--------------||    ||--------------||    |
     |    |     |    ||              ||    || x            ||    |
     |    |     |    ||    x     x   ||    ||  5           ||    |
     |    |     |    ||              ||    ||-----####-----||xxxx|
     \    \-----/    ##              ##  x3\------####------/3333\--------\
      \              ## 6            ##  x3      2                <<<<     \
       \--------\    ##              ##  x3/---- s####------\3333/-----\    \
                |    ||              ||    ||-----####-----||xxxx|     |    |
                |    ||          x   ||    ||              ||    |     |    |
                |    ||x     x       ||    ||     s    4   ||    |     |    |
                |    ||--------------||    ||--------------||    |     |    |
                \    \----------------/    \----------------/    /     |    |
                 \                                              /      |    |
                  \--------------------------------------------/       |  x |
                                                                       |    |
                                   /----\##----------------------------/    /
                                   |  1 |##                       >>>>     /
                                   \----/##----------------------x--------/
    =============================================================================
    
         You've just seen the first squad get wiped out. Time for some payback.
    Shame you've only got a pistol. Oh well, we'll soon fix that...
         1) From point 1 proceed along the corridor taking out facehuggers and
    blowing up the crates (x) to get ammo. After the second staircase you'll find
    the barricades thrown together by the colonists in a failed attempt to hold
    back the aliens (3). Ignore them and move to point 2.
         2) Activate the switch at point 2 and go through the door into room 4.
    In here you will find a facehugger to take out, the automapper to grab (not
    really necessary if you're reading this) and a switch that activates the
    door to room 5. Hit it.
         3) In room 5 there is a crate. It conceals a facehugger. Time to point
    out another one of this games little idiosyncracies. Many lockers and
    crates contain facehuggers and chestbursters but, when you blow one up,
    the emerging alien is INVINCIBLE for over a second after the explosion.
    You can shoot them. They'll even bleed but they won't take damage. It's best
    to back off quickly and wait just a second before firing. If the enemy gets
    close, use the tracker to make sure it dies when you shoot. Once it's dead,
    go past it and grab the shotgun. Partytime!
         4) Use the shotgun to destroy the barricades at points designated 3.
    Watch out for facehuggers emerging from crates behind the barrels. Explore
    the central circle of corridors to pick up ammo and items. You'll fight a
    warrior and a few facehuggers.
         5) Go to the east entrance to room 6. Take out the warriors behind
    the door and clear the room of facehuggers. The crates scattered around
    contain ammo, health and facehuggers. At point 6 itself you will find the
    battery you need to exit the level.
         6) Exit through the west door and go straight ahead. Proceed to point
    7 killing aliens en route and activate the switch. The exit room (8) will
    open.
    =============================================================================
    
    Level 1
    =============================================================================
      /-----------------------?----------------------------------------------\
     /            >>>>   <<<< ?  4                                            \
    /    /--------------------?     /---------------------\ xxx/----------\    \
    |    |                    |     ||-------------------||xxx ||--------||    |
    |    |                    |     ||                   ||    ||        ||    |
    \    \-------------------##     ||         9         ##    ##   8    ||    |
     \                   5   ##     ||                   ##    ##        ||    |
      \----------------------##     ||                   ##    ##        ||    |
                              |     ||    S              ||    ||   s    ||    |
                              |     ||-------------------||    ||--------||    |
                   /----------/     \---------------------/    \---------xx    |
                  /                                                  >>>>xx    |
                 /    /--------------------------------------------------xx    |
                 |    |                                                   |    |
                 |    |                /---------------------------------##    |
                 |    |               /             >>>>>>>>>>>>>>>>>    ## 2 s|
                 |    |              /    /------------------------------##    |
                 |   x|              |    |                               |    |
                 |    |              |    |                 /------------xx    |
                 |   x|               ####                 /       >>>>> xx    |
                 |    |     |---------####---------|      /    /---------xx    |
                 |x 6 |     |  xxx     3      xxx  |      |    ||-xxx----||    |
                 |x   |     |  |-| s|-| s|-| s|-|  |      |    || x x    ||    |
                 |    |     |--| |--| |--| |--| |--|      |    ##        ||    |
                 |    |                                   |    ##        ||    |
                 |    |              /----\               |    ##   7    ||    |
                 |    |              | 10 |               |    ||        ||    |
                 |    |              \####/               |xxxx||--------||    |
                 \    \---------------####----------------/xxxx\----------/    /
                  \         <<<<<                >>>>>             >>>>>      /
                   \------------------####-----------------------------------/
                                     /####\
                                     |  1 |
                                     \----/
    =============================================================================
    
         More firepower available on this level. More aliens to kill as well.
         1) You emerge from the elevator into a crossroads. The exit elevator is
    right in front of you but you've got a lot to do before you can use it. You
    will see a warrior approaching from the left. Blow him away and head up the
    stairway to the right, opposite to the one the warrior entered from. Walk
    past both barricades to point 2 and hit the switch.
         2) The door behind you is now active. Open it and proceed down the
    staircase. Beware at the bottom. In front of the door to room 3 are two air
    vents concealing facehuggers. Once they're dead you can open the door.
         3) Take out the two warriors you find and activate the switches in the
    alcoves. Then blow up the crates and barrels and look around. Here you will
    find your first seismic survey charges. They'll be useful later. Also
    you'll pick up a battery and a shedload of pistol and shotgun ammunition.
         4) Time to put those survey charges to use. Go to point 4 again
    ignoring the barricades taking out warriors as you go. Blow a hole in the
    false wall (the ??? on the map) with a survey charge and go along the
    passage to point 5. You will acquire the flamethrower. Toasty! Stick to the
    shotgun for now. There's no extra ammo for the flamer for a couple of levels.
    Right next to the flamer is a hypo-pack. Grab it and open the door. Blast
    the warrior you meet as quickly as possible and go straight to corridor 6.
         5) This corridor is full of steam vents damaged in the fight between
    aliens and colonists. While you are invulnerable move quickly down the
    corridor, killing huggers and opening crates. You will find a stack of
    ammo and the automapper. Try to get clear before the hypo-pack runs out.
    If you don't make it just wait for the gaps in the steam jets. It takes
    longer but is quite easy.
         6) Go to the corridor around room 7. Destroy the barricades on both
    sides to get yet more ammo and enter room 7. There are two facehuggers in
    the room and two in the crates at the north end. These crates also contain
    a shotgun and ammo. Don't miss the dermpatches on the shelves.
         7) Go to the corridor around room 8 and destroy the barricades on both
    sides. Enter, kill the warrior, grab what you need and hit the switch.
         8) Enter room 9 across the corridor, kill the two warriors and the
    hugger and activate the big switch. There's also a bit of health around if
    you need it.
         9) Return to the start of the level, kill the warrior that emerges
    from the elevator and leave.
    =============================================================================
    
    Level 2
    =============================================================================
                                        /----\
                                        | 10 |
                                        \####/
          /------?-----------------##----####----##-----?------------------\
         /       ?          <<<<   ##     9      ##     ?          <<<<     \
        /    /---?-----------------##---\    /---##-----?---------------\    \
        |    |                          |    |                          | /\ |
        |????|                          |    |                          | /\ |
        |  8 |                          |    |                          | /\ |
        |    |               /----------/    |               /----------/    |
        |????|              /      <<<<      |              /     >>>>       |
        |    |             /    /-------\    |             /    /-------\????|
        |    |             |  6 |       |####|             |????|       |2   |
        |????|             |    |       |####|             |    |       |    |
        |    |             |    |       |    |             |    |       |    |
        |    |             |    |       | /\ |             |3   |       |    |
        |????|             |    |       | /\ |             |????|       |    |
        \    \-------------?    ?-------/    /             \    \-------/????|
         \                 ?  5 ?         7 /               \     >>>>       |
          \----------------?    ?----------/                 \----------\    |
                           | /\ |                                       | \/ |
                           | /\ |                                       | \/ |
                           | /\ |                                       | \/ |
                           \    \----------------?----------------------/    /
                            \                    ?                <<<<      /
                             \--------------####-?-------------------------/
                                           /####\
                                           | 1  |
                                           \----/
    =============================================================================
    This is the first of many re-arm levels. There are no aliens in these levels
    but you only have a limited time to pick up equipment before you are pulled
    out. On this level you have sixty seconds.
         1) You start in the elevator at point 1. There is no guide to getting
    through this level. I'll just tell you where everything is so you can pick
    up what you need. (In fact there's so much ammo for the pistol and shotgun
    in levels one and two, the only things you are likely to need are flamer
    fuel and health)
         2) Grab the survey charges in front of you. Now where do you want to go?
    Heading right through the wall and down the stairs you'll find some more
    survey charges, a flamethrower at point 2 and a hypo-pack at point 3. The
    pack will make you invulnerable. This is useful for getting through the
    walls in corridor 8 quickly. You won't take blast damage.
         3) If you turn left from the start you'll pick up some pistol and
    shotgun ammo on your way to point 5. At point 5 you can go straight ahead.
    This will save some survey charges as there are no destructible walls in
    this corridor. However, there are only a few things to grab. An automapper
    (no use whatsoever on this level) some dermpatches and a pistol clip.
         4) If you blast through the wall on your right from point 5 into
    corridor 7 you'll find only a medikit. Don't bother.
         5) Corridor 8 is the place to go for cool stuff here. You'll use up a
    lot of survey charges getting through but you'll not only get some back
    you'll also pick up three canisters of flamer fuel and an adrenaline
    burst.
         6) Once you enter room 9 you probably have a few seconds left. Search
    the room. There's quite a bit of health and ammo lying around. Then either
    let the time expire or enter the elevator at point 10.
    =============================================================================
    
    Level 3 - Recreational Area
    =============================================================================
                          /---\
     --------------------##   | /----------------------------------\
     |                   ##17 | |xxx               15  >>>>        |
     |   /-\     /-------##   | | x     xxxxx /---------------\    |
     |   | |     |        \---/ |xx     xx /--/               | \/ |
     |   \-/     |              \-sx\  /---/                  | \/ |
     |           |                  |LL|               /------/    |
     \--\    /---/             /---s/  \s---\          |           |
        |    |                /    14        \         | \/  /------/
        |    |                |S            s|         | \/ \-------------\
        |    |                \              /         |      >>>>        |
        |    |                 \---\    /---/          \-------------\    |
        |    |                     | \/ |                            | \/ |
        | 16 |                     | \/ |                            | \/ |
        |    \---------------------/ \/ \-----------------------##---/    |
        |       <<<<                                            ##        |
        \---------------\                                    /--##--------/
                        |                                    |
                        |                                    |
                        |                                    |
              /---\     |                                    |
    /--------/     \    \-----------------####---------------/
    |             s|                     /####\
    |xxxx/---\  9  /                     | 13 |
    |xxxx|    \---/                      |    |
    |  x |     /------------------------##    | /-----------------------------\
    | \/ |     |                        ## 12 | |      >>>>>   s   <<<<<      |
    | \/ |     |x           11          ##    | |    /------+   3 +------\    |
    |x   |     |x                      s||    | |           +++++++           |
    |x xx|     |x   /-------------------/|    | |    .....................    |
    | xx |     |    \------------------\ |    | |    :                   :    |
    | 8  |     |                      x| |    | |    :                   :  4 |
    | \/ |     \------------------\    | |    | |    :                   :    |
    | \/ |               /--------/    | |    | |    :                   :    |
    |    |               |             | |    | |    :                >>>:    |
    | xxx\---------\     |    /--------/ |    | |    :                >>>:    |
    |              |     | /\ |          |    | |    :                   :    |
    |xxxx/----\    |     | /\ |          |    | |    :                   :    |
    |  7 |    |    \-----/    \-------\  |    | |    :                   :    |
    \----/    |      <<<<          10 |  |    | |    :                   :    |
              |    /-------------\ /\ |  |    | |    .....................    |
              |    |             | /\ |  |    | |                             |
    /-------\ |    \-------------/ /\ |  |    | \------------\    /-----------/
    |        LL         +             \--/    \--------------/    |
    |        LL 6       +    5             2                      |
    \-------/ \---\     +        +\/+   /\    /-------------------/
                  |     +        +\/+   ||    |
                  |     ++++++++++\/++++||    |
                  |                    / |    |
                  |     O        O     | \####/
                  |                    | /####\
                  \--------------------/ | 1  |
                                         \----/
    =============================================================================
         The rec. area is the first really big level, and it comes with quite a
    change. Unlike the first few levels there's bugger all ammo to be had here,
    unless you know where to look.
         1) As soon as you exit the lift at point 1 you'll see multiple targets
    on the tracker. Don't worry. They're security guards, lowest of the company
    grunts. Take 'em out (with pistol if you can as they dish out pistol ammo and
    you need the shotgun for the warriors) and grab anything they drop. Turn
    right at junction 2 and proceed to the (knee deep) swimming pool. Go to
    the switch at point 3. There's a medikit here if you need it. Activating the
    switch will raise a platform in the pool to reveal something you want, an
    acid vest. Unfortunately, the switch will also release four facehuggers into
    the pool.
         2) Go quickly down the stairs to point 4 and shoot the huggers as they
    climb out of the pool. Once they're dead jump in and grab the vest. Your
    health is now safe (until the vest dissolves)
         3) Return to point 2 and go straight across into room 5. Climb the
    stairs and kill the guards on the balcony. At point 6 you'll find the first
    shootable wall which conceals a secret. The lift you can see on the map will
    lower once enough ordinance has been poured into it. Careful, there's a
    couple of warriors in here. Deck them and grab the stash, a flamer and a
    shotgun.
         4) You now have to reach room 9 through corridor 8. Watch out when
    destroying the first lot of barrels. There's a warrior at point 7. Move down
    corridor 8 destroying barrels and crates. Watch out for facehuggers. You'll
    find five in various crates down here (see the guide to level 1 detailing
    how to kill aliens emerging from crates)
         5) Kill the two warriors in room 9 and hit the switch. This will shut
    off the steam vents around point 10 so you can get the battery on the floor
    here without getting cooked. Go get it.
         6) Go down the corridor to room 11, kill the guard and use the ASCIImap
    above or the automapper in room 11 to find the lockers that contain items.
    Blow them all up to find two facehuggers, 4 survey charges and 20 shotgun
    shells. Hit the switch.
         7) Go through the door into corridor 12, kill the security guards and
    ready the shotgun. Open door 13. Unlucky for some.
         8) This room is crawling with aliens. Two facehuggers and four warriors.
    Circle the room taking them out then grab the dermpatches on the tables. Go
    down the passage to the switch room.
         9) Activate the big switch. This will open the exit door. Next hit the
    two switches opposite the big one (I don't actually know what these do. I
    suspect they release more security guards into the first part of the level
    or just add more to your mission complete percentage)
         10) Lastly hit switch 14. Immediately strafe right and move forward
    onto the lift. This way you don't take fall damage. There's a stack of stuff
    in this storage bay, blow up all the crates and get it. The hit the switch
    and move into corridor 15.
         11) Here you will encounter another odd piece of game design. This
    being your habit of looking up when walking up slopes. This often makes it
    difficult to target small enemies ahead of you. To counter this hold the
    look key down when moving up slopes. You view won't move unless you look up
    or down yourself. Use this method to take out the many facehuggers in this
    corridor (the flamer is good for this) Open the door at the top.
         12) The main room has new occupants. Blow 'em away and proceed to point
    16. Just ahead you will see some ammo behind some steam jets. It is possible
    to get in there without being hurt. But unless I'm really low on health I
    just walk straight in and out.
         13) The exit, point 17, is now in front of you but don't enter it just
    yet. In order to get 100% mission complete you must sweep the first part
    of the level again looking for more security guards with ID tags. You should
    find three. One in corridor 12, one at point 2 and one between points 6 and
    7. Once you've got 'em all, you can exit.
    =============================================================================
    
