---------------- ALIEN 3 (Game Boy) - WALKTHROUGH & GAME DATA ---------------- Guide Written by: Kuro-chan_101 ___ _ | | | | | | _|TM /| | | | |\ | _| /_| | | |___ | \ | / | | | | | \ | / | | | | | \| / | |___ | |___ | | - Copyright 1992 Twentieth Century Fox Film Corporation - | Copyright 1992 LJN LTD. | | Developed by B.I.T.S | ----------------- Licensed by Nintendo ------------------ --- WARNING: This Guide contains spoilers --- VERSION INFO ------------ Version 1.01 (February 21st, 2018) - Fixed a few minor errors and typos. - Fixed value errors for the Alien and Queen Alien-types. Version 1.00 (April 30th, 2017) - The guide has been completed. TABLE OF CONTENTS ----------------- Use Ctrl + F (The find function) and enter the code to skip to the portion of the guide you wish to view. A1 ............................ GAME PLAY ELEMENTS A1.1 ........................... INTRODUCTION A1.2 ............................ HOW TO PLAY A1.3 ........ PICKING UP & DROPPING INVENTORY A1.4 ................................. LEVELS A1.5 .............................. AIR DUCTS A1.6 ............................ ALIEN NESTS B1 ................................... WALKTHROUGH B1.1 .............. LEVEL 1, KEY CARD 1 & MAP B1.2 ................... LEVEL 2 & KEY CARD 2 B1.3 ......... BLOW TORCH AND A BETTER WEAPON B1.4 ......... FLAME THROWER AND MARSHMALLOWS B1.5 ....... EGG EXTERMINATION AND KEY CARD 3 B1.6 .. EGG EXTERMINATION AND THE BEST WEAPON B1.7 ................... TOTAL EXTERMINATION! B1.8 ...................... SHE IS THE QUEEN! B1.9 ....................... GET OUT OF HERE! C1 ................................ GAME MECHANICS C1.1 .............................. GAME OVER C1.2 ............................... GLITCHES C1.3 ............................. ID NUMBERS C1.4 .............................. INVENTORY C1.5 .............................. PRISONERS C1.6 ................ MISSION SCORE BREAKDOWN C1.7 .............. TIMERS AND ENEMY SPAWNING C1.8 .......................... TIMED NOTICES C1.9 ................................ ENEMIES C1.10 ................ SOLUTION FOR AIR DUCTS D1 ................................. MISCELLANEOUS D1.1 ............................ LEGAL STUFF D1.2 ................................... FAQS D1.3 ............................ FINAL NOTES _______________________________________________________________________________ _ /| | | |_ |\ | 3 --- A1 . GAME PLAY ELEMENTS --- /-| |_ | |_ | \| _______________________________________________________________________________ A1.1 -- INTRODUCTION --------------------- Back in 1992 with the ALIEN 3 film was released in movie theatres a number of game developers also released their games based off the movie. Most of them went with a common enough formula involving a time limit and freeing all the prisoners on each level. The Super Nintendo version was a bit more complicated and turned the game into a series of small missions to complete. The Game Boy version was the most different of them all. Instead of a side-scrolling platformer, the game focused on a top-down overview where the prisoners resembled target practice for the aliens (rather than captured victims) and the game is more puzzle-oriented. In this variation of ALIEN 3, an infestation has broken out on the prison planet, complete with eggs and even a Queen and Ripley must neutralize this threat single-handedly while keeping as many prisoners alive as possible and before the company arrives to capture them. Initially, you start off with no weapons and no equipment. You must navigate your way through the various levels and air ducts in-between to arm yourself with weapons, key cards and other tools to help prepare yourself for a brutal fight with the aliens. You start the game with three tries. Each time you are drawn into a fan or have your health depleted, you will lose a try. After losing a try, you will start back in your quarters on Level 1, but beware: If there are no prisoners left alive and you lose a try, it's a game over, no matter how many tries you have left, since no one is alive to find you. At the end of a game, you will receive a score based on how well you performed. * Normally, "Facehugger" is spelled as one word, but in this game, the word is split into two. This guide will refer to the creature by how it is pronounced in the game. A1.2 -- HOW TO PLAY ------------------- At the title screen, press [START] to start a game. During all cutscenes, you can press [A] to advance to the next scene or [START] to skip the entire thing. All timers are paused during cutscenes. -- On the field. Directional Pad - Move around the screen. [A] - Use equipped inventory. [B] - Use equipped weapon. [SELECT] - Bring up the menu. [START] - Pause the game. Pressing [START] again