Alien versus Predator Character guide for Maj. Dutch Schaefer June 10, 2002 ========================= Third draft. This guide is copyrighted by Will. Please do not modify this or use it on your site without my express written permission. This guide should only be found at www.gamefaqs.com. Aliens versus Predator is copyrighted by Capcom. The general structure of the FAQ was made after Brian Yip's excellent Linn Kurosawa character guide. To report errors or omissions or to comment about the guide, drop me an e-mail at ward.schellekens@planet.nl. - About Maj. Dutch Schaefer - Basics of the game - Schaefer's strengths and weaknesses - Schaefer's moves - Eradicating the enemy - Common Trouble Spots - Glitches & Bugs About Maj. Dutch Schaefer ========================= From the Internet Movie Database (www.imdb.com): 'Dutch Schaefer (Arnold Schwarzenegger) and a team of commandos have been sent into a Central American jungle to track down some missing airmen that were kidnapped by terrorists. By the time they get to the camp, the airmen have been butchered in a very violent fashion and the commandos retaliate on the terrorists' camp. After that's over, they wait for a helicopter to pick them up, but something strange begins to happen in the woods. It isn't long before the commandos start getting killed off and Dutch and a girl from the camp, Anna, are the only people left and fighting for their lives. But what they discover is too shocking for them to imagine. What's been killing them is the Predator, an alien that hunts rare species and make his trophies out of their skulls. And human beings are the new species he has discovered.' In Alien versus Predator, Major Dutch Schaefer is a synthetic, a cybernetic human modelled after the original Dutch Schaefer. Apparantly, Schaefer was created specifically to fight extra- terrestrials (both Aliens and Predators). He lost his right arm to the Aliens and has had it replaced with a smartgun. Schaefer lives to fight, and fighting is what he does best. In game terms, Schaefer is the slow but strong 'tank' type guy. Basics of the game ========================= Every character in the game has a unique fighting style. The Predator Warrior uses a spear (actually, it's a combi-stick); the Predator Hunter uses a naginata (a Japanese polearm) and Linn Kurosawa uses a curved katana blade. Schaefer does what big, muscle-bound men with robotic arms do best, and uses his fists to great effect. Unlike the other characters who simply throw weapons other than their own away, Schaefer can use any weapon in melee. This includes lead pipes, the Warrior's spear, the Hunter's naginata and Linn's sword. Schaefer can use these weapons to varying effects. Please note that powerloaders and alien queens are not affected by hit stun from these weapons, and may retaliate between your attacks! Pipe: Lead pipes knock down any enemy with a single hit, including bosses and Royal Guard, but excluding Alien Queens (which are never knocked down) and powerloaders. Lead pipes deal low damage; a basic combo deals far more damage than a single pipe bash. Lead pipes have much better range, speed and priority than regular melee attacks. Sword: Linn's katana is incredibly useful. It deals about as much damage as a lead pipe, but it doesn't knock down enemies. This means that you can pretty much lay into a group of enemies without fear of them retaliating. The sword is also effective against jumping attacks, because Schaefer swings it in a downward arc over his head. The sword is very fast and has very good range. Just remember to time your anti- air attaks correctly or you'll get hit after you complete the motion. Normal enemies: 3 hits Arachnoids, Smashers: 5 hits Bosses, Royal Guard: 8 hits Powerloaders: 12 hits (!) Spear: The Warrior's spear can also come in rather handy. Though it isn't as fast as the pipe, it will knock down any normal enemy instantly and deal decent damage to them. The naginata or the katana are much better to have, though. The only time you want to have this weapon over the others is when you're surrounded by enemies - the spear also hits any enemies behind you. Normal enemies: 1 Arachnoids, Smashers: 2 Bosses, Royal Guard: 3 Powerloaders: 6 Naginata: The Hunter's naginata is the better of the two Predator weapons. It knocks down regular enemies in one hit. It has slightly better range and speed than the spear, with less lag after striking an enemy with it. It is more effective for anti-air purposes than the spear as it is swung in a wider arc. Normal enemies: 1 Arachnoids, Smashers: 2 Bosses, Royal Guard: 3 Powerloaders: 6 The other weapons are decent to use, but unless the fight is against marines armed with ranged weapons, melee weapons are preferred. Knife: Useful for knocking down large groups of armed marines, then stealing their guns. Infectoids die after one knockdown hit, so the knife would be moderately useful were it not that Infectoids rate below zero on the threat scale. Not too good for anything else. Crap damage. By the way, what kind of army sends it soldiers into the field carrying just combat knives?! Disc: The Predator's hunting disc is a combat knife that deals better damage and returns to the user. If you're skilled enough, you can keep your enemies at bay indefinitely and finish the stage without a scratch. It will knock down regular enemies in one hit, and Arachnoids in two. This weapon is very useful in