    Level 4 - Science Labs
    =============================================================================
                                   /----\
                                   | 13 |      /-------------------------------\
                                   \####/      |                               |
                                   /####\------/    /---------------------\    |
                                   |                |/-------------------\|    |
                                   |  4 /-----------/|                   ||    |
    /----------------s-----------\ |    |/----------\|                   ##    |
    |               11   x       | |    ||  6       ||         x         ## 3  |
    |       x            ##      | |    ||          ||         x         ##    |
    |      xOx           ##      | |    ||       /--/|      xxxOxxx      ||    |
    |       x            ##      | |    ||       \--\|         x         ||    |
    |                    x       | |    |\--\       ||         x         ||    |
    |                    x       | |    |/--/       ||                   ||    |
    |           x        x       | |    ||          ||                   ||    |
    |          xOx       x       | |    ||      /---/\-------------------/|    |
    |           x        x       | |    ||      \---------\/-----\/-------/    |
    |                    x       | |    ##                ||     ||x           |
    |xxxxxxxxxxxxxxxxxxxxO       | |  5 ##                \/     ||    /-------/
    |                           s| |    ##    /\   /\            ||    |
    |                            | /    ||    ||   ||            ||    |
    |                           S\/     |\----/\---/\------------/|    |
    |x       O                          \-------------------------/    |
    |                                7                                 |
    |x       O                          /-------------------------\    |
    |                           s/\     |/-----------------x-----\|    |
    |                            | \    ||                       ||x   |
    |    OxxxxxxxxxxxxxxxxxxO   s| |    ||          O           x||    |
    |    x                  x    | |    ||          O      9     ||    |
    |    x   10             x    | |    ||                      x||    |
    |    x                  x    | |    |\--------------\        ||    |
    |    x        ####      x    | |    |/-----||-------/        ||   x|
    |    Oxxxxxxxx####xxxxxxO    | |    ##     ||                ||    |
    |                            | |   8##     \/                ||    |
    \----------------------------/ |    ##                       ||    |
                /------\           |    |\----------\     O      ||    |
                |       L----------/    \----------\|            ||    |
                |       L 12            2          |\------------/|    |
                |       L----------\    /-----\    \--------------/    |
                \-------/          |    |     |                        |
                                   |    |     \------------------------/
                                   \####/
                                   /####\
                                   | 1  |
                                   \----/
    =============================================================================
         Bored with the flamethrower yet? Don't worry, this level hides a new
    toy to play with.
         1) Exit the elevator, point 1, and move to point 2. A warrior will
    attack. Kill him and go up the corridor he cam from. Go right around the
    perimeter blowing up lockers (x on ASCIImap) and killing huggers and their
    new allies, chestbursters, until you reach point 3.
         2) Once the warrior outside is down, enter and open all the cryotubes.
    Keep the shotgun ready, you'll find a chestburster in two of them, along
    with a medikit and ID tag in another. Leave and turn left.
         3) Proceed to point 4 killing facehuggers (there are a lot in this
    section) and take out the security guards in front of the exit elevator. It's
    sealed for now so instead go to point 5 and open the door here.
         4) Once inside sweep the whole room. You'll find a warrior at each end
    plus some shells and the battery you need at point 6. Leave this room.
         5) Turn left and move toward the crossroads at point 7. To your right
    you will see the entrance to the main science lab. We'll go there last. Go
    on to point 8 and open the door.
         6) Kill the chestburster and move through the rooms to point 9. There's
    another chestburster here. Kill it and start destroying lockers for ammo,
    an ID tag and yet another chestburster. There's plenty of health here. Grab
    it if you need it. Then go to point 7 and head into the main lab.
         7) Take out security guards, then blast through the windows and kill
    all the facehuggers and warriors you can see. Grab the automapper on the
    table at point 10 and use it or the ASCIImap the find and destroy all the
    lockers and consoles. The consoles are on all four sides of the two pillars
    in the upper secure chamber. Blow them all up and kill the huggers emerging.
         8) Once you've picked up, smashed or shot everything in the room you
    can turn your attention to the switches. The switch at point 11 just
    activates the door to the chamber, no use at all if all the windows are
    smashed. By the main doorway hit the big switch to open the exit elevator.
    The switch next to it controls the door to the upper secure chamber. Ignore it.
    On the other side of the doorway the switch closest to the door will open the
    lift at point 12. The other one controls the door to the lower secure
    chamber. Press it if you wish.
         9) Go straight to point 12, kill the facehuggers and behold the prize.
    This is the big secret in this level (and you can't get to it until you've
    entered every room and hit the switch) Here there is a canister of
    flamethrower fuel (cool), an ID tag (useful), a shotgun (handy), an acid vest
    (most excellent) and a pulse rifle! (WRECK RULE!) This weapon is all you'll
    need for the rest of this episode (once you have plenty of ammo for it, of
    course) Grab everything and head for the exit elevator at point 13.
    =============================================================================
    
    Level 5
    =============================================================================
                                        /----\
                                        |    |
                                        \####/
          /------?-----------------##----####-x--##-----?------------------\
         /       ?          <<<<   ##     10     ##     ?  5       <<<<     \
        /    /---?-----------------##---x    /---##-----?---------------\    \
        |    |                          |    |                          | /\ |
        |????|                          |    |                          | /\ |
        |    |                          |   x|                          | /\ |
        |    |               /----------/    |               /----------/    |
        |????|              /      <<<<      |              /   3 >>>>       |
        |    |             / x  /-------\x   |             /    /-------\????|
        |    |             |    |       |####|             |????|       |2   |
        |????|             |  7 |       |####|             |  4 |       |    |
        |    |             |    |       | /\ |             |    |       |    |
        |    |             |x   |       | /\ |             |    |       |    |
        |????|             |    |       | /\ |             |????|       |    |
        \    \-------------?   x?-------/    /             \    \-------/????|
         \    9            ?    ?        8  /               \     >>>>    1  |
          \----------------?6   ?----------/                 \----------\    |
                           |x/\ |                                       | \/ |
                           | /\ |                                       | \/ |
                           | /\ |                                       | \/ |
                           \    \-------------x--?----------------------/    /
                            \                    ?                <<<<      /
                             \--------------####-?-------------------------/
                                           /####\
                                           |    |
                                           \----/
    =============================================================================
         Time to re-arm again. you know the drill. Here's where everything is.
    sixty seconds and counting.
         1) The layout's the same but equipment is now in crates. Use shotgun to
    get it out. The crate at the start contains a pistol clip. The corridor
    leading to point 1 contains the automapper and a pulse rifle clip.
         2) There's some shottie shells at point 2, an acid vest at point 3 and
    a medikit at point 4. Up at point 5 you'll discover a hypo-pack.
         3) The crate at point 6 holds a grenade pack and two survey charges.
    The three crates in corridor 7 hold a 9MM pistol and two clips for it.
    In corridor 8 there are two medikits and three cases of shotgun shells.
         4) Corridor 9 conceals a pulse rifle, a flamethrower and four medikits.
    Area 10, the exit chamber has some shotgun and pistol ammo lying around in
    crates plus some more survey charges. Exit when you're done.
    =============================================================================
    
    Level 6 - The Garage
    =============================================================================
                              /----\
                              |    |
    /--------\                \####/
    |  xx    |/---------------/    \----\
    | xxx    ||  S      @@@@@@  31      |
    | x     s||   30  @@@@@@@@@==@@@    |
    |        \/        @@        @@@    |
    | x x    LLLL                @@@    |
    | xx     LLLL         @@@    @@@    |
    |  xx    LLLL         @@@    @@@    |
    \--------/\           @@@           |
              |    @@@====@@@    @@@    |/-----\/-----\/-----\
              |    @@@           @@@    ||     ||     ||    S|
              |    @@@    @@@    @@@    \/  x  \/     \/ 26  |
              |    @@@    @@@    @@@ 29   x   x              \--------------\
              |           @@@                                >>>>>>         |
              \-----------@@@-----------/\ x    /-----------------+++++\    |
              /-------------------------\|  x  //-----------\/-x/      +    |
    /--------/s 8                       |\----/ |              x  19   +    |/-\
    |       s\++++....LL....LL....:     |/----\ |              x       :LLLLL s \
    |  11             LL    LL 10S:     LL     \/xx xx/--------\       :LLLLL   |
    |       s/++++....LL....LL....:     LL         xx \-------\ \------:LLLLL   /
    |    /--/       x     x    x        |/----\ 18  x          \/      + 25 |\-/
    LLLLL                               ||    |        LLLL            +    |
    LLLLL 9                             || 17 |        LLLL            +    |
    LLLLL                               ||    \        21              + 27 |/-\
        \---------------------\         |\----/     +++++++++++++O     :LLLLL s \
               /--------\/---\ \        || xx       +s 20    >>>>      :LLLLL   |
               |x            / /        \\          +++++++++++++O     :LLLLL S /
               |x            \/          \\            LLLL 28         +    |\-/
               |     7                   LL 16         LLLL      /-----+    |
               |x                        LL        /------------/      +    |
               |=========\     LLL       ||        |             22   s+   s|
               | x    6       LLLLL      ||        \-----\    /-\      + 24 |
       /---\   |   xx          LLL       |\--\                   \-----+    |
       |    \--|=========/      5      /-----\\                   23   +    |
       |s 4            ||              ||     \\         LL        LLLL:    |
       |    /-----\    ||              ||     ||        LLLL       LLLL:    |
       \---/      |    |\--\      /----/\     ||         LL        LLLL:    |
                  |    \x--/      \-x---\\\   \/      13               :....|
                  |                    x| |   _                        :  : |
                  \--------\  3   /-----/ |   \\                       :..:.|
               /-----------/      \------\|14  \\                      |
          /--\##                        x||   x \\x      15 LLLLLLLLLLL/----\
          | 1 ##                        x||   x ||Sx       SLLLLLLLLLLL    s|
          \--/##                         |\---x-/| 12       LLLLLLLLLLL\----/
               \--x-\            ++++++++++++++++++......|  /    \x-\
               |   LL 2                              :   |  |     xs|
               \-----------------------------------------/  \-----x-/
    =============================================================================
         The garage is a huge, sprawling level with loads of secrets to uncover
    and, similarly, loads of aliens to gun down.
         1) Exit the elevator at point 1 and walk round the corner to point 2.
    Shoot the lift here to open it. Kill the warrior behind it and grab what you
    need. There's a medikit, survey charges and an acid vest here.
         2) Move to point 3. Take out the two warriors that attack and go into
    room 4. Watch out for the alien eggs here. Shoot 'em from a distance. Hit
    the switch here and the lift at point 5 will lower. On top you'll find two
    facehuggers and a pulse rifle. Grab it and climb over the crates to point 6.
    There's three crates to blow up here. You'll find ammo of every type inside.
         3) Once back over the crates, move to point 7 and destroy the crates
    here. You'll get two batteries, some shells and a facehugger on your face.
    Careful.
         4) Move round to the switch at point 8 and hit it. This'll bring down
    the elevator at point 9. Go there (on your way you'll pass three crates.
    They all hold facehuggers. Kill 'em if you like) and get on the elevator.
         5) More warriors to kill then you've gotta run across the lifts to the
    big switch at point 10. They will drop as you pass over them. If you don't
    make it go back up and use the switches at point 11 to reset the lifts.
    Hit the big switch (this'll open the exit) and ride down one of the elevators.
         6) Return to point 3. Now use the automapper you picked up at point 10
    to locate and destroy all the lockers that contain items (it's easier than
    using the ASCIImap because it's more detailed) There's six around point 3
    and one over by point 2. Particularly get the locker toward the entrance to
    room 4. It holds a battery you need to get all the secrets. Don't mistake
    the big wire coils for lockers. They aren't on the ACSIImap but are shown on
    the automapper as red squares as well. You'll find a ton of ammo, a dermpatch
    and a facehugger.
         7) Next climb the stairs at point 2 and kill the warrior at the top.
    Drop back to the floor when you run out of walkway. Destroy crates to reach
    the switch at point 12. Hit it and move to point 13 where the lift will have
    dropped. On top of this one is a medikit and another acid vest.
         8) Clear out both alcoves at area 14 of crates and facehuggers and
    crates then hit the switch at point 15. This will activate the big lift you
    can see on the map. Clear both rooms down here of aliens and crates. Use the
    switches to activate the lift if you get trapped. Remember, switch 15 is a
    one shot deal. Don't get brought back up with the lift when moving from one
    room to the next. There's no way back down. Down here you'll find ammo,
    explosives and health.
         9) Once you're out head for point 16. Walk up to the lift here and it'll
    lower so you can get the shells on top (the same goes for the other lift of
    this type near point 17) Blow up the crates and climb over to point 17.
    Waste the facehuggers and leave over the other side.
         10) Blast your way from point 18 to 19 taking out huggers and crates
    and grabbing items. Then leave and climb down to the switch at point 20.
    You'll pick up another battery here. Hit the switch and quickly move back up
    the stairs to the lift at point 21. It will have lowered revealing more
    huggers plus some ammo.
         11) Move between the lockers to reach the switch at point 22. For some
    reason this switch controls the loading platform of the nearby transporter
    at point 23. Hit the switch, pick up the stuff opposite it (including yet
    another battery) and ride up the platform.
         12) Hit the switch at point 24. This will prime the lift at point 25.
    It won't actually lower until you cross it. Do so, ride down with it, kill
    the huggers, grab the stuff (ANOTHER battery here) and use the switch to get
    out. Ride back up with the lift and continue along the walkway.
         13) As you arrive at the bottom of the stairs you'll be jumped by a
    warrior hiding in the alcove at point 26. Once he's dead hit the switch.
    This will prime lift 27. Like last time it won't activate until you cross
    it. Return along the walkway to point 27 and ride down with the lift. In this
    room you'll find two packs of grenades, a small switch (that lets you out)
    and a big switch (that lowers lift 28) Hit the small one, then the big one
    and run quickly to lift 28 before it raises again. Here you'll find loads
    more ammo and another acid vest.
         14) Phew, just one more secret to go. Ride back up on the transporter
    platform using switch 22 to get it down. Proceed to point 29, the entrance
    to the motor pool. The '@' symbols you see on the map denote the transport
    vehicles and other heavy machinery in the motor pool. Move through to point
    30 with the flamer or shotgun at the ready. They're the best for taking
    out facehuggers at close range and the motor pool is crawling with 'em.
    Look alongside the APC at point 30. You'll find some survey charges.
         15) Activate the switch here and ride down the nearby lift. The final
    secret holds many crates and, unsurprisingly, a massive amount of ammo,
    health and facehuggers. When you're finished proceed to the exit elevator
    at point 31.
    =============================================================================
    
    Level 7
    =============================================================================
                                        /----\
                                        |    |
                                        \####/
          /------?-----------------##----####- --##-----?------------------\
         /       ?          <<<<   ##     8      ##     ?          <<<<  3  \
        /    /---?-----------------##---\    /---##-----?---------------\    \
        |    |                          |    |                          | /\ |
        |????|                          |    |                          | /\ |
        |    |                          |    |                          | /\ |
        |    |               /----------/    |               /----------/    |
        |????|              /      <<<<      |              /     >>>>       |
        | 7  |             /    /-------\    |             /    /-------\????|
        |    |             | 5  |       |####|             |????|       |    |
        |????|             |    |       |####|             |    |       |    |
        |    |             |    |       | /\ |             |  2 |       | 1  |
        |    |             |    |       | /\ |             |    |       |    |
        |????|             |    |       | /\ |             |????|       |    |
        \    \-------------?    ?-------/  6 /             \    \-------/????|
         \                 ? 4  ?           /               \     >>>>       |
          \----------------?    ?----------/                 \----------\    |
                           | /\ |                                       | \/ |
                           | /\ |                                       | \/ |
                           | /\ |                                       | \/ |
                           \    \----------------?----------------------/    /
                            \                    ?    2           <<<<      /
                             \--------------####-?-------------------------/
                                           /####\
                                           |    |
                                           \----/
    =============================================================================
         Despite the obscene amount of ammunition available for every weapon in
    the garage, level 8 is the third timed re-arm level. Why this is here I don't
    know. Oh well, ours not to reason why, ours but to make aliens die, as I'm
    sure some famous person said at some point, roughly, maybe. Only sixty
    seconds here.
         1) OK, here we go again. At point 1 there's a pulse rifle clip, and it's
    counterpart, a grenade pack, lies at both points 2. At point 3 you'll find an
    acid vest (if you need it. There were four in the garage) and some shells.
         2) OK, now the other way. At point 4 you'll pick up the automapper,
    some survey charges and several dermpatches if you search among the crates.
    Up corridor 5 there's a couple of dermpatches and that's it. Iiiiiiiiiin 6
    you'll find a pulse rifle and shotgun shells.
         3) Iiiiiiin 7, there's three medikits, an acid vest, a shotgun and a
    pack of grenades. Search area 8 for load of dermpatches and medikits. Grab
    what you need and clear out.
    =============================================================================
    