will resume the game. -- Menu Direction Pad - Move an arrow around the screen to hover over items. [A] - Pickup / Drop an item. - If hovering over an equipped item, a description will appear. - If hovering over "EXIT", you will return to the game. [B] - Equip an item. [SELECT] - Return to the game. To open a door, get close enough to one and press [A] to open it. Some doors require a key (and one requires the Blow Torch). Make sure the appropriate item is equipped, then press [A] to open the door. To trigger switches in an Air Duct room (and Level 3) appear as small buttons along a wall. Make sure you are standing close enough to it so your inventory selection (on the main screen) is replaced with an on/off switch. Press [A] to toggle the switch. Attacking enemies requires both a weapon and ammo. The Cattle Prod does not require any, but all the other weapons do and it is limited (Albeit plenty). Equip a gun on the menu screen. After a brief period to 'load' the weapon, you will be ready to fire. Each Gun Clip gives an ammo count of 60 (Yes, even the Pistol). When that count reaches zero the gun will take a second to automatically reload. The Flame Thrower uses Fuel instead of Gun Clips. Each fuel unit gives you four flame pellets. A1.3 -- PICKING UP & DROPPING INVENTORY --------------------------------------- Hit [SELECT] to bring up the menu. All items in the game (With the exception of 3 hidden ones) appear as dots on the main screen. When you stand near a dot, the item should be available along the "SEE" row on your menu screen. Press [A] to add an item to your inventory. - Weapons will be moved to your "Weapons" column. These cannot be unequipped. - Gun Clips and Fuel Refills will disappear. - All remaining items will be moved to your "Inventory" column. you can only carry a maximum of five items. - To equip an inventory item/weapon, select the item with [B]. You can unequip an item/weapon by pressing [B] over an empty slot. - You can drop whatever you do not have currently equipped by selecting the item with [A]. - To see what an item is called, press [A] while it is equipped. A1.4 -- LEVELS -------------- There are four levels to explore: The Surface Level and Levels 1-3. Each level starts off with prisoners only, but after a little while, aliens will start appearing, attacking everyone in their path, including you. Alien appearances are: Surface - Aliens, 1 at a time Level 1 - Face Huggers, 3 at a time Level 2 - Warriors, 2 at a time Level 3 - Queen. All eggs and aliens must be destroyed for her to appear. A1.5 -- AIR DUCTS ----------------- There are five different Air duct rooms, each one connects the player from one level to another and in some cases to an Alien Nest. There are no enemy encounters, but the fans are dangerous to Ripley's health. If she gets pulled into one, you lose a try. There are various switches scattered around each Air Duct room. These turn fans on/off or change their direction. In many instances, this is useful in blowing you away from the fan, but there are are instances being blown into a fan is necessary for accessing a path that appears before it, giving you a small window to enter path before getting sucked in. How to tell which was a fan is blowing: Vertically - Left side Horizontally - Bottom side In Air Duct 4 and 5 there are walls with live circuits. Contact with them will cost you a try. Take extra case as a couple fans can blow you into them. A1.6 -- ALIEN NESTS ------------------- Alien Nests tend to be dangerous places because of the eggs. While harmless if you keep your distance, they can do serious damage if you get too close. Rooms 1, 3 and 5 will contain facehuggers and prisoners. _______________________________________________________________________________ _ /| | | |_ |\ | 3 --- B1 . WALKTHROUGH COMMENCE --- /-| |_ | |_ | \| _______________________________________________________________________________ You have 5 minutes before Face Huggers appear and 6.6 minutes before all hell breaks loose. Get moving! B1.1 -- Level 1, Key Card 1 & Map. ---------------------------------- Path: Level 1 You will start the game in your quarters (This is also the place you will re-spawn should you lose a try). In the upper-left corner of the room is the Cattle Prod. It is up to you if you want to take it, but this weapon is responsible for the Ammo Consumption Glitch (See Section C1.2 for more details). Exit the room and head down at the 1st junction, then turn right at the next one, following to path all the way to the far right. At the end you should see a item dot near an open door. That is Key Card 1. Grab it. You will need it to unlock a couple doors. * This next part you can do now or later when you go "On the hunt" since