that it will kill small enemies (Facehuggers, Chestbursters) on its way back. Pulse Gun: Actually a Pulse Rifle, this weapon is capable of totally decimating humans and large targets. Against crawling aliens, it sucks. Highest damage potential of any weapon in the game. Try to save one if you're going up against a powerloader or a large group of Colonial Marines. Smart Gun: Not as effective as in the movie, it is still a deadly weapon if used right. Its bullets penetrate through all enemies in its path, decimating many foes at once. It deals less damage than the Pulse Rifle, though, and has a tendency to miss or barely hit enemies right in front of you. Flamethrower: Very good damage, but it lags after each hit. Tap the attack button just once if you use it, and make sure you hit as many enemies as possible. If one crawls up behind you, you can pretty much forget about turning around to clobber it before it chews your head off. It knocks regular enemies and bosses down in a single hit. The best thing about this weapon is that if a burning enemy hits another enemy that you missed, they both fall down. Grenade Launcher: Hand grenades on steroids. You get a good amount of shots. Try to wait for the aliens in the front to move into your line of fire, then hit the trigger. All enemies on the screen are knocked down. The damage is not spectacular, but it is the ultimate 'crowd control' weapon. Schaefer will usually miss any enemies standing between him and the barrel of the gun, so beware. Hand Grenades: Useful for keeping powerloaders or large groups of enemies out of your hair, but they suck at just about anything else. Crap damage and they don't target Chestbursters or Facehuggers automatically. Schaefer's Strengths and Weaknesses ========================= Here I'll give a short rundown of Schaefer's skills and the trouble spots to look out for. Strengths: - Use any weapon you find. - No weapon to retrieve after getting knocked down. - Weapons improve your chances, but you can get around without them. - Gun attack hits downed enemies as well as pouncing aliens. - Desperation attack comes out quickly and has good range. - Take down many enemies at once with the rush move. - A knee attack that can be ridiculously powerful when used right. - Invulnerable grappling moves. - Easy to combo into special moves. Weaknesses: - Schaefer is slow, which makes grappling much harder. - Basic attacks have trouble outranging some enemies. - The man can hardly jump! - The punch rush comes out slowly. - His slide attack is slow to come out and short-ranged. - The rising knee comes down very slowly. Vulnerability = BAD. - Schaefer's gun sucks against groups of three or more enemies. - Gun doesn't work in the air outside of his knee attack. Schaefer's Moves ========================= Schaefer was made for dealing damage quickly and effectively. I've used Brian Yip's move system here to avoid confusion. Key: u - up d - down f - foward b - back A - button A (gun button) B - button B (attack button) C - button C (jump button) Basic Combo (B repeatedly): Schaefer performs two punches with his mechanical arm, then hits the enemy with a left hook and ends the combo with an uppercut from his robotic arm. Good range and damage, and you can replace the final hit with the rising knee attack/gun attack for better damage. Rush (C): Instead of performing a jump, Schaefer dashes across the screen, damaging any enemies he touches. If you hit an attack button during this move, Schaefer will perform a multi-hit rush punch attack. Escape Combo (A, B, C): Shoot an enemy with your gun; if they are half a screen or less away from you, you can use their hit stun to perform a rush punch and knock them down. This is useful for preventing Warrior aliens from spitting acid. Hit the gun button, turn around during the gunfire and charge at the enemy. It will give you some breathing room. Spinning Lariat (up + C, B): If you press C and up, Schaefer will jump a small distance. If you attack during this time, Schaefer will perform a leg drill attack that deals decent damage and stuns enemies it hits. If it hits, you can chain into Schaefer's regular combo or the rising knee attack. Schaefer can also jump backwards by pressing back, up and C simultaneaously. A backwards drill kick can be performed during this backwards hop. This move is useful for getting rid of an enemy standing right behind you - you will jump THROUGH the enemy and knock them down or stun them, leaving them open to further attack. Slide (down + C): This attack has short range and comes out fairly slowly, but can be chained into the rising knee attack or the rush punch. It will hit downed enemies. Up-down Attack (down + C, B): Schaefer performs a slide attack which immediately chains into a punch rush. This will 'uplift' downed enemies and immediately knock them back down. It deals decent damage if you let the slide attack finish. Use it against groups of downed enemies, but don't rely upon it against bosses. Rising Knee (down, up, B): This is Schaefer's only 'special' move. He does a quick knee uppercut followed by a slow, vertical descent. While he is descending, he can fire his gun in any direction. It's best to stop firing just before you hit the ground so that you don't overload the gun. It's not a good idea to use this against groups of aliens; you WILL get hit on the way down. Instead, use it against single enemies or bosses. Desperation