    Level 8 - Sub Level A
    =============================================================================
    /-------------------------\
    |                      4 S|     /------------------------------------------\
    |     /-----????----\     |/---/     +       <<<       12  <<<<    +       |
    |     |             |     ||  O      + 11    +++  /\ :    :        +       |
    |     |     5       |     |\-\        <<<<     +  /\ :    :        +       |
    |     \-------------/     |  |       +       +++  /\ :    :        +       |
    |4                        |  |       +++++++++       :    :        +       |
    \--------\       /--------/  |       +               :    :        +       |
       /----\|       +   2  |----/       +               :    :        +       |
       |    ||       +      +            +               :    :        +       |
       |    ||       +      +            +               :    : 13     +       |
       | /\ ||       +      +            +    +++++++++++:    :+++++++++       |
       | /\ ||       +      +            +++++           :    :                |
       | /\ ||       +      +            +     ..........:    :.........       |
       |LLLL\|       +      +    10      +     :           14          :       |
       |     LLLLLxxL+      /-\    /--\+++     :    ...............    :O      |
       |s    LLLLLxxL+      ||:    :| |       O:    :             :    :       |
       |     LLLLLLLL+      ||:    :| |    ....:    :O           O:    :....   |
       |LLLL/| 3     +      ||:    :| |    :        :             :        :   |
       | \/ ||       +      ||:    :| |   O:    ....:             :....    :   |
       | \/ ||       +      ||:    :| |    :   x:                    O:    :   |
       | \/ ||       ++  /\ ||:    :| |  ..:   x:                     :    :.. |
       |    ||           /\ ||:    :| |  :     x:O                    :      :O|
       | 6 s||           xx ||:    :| |  :    ..:                     :..    : |
       \----/|           x  ||:    :| |  :    :                         :    : |
             |       /------/|:    :| |  :    :.....xx........    ......:    : |
             |       \-------/     \| |  :         xxxx      :    :          : |
             |       <<<<           | |  :..........xx.x.    :    :..........: |
             \-####-/------\        | |                 :    :                 |
              /####\     /-/        | \---\___/---------\    /-----------------/
              |  1 |     |          | /---/ 9 \---\/----/    \------------\
              \----/     |     7    \/            ||LLLL: 15              |
                         |          ??      O     ||LLLL:                 |
                         |          ??      O     ||LLLL/-----------\     |
                         \--\       ??            ||    \----------\|     |
                          /-/????|--/\------------/|              s||     |
                          |   8     |              \---------------/|     |
                          \---------/           /-------------------/     |
                                                |                         |
                                                |                         |
                                                |       /-----------------/
                                        /-----\ |       ?-----\/-----------\
                                        |     | |       ?     ||           |
                                        |     \ |       ?-----/|           |
                                        |????--\/  16   \------/...........|
                                        |      ??                          |
                                        |17    ??                         S|
                                        \------??--------------------\####/
                                                                     /####\
                                                                     |    |
                                                                     \----/
    =============================================================================
         We're out of the colony complex and into the atmosphere processing
    station and the start of the alien nest. Here you also run into the company
    synthetics for the first time, living quietly alongside their alien charges
    and just as determined to end your mission prematurely. The warriors are
    getting tougher also. It's now 5 or 6 shotgun shells to kill one.
         1) As you exit the elevator at point 1 you'll immediately have to defend
    yourself from some facehuggers and a warrior. Try not to blast the pipes on
    the left hand side of the walkway. They're steam vents and are a pain to get
    past if they're shot open. Go straight ahead, destroy the crates on your
    right and climb up the stairs to point 2. Watch out for the open steam vent.
         2) More huggers here plus the automapper and a battery. Grab them and
    go back, round the railings to point 3. Blow up the crates to get
    dermpatches. Go straight over the lift to area 4. There's a company
    synthetic at both points 4 (use grenades, you should have loads by now) and a
    battery operated switch at the upper one. Throw the switch and blow up the
    destructible wall to access room 5. Kill the facehuggers and grab the ammo.
    One note: try to keep to short, controlled bursts of fire in this area. Many
    of the pipes are steam or coolant vents, taking heat to or from the heat
    exchangers below, and can damage you if blown open.
         3) Return to point 3 and shoot the wall where the lift is to access
    the first secret. It will drop into the floor. There's a switch here. Hit it
    and the lifts on both sides will drop releasing two warriors. Kill them and
    search the area. At point 6 you'll find some flamer fuel, a hypo-pack and
    the switch that re-activates the lift. Hit the switch, grab the stuff and
    sprint back to the entrance elevator at point 1.
         4) Run down the stairs into room 7. While you're invulnerable from the
    hypo-pack you can kill enemies quickly at close range with explosives.
    Blow open rooms 8 and 9 and use the invulnerable time to clear both of them
    while grabbing equipment. At point 9 you'll find a window looking out onto
    the main cooling shaft running through sub-level A. To your left you'll see
    a synthetic on a platform. Use the grenade launcher to blow him away.
         5) Go back to room 7 then move up the corridor to point 10. Here you'll
    see the first big incubation chamber loaded with eggs being kept at the right
    temperature by the heat from the station. Snipe the eggs from long range and
    proceed toward the stairway clearing as you go.
         6) As you move down the steps to point 11, watch the motion tracker. As
    soon as you get a signal, back up and let the aliens come to you. There's a
    lot of warriors in this section. Repeat this manouevre until you reach the
    raised catwalk at point 12.
         7) The white surfaces on both sides of the catwalk are extremely hot
    (Not just where you see the flamejets) so in order to reach the equipment on
    them you're going to have to sacrifice a little armour. Move along the
    catwalk and look off to the left. At point 13 there is an acid vest. Jump
    off, grab the vest plus anything else you fancy here as you run back to the
    stairs. Repeat this procedure on the other side. You will have taken no
    health damage from that. Your armour has absorbed everything (provided you
    moved fast enough, of course)
         8) Move on down the catwalk to point 14 where it splits. Turn left and
    proceed slowly. Falling means instant death here so be careful. Kill
    the synthetic at the end of the platform and pick up the pulse rifle. Now
    go all the way around to point 15 avoiding steam vents and flame jets and
    destroying crates and barrels. You'll get a battery and ammo from the crates.
         9) You should get a trace on your tracker at his point. Kill the
    warrior and drop off the ledge on the right inside the archway. Grab the
    stuff and use the switch to get back up. Move to point 16.
         10) Destroy both of the walls here. Behind one you'll find some
    facehuggers and some ammo. Behind the other you'll find a warrior and
    another destructible wall. Blow this open to find the last of your mission
    objectives, four alien eggs. There's an adrenaline burst pack here (oh YES)
    and some survey charges. Grab what you want and hit the switch at the end of
    the hallway to exit. The dropoff opposite the exit is fatal. No secrets
    there. Trust me, I know.
    =============================================================================
    
    Level 9 - The Heat Exchangers
    =============================================================================
                       /------------------------------------\
                       |                                    |
                       |      +++++              +++++      |
                       |     +     ++++++++++++++     +     |
                       |     +  2                  3  +     |
                       |      +    ++++++++++++++    +      |
                       |      +    +            +    +      |
    /--\##-------------/+++++++    +            +    +++++++\--------------##/--\
    | 1 ##                         +            +                          ## 6 |
    \--/##-------------\+++++++    +            +    +++++++/--------------##\--/
                       |      +    +            +    +      |
                       |      +    ++++++++++++++    +      |
                       |     +  4                  5  +     |
                       |     +     ++++++++++++++     +     |
                       |      +++++              +++++      |
                       |                                    |
                       \------------------------------------/
    =============================================================================
         In this level you pass along the maintenance catwalks directly above
    the heat exchangers themselves. The air is extremely hot which probably
    explains the lack of alien eggs or their resident keepers. You can only
    take 30 seconds in here so...
         1) There are dermpatches on the way in from the elevator at point 1.
    Careful of steam vents and flame jets when you enter the main chamber.
    At point 2 there's a shotgun plus shells. At point 3 there's three canisters
    of flamethrower fuel.
         2) At point 4 there's some health plus a body suit! This is a priority
    pickup. At point 5 there's a pulse rifle plus grenades. You'll find an
    acid vest plus more dermpatches on the way out to the elevator at point 6.
    =============================================================================
    
    Level 10 - The Nest
    =============================================================================
    /--\##--------------------------?##-----------?##-------\
    | 1 ##                        6 ?##           ?##       |
    \--/##\       /-----------------?##----\      ?##    7  |
    /-----/   2   | /-----\ /----------\ /-/       /|       |
    |         ????| |     | |          ##?         |\-------/
    |    /---\####| |     | | 8        ##?         |
    |    |   |####\-/  5  | |          ##?         |
    |    |   |            | \----------/ \--\      |
    |    |   \------------/             /---?      \-\
    |    |                           /-/    ?         \-\
    | 3  |                        /-/      /?-----\      \-\
    |    |                       /      /-/        \-\      \---?------\
    |????|                       |  9   \------------/    10    ?      |
    \####/                       |                           /--?-\    |
    /####\--------\              \-----......---+++++++-----/     |    |
    |             |              /                          \--\  |    |
    |      4      |         /---/                              |  |    |
    |             |        /                                   |  |    |
    \-------------/        |         /--\          /--\        |  |    |
                           |         |  |          |  |        |  |    |  /----\
                           |         \--/          \--/        :--/    |  | 15 |
                           |                                   : 11    |  \####/
                           |         12                        :-------/  /####\
                           \------\####/-----------------------/          |    |
                                  /####\                                  |    |
                                  |    | /--------------------------------/    |
                                  |    | |                                     |
                                  |    | |    /---------------------------\    |
                                  |    | |    | /----------------\ /------/    |
                                  |    | |    | |                | |           |
                                  |    \-/    | |    /------\    | |    /-\    |
                                  |           | |    |/----\|    | |    | |    |
                                  |    /------/ |    ||    ||    | |    | |    |
                                  |    \--------/    ||    ##    \-/    | |    |
                                  |                  ||    ## 13        | |    |
                                  |    /-------------/\----##-----------/ |    |
                                  |    \----------------------------------/ 14 |
                                  |                                          S |
                                  \--------------------------------------------/
    =============================================================================
         Now arriving at sub-level C, in the bowels of the atmosphere processing
    station. This place is crawling with aliens and contains another big egg
    incubation chamber. Your mission however, is to track down the missing
    colonists and recover their identity tags. That's one thing to watch out for
    on this level. You can get very big signals from the motion tracker here,
    very reminscient of 'Aliens' itself but don't panic. Many traces you'll see
    are struggling colonists. Put them out of their misery and get their ID tags.
    That's what you're here for. Be sure to kill colonists as soon as you find
    them otherwise you'll find a chestburster attached to your armour.
         1) Move out of the elevator, kill the warrior and the colonist you'll
    see across the hall. Grab his ID tag and blow up the secretion encrusted
    doorway at point 2. The door behind it is inactive for now. Go to point 3.
         2) Here you'll pick up a battery. You'll also see the first ceiling
    crawler alien. Once you've got the hang of aiming up and down blowing them
    off the roof with the pulse rifle is easy. Destroy the wall at the end of the
    corridor and open the door.
         3) Hope you came in firing. There's three warriors here. Once they're
    dead grab the automapper and ammo, look behind the left switch for a rogue
    ID tag then hit the switches. They will activate the doors at points 2 and 6.
         4) Enter room 5. Look just inside the door to your right. The tracker
    should help you find the colonist here (he occasionally disappears. A bit of
    a glitch) Clear the room of stuff and leave heading for point 6. Blow up the
    wall and open the door.
         5) Watch out for warriors in this hallway. Go straight across from where
    you entered, blow up the wall and open the door. Kill the facehuggers and
    the colonist and pickup the huge amount of ammo in here.
         6) Back across the hallway blow open the entrance to room 8 and open the
    door. More huggers in here plus health and armour. Clear and leave. There's
    yet another destructible wall just around the corner from room 8. Blow it up
    and move down the hallway using your tracker to find colonists. Careful,
    there're warriors in this section, on floor and ceiling. At point 9 you can
    see out into the main egg chamber but don't jump down to it just yet. Move
    around to point 10 (be sure to get the colonist on the way) and blow up
    the wall here.
         7) This secret corridor is loaded with ammo plus a facehugger right at
    the end. Drop down into the egg chamber once you have everything. Sweep the
    room from end to end blowing up everything that moves. Use the tracker to
    find colonists. Pick up anything you need. The exit door (point 12) is
    pretty well disguised. Despite its appearance there is no wall in front of
    it. The door itself is encrusted in slime. Fortunately it still works. Open
    it.
         8) Sweep the whole outer ring of corridors killing aliens before going
    through the middle corridor to point 13. The door will open as you approach.
    Kill the warriors coming out, grab the battery and anything else you want and
    go to the switch at point 14. Hit it, waste the warrior in the elevator and
    exit.
    =============================================================================
    
    Level 11 - The Queen's Lair
    =============================================================================
                    /------------\              /------------------\
                  //              \------------/                    \\
                //     ........                               ...    |
              //     .:        :...........                      :   \\
            //     .:      /---\ :                               :     \\
            |     :        |   | :                                :      \
            |    :     @   \---/  :                                :     |
            |    :    @@@@@@       :                    /---\   ....:    ##/--\
            |    :     @@@@@@@@@@@@@                    |   |    >>>     ## 1 |
            |    :   3   @@@@@@@@@@@@@@2                \---/   ....:    ##\--/
            |    :....       @@@@@@@@@    /---\                  ..:     |
            \\       :.....      :        |   |               ..:      /-/
              \-\         :      :        \---/            ..:      /-/
                 \-\      :......:.............           :      /-/
                    \-\                                       /-/
                       \-\####/------------------------------/
                         /####\
                         |    |
                         \----/
    =============================================================================
         OK, PARTY TIME!!!! You probably know by now how easy the queen is to
    kill, but the setting is still impressive, particularly the green lighting
    effect.
         1) Exit the elevator and watch the tracker for incoming facehuggers.
    Once the initial attack is over sweep the perimeter of the chamber clearing
    eggs and facehuggers. Use the shotgun preferably. That way no shots can
    pass through enemies and hit the queen (point 2) before you're ready.
         2) Clear area 3 of eggs. This raised platform beneath the egg sac (the
    '@'s on the map) has many eggs and quite a bit of ammo. Once there's nothing
    left alive except you and the queen, blow her off the egg sac and bring her
    down.
         3)Once you're done retool with any equipment left and exit. Now to the
    prison.
    =============================================================================
    EPISODE 2 - THE PRISON
    
    Level 12 - The EEV Hangar
    =============================================================================
                                                /-----\
                                                |  s  |
                                                /xxxxx\
                                             /-/: xxx :\-\
                                          /-/    LxxxL    \-\
                                       /-/   11  LLLLL       \xx---\
                                    /-/                        xxxx|
                                 /-/                             xx\-\
                                 |          /---------------\        |
                                 | \/ +     |            >>>   9     |
          /-------------\/-------/ \/ +     |  x    x    x  |      x |
          |             ||          8 +     |  x    x    x  |      x |
          |             ||    /--\+++++     \---------------/     xx |
          |             ||    |   \-\   xx                    xx  /-/
          |             ||    |      \-\xx                   xxxx |
          |             ||    |         \-\         10       x    |
          \----\   /----/|    |            \-\    LLL    /----xxx-/
          /----/   \----\|    |               \-\ xxx /-/
          |      6      ||    |                  |   |
          |             ||    |                  |???|
          |             ||    |                  |   |
          |             ||    |                  |   |
          |             ||    |                  |   |
          \####/--------/|    |                  |   |
    /---??/####\---------/    \------------------/???\------------------S-##/--\
    |   ??  5                    3          2                        14   ##   |
    \---??\####/---------------\???/------\    /-----\    /---------\???/-##\--/
          /####+-------------\ |   |/----\|    |/---\| 12 |/-------\/   \
          |    +          xxx| |   || 1  ||    ||   ||    ||       ||    \--\
          |    +     xxx     | |   |\####/|    ||???|\####/|x     x||       |
          | /\ +             | |   |/####\|    || 4 |/####\/       |\-------/
          | /\ +     7    xxx| |   || /\ || \/ ||   ||             \x---\
          |    +          xxx| |   || /\ \/ \/ ||   |\####/\x          x|
          | /\ +             | |   ||          ||   |/####\|           x|
          | /\ ++++  xxx     | |   \\==========//   || 13 |\--------x---/
          |     <<<       xxx| |                    |\----/
          \-----------s------/ \--------------------/
    =============================================================================
         Entering the second episode and strains of 'Alien 3' showing through
    with the EEV in its hangar. This level introduces two new enemies, the
    company soldier and juvenile dog alien. Neither is that dangerous so you can
    concentrate on the job in hand, clearing the hangar of aliens.
         1) Exit the elevator at point 1 and move down the stairs to point 2,
    taking out soldiers as you go. Turn left and blow up the thin wall at point 3.
    Walk along the corridor to point 4, grabbing dermpatches and some shells,
    then blow up the wall here to get the pulse rifle behind it. Watch out for
    juvenile dog aliens on your way out.
         2) Move down to point 5 and deck the soldier here. Blow up the wall at
    the end of the corridor, kill the facehuggers and grab the stash. Enter the
    door to room 6. This is the infirmary. Clear the entire room of juvenile
    dog aliens and grab the equipment. There's health and the automappper here.
    Watch out when passing back from the upper chamber to the lower in here.
    You'll find some more juveniles have arrived.
         3) Once you've cleared the infirmary you can enter the morgue opposite.
    Open the door and move down the stairs killing juveniles. This room wiil
    boost your mission percentage in activated switches and recovered ID tags.
    Hit the switch and then look at the cryo-tubes. In the cryo-tubes, from top
    to bottom you will find: a chestburster, an ID tag, another ID tag, another
    chestburster and another chestburster. The cryo-tube closest to the bottom
    is empty. Leave when you're done.
         4) Go back up the main corridor toward point 3 but turn left before you
    reach it and proceed toward the hangar itself. Once you reach point 8, at
    the top of the stairs, look around. There are several soldiers in here plus
    a whole lot of crates. Circle the hangar to point 9. Kill the three
    facehuggers in the EEV and enter. Of the three cryo-tubes here, the two outer
    ones hold chestbursters and the middle holds an ID tag. There's also a body
    suit at the far end of the EEV. Only pick it up if you need it, if your
    armour is below 50. If you do leave it here remember to grab it before you
    exit the level.
         5) As you exit the EEV you'll see a pile of crates just to your right.
    Destroy these to find a facehugger and a battery. Just to the right of these
    crates are some more in an alcove. Blow these up to find several facehuggers,
    a juvenile dog alien in the alcove, a pistol clip and body suit.
         6) Next you'll arrive at point 10. This should be your last port of
    call in the hangar so leave the crates here for now. Go to point 11.
    The crates here are on a lift which will activate once a particular crate is
    destroyed and you walk where it was. The crates on the lift itself are all
    empty so destroy them and ride the lift up. The crates up here conceal two
    facehuggers in them and two juvenile dog aliens behind them. Use a close
    quarters weapon like the shotgun or flamethrower to kill them before they
    reach you. Whatever you do, don't fall off the platform. There's no way back
    up. The other crates contain shotgun ammo. Hit the switch and drop back
    down when you're done.
        7) There's another pile of crates by the bottom of the lift. Blow them
    up to kill facehuggers then go to the entrance stairs. The crates here hold
    a medikit if you need it. Then blow up the crates on the lift at point 10
    until it rises, destroy the wall at the top, kill the juveniles in the
    passage, grab the flamer and blow up the final wall to get out the other side
    back into the main corridor.
         8) Take out any soldiers you find and open the door at point 12. This
    is the shower room and it too holds a few secrets. Kill the juveniles then
    blow up all the shower enclosures and the two lockers marked out on the
    automapper and ASCIImap. You'll find a shedload of facehuggers to blast. The
    door to room 13 is another of those shootable doors. You know what to do.
    Inside you'll find your first pair of protective boots. They only last 30
    seconds though. Use the time to sweep the level again for any new soldiers
    that might have turned up then go to point 14.
         9) The wall between the wire coils is thin. Blow it, and the barrels
    beyond it, up. That should take care of the facehuggers in the room. You'll
    find explosives, a pistol clip and an adrenaline burst pack here. Activate
    the big switch when you're done to exit the level.
    =============================================================================
    