this is the only time in the game when you do not have to deal with the infestation. Go left to where you first came down the junction, but keep going left. You will see a locked door below you. Equip Key Card 1 and open the door. Head to the bottom of the room and pick up the Map. This item is entirely optional, but it is useful in giving you important enemy stats. B1.2 -- Level 2 & Key Card 2 ---------------------------- Path: Level 1 -> Air Duct 1 -> Level 2 Head back up to the first junction outside your quarters and go right. Above you will be an entry into the first Air Duct 1. Head in. ** See Air Duct 1 Solution for how to cross to Level 2. Once in Level 2, head left, down into the corridors and left again. The first door above you requires a Key Card 3, so leave it alone for now. At the end of the corridor is a T-junction. Head down into what looks like a storage area. There are two boxes that are darker in colour. The one along the far right has Key Card 2. Grab it. Head back up. * This next part is optional, assuming you are fast enough to avoid getting caught in the middle of an xenomorph infestation unarmed. You will be heading back this way. Equip Key Card 2 and open the door. Grab the Pistol and two Gun Clips. You cannot get through the next door, but if you attempt to open it, you will be directed to the scrap heap, which is on the Surface Level. B1.3 -- Blow Torch and a Better Weapon. --------------------------------------- Path: Level 2 -> Air Duct 1 -> Level 1 -> Air Duct 2 -> Surface Level Head right and back up to re-enter Air Duct 1. ** See Air Duct 1 Solution for how to cross to Level 1. Make sure you have at least one open slot for the Blow Torch. You could leave a Medi Kit by your quarters, if you wish. Head down, right and follow the winding path around until you reach a locked door. With Key Card 2 equipped, it will open. Ignore the first door on the right (It leads to an Alien Nest) and continue down to the second door on the right. Equip Key Card 1 and enter Air Duct 2. ** See Air Duct 2 Solution for how to cross to Surface Level. Once you have arrived on the Surface Level, head right and go down along the winding corridor. Ignore the the first chance to go up and take the second one. You will arrive at the scrap heap. There is a lot of stuff to pick up here. - Start with the dot closest to you and get a Fuel Refill. - You cannot go around the left side, so go around the right and stop at the top-right corner of the room along the wall. Look to your right and pick up a Pulse Rifle (This item is hidden). Make sure you do not miss this weapon. It is the 2nd best one for picking off aliens, next to the Smart Gun. - Move towards the top-middle of the scrap heap and pick up two Gun Clips. - Along the top-left corner of the scrap heap you can find the Blow Torch (This item is hidden). * the Damaged Droid can be found on this level, but there is no reason to move him since you need him at the exact spot you find him at the end of the game. * You have everything you need to get Key Card 3 right now, but there are a couple problems: The Key Card lays in an Alien Nest and there is an Air Duct along the way. You cannot destroy eggs yet and one blocks the path to the key card. You will take considerable damage (or possibly lose a try) just trying to get to the card, and more damage while heading back out. Even if you do grab the card, you will still have to come back and deal with the eggs after obtaining the Flame Thrower. B1.4 -- Flame Thrower and Marshmallows --------------------------------------- Path: Surface Level -> Air Duct 2 -> Level 1 -> Air Duct 1 -> Level 2 The path to the right leads to a dead end, so head down and make your way back to Air Duct 2 (Down, left, ignore first up, go through 2nd up, ignore 3rd up and go through the door to the left). ** See Air Duct 2 Solution for how to cross to Level 1. Head up, equip Key Card 2 to open the door and make your way back to Air Duct 1. Head left, down and left again, go along the long corridor and head up to get into the armory. Use Key Card 2 on the first door and the Blow Torch on the second door. * If you have been skipping all the optional items and paths you can take, this should be about the time when the Face Huggers first appear. You will get a message about the Warden (Dillon calls him Cap'n) getting killed. Enter the armory and grab the Flame Thrower and Fuel Refill. If you did not pick up the Pistol and Gun Clips, be sure so grab them on the way out (Or at least the clips if you already have the Pulse Rifle). B1.5 -- Egg Extermination and Key Card 3 ---------------------------------------- Path: Level 2 -> Air Duct 1 -> Level 1 -> Alien Nest 1 -> Level 1 -> Alien Nest 2 -> Level 1 -> Air