Attack (any two buttons): Schaefer overloads his mechanical arm and sends everyone around him crashing to the ground. Comes out very quickly and will save your bacon in many situations. Use it when you are getting attacked from all sides, but don't go overboard with it - it takes away a little bit of your life meter every time you use it. About Schaefer's Grappling Moves: Schaefer can walk up to an enemy and grab them, then use a variety of grappling attacks. Hitting either direction and an attack button results in a suplex attack. This deals rather low damage, but it's decent for clearing out groups of enemies. If you jump and then hit attack, Schaefer will smash the enemy down on anything below him. This is his single strongest move, and you should use it whenever the opportunity arises: it will make you invincible during execution! Schaefer's final grappling move should only be used against bosses and single enemies: hit B rapidly to have Schaefer pummel the enemy. This will usually kill Warrior aliens instantly, but it leaves you vulnerable to attack from behind. About Schaefer's Smart Gun: Schaefer's right arm has been replaced with a Smart Gun rig. He usually fires it in bursts, from the floor to the ceiling back to the floor again. It will usually hit any Facehuggers or Chestbursters in its line of fire. Enemies that are up close are hit by nearly all the bullets Schaefer fires. Other than that, it is slow and deals a pretty pathetic amount of damage. Use it on that one alien that...just... won't...die! Super Clips are not very useful for Schaefer, as keeping the gun button pressed is a bad idea - enemies will return fire or jump over the bullets when you are shooting at the ground. It's best to fire your weapon in short, controlled bursts. Finally, don't overheat the gun if you plan on using the rising knee attack! You are extremely vulnerable while coming down, and not being able to fire at the welcoming committee below that's aching to greet you with razor-sharp death isn't going to make things much better. Eradicating the Enemy: ========================= In this section, I'll touch on the different types of enemies that Schaefer will encounter during the game, and provide you with some ideas on how to dispose of them. There are two different types of 'regular' alien with multiple sub- species, and only one type of human with three sub-species. Warrior: The black aliens we all know and love. They are not exceptionally dangerous as long as you keep them on your front side. As soon as you see one jump up and slightly backwards, either shoot it, punch rush it or move up or down; it is preparing to use its acid spit attack. Do not allow yourself to be surrounded by Warriors; their tail slaps will kill you dead. Instead, punch rush the group in front of you (turning around takes too much time) then start bashing on the ones behind you. Stalker: The brown, dog-like alien from the third movie. Stalkers are rather weak, but make up for that by sheer force of numbers. In later levels they are irritatingly quick and will usually make you think twice about jumping into the thick of the fray. Their leap attacks are rather annoying because Schaefer isn't too good at anti-air without his weapons. Their tail attacks have slightly more range than Schaefer's punches, and I guarantee you that it will cause you endless headaches if you try to take them out bare-handed. The best way to deal with these pests is to repeatedly smash them to the ground with a rush punch, or to grab one and smash it into the rest of the group. Chrysalis: The newly hatched alien that is also the first boss. They are a type of armadillo-like alien. These critters CAN retaliate when they get up, so keep away from them. Keep them at arm's length and they won't be much of a threat. If they roll at you, use a well-timed rising knee to knock them down. They can be hit even while preparing to roll - the final hit of Schaefer's combo or a rising knee attack will knock them down. Arachnoid: A Warrior subspecies. Arachnoids rarely walk upright, and instead prefer to use pouncing attacks. Not too dangerous if you keep using grapple moves. When they get into medium range, prepare to get out of the way; they will undoubtedly use a leap attack. Arachnoids' leaps are quickly than those used by Stalkers and Defenders. The purple version also has a kind of rotating uppercut attack - this deals a lot of damage, so be wary of it. They don't use it too often, though. Royal Guard: The biggest non-boss alien; as far as game mechanics go, they are bosses though. Keep punching when they are down; they can't retaliate like 'true' bosses can. If they start spitting acid, move directly above or below them or just shoot them from a distance. They will often start spitting acid when they get up from the ground. If you are standing next to them trying to hit them, you'll regret it. Always make sure you're standing right in the middle of their body if they're down. Royal Guard aren't very dangerous if you keep them on the screen, preferably at close range so you can quickly respond to their attacks. Against their charging attack, punch rush them or use the drill kick; against their leap attack, use your rising knee. Don't turn your back on them - you could get grappled for big damage. Razor Claws: The second boss. Try to wear it down with the Pulse Rifle before you engage it in hand-to-hand combat. You