    Level 13 - Maximum Security
    =============================================================================
                   /-----\
                   |     |
                   |     ##/---\                     /-------\
                   |     ## 15 |                    /         \        /----\
    /---------?---##     ##\---/                    \         /        |    |
    |         ?   ## 14  |/---------##-----##-----\ |         | /-----##    |
    |    /----?---##     ||         ##x    ##     | |         | |     ##  6 |
    |????|/-------\|  xx ||       x ##x 7  ##     \-=s=> 5 <=s=-/     ##    |
    |    ||    xx ||   x ||  xxxxx  ||x    ||x                       x||    |
    |x   ||    x x||     || x       ||     |\--x--xxxxxO /\ Oxxxxx- --/|    |
    | 13 ||       ||     ||         ||     x             /\            x    |
    | /\ || x   x ||     ||x     xx ||     x                           x    |
    |x   \x x  12 ##x    || x  x    ||     x                           x    |
    |     x <<    ##x    ||  xx     ||     x                           x    |
    |    /x-------##x    ||x        ||     x                           x    |
    | \/ |/-------\|  11 ||x        ||     O                           O    |
    | x  ||       ||     ||     xx  ##x    <<<          4            >>>    |
    |    || 10   S\/     ||  9      ##x 8  O                           O    |
    |    ||              ||         ##x    x                           x    |
    |    ||S      /\     |\---------/|s    x                           x    |
    |    \x       ||     \-----------/     x                           x    |
    |     x       ||                       x                           x    |
    \-----x-------/\-----------------------x                           x    |
                                     /---\##xxxxxxxxxxx------xxxxxxxxxxO    |
                                     | 1  ##                  2             |
                                     \---/##----------------\    /----------/
                                                            | /\ |
                                              /----x---x-\ /  /\  \ /----------\
                                              |          ##        ##          |
                                              |          ##   3    ##          |
                                              |     /\   ##        ##   /\     |
                                              \----/  \--/ \      / \--/  \----/
                                                            | /\ |
                                              /----\  /--\ /      \ /--\  /----\
                                              |     \/   ##        ##   \/     |
                                              |          ##        ##          |
                                              |          ##        ##          |
                                              \----------/ \      / \----------/
                                                            \----/
    =============================================================================
         This level is loaded with company soldiers enjoying the comforts of the
    maximum security wing. Kill 'em all and grab their ID tags.
         1) Exit the elevator at point 1 and move along the corridor to point 2.
    Turn right down the hallway here and kill the soldiers patrolling area 3.
    Then clear all four rooms down here of aliens and equipment. You'll find the
    automapper in the lower right room. Use it or the ASCIImap to locate lockers
    that can be blown up. In particular the upper left room holds an ID tag and
    a battery in a locker. Watch out for a locker in the upper right room that
    can only be blown open with explosives. Also search all desks for ID tags.
         2) As you move back toward point 2 you'll be attacked by two company
    soldiers. Once they're dead proceed into the recreational area (area 4) and
    use the tracker to hunt down other soldiers. Once you have cleared the
    immediate area move to point 5, the entrance to the kitchen (these max
    security prisoners sure had it easy) Hit the two switches on either side of
    the doorway then search the hallway for lockers that can be destroyed to
    find health and ID tags. There are three.
         3) Open the door to point 6, kill the soldier here, then move to the
    opposite side and take out the crate barricades at points 7 and 8. You'll
    find another battery in amongst that lot. Hit the switch at point 8 to access
    room 9.
         4) Clear the room. There are crates galore in here most of them holding
    facehuggers plus some juvenile dog aliens. Kill everything then leave and
    make your way round to room 10. The two batteries you picked up are required
    for the switches here. Kill the soldiers, check the desks in here for ID
    tags, then activate the switches. This will open the exit elevator at point
    15, prime the door at point 14 and release a load of soldiers into corridors
    11 and 8. Move out and kill 'em all.
        5) Enter room 12 and destroy all the crates. You'll get jumped on by a
    load of facehuggers. Clear room 12, return to room 10 and move up corridor 13
    from there taking out aliens, crates and barrels as you go. Blast through the
    first false wall to get ammo plus a body suit, then through the second to
    reach corridor 11 through door 14. Sweep the level again to be sure you
    didn't miss any soldiers, then exit in the elevator.
    =============================================================================
    
    Level 14 - Central Meeting Tower
    =============================================================================
                                    /----\
                                    | 16 |
                                    \####/
                                    /####\
                                    |    |
                                    | \/ |
                                    | \/ |
                                    | \/ |
                                    | 12 |
                            /-------/LLLL\-------\
                           /       14LLLL13       \
                          /     ++++s----s++++     \
                         /     +  15 LLLL 15  +     \
                        /     +     +LLLL+     +     \              /----\
                       /     +     +      +     +     \             |    |
                      /     +     +        +     +     \            \####/
                     /     +     +          +     +     \           /####\
                    /     +     +            +     +     \          |    |
                   /     +     +     ++++     +     +     \         |    |
          /--------LLLLLL      ++++++    ++++++      LLLLLL---------/    \-----\
          | 3      LLLLLL              2             LLLLLL <<<<<<<   8        |
          | /\ /---LLLLLL      ++++++    ++++++      LLLLLL---------\    /|    |
          | /\ |   \     +    +  s  +    +  s  +    +     /         |    |\####/
          | /\ |    \     +   +   6 +    + 10  +   +     /          |    |/####\
          | /\ |     \     +   +    +    +    +   +     /           |    ||    |
    /-----/    \-----\\     +  +    +    +    +  +     /            |    |\----/
    |        4       | \     + +    +    +    + +     /             /    /
    |    |\    /|    |  \  7  ++    +    +    ++ 11  /             /    /
    \####/|    |\####/   \####/\   /\    /\   /\####/             /    /
    /####\|    |/####\   /####\|   ||    ||   |/####\            /    /
    |    ||    ||    |   |  s || xx||    ||   || s  |           /    /
    \----/|   x|\----/   \----/|xxx||    || xx|\----/          /    /
          | xxx\---------------/  x||    ||xx \---------------/    /
          |                  5     |\####/|   9                   /
          \------------------------//####\\----------------------/
                                    |  1 |
                                    \----/
    =============================================================================
        A relatively short level but for the fact that you have to repeat some
    sections multiple times to reach certain switches. It also contains only one
    secret but it's loaded with stuff.
         1) Leave the elevator at point 1 and move up to point 2. You'll
    have to defend yourself from four soldiers here. Once they're dead, turn left
    and move to point 3. Proceed down the stairs to point 4 taking out the
    soldiers. At point 4 itself you'll walk over a pressure pad. The doors down
    the two side passages will open releasing some facehuggers. There are a
    couple of medikits in this area if you need them.
         2) Continue down the main corridor taking out crates. You'll pick up a
    battery from the first stack. At point 5, you'll find facehuggers in and
    around the second stack. Once they're dead you can pick up the dermpatches
    and automapper. Move forward to the switch at point 6. Activate the switch
    to prime the main lift on this side.
         3) Return to the lift, killing newly arrived company soldiers, and ride
    it up. Kill the soldier here and open the door at point 7. Kill the huggers
    here and activate the switch.
         4) Go back to point 2 and cross to the other side. Cross the lift and
    descend the stairs to point 8. This is another pressure pad. Kill the
    soldiers emerging from the side rooms. Move to point 9. Destroy crates. Kill
    facehuggers. Move forward and hit the switch at point 10. Return to point 8,
    climb the stairs and ride the lift up, killing soldiers as you go.
         5) Open the door at point 11, kill the soldier and activate the switch.
    The exit elevator at point 12 is now active but you don't have the big
    secret yet. Go back to point 10, activate the switch to prime the lift again.
    This time climb off the other side and head to point 13. Hit the switch here,
    being careful not to step onto the lift. There's no way back up.
         6) So back to point 6, hit the switch and up to point 14. Hit this
    switch to activate lift 15. Ride it down to reach the big secret. This holds
    a body suit, hypo-pack and a grenade pack. Hit the switch to arm the outer
    lifts.
         7) Use either lift to get back to the top level then ride the main lift
    down to the exit elevator at point 16. Take out the facehuggers to reach the
    elevator.
    =============================================================================
    
    Level 15 - Pressure System Control
    =============================================================================
                              /----s-------------s-----------?------\
                              |                       O      ?      |
                              |                         15   ?      |
                              |                              ?------/
           /----------------\ |                              |
           |xxxx          xx| |                              |
           | xx    12       | |  14                   O      |
           |x               | |                              |      /----\
           |------????------| |       /-------------s--s-----/      | 1  |
           |  xxxxxxxxxxx   | |       |                             \####/
           | xxx      xxx   \?/       |                             /####\
           |     11   x  x   ?        |                        /----?    ##---\
           |           x  x /?\       |                        |    ? 2  ##   |
           \-####-/--------/   \-####-/                        \----?    ##---/
           /-####-\            /-####-\        /--------------\     |    |
           |      | /------\   |x     |        |              |     |    |
       /---?      | |      |   |      |        |     3        \--\  |    |
       |   ?      | |-????-|   |x     |        |                 |  |    |
       \---?      | |      |   |x     |        \    /------------/  |    |
           |      | |-????-|   |     x##---\   /    \---------------/    |
           |      | |      |   |     x## 8 |   |           x             |
           |      | /-????-|   |     x##---/   \--------------------\    |
           |    xx##  xxxx |   |      ?----\   /-----?-------------##    |
           |     x## 10  x |   |  7   ?    |   |     ?     x       ##  4 |
           |     x##-------/   |      ?----/   \-----?-------------##    |
    /-----??     S\------------/      \--------\                    |    |
    |     ??  9                                |                    |    |
    \-----??-----------------------------\     |                    |    |
                            /----\  /----/     \-------------------/    |
                            \     \/     +     + O                +     |
                     /----\ /            +     +        O         +     |
                     | 18 | |       O    +     +   O ++++++++++++++     |
                     \####/ \            ++    +....++s              5  |
                     /####\ /   O         :LLLL LLLL    6               |
                     |    | |        O    :LLLL LLLL+++++++++++++++-????|
                     |    \-/++++++++++++++         :       O    | |xxxx|
                     |             16      LLLL LLLL:  O         | \----/
                     |                  s++LLLL LLLL:            |
                     \------\+++++++++++++ ````+    ++           |
                            |                O +    s+    O      |
                            \         O        + 17  +           |
                            /        /\     O  +     +      /\   |
                            \-------/  \-------\?????/-----/  \--/
                                               |     |
                                               \-----/
    =============================================================================
         This level is big and hidden in its penultimate secret is the last
    addition to your arsenal, the mother of all firearms, the smartgun!
    LET'S ROCK!!
         1) Leave the elevator at point 1 and kill the approaching soldiers. Then
    blast through the wall at point 2 to get some survey charges. Continue down
    the corridor and take the first right. Move through this corridor (picking
    up a battery from the crate en route) to room 3, the auxiliary control room,
    taking out soldiers. Pick up ammo and the automapper, then hit the switch.
    That'll get you some mission percentage.
         2) As you leave room 3 you'll get jumped by facehuggers. Take 'em out
    and move on to point 4. Open the door here, take out the eggs, grab the
    survey charges and blow a hole in the back wall. The room behind holds two
    medikits and two juvenile dog aliens. Leave when you're done and go to point
    5, out on the catwalk above the leadworks power systems.
         3) Destroy the wall here to get more equipment. An adrenaline burst
    pack, more survey charges and a dermpatch. More huggers too. Then move to
    point 6 and hit the switch. Watch out for the flame jet. Cross to the second
    part of the level and go to corridor 7. Blow up the wall here as well as all
    the crates in this corridor. Behind the wall you'll get flamer and shotgun
    ammo. In the crates you'll find a load of facehuggers.
         4) Now enter room 8. Here grab the battery and activate the switch. Now
    leave and head for corridor 9. Blow up the wall at point 9 itself to find
    health and survey charges. Now hit the switch and blast your way into room
    10. Destroy all crates then the three destructible walls you can see on the
    map. In these four rooms you'll find ammo of every type plus two medikits.
    Excellent.
         5) Move up to the second thin wall in corridor 9. Destroy it and the
    huggers behind it. Move along to the door to room 11. Open it and start
    shooting. When the many barrels in here explode they should take the soldiers
    present and one of the destructible walls with them. Grab the battery in this
    room and blast through to room 12. There's a load more ammo in here. Grab
    what you need and move to room 14.
         6) This is your primary mission objective, the main control room. Enter
    and deploy the usual tactics. Move around the perimeter taking out the many
    soldiers guarding this area. When they're all dead, hit all the switches.
    Two will shut down more flame jets, one will activate another lift in the
    main chamber and the last one will open the exit elevator. Before you leave
    destroy the wall at point 15. Behind it is another egg chamber. There's a
    load of medikits here if you need them.
         7) As you return to the entrance to the main control room you'll have
    to kill two juvenile dog aliens attacking from room 11. When they're dead
    open the door to corridor 7 and fight your way back to the main gantry
    chamber (Check corridor 9 on your way) Cross the lifts to point 16.
         8) The exit elevator is just beyond but you don't have the smartgun yet.
    Hit the switch and cross the final lift to point 17. Blow open the wall, twat
    the facehuggers and bag the grand prize, the smartgun. YEEEEHAH!
         9) Finally, before you leave, get the final secret by pressing the
    switch at point 17 and going all the way back to point 2. You'll find some
    dermpatches and a body suit in the newly opened room. You'll just have to
    take out a few juvenile dog aliens on your way to and from this secret. When
    you're done head for point 18, the exit elevator.
    =============================================================================
    
    Level 16
    =============================================================================
                                                                          /----\
                                                                          |  9 |
                                                                          \####/
                                                                          /####\
                                                                          |    |
                                                                          |    |
    /----x-----------------\        /----xx-------------------------------/    |
    |             4    x x |        |    xx  7                                 |
    |    /--x--\    /----x-/        \----xx---------------------\    /x---\    |
    |    |     |    |                                           |    |    |   x|
    |    |     |    \-------------------------------x-----------/    |    |    |
    |    |     |         5                                           |    | 8  |
    |    |     \----\ x  /--xx-\    /--xx-----------------\    /-----/    |    |
    |    |          |x  x|     |    |                     |    |          |   x|
    |    |          \--x-/     |    |   /-------------\   |   x|          |    |
    |    |                     |    |   |             |   |    |          |   x|
    |    \--------x--------\   |x   |   |    /---\    |   |    \---xx---\ |    |
    |             3        |   |    |   |    |   |    |   |  6    xxx   | |    |
    \--------------x--\    |   |    |   |    |   |    |   \--------xx---/ |    |
                      |    |   |    |   |    |   |x   |                   |    |
                      |    \---x    x---/    |   |    \-------x-----------/    |
                      |       xxx  xxx       |   |                             |
                      \--------x 2  x--------/   \-----------------------------/
                               |    |
                               |    |                   /----\
                               |    |                   | 1  |
                               |    |                   \####/
                               |    \--------\          /####\
                               |             |          |    |
                               \--------\    |          |    |
                                        |    |          |    |
                                        |    \----------/   x|
                                        |                   x|
                                        \--------------------/
    =============================================================================
         It's re-arming time again. Let's GO! You now have sixty seconds to reach
    minimum safe distance.
         1) Leaving the elevator at point 1 you'll find survey charges and
    shotgun ammo in the first two crates you find. Down at point 2 there are two
    barricades. Inside 'em are a stack of dermpatches, flamer and shotgun ammo
    and the automapper. The lone crate just beyond the crossroads holds nothing.
         2) At point 3 you'll find pulse rifle ammo and a dermpatch. Around point
    4 you'll find a body suit plus some survey charges.
         3) At point 5 you'll pick up another pulse rifle clip plus health. On
    your way to point 6 you'll find a 9MM pistol plus some health. In alcove 6
    itself you'll find a pulse rifle plus loads of ammo for it.
         4) Down corridor 7 you'll discover another body suit and four survey
    charges. In corridor 8, from point 8 back to point 2 you'll find a
    flamethrower plus fuel and a dermpatch. Grab what you want and exit at
    point 9.
    =============================================================================
    