Duct 2 -> Surface Level -> Air Duct 3 -> Alien Nest 3 You may notice there is a lot of going back and forth between Level 2 and the Surface Level. This guide suggests you get used to it; it will continue to happen until the very end of the game. Exit the armory, head left and make your way back through Air Duct 1. You can discard the Blow Torch, if you wish. You will no longer have a use for it. There are two Alien Nests on this level. Given that the eggs spawn the various aliens that appear on different levels, it is in your interest to stop this from happening. Also, if you have not seen them by now, Face Huggers should be appearing on this level. * If you have the Pulse Rifle, you can take them out quickly with three shots. * If you have the Pistol, you can take them out slowly with four shots. * If you have the Cattle Prod, you can look forward to losing a lot of health (But a good couple shots will take one out). Unless you want the extra challenge or have somehow managed to miss all other weapons in the game, you should take out all aliens from a distance. Make sure you have an open slot for Key Card 3. After exiting Air Duct 1, head left and down. * If you have not picked up the Base Map yet, now would be a good time so you can track how many aliens and eggs are left. Go right, use Key Card 1 on the door and head into the room. The Base Map is near the bottom-right corner of the room. Head right and go down the first chance you can. Go right and into the Alien Nest 1. Face Huggers and prisoners will appear in here, so start torching the eggs as soon as you can. There are five of them in this room. Once you are done, head back out and backtrack to Air Duct 2 (Go left, up, left, up, right, down and around the winding path). After you use Key Card 2 to open the door, go to the first door on your right. It leads to Alien Nest 2. No Face Huggers will appear in here, so calmly get out your Flame Thrower, destroy the eggs present and exit. Head down to the next door and use Key Card 1 to cross through Air Duct 2. By now, you will see the large Aliens roaming throughout the level. With your Pulse Rifle, they require six shots to take out. If you do not have it, evading them would be the safer course of action. Head right, down and continue along the linear path until you head up. Continue along that path and you will reach a locked door. Equip Key Card 2 and enter Air Duct 3 ** See Air Duct 3 Solution for how to cross to Alien Nest 3. Entering the Nest, there is egg blocking the path to the other side of the room. Take a Flame Thrower to it and every other egg you see in the room. Head around and up and pick up a Key Card 3 along the top left corner. There is also a Medi Kit here if you want to take it with you / use. B1.6 -- Egg Extermination and the Best Weapon --------------------------------------------- Path: Alien Nest 3 -> Air Duct 3 -> Surface Level -> Air Duct 2 -> Level 1 -> Air Duct 1 -> Level 2 -> Air Duct 4 -> Level 3 -> Air Duct 5 -> Alien Nest 4 -> Air Duct 5 -> Level 3 -> Alien Nest 5 Three nests down, two to go, but they will continue to produce aliens. You are not done yet. Leave the Nest and head back into Air Duct 3. ** See Air Duct 3 Solution for how to cross to Surface Level. Once you are back on the Surface, head down, down again, turn left, follow the path and enter the door along the left side to go through Air Duct 2 * Once you are through Air Duct 2, if you want, you can leave Key Card 1 by the door to Air Duct 2 since you will only need to use it one more time. Head up, equip Key Card 2 to open the door and make your way back through Air Duct 1. If you want, you can kill any aliens along the way, but the goal is the door between the entrance to Level 2 and the armory; the door that requires Key Card 3 to unlock. Go down, left, down, left and use Key Card 3 on the 1st door you see. Enter Air Duct 4. ** See Air Duct 4 Solution for how to cross to Level 3. For the time being, Level 3 is safe to go through. Go down, right and up through the first door you see to enter Air Duct 5 ** See Air Duct 5 Solution for how to cross to Alien Nest 4. Like Alien Nest 2, there are three eggs and no Face Huggers in sight. Calmly torch them with your Flame Thrower, grab the two Gun Clips and Fuel Refill and exit the room. ** See Air Duct 5 Solution for how to cross to Level 3. Once you are back in Level 3, head as far left as you can and down. There is a Tool Kit in the bottom-left corner. If you have a slot for it, grab it. Head up along the path until you reach the upper-left corner and go through the door leading to Alien Nest 5 * Try to grab the Repair Kit now, rather than waiting for later. This is the easiest opportunity to obtain it. * There is a Knife in