know that nifty reverse sweep attack your character does when an enemy attacks you from behind? Well, this boss has one too. Don't try to combo it when you're not sure if you're in range. Razor Claws has more range than Schaefer, so attacking it with a normal combo will be difficult There are three ways to reliably attack this boss. The first way is to use your gun to stun it and your punch rush to get close. Then move up or down to avoid its retaliation when it gets up. This also works if it's about to get up from the ground! The second way is to use continuous drill kicks from medium range to stun it, then do a normal combo followed by a rising knee. Shoot Razor Claws on the way down, and it will be a short distance away from you. Then when it gets up you'll still be falling from the rising knee - shoot it horizontally, and it will stun Razor Claws long enough for you to make your escape (move up or down). Make sure you don't overheat your gun, and shoot any remaining Warrior aliens as well when you're falling down - a tail slap will hurt you just as bad as a punch from the big purple guy. With some practice, you can beat this boss without getting hit at all. I wish the second Alien Queen was this easy! Smasher: Another subspecies of the Warrior. It has a green crest on its head which it uses for ramming attacks. If you see one hiss and rear its head, start punching so it will walk straight into your combo. If multiple Smashers are coming, punch rush one group and then shoot the others. Start your punch attack early, or you'll get rammed by charging Smashers. They are quick to use melee attacks, so it's best to not try and grapple with them. Chestburster: The second stage of the alien life cycle. Move to the bottom of the screen and start sliding left and right. If they jump you, quickly wiggle the joystick to get rid of them without sustaining much damage. Your gun won't be effective against large groups. Infectoids. Pathetic infected humans. Wiggle the joystick if they grab you. Otherwise, just use them as punching bags. Any knockdown attack kills them instantly. Facehuggers: The first stage of the alien life cycle. They are fairly harmless and easy to hit. You can mostly ignore them. Wiggle the joystick to get them off your face without sustaining any damage. Defender: A subspecies of the Stalker, this green-colored alien has a white dome on its head. Defenders are more dangerous than they look - they are extremely good at countering your moves and attacking you while you are recovering. If you are up against multiple aliens, try to steer clear of the Defenders. If they get close, let them have it with your gun, then retreat. Whatever you do, don't use any aerial attacks when one is around, and don't turn your back on it. I recommend that you don't grapple these aliens; they will walk backwards and bite your face off before you get a chance to grab them. They can't block Schaefer's final combo hit or the uppercut part of his rising knee attack. Spinning drill kicks are effective for getting close. Remember that Defenders are a subspecies of the Stalker and will therefore use pounce attacks. First Alien Queen: Big Bertha herself. Wear her down with the Pulse Gun, then keep doing the rising knee attack, wearing her down with your gun on the way down. If your weapon overheats, go throw some aliens into her. If you think she's going to use her acid spit, punch rush her to get closer - the acid spit can be used as a nasty combo...if you're unlucky she'll keep spitting and you won't have a chance to retaliate. Colonial Marines: Annoying, at most. Watch for their kick attacks right after they pick up a weapon. The best approach is to have a knife ready, then steal a gun and shoot anything that comes to pick up a weapon. Stay out of the line of fire of their Smart Guns. Advance cautiously and Marines will hardly ever bother you. Powerloader: Boss of the fifth stage. It is not affected by block stun, so fighting this thing is tricky. The best approach is to use a weapon to smash it to bits from a safe distance. Always try to wear it down with Pulse or Smart Guns in advance. If you hear the tell-tale 'whirrrr' sound, prepare to vacate the area: it's going to charge you! A good approach is to have it walk into your basic combo, which you can then chain into the rising knee attack. This won't knock it down, so you get to shoot it from above! This will always knock it down, giving you time to escape. Don't expect to kill this thing quickly. Mad Predator Penultimate boss. Punch him from as far as possible, and you'll wear him down. If he jumps up, rush away from him. When you see him preparing to shoot his cannon from the railing, move to the upper right or upper left corner. Just don't grapple him, and don't be near him when he recovers. Alternatively, you can try the Razor Claws approach, but if he jumps immediately after getting up you're probably screwed. Spinning drill kicks are excellent for anti-air and getting close. Second Alien Queen: She's back! Again, wear her down with the Pulse Guns. Use the rising knee attack/gun drop to deal good damage to her, then throw the Chrysalises into her (beware of their quick claw attacks; approach them from below). If she comes after you, punch rush/rising knee her repeatedly. I recommend quickly taking care of the Smasher aliens when they appear; if they trap you in their midst, you'll die without getting a