    Level 17 - Toxic Materials Storage
    =============================================================================
                                                           /x----x--\
                    /------------------------------------\ |  4  x  |/---------\
                    | 5                                  | |  x     || xx    xx|
                    |    /--------------------------\    | \---\####/|  x    xx|
            /-------/    |                          |    \xx---/####\/         |
      /---\##       +    |  /-------\ /----x-------\|   >>xx                 xx|
      | 1  ##       +    | /   LL    ?   xx xx     ||   >>xx                 xx|
      \---/##       +    | |  LLLL    ?    x x  6  ||    Oxx                   |
    /-------/       +    | \   LL    ?             ||    +                3    |
    |    >>>        +    |  \-------/ \------x\####/|    /------------\        |
    | /\ /+++++++++++++++\------------------S-/####\|    \----------##/xxxxxxx |
    | /\ +                                    2     :    :          ##       x |
    |      ++++++    +++++++++++++++++++++++++++    ++..++    /---xx##\xxxxxxx-/
    \      +    +    +                         +    >>  <<    |  /----\
     \     +    +    +    +++++/----------\    +-----....-----/ /      \
     |     +LLLL     +    +    \-s--------/    |    |    |      |  13  |
     |     +LLLL 8   +    +              <<    |    |    |      \xxxxxx/
     |     +    +    +    +    /\  11    ++    \----/    \------/  /\  \
     |     +    +   x+     LLLL||         +           12               |
     |     +    +   x+     LLLL|\----\    +++++\----\    /-------------/
     |     +    + xx ++++++    \-s--\|             S|    |
     |     +    +         +LLLL     |\--------------|    |
     |     +    ++++++    +LLLL     |/----------\   |    |
     |     +         +    +    + xxx||          |   |    |
     |     ++++++    +    ++++++ xxx||          |   |    |
     |      14  +    +            9 ||          |   |    |
     \-----\x   +----+---------\xxxx||  10   ++++---/    |
           |x   |              |    \/       +           |
           |x   \##/--\        |             +   /-------/
           |     ##   |        |             +   |
           \-xx-/##\--/        \-------------+---/
    =============================================================================
         Another sprawling level, watch out here for a shedload of toxic waste
    barrels and two new enemies, the adult dog alien and the alien handler.
         1) Exit the elevator at point 1. You'll now be standing on a balcony
    overlooking the level below. Move down the stairs and kill the alien handlers
    approaching you. Move to point 2. You need a battery for the switch here so
    cross the bridge killing handlers and open the door to room 3.
         2) Go in shooting. There're loads of barrels in here which makes taking
    down the dog aliens present much easier. The crates in the upper right area
    of room 3 contain some dermpatches, a medikit and a battery. Grab the stuff
    and blow open the crates blocking the stairs to the water channel. In these
    you'll find a couple of chestbursters. Once they're dead open the door to
    room 4.
         3) There's a dog alien on the ceiling in here. The smartgun makes
    killing it easy. In room 4 there are more barrels and crates plus the
    automapper on a shelf. You'll find another battery in the crates. Now, if
    you want to nail every alien exit room 4, turn right and drop into the water
    channel. Move to point 5. See the pipes below the surface. There's a
    chestburster behind this wall. Fire a grenade into either pipe to kill it.
         4) Return to point 2 and activate the switch to open the door. Inside
    room 6 kill alien handlers and blow up crates to kill chestbursters. Then
    blast through the wall to room 7. As soon as you walk round the pillar to
    the medikit the lift'll drop into the floor. You must now fight two dog
    aliens in close quarters. Once they're dead grab the survey charges on top.
         5) Go back toward the start but turn left and drop into the water on
    the lift at point 8. Kill the chestbursters and go to the far end of the
    channel to find a body suit. Use lift 8 to get back out and continue toward
    point 9.
         6) On the way you'll kill alien handlers and a load of chestbursters
    from the many crates on this walkway. Once you've reached point 9, enter room
    10 and kill any aliens you find.  Exit and hit the switch near point 9. This
    will raise the upper lift in the water so you can cross to room 11. Do so.
    Hit the big switch at the far end of room 11 to open the exit elevator then
    drop into the water channel and head for point 12, the crossroads.
         7) Turn right and move down here until you re-enter room 10. Kill the
    attacking chestbursters and return to point 12. Turn right again and head
    for room 13, the final secret. Beware of chestbursters in the water as you
    approach. Blow up the crates blocking the entrance. They contain some survey
    charges and a load of chestbursters. Behind the crates is an adrenaline
    burst pack.
         8) Head all the way back to the stairs leading down from point 1 and go
    along the walkway to point 14. Kill the handler and blow up the crates to
    kill chestbursters, then exit.
    =============================================================================
    
    Level 18 - Incubation
    =============================================================================
                                                       /-----------------------\
               /-----------------------------\         |                      s|
               |    O       O   O    O       |         |   <>   <>   <>   <>   |
               |  O  O O  O   O    O   O O O |         |x    x                s|
          /----/+++++++++++++++++++++++++++++\--------\|x  <>x  <>   ?\=====\==/
         /                            >> 3 <<         ||             ?      |
         |    .............................../---\    |\------\####/-?------/
         /    :                              \--\|    \-------/####\
        /    :               10                 ||              4  |
        |    :                               /--/\-----------\?????|
    /--\##    :.........LLLL.................\-------\       |     |
    | 1 ##              LLLL           >>  <<     5  |       \-----/
    \--/##    ..........LLLL................./--\    \------\
        |     :     9           8            \  |           |
        |    :  /--\  /--\   /\???/\s  /--\   \ \------\   x\-------\
        |    :  \--/  \--/   ||   ||   \--/    \-\     |    x<<<  xx|
        |    :               ||???||              \-\  \----x--\   x|
        |     :------s-------/|   |\---------/\      \-----?--\| /\ |
    /---\     /------\        |???|           |         7  ?  || /\ |
    |   |  2  |       \       |   |           \-------\    ?--/|    |
    |   |     |       |       \---/                   |    |/--/    |
    |                 |             /-----------------/????\|       |
    |s               S|             |               +     6      =\=/
    |                 |             |               +    + \/ +    |
    |                 |             |      O        ++++++ \/ +++++|
    \                 /             |           O                  |
     \               /              | O                            |
     |   |   |   |   |              |                        O     |
     \--/ \-/ \-/ \--/              |      O                       |
                                    \                 O            /
                          /----\     \ 11       O         /-------/
                          | 13 |     |????|\              |
                          \####/     \####/\--------------/
                          /####\-----/####\
                         /                |
                         |     /-s--\     |
                         |     \--S-/     ##----\
                         |                ## 12 |
                         \----------------##----/
    =============================================================================
         The extreme heat from the leadworks power systems is perfect for
    keeping alien eggs at the right temperature. But those same systems can be
    lethal to you. Watch out.
         1) Exit the elevator at point 1. You'll see a synthetic on a nearby
    platform. Use the grenade launcher to kill him then walk to point 2. In the
    middle of the room ahead you'll see a table with an egg in front of it.
    Destroy the two eggs by the table and get the other two in the alcoves.
    Next turn your attention to the equipment on the table. There's a medikit, a
    battery and the automapper here. As soon as you approach the table the four
    dog aliens on the far side will be released. Shoot to kill.
         2) Hit the two switches. One will activate the door at point 4, the
    other will shut down the steam jets at point 3. Go to point 4 now killing
    anything you meet. At point 4 blow up the wall opposite the door to get a
    medikit and some survey charges. Then open the door. Take out dog aliens but
    be careful. The rusting pipes in here can easily be shot open leaving you
    with steam jets to manouevre around. Hit the switches at the far end of the
    room to shut down more steam jets. Then blow up the wall near the entrance
    to find another incubation chamber. Destroy the eggs and grab the stuff.
    Return to point 1.
         3) Take the central walkway heading for point 5. Take out the synthetic
    on the platform and move into the corridor taking out crates. You'll find
    health and a battery in them. Continue on to point 6. You are now in the
    main flame vent chamber. The furnaces you can see going from floor to
    celing are extremely hot. They will damage you if you touch them. But you're
    not going up there yet.
         4) Blow up the wall at point 6 and move into the corridor firing. There
    are a lot of dog aliens down here. At point 7 destroy the wall, kill the
    alien and grab the pulse rifle and survey charges. Move on to point 8 hitting
    the switch on your way. Here there are three destructible walls to blast
    through. There're two facehuggers behind the first two and a dog alien behind
    the third. In these rooms there's a ton of ammo to grab. Get what you need
    and clear out.
         5) Area 9 is a bit of a pain. There are three invisible floor pressure
    pads here that bring down the three platforms in this section. Move around
    the platforms at area 9. As soon as you get a 'lift activated' message, look
    at all three lifts to see which one has moved. Repeat until you have got all
    three. You'll find a smartgun cartridge, a medikit and a body suit on these
    platforms. Then hit the switch, cross to area 10, kill any aliens you find
    and use the switch to cross back again. Return to area 6.
         6) Move up the stairs to the floor level. Move through the room killing
    eggs and aliens and trying not to touch the furnaces. When you reach point 11
    blast through the wall and open the door. There are two switches in here.
    The small one will open room 11 which contains some survey charges, two
    medikits and a load of facehuggers to kill. The big switch opens the exit
    elevator at point 13.
    =============================================================================
    
    Level 19
    =============================================================================
                                                                          /----\
                                                                          | 1  |
                                                                          \####/
                                                                          /####\
                                                                          |    |
                                                                          |    |
    /--x-----------------x-\        /--xx--------------------------------x/    |
    |            8   x x x |        |  xx  3                                2  |
    |    /-----\    /---x--/        \---xx----------------------\    /----\    |
    |    |     |    |                                           |    |    |   x|
    |x   |     |    \--------x---------------------x-------xxxx-/    |    |    |
    |   x|     |      7          6                         xxxx  4   |    |    |
    |    |     \----\   x/-----\    /-x-------------------\xxxx/---x-/    |    |
    |    |          |x x |     |    |                     |    |          |    |
    |    |          \-xx-/     |    |   /----------x--\   |    |          |    |
    |    |                     |    |   |             |   |    |          |   x|
    |    \-------x---------\   |x  x|   |    /---\    |   |    \---xx-x-\ |    |
    |                      |   |    |   |    |   |    |   |      5  xxx | |    |
    \------------x----\    |   |    |   |    |   |    |   \-------x--xx-/ |    |
                      |    |   |    |   |   x|   |    |                   |    |
                      |    \---/    \---/    |   |x   \----------x--------/    |
                      |          9           |   |                             |
                      \--------\    /--------/   \--------------------------x--/
                               |    |
                               |    |                   /----\
                               |    |                   | 10 |
                               |    |                   \####/
                               |    \--------\          /####\
                               |             |          |    |
                               \-----xx-\    |          |    |
                                        |    |          |    |
                                        |    \--------x-/    |
                                        |                    |
                                        \--------------------/
    =============================================================================
         Want more ammunition? You got it. Sixty seconds and counting.
         1) Around area 2 you'll finds some health and the automapper. Down at
    point 3 you'll find two pistol clips and a body suit. At point 4 you'll pick
    up some shotgun ammo and a load of dermpatches. In corridor 5 you'll get more
    shotgun ammo plus some survey charges.
         2) Between points 4 and 6 you'll get some more shotgun ammo plus some
    health. Between points 6 and 9 you'll get a smartgun and a dermpatch. At
    point 7 you'll find another body suit plus a hypo-pack.
         3) At point 8 you can get a flamethrower with three canisters of fuel.
    In the long corridor between points 8 and 9 you'll find health, pulse rifle
    ammo and a shotgun. In the corridor between points 2 and 9 you'll find a
    pulse rifle plus two clips for it and two grenade packs.
         4) On your way to the exit at point 10 you can get ammo for shotgun and
    smartgun plus an adrenaline burst pack. Exit when you're done.
    =============================================================================
    
    Level 20 - The Lead Mold
    =============================================================================
                     /---------------##----------------\
                     |       5       #H                |
                     |   /-\#F#/-\   ##------------\   |
          /-----\    |   | /###\ |   |    /-------##   |
    /---\/      |    |   | |   | |   |    |       #M   |
    |   ##      \----/   | |   | |   |    \-------##   |
    |   #A               | |   | |   \-------------/   |
    \---##      /----\   | |   | |                     |              /----\
    /---\|      |    |   | |   | \-----------------\   | /-----------/      \--\
    |   |/      ##---/   | |   | /---------------\ |   | |                      \
    | 4         #C       | |   | |               | |   | |   /-------\         s|
    |   |\      ##---\   | |   | |   /-------\   | |   | |   | /---\ |          |
    \---/|      |    |   | |   \-/   |       |   | |   | |   | |   | |s         /
    /---##      ##---/   | | 10      |       |   | |   | |   | |   | |         /
    |   #B      #D       | \#G#/-\   | /----##   | |   | |   | |   | |     8   |
    |   ##      ##---\   | /###\ |   | |    #J   | |   | |   | | 7 | |         |
    \---/\      |    |   | |   | |   | |   /##   | |   | |   | |   | |s        |
         |      |    |   | \---/ |   | |   | |   | |   | |   | |   | |         |
         |      |    |   ##------/   | |   | |   | |   | \#P#/ |   | |         \
         |   3  |    |   #E          | |   | |   | |   \-/###\-/   | |          \
         |      |    |   ##----------/ |   | |   | |       6       | |s         |
         |      |    |   |   /--------##   | \#L#/ \---------------/ |         s|
         |      |    |   |   |        #I   | /###-##-----------------/       /--/
         |      |    |   |   \--------##   | |    #N                         |
         |      |    |   \-------------/   | |    ##-----------------\       |
         |==  ==|    |                     | |    |                   \------/
         |      |    \-----------------\   | |    \--------------\
         |==  ==|                      |   | |                   |
    /----/      \----\                 |   | \---------------\   |
    |                |                 |   ##-------\ /-----##   |
    |=      2       =|                 | 9 #K       | |     #Q   |
    |                |                 |   ##-------/ \-----##   |
    |        S       |                 |   \-----------------/   |
    \-\####/--\####/-/                 |                         |
      /####\  /####\                   \-------------------------/
      |  1 |  |    |
      \----/  \----/
    =============================================================================
         This level looks immensely complex because of the door operation system.
    But don't worry it's pretty simple. Your main worry is that this level is
    crawling with the unique lead mold dog alien. These things are tough to kill.
    Watch your tracker.
         1) When you exit the elevator at point 1 you arrive in the control room.
    The exit is right next to you but, wouldn't you know it, you need a battery
    and that's at the far end of the level. DOH! Exit room 2 and move to area
    3, the lead mold itself. You'll get a signal from the tracker. The first lead
    mold dog alien. Back up until it emerges from the side corridor and kill it.
    This may take some time.
         2) Collect dermpatches from room 4 before entering the maze of
    passageways on the far side of the mold. You'll see on the ASCIImap that all
    the doors are letter coded. This will make explaining this level a lot
    easier. Firstly find door Q at the bottom of the ASCIImap. It will be
    open. You should come here first to get the flamer and shotgun ammo inside
    as once you've hit the switches in room 8 door Q will close and getting
    it open again is complicated.
         3) Go to point 5. Door H is open. Go through it and round the circle of
    corridors around door M to get dermpatches. Go on toward point 6. You'll
    enter the nest area of this level.
         4) Bypass door P and go to point 7. Kill the alien and grab the
    equipment. There's a pulse rifle clip, a medikit and a battery. You could now
    exit the level but that would be chickening out. You ain't seen nothing of
    the lead mold yet. Go through door P and enter room 8, the incubation chamber.
    Clear the room of colonists and eggs then turn your attention to the
    switches.
         5) As soon as you entered room 8, doors P and N slammed shut meaning you
    must now use the switches to get out. I'm not going to try and figure out
    which switch activates which doors. I'm just going to tell you how to get all
    the secrets. All you have to do is hit all five switches. Then leave by the
    lower entrance and head for point 9. You'll encounter a couple of aliens
    along the way.
         6) Door K will be open so you can get the shotgun plus ammo and the acid
    vest inside. Now go just up the corridor to door I. It will be open and
    behind it is a smartgun and some flamer fuel. Now head for point 10 via door
    J. You'll run into three aliens doing this. Hope you've got plenty of ammo.
    Behind door G is a case of shotgun shells and the automapper. Don't miss
    the shotgun and pulse rifle ammo in alcoves in the corridor outside.
         7) Head up to door F to get some more stuff then return to door I and
    take the next right after it. Return to the lead mold, area 3. Doors C and D
    are shut but the upper passage is open. Doors A and B are now open. Kill the
    aliens behind both doors and grab the stuff. You can get an adrenaline burst
    pack, some survey charges, a body suit and two grenade packs.
         8) Head back into the maze and go to point 5. Door H is now shut so turn
    right and go around the other way to door M which is now open. Kill the
    aliens around here (use explosives, you just got a load) and grab the ammo
    behind door M. After all that you should have accessed all the sealed rooms.
    Check the map to make sure then return to room 2, activate the switch and
    exit the level.
    =============================================================================
    
    Level 21 - The Queen's Lair
    =============================================================================
           /----------------------------\
         //                              \\
       //                                  \\
     //                                      \----------------------------\
    /                                                                      \\
    |                                                                        \
    |                                                                @@@     |
    |                                                             @@@@@@@@   |
    |          /--\               /--\                         @@@@@@@@      |
    |          \--/               \--/                    2@@@@@@@@@@        |
    |                                                        @@@@@           |
    |                                                          @@   /--\     |
    |                                                               \--/     |
    |                                                                        |
    |                                                                        |
    |                                          /------------------------\    |
    |          /--\               /--\         |                        |    |
    |          \--/               \--/         |                        \####/
    |                                          |                        /####\
    |                                          |                        | 3  |
    |                                          |                        \----/
    |                                          |
    |                                          |
    |                                          |
    \------------------\####/------------------/
                       /####\
                       |  1 |
                       \----/
    =============================================================================
         OK, you know the drill. Let's kick ass!
         1) Move out of the elevator at point 1. This lair is massive. Search the
    whole chamber for ammo. Look around the four pillars in the centre. Take out
    any eggs and facehuggers you find. There are at least thirty eggs in here if
    not more.
         2) When it's only you and her left, get her down from point 2 and waste
    her. Good skills. Search the lair again for anything you need to restock and
    leave via the elevator at point 3.
    =============================================================================
    EPISODE 3 - THE BONESHIP
    
    Level 22 - The Entryway
    =============================================================================
                                                      /--------\
                              /---\          /-------/          \---------\
              /--------\      |  s|          |            /\              |
         /---/          \-----/***\---\      /    /------/  \--------\    |
      /-/         /\           10     |     /    /                   |    |
     /       /---/  \------------\    \LLLL/     |-----\             |LLLL\---##/--\
    /     /-/                    |  11 LLLL             \------------/LLLL    ##   |
    |    /      /---\            |    /LLLL\-------\              12  LLLL/---##\--/
    |    |      |  s|            |    |             \--------------------/
    |    \------/***\--\     /---/    |
    |            8      \---/         |
    |    |----------\           /|    |
    \LLLL/           \---------/ |    |
    /LLLL\                      //****\\
    | 7  |                      |      |
    |    \------\               |  9   |
    |            \-----\        |      |
    |    /--\          |        \\LLLL//
    |    |   \----\    *---\      LLLL
    |    |        |    * 6 |     /    \
    |    \--\     |    *-s-/     \    |
    |        \----/    |          \   \---\
    \---\              |           \       \---\
         \--------\  5 |            \---\       \----------\
                  |    |                 \---\              *--\
                  |****|    /-----\           \****/----\   *   \
                  |    \---/       \ /--------/    \-\   \--*   |
                  |           /\   | |                \     |***|
                  |    /-----/ |   | |    /------\    |     |   |
                  |    | /-----/   | |    |      |    |     /   /
                  |    \/          \-/    |      |    |    /   /
                  |          /\         4 \------/    |    |   |
                  \---------/  \-----\                |    \***\
                                      \-----\***/-----/     \   \
                                            |   |            \   \
                                            |   |    /-------/   /
           /-\/-\/-*-------------------\    |   |   /           /
           |       *                   |    | 3 |   |   /------/
           \-/\-/\-*---------------\   |    |   |   |   |
                                   | 2 |    |   |   |   |
                                   /   \----/   \---/   \
                                  /                      \
                                  |          1           |
                                  \----\            /----/
                                        \----------/
    =============================================================================
         We're into the Boneship. This is where things get really nasty. It's
    real dark too. Watch that tracker.
         1) Area 1 contains empty egg husks. Destroy them to get dermpatches.
    Then move down corridor 2. Watch out for dog aliens behind the walk through
    wall at the end of the corridor. Once they're dead enter the room and pick up
    the pistol and shotgun ammo. Again, destroy egg husks to get dermpatches.
    Return to area 1.
         2) Go up corridor 3 and into area 4. There are many alien handlers in
    this section. Watch out, they don't skimp on the grenades. Fight your way
    through to the translucent wall at point 5. Move ahead and walk through the
    wall to point 6. You'll get a body suit. Hit the switch to activate the lift
    at point 12, the lift leading to the exit.
         3) Move to the lift at point 7 and ride it down. Dog aliens infest this
    section. Move toward point 8. The switch beind the wall here will prime the
    lift at point 7 if you wish to ride it back up. There's a pulse rifle clip
    and a medikit here too. Move on toward room 9. This room is loaded with dog
    aliens. Take 'em down then go to area 10 and hit the switch here THREE times.
    This will bring down the lift in room 9 and prime it so you can ride it back
    up. Go there and do so.
         4) This passage is very narrow and contains many dog aliens and walk
    through walls. Follow this passage all the way back to area 1 collecting
    equipment. Now make your way all the way back to room 9 and go to the lift
    just beyond it at point 11. Around area 12 be sure not to physically cross
    the lift here until you cleared all the dog aliens and grabbed the
    flamethrower plus some pulse rifle and shotgun ammo. Ride down the lift when
    you're ready and exit in the airlock.
    =============================================================================
    
    Level 23 - The Core
    =============================================================================
                                        ####
                                       /####\
                                       |    |
                                     /-/    \-\
                                  /-/          \-\
                               /-/                \-\         ####
                             //       /\####/\       \\      /####\
               ##----\     //      /-/  ####  \-\      \\    |    |
               ##     \  //     /-/              \-\     \\  /    /
               ##-\    \/       ##---\             |       \/    /
                   \\           ## 3 |             |           //
                   //      /----##---/             \####\      \\
                  /      //                         #### \\      \
                 /     //                                  \\     \
                /     /                                      \     \
               /     /                                        \     \
    /----\##--/      \##                                    ##/      \--##
    |  2  ##          ##                                    ##          ##
    \----/##--\      /##                                    ##\      /--##
               \     \                                        /     /
                \     \                                      /     /
                 \     \\                                  //     /
                  \      \\ ####                         //      /
                   \\      \####\                 ##----/      //
                   //           |                 ##           \\
                  /    /\       |                 ##       /\    \-##
                 /    /  \\     \-\              /-/     //  \     ##
                 |    |    \\      \-\  ####  /-/      //     \----##
                 \####/      \\       \/####\/       //
                  ####         \-\                /-/
                                  \-\          /-/
                                     \-\    /-/
                                       |    |
                                       \####/
                                       /####\
                                       | 1  |
                                       \----/
    =============================================================================
         Into the core. You'll be coming back here every one or two levels. But
    don't speed through it, each time you come here there'll be one room leading
    to the exit and one loaded with equipment. Don't miss it.
         1) You enter from point 1, turn left and move along the corridor. You'll
    find some facehuggers around. Be sure to check each doorway entrance for
    dermpatches and ammo. Nothing too dangerous until you reach room 2. As you
    approach the doorway you'll be swarmed by over ten facehuggers. Take 'em out
    and enter room 2. There's a medikit and some protective boots here.
         2) The exit isn't far away at point 3 but you should do a lap or two
    grabbing equipment from doorways and killing facehuggers. Exit when you're
    done.
    =============================================================================
    
    Level 24 - The Channels
    =============================================================================
    /--\   /-\     /-\
    |14/--/...\---/...\--\
    |LLL                  | /-\
    |LLL    ..............\/...\--------------------------------------------\
    \--\   :               : 9 :     8     :    :    :                  :23 |
    /-\|   :   .........   :   :   :   /----------------\####/---\   /---\  |
    | ||   :   :       :   :   :   :/\ |                /####\ /-/   \-\ |  |
    |LLL   :   :...    :   :   :   :/\ |                | 25 | |       | |  |
    |LLL   :       :   :    LLL    :/\ |         /----\ \----/ /       \ |  |
    | ||   :....   :   :....LLL....:   |         |  1 |        \       / |  |
    \-/|    13 :   :  11               |         \####/        |   24  | |  |
       |   ....:   :    ...........    |         /####\ /--\   |       | |  |
       |   :       :   :s 4        :   |        /      \|s |   /       \ |  |
       | \/:   ....:   :........   :   \-------/....   ||??|   \       / |  |
       | \/:   :               :   : 10            :   ||  |   |       | |  |
       | \/:   :   .........   :   :........... 12 :   ||  |   \-\   /-/ |  |
       |       :   :s  5   :   :               :   :   ||  *-\   |   |   |  |
       |    ...:   :...    :   :   .........   :   :   ||  * |   |   |   |  |
       |   :       15 s:   :   :   :    >>>    :   :   ||  *-/   |   |   |  |
       |   :...........:   :   :   :   .....   :   :   \/??\--\  |   |   |  |
       |LLL 6              :   :   :   :       :   :     2    |  |   |   |  |
       |LLL     ...........:   :   :   :   ....:   :.......   |  |   |   |  |
       |   :   :               :   :   :    <<<            :  |  |   |   |  |
       | 7 :   :LLLLL..........:   :   :   ................:  |  |   |   |  |
       |   :    LLLLL              : 3 :                      |  |   |   |  |
       \---/\--\LLLLL/-------------\###/----------------------/  |   |   |  |
                \   /              |   |                         |...|   |  |
                |   |              \---/                         |   |   |  |
                |   |           /--------\                   /---/   \\  |  |
                |   |           |        |                  /          \ |  |
             /--/   \---\       |        |    /---\/---\    |          | |  |
             |           \------/        \---/          \---/   20     | |  |
             |                      17                                 | |  |
             |           /------|        |---\          /---|          | |  |
             |     16    |      \--------/   |          |   \----------/ |  |
             |           |      /--------\   |    19    |   /----------\ |  |
             |           \------|        |---/          \---|          | |  |
             |                                                         | |  |/-\
             \-----------/\-----\        /---\          /---\          | /  \|s|
                                |        |    \---/\---/    |   21     \/  LLL |
                                |   18   |                  |              LLL \
                                \--------/                  \---------/\   LLLs|
                                                                       |  22  //
                                                                       \-----/
    =============================================================================
         This level was one of my nemeses while compiling this guide. Getting to
    the exit by the obvious route is relatively easy but I kept missing over 60%
    of secrets and mission. However, this guide will show you how to get the lot.
         1) Exit the airlock at point 1 and move along the walkway. Watch your
    tracker here. There are a few alien handlers around with itchy trigger
    fingers on their grenade launchers. Once you reach point 2 blast through the
    wall. Watch out for facehuggers and dog aliens emerging from behind the walk
    through wall. Get the flamethrower from the alcove, then destroy the wall at
    the end of the passage. Get the boots from by the switch then hit the switch
    itself. This'll open door 3. There'll be more dog aliens to kill on your way
    out.
         2) Go to the walkway above door 3. Once you're behind the door the acid
    won't harm you. Jump down to get some health and a body suit. There are a lot
    of facehuggers in this channel. Be ready. Run through the acid and climb up
    the slope to get back onto the main walkway. Move down the walkway to the
    junction and turn right to reach switch 4. Hit it to raise the lift to your
    right. Now go the other way.
         3) Move along the walkway to point 6. Now here you can either go to
    point 5, hit the switch to raise the lift at point 6, or drop into the acid
    pool at point 7, grab the acid vest and ride out on the lift. It'll
    automatically rise when you step on it. Watch out for a facehugger on the
    lift in either case.
         4) Move along to point 8 taking out all the alien handlers on their
    platforms and any facehuggers that climb the ramps out of the channels. The
    archway at point 8 leads down to the exit airlock but you haven't seen even
    half of this level yet. Now it's time to grab the stashes in the acid.
         5) Drop off the walkway into the acid pool at point 9. You'll get a
    grenade pack. Quickly walk into the lift to bring it down then run straight
    to point 10. Here you'll get some shotgun shells and another pair of
    protective boots. These'll give you some time to explore the channels. There
    are hoards of facehuggers in the channels themselves. Watch your tracker.
    They're hard to see down here. There are some more shotgun shells at points 11
    and 12. Grab 'em and exit the channels via the ramp near points 2 and 3.
         6) Return to the lift at point 6. Cross it and jump off the walkway at
    point 13 to get more protective boots. Go straight to the lift leading to
    point 14. Kill the facehuggers inside and grab the medikit and pulse rifle.
    Exit and do the same on the lift next door. You'll get a hypo-pack here
    allowing you to make it back to the walkway without acid damage.
         7) Stand just north of lift 6 and look into the channels. You'll see a
    switch down there at point 15. Directly below you now is another pair of
    boots in the acid. Drop off and grab them, hit the switch at point 15 and
    sprint to the lift at point 16 without stopping. Once inside you're heading
    into the second part of the level.
         8) Kill the dog aliens in room 16. Watch out for the acid in big pools
    and little puddles in this section. The stuff is everywhere and each puddle
    will take five points off your armour. There's a pulse rifle clip in one
    corner of room 16. Grab it and move on.
         9) Room 17 contains some shotgun shells on the side of the central pool
    and some pistol and shotgun ammo in the pool. Room 18 contains a pistol clip
    and a grenade pack in the central pool. Room 19 contains more grenades and
    pistol ammo in the pool plus some shotgun ammo and some protective boots
    around the edge of the room.
         10) Room 20 holds two pistol clips in the pool and the entrance to room
    24. Don't drop off the ledge. You can't get back again. Turn round and head
    for room 21. Room 21 contains shotgun ammo by the side of the pool and more
    grenades and a medikit in the pool.
         11) Kill the dog aliens in room 22 and hit the switch. Walk around on
    the lift until it activates and kill the aliens at the bottom. There's an
    adrenaline burst pack here and a switch to re-arm the lift so you can get
    out. Ride back up and head up the corridor to point 23. Watch out for aliens
    on the roof.
         12) Drop off the ledge at point 23 and fight your way into room 24. Wipe
    out the horde of dog aliens and grab any equipment you need. There are two
    medikits by the pool in here and a smartgun cartridge in the pool itself.
    Exit this room and kill facehuggers on your way to the exit at point 25.
    =============================================================================
    
    Level 25 - The Core
    =============================================================================
                                        ####
                                       /####\
                                       |    |
                                     /-/    \-\
                                  /-/          \-\
                               /-/                \-\         ####
                             //       /\####/\       \\      /####\
         /----\##----\     //      /-/  ####  \-\      \\    |    |
         |  1  ##     \  //     /-/              \-\     \\  /    /
         \----/##-\    \/       ##                 |       \/    /
                   \\           ##                 |           //
                   //      /----##                 \####\      \\
                  /      //                         #### \\      \
                 /     //                                  \\     \
                /     /                                      \     \
               /     /                                        \     \
          ##--/      \##                                    ##/      \--##/----\
          ##          ##                                    ##          ##  2  |
          ##--\      /##                                    ##\      /--##\----/
               \     \                                        /     /
                \     \                                      /     /
                 \     \\                                  //     /
                  \      \\ ####                         //      /
                   \\      \####\            /----##----/      //
                   //           |            |  3 ##           \\
                  /    /\       |            \----##       /\    \-##
                 /    /  \\     \-\              /-/     //  \     ##
                 |    |    \\      \-\  ####  /-/      //     \----##
                 \####/      \\       \/####\/       //
                  ####         \-\                /-/
                                  \-\          /-/
                                     \-\    /-/
                                       |    |
                                       \####/
                                        ####
    =============================================================================
         Back to the core. It's tougher this time. Juvenile dog aliens are loose
    in the core. Lots of them.
         1) Enter at point 1 and turn left. Move around grabbing dermpatches and
    flamer fuel until you reach room 2. You won't be surprised to learn that as
    soon as you approach the door you'll be swarmed by juveniles. Fight you way
    clear and grab the stash of flamer fuel, medikit and boots from room 2.
         2) As before do a couple of laps grabbing equipment from doorways and
    wasting aliens before exiting at point 3. Watch out. There are four juveniles
    in room 3.
    =============================================================================
    