chance to retaliate. When the Queen takes to the ceiling, grab an enemy and use Schaefer's air throw attack to make sure you won't get hit - a tail piercing through the chest is usually lethal if you're slightly damaged. Common Trouble Spots ========================= The beauty of the game is that some characters are more adept than others at handling certain situations. Here, I'll briefly explain Schaefer's trouble spots throughout the levels, and come up with a general strategy outline for how to handle them. Schaefer tends to have trouble with large groups of Stalkers; the annoying critters leap over your bullets and bite you in the head, or you desperately try to get close enough to punch them while they happily tail-slap you to death. Whenever you encounter large groups of Stalkers, try to grab the first one that wanders onto the screen. Usually, they haven't switched to 'fight mode' yet and will still be walking towards the middle of the screen. Smash this stalker into the ones coming after it. Rush away, using the escape combo and punch rush back again to keep them down. This should kill most of the first batch of Stalkers. When you see one leaping towards you, rush under it, then immediately punch rush back. For the damage one tail slap does, Schaefer can do four desperation attacks - so use them! Whenever you think you might be in danger of getting hit, zap them. The second boss, Razor Claws, can be a bitch to kill without losing a life because it is faster than you and it has more range than you. What you want to do here is shoot it as soon as it appears, then combo into a punch rush to knock it down. Then move to the upside of the screen and shoot the boxes - get the Pulse Rifle. Stay up there, or you'll get jumped. When it gets to your level, let rip the Pulse Rifle; shoot about 3/5ths of the gun's capacity, that should knock Razor Claws down. Get on another level so that it will not hit you as soon as it gets up; then pump the rest of the rifle rounds into its ugly head. After this, you could get the lead pipe from the top right of the playing field (sometimes you'll get food instead; this is even better). Keep switching to a different level and punching it when it walks up to your level. If it is right in front of you, fire your gun, then immediately knock it down with a punch rush. This also works if it's on the ground - Razor Claws will get up and get stunned immediately! You can then punch rush or combo it at your leisure. If you're really sneaky, you could kill two of the Warrior aliens right away...as long as one is alive, there won't be new ones. One alien is easier to avoid than three. The third situation Schaefer has trouble with, is when you first enter the hive. Smashers attack from both sides of the screen, sandwiching you between their ramming attacks. It's hard to take down one batch without getting backstabbed (rammed) by the other. Shooting them isn't very wise - if more than one is coming at you, it will barely slow them down. What you CAN do is drill kick the enemies in front of you (start the kick attack EARLY on your jump) and immediately do a rising knee attack. This will knock the Smashers in front of you down, and leaves you free to use the more focused fire provided by the knee uppercut to keep the other Smashers at bay. Another problem area for Schaefer is the basement of the alien hive. Two defenders and a Royal Guard will cause you lots of irritation - hit the Guard, the Defenders retaliate. Hit either Defender, and the Guard pounces or rams you. The smart thing to do here is to try and get all three aliens on one side (easier said than done) and then combo them repeatedly so that the Defenders won't be able to retaliate. What you can do is use a spinning drill kick to stun the Royal Guard as soon as it appears, and then grab it and start hitting the punch button. If you time it right, you will kick the first Defender in the face right when it appears. Move to the middle of the screen, and punch rush the other Defender as soon as it shows up on the left side of the screen. Then repeat the cycle. A few Warriors will show up a bit later, but they shouldn't be a problem with the Defenders out of the way. The final and most frustrating problem areas are where there are groups of marines with Smart Guns on both sides of you. This kind of ambush can easily cost you a life, as the marines will be shooting from both sides. Using your own gun is usually too slow, and the rush or slide are not effective - they start out by shooting downwards! Whenever you see a Smart Gun on the right side, that means that there will probably be Smart Guns coming up at the left side of the screen as well. Shoot the marines one by one as soon as you see them appear on the right side of the screen, and let them come to you. Then when you walk into the 'ambush', you'll have a Smart Gun and all your enemies on one side of the screen. Hasta la Vista, Baby! Most other potentially sticky situations can be avoided likewise: advance slowly but surely, and your enemies won't get the drop on you. Glitches & Bugs ========================= There's one GLARING example of sloppiness in the game; I know it's nitpicking, but everyone who sees the game for the first time will mention it - Schaefer's robotic arm switches from right to left as he turns. Tisk tisk, Capcom. Tacky. That about wraps it up :) Comments and criticisms to sixohfour@planet.nl -Will