    Level 26 - The Corridor
    =============================================================================
        /-------------\
       /     10        \
      /   /--\***/-\   |
     /   /   |   | |   |
    /   /    \   \ \    \--------\
    |   |     \   \ \             \
    |   |     |   |  \*****/-\    |                  /-------------\
    |   |     /   |  |     | |    \-----------------/              |
    |   |    /    /  |     | |     >>>>>>>>>>>>>>>>          15    |
    \   \    |***/   | 11  | |    /-----------------\              |
     \   \ /-/   |   \-----/ |    |       /------\   \----\    /---/
      \   \|  14 \-\         |    /       \      /        | /\ |
      |   |\-\     |         |   /         \    /         | /\ |
      \   \  |***/-/         /   |    /---\/   / /---\    | /\ |
       \   \ /   |       /--/    |   /         \/     \   |    \-------\
       | ^ |/    \------*     12 \   \      6         |   \     <<<     \
       / ^ |\           *    /\   \   \\           /--/    \-------\    |
      /    / \----------*\ ^ | \***\    \\     /--/                | /\ |
      | 9 /              | ^ |  \  |      \   / /---\              | /\ |
      |   \*-------------/ ^ |  |  |      |   \/     \-\   /-------/    |
      |    *         8       /  /  |      |            |  /     >>>    /
      \----*-------\    /---/  /   |      |          /-/  |    /------/
                   /   /  /---/****|      |   /-\___/     |LLLL|
                  /    |  |        \--\   | ^ |           |LLLL|
     /----\       |    |  |           |   | ^ |           |LLLL|
     |    |       |    |  \-----------/   | ^ |           |    |
    -/....\-------/    \------------------/***\-----------/    \--------\
      LLLL         LLLL                                                  \##/--\
      LLLL         LLLL 7                   5      3         2            ## 1 |
      LLLL         LLLL                                                  /##\--/
    -\..../------------------------\     /-------\****/---------\     /-/
     |    |               ____      \---/        | \/ |          \---/
     |    |            /-/    \-\                | \/ |
     |    |            |   17   |                /    \-\
     | \/ |            \-\    /-/     /----\__/-/       |-----\   ___
     | \/ |              |    |       |         *   4  *       \-/   \
     /    \--------------/    \-----\ |         *      *             |
     |       LLLLL                  | \-----/\--*      *\     /------/
     \ 16    LLLLL                  /           |     /  \    \
     /       LLLLL       LLLLL      \           | \/ /   /     \--\
     |              /\   LLLLL      |           | \/ |   |        |
     \              ||   LLLLL      /           / \/ \   \--------/
     /            /-/\-\            \        /-/      \--\
     |        <===||  ||===>        |     /-/             \-\
     \            \-\/-/            /     |                 |
     /     LLLLL    ||              \     \-\             /-/
     |     LLLLL    \/              |        \-----------/
     \     LLLLL            LLLLL   /
     /                      LLLLL   \
     |                      LLLLL   |
     \----/\---/\---/\---/\---/\----/
    
    
    
           /----\/---\/---\/---\/---\/----\
           |21LLL        20           LLL |
           \  LLL         s            LLL /
           /                 LLL          \
           |                 LLL          |
           \     LLL                      /
           /     LLL                      \
           |              LLL             |
           \              LLL             /
           /                      LLL     \
           |    LLL               LLL     |
           \    LLL                       /
           /             LLL              \
           |             LLL              |
           \------\     /-----------\     /
                  |     |           |     |
                  |     |           |     |
                  |     \-\         |     |
                /-/   19   \--\     |LLLLL|
               /              |     |LLLLL|
               |     s     /--/     |LLLLL|
               \----------/         |     |
                                    |     |
          /-------------------------/     \------
    /---\##               LLLLL
    | 26 ##               LLLLL 22     18
    \---/##               LLLLL
          \--\..../------\     /-----------------
             | /\ |      |     |
         /---/ /\ |      |     |
         |        |      |     |
         |    /---//-----/:   :\-----\
         | /\ |    |     >>   <<     |
         | /\ |    |      :   :      |
         |    \----/.....:     :     |
         | 25  <<<         23  :     |
         \---------\......     :     |
                   |      :   :      |
                   |     >>   :      |
                   \-----\:   :/-----/
                         |     |
                         /     \
                        /       \
                        |   24  |
                        \-------/
    =============================================================================
         This is where the levels start getting really, REALLY big. So, as you
    can see, this ASCIImap is split into two parts. Start at the top, work to
    the bottom. Oh yeah, one other thing. Your old friend the alien warrior is
    back, but this time he's a whole lot tougher than before.
         1) Exit from the airlock at point 1 and move to point 2 collecting a
    dermpatch from the egg husk on your left on your way. Kill the attacking
    synthetic and move straight ahead. You can enter the area to your right
    immediately but the only way out again is a massive close quarters scrap with
    a horde of warriors. This way you can kill those warriors one by one saving
    armour and health. Ignore the shotgun and pulse rifle clip for now and move
    on to point 3.
         2) Turn left and head through the wall to point 4. There are six
    warriors in and around area 4. Kill 'em all then grab the dermpatches,
    smartgun ammo, shotgun and pulse rifle clip. The yellow energy fields will do
    five points of damage to your armour (or ten to health) so pass through them
    as few times as possible. Return to the corridor.
         3) Move onto point 5 killing synthetics, turn right and walk through the
    wall into area 6. The chambers around area 6 are crawling with alien
    warriors. At least ten of them. Fight your way in to get a load of shotgun
    ammo, a pulse rile clip, a smartgun cartridge and an acid vest. Return to the
    corridor.
         4) By now you should have a huge trace on your tracker. This is the
    first drop team, captured by the aliens, cocooned and impregnated. They must
    be killed. They are all in the next section, along with over 20 warriors
    accessed via the lift at point 7. Go there, destroy the empty husks on the
    lift, and enter.
         5) Fight your way to junction 8. Watch your tracker. Try to distinguish
    non-moving traces (the drop team) from new moving ones (warriors). Proceed
    through passageway 9 killing the drop team and grabbing ID tags and
    dermpatches. As before be sure to kill the drop team members as soon as you
    approach. That way you don't have to deal with chestbursters as well.
         6) Continue on past the membrane wall at point 10 and go through the
    wall into room 11. Kill the bloke on the wall and grab the smartgun ammo.
    Leave and continue round to point 12. Here turn left and blast your way into
    room 13. In here is another human plus a smartgun plus ammo and the
    automapper. Sweet.
         7) Go to point 12 and from there to room 14 in the centre of this
    section. In here is an adrenaline burst pack, some survey charges and another
    acid vest. Use the tracker to hunt down any humans and aliens that you missed
    then return to the corridor.
         8) With section 8 now clear you can enter the lift at point 2. Go there,
    ride the lift and fight your way up the corridor to room 15. You'll find
    a load of pulse rifle and shotgun ammo plus some dermpatches. When you're
    done slide down to area 12 and exit via lift 7.
         9) Ahead in the corridor you'll see more egg husks on a lift. Destroy
    the husks and ride the lift up. Move into area 16. Each of the four lifts in
    this room is concealed beneath a false floor. As you pass over the floor it
    will drop you onto the lift which will rise back up. There's several
    different types of ammo plus health on these lifts. Get all four of them.
    Beware of warriors attacking from room 17. Kill them and get pulse rifle ammo
    and grenades from there before returning to the corridor.
         10) GO TO LOWER MAP
         11) Turn right at point 18, kill the warrior and ride down the lift.
    Kill any warriors you find. Check room 19 for warriors and equipment and hit
    the switch here. That re-activates the lift so you can exit. Then make your
    way to the switch at point 20. When you press it, all the lifts in this
    chamber will lower. On top of each is a warrior. It would be dangerous but
    for the fact that there is a hypo-pack at point 21. Once the lift is out of
    the way, get past the warrior and grab the hypo-pack. Then you can finish
    off the other warriors at your leisure and grab the ammo from the lifts.
    Return to the corridor.
         12) Destroy the husks on the lift at point 22, kill the synthetic in
    the corridor and ride the lift down. Blast your way into room 23 and kill
    all the warriors. There are at least seven in this area. Grab the pistol
    ammo and protective boots at point 24 and jump into the acid. There's an ID
    tag to collect in one corner of room 23 and a flamethrower under the surface
    near the entrance. Leave via passageway 25 and fight your way back to the
    corridor. Exit in the airlock at point 26.
    =============================================================================
    
    Level 27
    =============================================================================
                            /-\
                         /-/   \-\
                         |       |
                         \       /
                          \\   //
               /--\        |   |   /---\
              /    \-------*   \---|   |-------\
              |            * 13          <<<    \     /----\  /------\
              |   /---\    *-------\   /----\   |    /      \*        \
              |   | /-/    \--\     \-/  /--/   \--\ |  4    *    3    \
              |   | |   14    |          \   12    / \      /*         |
              |   | \-\     /-/           \-\   /-/   \----/  \-\   /--/
              |   |    \---/                |   |               |   |
              |   |      ___       ___      |...|      ___      |   |
    /---\##---/***\-----/   \-----/   \-----/***\-----/   \-----/***\-----##/---\
    | 16 ##                                  11              5    2       ##  1 |
    \---/##--------\****/----\___/-----\   /-----\___/-----\   /-----\___/##\---/
                   |    |              |   |               |***|
                 /-/    \-\            |   |           /---/   |
                /          \           |   |          /   6    \
                |    15    |         /-/***\-\        \        /
                \-\      /-/        /         \ /----*/***O****|
                   \----/           \   10    / | 8  *    7    /
                                     \-\   /-/  |   /*\__/-\__/
                                     /-/***\-\  |***\
                                    /         \ |    \
                                    \         / | 9  /
                                     \-\   /-/  |   /
                                       |   \----/   |
                                       |            |
                                       \------------/
    =============================================================================
         Finally, a break from the slaughter for a minute. It's the first of the
    boneship re-arm levels. You have 45 seconds. GO, GO, GO!
         1) The right side of the map is slightly compressed. The entrance to
    area 3 is in the third alcove along on the right. Leave the airlock at point
    1 and move along the corridor. You'll grab some survey charges, some
    dermpatches and a canister of flamethrower fuel on your way to point 2 (third
    alcove) Walk through the wall to area 3 to find a dermpatch and smartgun
    ammo. Area 4 contains a smartgun plus ammo and a medikit and body suit.
         2) Go to point 5 and enter the wall here to reach point 6. Here there is
    a dermpatch, survey charges plus flamer and pistol ammo. In area 7 you'll
    find shotgun and flamer ammo. In area 8 there's a pulse rifle and a medikit.
         3) In area 9 you'll get a flamethrower, dermpatches, survey charges
    and a pulse rifle clip. In area 10 there's more dermpatches.
         4) The membrane wall at point 11 hides a drop-off that'll do some
    damage. But that's the quick way to clear out this area. In areas 12 and 13
    you'll find two shotguns plus ammo for them, a pulse rifle clip, survey
    charges and dermpatches. Through the wall in area 14 there's more survey
    charges and pulse rifle ammo.
         5) The final area, area 15 holds survey charges, grenades and a pulse
    rifle clip. The main corridor also holds lots of dermpatches, flamer fuel
    and shotgun ammo. Exit at point 16 when you're done.
    =============================================================================
    
    Level 28 - The Core
    =============================================================================
                                        ####
                                       /####\
                                       |    |
                                     /-/    \-\
                                  /-/          \-\
                               /-/                \-\         ####
                             //       /\####/\       \\      /####\
               ##----\     //      /-/  ####  \-\      \\    |    |
               ##     \  //     /-/              \-\     \\  /    /
               ##-\    \/       ##                 |       \/    /
                   \\           ##                 |           //
                   //      /----##                 \####\      \\
                  /      //                         #### \\      \
                 /     //                                  \\     \
                /     /                                      \     \
               /     /                                        \     \
          ##--/      \##/---\                               ##/      \--##
          ##          ##  2 |                               ##          ##
          ##--\      /##\---/                               ##\      /--##
               \     \                                        /     /
                \     \    /----\                            /     /
                 \     \\  | 3  |                          //     /
                  \      \\\####/                        //      /
                   \\      \####\                 ##----/      //
                   //           |                 ##           \\
                  /    /\       |                 ##       /\    \-##/---\
                 /    /  \\     \-\              /-/     //  \     ##  1 |
                 |    |    \\      \-\  ####  /-/      //     \----##\---/
                 \####/      \\       \/####\/       //
                  ####         \-\                /-/
                                  \-\          /-/
                                     \-\    /-/
                                       |    |
                                       \####/
                                        ####
    
    
    =============================================================================
         You should have tons of ammunition now but you'll need it for the next
    few levels. There're dog aliens in the core. Go get 'em.
         1) Exit the elevator at point 1 and kill any dog aliens you find. Turn
    left and head for room 2, the munitions room. You'll pass the exit at point 3
    on your way. As per usual watch out for a major attack as you approach room
    2. Your prize for that killing spree is a dermpatch and a hypo-pack. There's
    flamer fuel and pulse rifle ammo to be had in the corridors. Do some laps
    before exiting at point 3.
    =============================================================================
    
    Level 29 - The Gauntlet
    =============================================================================
    
               /----------------\
               |       6        |
               \-----\    /-----/
                     |    |
             /-------/    \-------\
             |                    |
             |                    |     /----------------\
             |    /--\    /--\    |     |                |
    /-------\|    |  | \/ |  |    |     |    /------\    | /--------\
    |       ||    |  | \/ |  \----/     |    | /--\ |    | |        |
    |   LLL \/    |  | \/ |             |    \/ 3  \/    | |        |
    |  LsLLL*     |  | \/ |             |     LLLLLL     | |     LLL\---##/---\
    |  LLLLL*     |  | \/ |             |     LLLLLL     | |  2  LLL    ##  1 |
    | 8 LLL /\    |  |    |             |    /\    /-----/ |     LLL/---##\---/
    \--\    ||    |  |  5 |             |    ||    \-------/        |
       |    ||    |  |    |             |    ||                     |
       |    ||    |  |    |             |    |\---------------------/
       |  9 ||    |  |    |             |    |
    --------||    |  |    \----\        |    |
    >>>>>>>>|\ 7  /  |         |        | /\ |    /----\
    --------| \--/   \----\    |        | /\ |    |    |
       |    |             |    \--------/    \----/    |
       |    |             |               4            |
       |    |             \----------------------------/
       \----/
    
    
    
    
                                    /---\
                                    |   |
                                    \###/
                                    /###\                  /----\
                                    |   |                  |    |
                                    |   |            /-----/    |
                                    |   |            |          |
                                    |   |      /-----/       /--/
                         /-\        |20 |      |             |
                      /-/   \-\     |   | /----/         /---/
                   /-/         \    |LLL| |        21    |
                  /       19    \   /LLL\ |              |
                  |            LLL\/     \/LLL     /-----/
                  \\          LLL           LLL    |
                    \-\     LLL               LLL  |
                       \--\LLL     /--s--\     LLL-/
                           |     s/       \s     |            /-----\
      /-------------------LL      |       |      LL-----------|     |-\
     /           18       LL     s|       |s     LL          22       |
     |   /----------------LL      |       |      LL-----------|     |-/
     \   \-\               |      \       /      |            \-----/
      \    |              /LLL    s\-----/s    LLL\
       \---/            //  LLL               LLL  \
                      //      LLL    16     LLL    |
                    //         LLL         LLL     |
                  //    17    //  \       /  \-\   |
                //          //     \     /     |   |    /----\
                |         //        \***/      |   \---/     |
                \-------//          |   |      |       23    |
                                    |   |      \-------\     |
                                    |   |               \----/
                                    |   |
                                    |   |
                       /------------/   \--\
                       |                   |
                       |                   |
                       |                   |
                       |   /--\            |
                       |   \--/            |
                       |                   |
                       \             /-----/
                        \            |
                        |LLLLL  LLLLL\---\
                        |LLLLL  LLLLL    |
                /-------/LLLLL  LLLLL/---/
                |            /--\    |
                |            |  | 14 |
                |     15     |  |    |
                |            |  |    |
                \------------/  |    |
                                |    |                 /-------\|    |
                                |    |                 |       ||    |
                                |    |                 |   LLL \/    |
                                |    |                 |  LsLLL*     |
                                |    |                 |  LLLLL*     |
                                |    |                 | 8 LLL /\    |
                                |    |      /--------\ \--\    ||    |
               /----------------/    |      |    10  |    |    ||    |
               |                     |      \----\   |    |    ||    |
               |       /-------------/           |   |    |  9 ||    |
               |       \-------------------------/   \---------||    |
               |  12    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>|\ 7  /
               |       /------------------\   /----------------| \--/
               |       \-------?-----\    |   |           |    |
               |               ?     |    |   \----\      |    |
               \---------------?\    |    |   11   |      |    |
                                | 13 |    \--------/      \----/
                           /----/    |
                           |         |
                           \---------/
    
    =============================================================================
         My other chief nemesis while compiling this guide, the Gauntlet is just
    one long firefight from beginning to end, with over 60 alien warriors to
    kill and a few company synthetics thrown into the mix. This level also
    contains the one secret I have not yet cracked, area 15. If anyone knows how
    to get into this chamber e-mail me at merkss@yahoo.com. Cheers. I now
    return you to the guide.
         1) As before start on the top map. Exit the airlock at point 1 and grab
    the stuff in the first corridor. Ride down on the lift and kill the incoming
    warrior. There's a medikit here if you need it. Walk round to the next lift
    at point 3. Cross it on the left side to reach the grenade pack. As soon as
    you walk on the right side of it, it'll drop down to the next level. Ride
    it down with the smartgun out. There's four warriors here attacking from close
    range. Kill 'em all and move down the slope to point 4.
         2) Waste attacking warriors. There're at least seven in this hallway.
    Turn left at the bottom of the slope to get shotgun and pulse rifle ammo plus
    a medikit, then go the other way and fight your way to point 5. Move down the
    slope. No warriors here, just two synthetics guarding a stash of equipment at
    point 6. Kill the synthetics, and grab the stuff, a load of survey charges
    plus some flamer and smartgun ammo. Move down the corridor to point 7 to get
    more ammo for those weapons. Then walk through the wall to enter the lift.
    Hit the switch to reach area 8. You are on the second map now.
         3) Grab the shotgun ammo and dermpatches in area 8 and look down the
    corridor to area 9. This corridor is a trap. The floor will drop out from
    under you just past point 9. I have, to date, found no way across to the
    grenades and 9MM pistol at the end of the corridor. So walk into the
    corridor. As soon as the floor gives way use the run key to stop you sliding
    down the slope. Get into room 10 as quickly as possible and kill any warriors
    moving around this section.
         4) In room 10 are some dermpatches, survey charges and a body suit.
    Cross to room 11 to get an adrenaline burst pack and some more survey
    charges. Leave and move slowly down the slope and fight your way into area
    12. Kill any warriors you find, then blow up the destructible wall to reach
    area 13. Kill the synthetics here to get some survey charges and two pulse
    rifle clips. Leave and head for point 14.
         5) Kill the synthetic around the corner then walk onto the lift. It'll
    drop away leaving you in an old incubation chamber full of old egg husks.
    There are synthetics here. Kill 'em all and destroy the husks to get
    dermpatches. You will note on the ASCIImap a lift near the one you just
    entered by. This is the infamous last secret, area 15. I think getting in may
    have something to do with the seven switches in the star chamber, area 16,
    but, of course, I'm not sure. Anyway, nothing I can do about that now. Onward.
         6) Head up the corridor to the star chamber, area 16. Pass through the
    energy field and kill the four warriors you find. Now look at the switches.
    Start activating them one by one. As soon as you get a "Lift Activated"
    message, find whichever one has opened and clean it out. I shall now list the
    seven chambers and their contents.
         7) Area 17 contains four warriors, a medikit and a pulse rifle clip.
    Area 18 contains five warriors, four survey charges and two pulse rifle
    clips. Area 19 contains four alien warriors, two medikits and some seismic
    survey charges. Area 20 contains two synthetics and the exit airlock. Area 21
    contains six warriors, some dermpatches and a 9MM pistol plus ammo for it.
    Area 22 contains six warriors, a case of shotgun shells, a grenade pack and
    two medikits. Area 23 contains three warriors and some shotgun shells. Exit
    at point 24 if you're still alive.
    =============================================================================
    
    Level 30
    =============================================================================
                            /-\
                         /-/   \-\
                         |   3   |
                         \       /
                          \\   //
               /--\        |   |   /---\
              /    \-------*   \---|   |-------\
              |            *        4    <<<    \     /----\  /------\
              |   /---\    *-------\   /----\   |    /      \*        \
              |   | /-/    \--\     \-/  /--/   \--\ |  13   *   12    \
              |   | |    2    |          \    5    / \      /*         |
              |   | \-\     /-/           \-\   /-/   \----/  \-\   /--/
              |   |    \---/                |   |               |   |
              |   |      ___       ___      |...|      ___      |   |
    /---\##---/***\-----/   \-----/   \-----/***\-----/   \-----/***\-----##/---\
    |    ##                                                               ##    |
    \---/##--------\****/----\___/-----\   /-----\___/-----\   /-----\___/##\---/
                   |    |              |   |               |***|
                 /-/    \-\            |   |           /---/   |
                /          \           |   |          /        \
                |     1    |         /-/***\-\        \  11    /
                \-\      /-/        /         \ /----*/***O****|
                   \----/           \    6    / | 9  *   10    /
                                     \-\   /-/  |   /*\__/-\__/
                                     /-/***\-\  |***\
                                    /    7    \ |    \
                                    \         / | 8  /
                                     \-\   /-/  |   /
                                       |   \----/   |
                                       |            |
                                       \------------/
    =============================================================================
        45 seconds again, only difference is you're entering from the other end
    this time. Let's GO!
         1) The main corridor contains two pistol clips and a load of
    dermpatches. Room 1 holds a pulse rifle with a clip and a grenade pack. Area
    2 holds some shotgun shells, survey charges, grenades and a dermpatch. Area
    3 holds more grenades, shells and a body suit. Area 4 holds a pulse rifle
    clipa and a smartgun cartridge. Area 5 holds a medikit and a flamethrower
    with fuel. Remember, there's no way out of these rooms from area 5. It's
    smart to enter area 5 from the main corridor and do these rooms in reverse.
         2) There are a couple of dermpatches in area 6 with several more in
    areas 7 and 8. Also you'll find another body suit. In area 9 there's a
    smartgun. Area 10 holds a smartgun cartridge, a pulse rifle clip and a
    canister of flamethrower fuel. Area 11 holds a grenade pack.
         3) Area 12 holds more flamer fuel while in area 13 there's another body
    suit, a pulse rifle, a hypo-pack and a smartgun cartridge. Exit when you're
    done.
    =============================================================================
    
    Level 31 - The Core
    =============================================================================
                                        ####
                                       /####\
                                       |    |
                                     /-/    \-\
                                  /-/          \-\
                               /-/                \-\         ####
                             //       /\####/\       \\      /####\
               ##----\     //      /-/  ####  \-\      \\    |    |
               ##     \  //     /-/              \-\     \\  /    /
               ##-\    \/       ##                 |       \/    /
                   \\           ##                 |           //
                   //      /----##                 \####\      \\
                  /      //                        /####\\\      \
                 /     //                          | 3  |  \\     \
                /     /                            \----/    \     \
               /     /                                        \     \
          ##--/      \##                               /---\##/      \--##
          ##          ##                               | 2  ##          ##
          ##--\      /##                               \---/##\      /--##
               \     \                                        /     /
                \     \                                      /     /
                 \     \\                                  //     /
                  \      \\ ####                         //      /
                   \\      \####\                 ##----/      //
                   //           |                 ##           \\
                  /    /\       |                 ##       /\    \-##
                 /    /  \\     \-\              /-/     //  \     ##
                 |    |    \\      \-\  ####  /-/      //     \----##
                 \####/      \\       \/####\/       //
                 /####\        \-\                /-/
                 |  1 |           \-\          /-/
                 \----/              \-\    /-/
                                       |    |
                                       \####/
                                        ####
    
    
    =============================================================================
         After a hell of a fight you're back in the core, but you won't be
    surprized to learn that last re-arm level was there for a reason. Be ready.
         1) Exit the airlock at point 1 and move into the core. As usual turn
    left and start moving around to point 2. Very soon you'll be blowing away
    warriors and facehuggers left, right and centre. Bypass room 3, the exit
    airlock, and fight your way into room 2, the equipment room. You be wading
    in aliens by this point. Make sure they don't overwhelm you.
         2) In room 2 you'll discover some shotgun shells. Oh well. Once you've
    reached this point there shouldn't be many aliens left. Do a lap or two to
    check then leave through the exit airlock at point 3.
    =============================================================================
    
    Level 32 - The Hold
    =============================================================================
    ------------------\
            5         |
    ------\    /------/
          |    |
          |    |
      /---/    \----------------------------------------\
      |     4                                           |
      |                                                 |
      |                                      3          |
      |                                                 |
      |                                                 |
      |                                                 |
      \---------------------------------------\    /----/
                                              |    |
                                              |    |
                                         /----/    \-----------\##/----\
                                         |      2               ##   1 |
                                         \---------------------/##\----/
    
    /---------\
    |   8     |
    \-\   /---/
      |   |                                                               |    |
    /-/   \--------------------\                                          |    |
    |                          |   /-----------------\                    |    |
    |                          \   |                 |                    |    |
    |                           \  |          /-\    |                    |    |
    |                           \##/     9    \-/    \##/-----------------/    |
    |                            ##                   ##                  10   |
    |           7               /##\   /-\           /##\----------------------/
    |                           /  |   \-/           |
    |                          /   |                 |
    |                          |   \-----------------/
    \-\    /-------------------/
      |    |                     _            _       _
    /-/    \--------------------/ \----------/ \-----/ \-------------------\
    |    6                                                      5          |
    \-----------------\_/-------\_/--\_/-----\_/---------------\    /------/
                                                               |    |
                                                               |    |
                                                           /---/    \-------
                                                           |     4
                                                           |
                                                           |
                                                           |
                                                           |
                                                           |
                                                           \----------------
    
    
    
                                             /----\
                                             | 16 |
                                             \####/
                                             /####\
                                             |    |
                                 /-----------/    \-----------\
                              /-/                              \-\
                           /-/       .........    .........       \-\
                        /-/       ...:       :    :       :...       \-\
                     /-/       ...:          :    :          :...       \-\
                     |  13  ...:             :    :             :...      |
                     \-\s...:                :    :                :..    |
        /--------\     |                     :    :                  :    |
       /          \    |       14            :    :                  :    |
       |    LLL    \----- LLL                :    :                  :    |
       |  s LLL 15        LLL                :    :                  :    |
       |    LLL    /----- LLL                :    :                  :    |
       \          /  /-/s....                :    :                ..:    |
        \--------/   |  12  :...             :    :             ...:      |
                     \-\       :...          :    :          ...:       /-/
                        \-\       :...       : 11 :       ...:       /-/
                           \-\       :.......:    :.......:       /-/
                              \-\                              /-/
    ---------\                   \-----------\    /-----------/
             |                               |    |
      /-\    |                               |    |
      \-/    \##/----------------------------/    |
              ##                             10   |
             /##\---------------------------------/
             |
             |
    ---------/
    =============================================================================
    	So massive I had to split this ASCIImap into three, this level is
    buried deep in the bowels of the boneship. The final Queen has been here.
    The evidence is in the many alien eggs scattered across the floor of every
    chamber and corridor, and they haven't been left unguarded.
    	1) On the first map (about a page up from here) leave the airlock at
    point 1. You'll see and egg ahead of you. Destroy it and the alien warrior
    attacking from the archway to room 3. Now enter room 3. Move through the
    chamber destroying alien eggs and collecting ammo and dermpatches. Watch
    out for the uneven floor. It makes aiming damn difficult. As you approach
    point 4 you'll be attacked by a warrior. Kill it and blow up the empty egg
    husks by the doorway to get dermpatches. Leave this chamber.
    	2) Move down corridor 5 (you are now on the second map down) checking
    each alcove as you approach. Some contain ammo, you can guess what lurks
    in the rest. At point 6 turn and proceed slowly into chamber 7. Again the
    uneven floor will hamper your targetting . Take out the alien eggs any way
    you can. Go to room 8. Beware a facehugger as you approach. There's a
    grenade pack and a body suit to grab in here.
    	3) Move back through room 7 grabbing any equipment and go through to
    room 9. The door will seal behind you. The eggs are clustered close together
    in here. Take 'em out and move into corridor 10. You are now on the final
    section of the ASCIImap.
    	4) The final huge chamber is loaded with eggs and warriors. The
    floor is littered with shallow holes many holding alien eggs. Watch your
    step. Kill the warrior on the causeway and circle the room on the walkways
    taking out any other warriors. On your way activate the switches at points
    12 & 13. These will open the exit airlock as well as releasing more warriors
    into the chamber. Finally, once all the warriors are dead you can start
    clearing the pits of facehuggers and eggs. Many of the small pits are deeper
    than they appear and will fall away before slowly lifting you out, usually
    leaving you to battle a facehugger at close quarters along the way.
    	5) Once they're all dead go to point 14 and jump on the big lift here
    to get into room 15. Trigger the switch down here to get an adrenaline burst
    pack and a body suit from the lift. Pick any other equipment lying around
    and proceed to the exit at point 16. Watch out for new aliens on the way.
    Phew, we're nearly there!
    =============================================================================
    
    Level 33 - The Core
    =============================================================================
                                       /----\
                                       | 4  |
                                       \####/
                                       /####\
                                       |    |
                                     /-/    \-\              /----\
                                  /-/          \-\           |  1 |
                               /-/                \-\        \####/
                             //       /\####/\       \\      /####\
               ##----\     //      /-/ /####\ \-\      \\    |    |
               ##     \  //     /-/    |  3 |    \-\     \\  /    /
               ##-\    \/       ##     \----/      |       \/    /
                   \\           ##                 |           //
                   //      /----##    /------\     \####\      \\
                  /      //         //        \\   /####\\\      \
                 /     //         //            \\         \\     \
                /     /         //                \\         \     \
               /     /         /                    \         \     \
          ##--/      \##      /                      \      ##/      \--##
          ##          ##      |           2          |      ##          ##
          ##--\      /##      \                      /      ##\      /--##
               \     \         \                    /         /     /
                \     \         \\                //         /     /
                 \     \\         \\            //         //     /
                  \      \\ ####    \\        //         //      /
                   \\      \####\     \      /     ##----/      //
                   //           |      \    /     ##           \\
                  /    /\       |      |    |     ##       /\    \-##
                 /    /  \\     \-\    |    |    /-/     //  \     ##
                 |    |    \\      \-\ \####/ /-/      //     \----##
                 \####/      \\       \/####\/       //
                  ####         \-\                /-/
                                  \-\          /-/
                                     \-\    /-/
                                       |    |
                                       \####/
                                        ####
    
    =============================================================================
    	For the final, FINAL time it's back into the core to open the pilot
    chamber. LET'S ROCK!!!!!!!!!
    	1) Move out of the airlock at point 1. Within seconds you'll have adult
    dog aliens and facehuggers all over you. Start shooting. You won't have
    gone twenty metres before facehuggers and alien warriors join in the fray.
    This is a fight to the death. KILL THEM ALL!!!!
    	2) After a mass slaughter the numbers will begin to dwindle. Check
    every doorway for ammo and equipment. There's plenty of it. Now enter the
    central chamber to find the long dead pilot and loads more warriors.
    KILL, KILL, KILL!!!!
    	3) Once you've been into the central chamber rooms 3 & 4 will open.
    Room 3 holds two canisters of flamethrower fuel, two medikits a pulse rifle
    clip and a body suit. Exit at point 4 when you're done.
    =============================================================================
    
    Level 34 - The Final Showdown
    =============================================================================
       /----------------\
       |      >>>       |
       |    /------\ /\ |
       | /\ |      | /\ |
       | /\ |      | /\ |
       | /\ | /----/    \------------------------------------------------\
       |    | |                                                          |
       |    \-/                                                          |
       |    2                                                            |
       \------\                                @@@@@@@@@@@@@             \##/---\
              |                         5  @@@@@@@@@@@@@@@@@@@@@          ##  6 |
      /----\##/                              @@@@@@@@@@@@@@@@            /##\---/
      | 1   ##                                                           |
      \----/##\                                       /------------------/
              |                                       |
      /-------/                                       |
      |    <<<  3                                     \---------------\
      |    /--\                                          >>>>>>>>>    |
      |    |  |                        4              /----------\    |
      | \/ |  \-----\    /----------\    /-----------/           |    |
      | \/ |        | \/ |          | \/ |                       |    |
      | \/ |        | \/ |          | \/ |      /----------------/    |
      |    |        | \/ |        /-/    |      |           >>>>      |
      |    \--------/    |        |      |      |    /----------------/
      |       >>>>       |        |    /-/      |    |
      \------------------/        |    \--------/    |
                                  |       >>>>       |
                                  \------------------/
    =============================================================================
    	It's time to clear the alien menace from Acheron once and for all!
    	1) As you emerge from the airlock you'll be swarwed by facehuggers.
    Kill them all and sweep the perimeter taking out more huggers and eggs. Be
    careful not to shoot the queen at point 5 accidentally yet.
    	2) Once all the facehuggers are dead you can investigate the corridors.
    All these contain equipment (as if you didn't have enough already) Corridor 2
    holds a shotgun with shells, a medikit and a smartgun plus ammo. Corridor
    3 holds a flamethrower plus ammo and a pulse rifle plus ammo. Corridor 4
    holds dermapatches and a body suit. As you slide out of each of these
    ammo caches beware new facehuggers waiting to meet you. Finally beneath the
    queen's egg sac is a hypo-pack.
    	3) WASTE THE BITCH!!!!!
    	4) Exit at point 6, killing huggers on the way.
    
    				  				"GAME OVER, MAN. GAME OVER"
                                                - Marine Private Hudson, Aliens
    
    
    
    
    
    	Acheron's space dust, but so are all the alien and company scum. Good work
    marine. Just pray you don't wake up aboard The Sulaco.
    
    		Something has survived.
    
    
    
    
      Part 6
    
    	Cheat Codes
    
    
    Just a little afterthought. If you can't complete this game will all that
    information then just try these.
    
    Enter at Password screen:
    
    	All Weapons: F1SH1NGF0RGVNS
    	Max Ammo: F1LLMYP0CK1TS
    	Invincibility: FVNKYG1BB0N
    	Level Skip: FLYT0?? (where ?? is the level number, see the guide)
    
    
    Yhat's about it. Basic copyright stuff. This is copyrighted and stuff so
    please don't nick it or you'll be brown bread before you can breathe,
    or something. I doubt there's much call for FAQs to five year old games
    anyway.
    COPYRIGHT merkss@yahoo.com October 2001
    You may reproduce this FAQ if you wish provided it is not changed in any
    way and I am credited as sole author. OK serious bit over. Chill now.
    
    
    Thanks to my brother Dave for keeping me in reality
    Thanks to Alf, Gav and Dan for being there
    
                     Thanks to Georgina. The supernova in a black hole
    
    
    
    
    			GO TO PERU, IT'S SHINY AND NICE....
    
    Party on dudes