the upper-left corner of the room. It does not appear to have any use in the game but it can be found near a grate with a large pool of 'something' nearby. There are three eggs inside plus the best weapon in the game: The Smart Gun. Torch the last three eggs then equip the gun. B1.7 -- Total Extermination! ---------------------------- Path: Alien Nest 5 -> Level 3 -> Air Duct 3 -> Level 2 -> Air Duct 1 -> Level 1 -> Air Duct 2 -> Surface Level With all the eggs destroyed, the aliens can no longer reinforce their numbers. Now is the time to pick off all the ones that have spawned. * Face Huggers appear in Level 1 and Alien Nests 1, 3 and 5 * Warriors appear in Level 2 * Aliens appear in Surface Level You can start in this room, since Face Huggers will regularly appear until you have eliminated all of them. Luckily, with the Smart Gun, they only need one shot each. Once you are done, exit the room, head right and up and enter Air Duct 4. ** See Air Duct 4 Solution for how to cross to Level 2. Level 2 is filled with Warriors. They take two shots each from the Smart Gun. Stick around and clean house. Once you are done, head through Air Duct 1. Level 1 should already be clear, assuming you took care of all the Face Huggers in Alien Nest 5. Head through Air Duct 2. On the Surface Level you will come across the full-size Aliens. They require three shots each to take down. Once they are all dead, you should get a message about Ripley wanting to take down the Queen. If not, you missed something, somewhere. If you have the Base Map with you, you can check to see what you missed. * If you grabbed the Repair Kit already, you can leave it by the EEV. If you missed it, grabbing it will now be a lot more difficult. B1. 8 -- She is the Queen! -------------------------- Path: Surface Level -> Air Duct 2 -> Level 1 -> Air Duct 1 -> Level 2 -> Air Duct 3 -> Level 3 All that remains is the Alien Queen. Head back to level 3. Once you arrive, it won't be long until you come across an extra-large alien creature. This is the Queen and deadliest of all enemies. It is invulnerable to all your weapons and the slightest touch is enough to kill. Don't let it get close to you under any circumstances. * If you have not picked up the Took Kit yet, now would be a good time, despite the Queen being active. If you wait until after the Queen is dead, you will have to do a LOT of backtracking. To kill the Queen, you need to maneuver her in front of a moving tram and force it into the furnace. To do this you need to get the tram started. Head down, go left and the 3rd up (1st one after the tram lane). Go up to and press the switch to get it started. There are two ways you can handle this scenario: * The safest way is to stay on the tram lane. The Queen does not spawn on the lane, so you can stay behind the tram as it slowly works it's way to the furnace. Along the way, the Queen may appear on the path below and "If" you are lucky you can catch the Queen at the exact moment the tram crosses the other path, keep it from moving down along the screen and finally push it into the furnace. While it is a fairly safe method, it could take a lot of tries to accomplish. * The more dangerous (but more likely to succeed) way is to backtrack along the path and use yourself as bait for the Queen to spawn near the tram lane. Try to keep it on the screen at all times and keep it following you into the lane. If it tries to escape, give chase until you get it's attention again. Eventually the tram will pin it in the lane and push it into the furnace. Fortunately the walkways along either side of the furnace are small enough for Ripley to walk enough, but not the Queen, leaving you with a safe zone if the Queen follows you right into the furnace. After the Queen has been pushed into the furnace, the hardest part of the game is over. B1.9 -- Get Out of Here! ------------------------ Path: Surface Level Once the Queen is dead, you will be automatically taken to the EEV on the Surface Level. * All in-game timers have stopped. You no longer have a limited time to complete the game. Add the Damaged Droid and Tool Kit to your inventory and equip the Tool Kit. Use it to repair the droid, then equip Bishop Synthetic. You will get a cutscene showing he is operable again. Use him again and if you are close enough to the EEV to operate, followed by a cutscene showing the (somehow) repaired EEV taking off. And... That's it. You have beaten the game. Congratulations! _______________________________________________________________________________ _ /| | | |_ |\ | 3 --- C1 . GAME MECHANICS --- /-| |_ | |_ | \| _______________________________________________________________________________ C1.1 -- GAME OVER ----------------- The following events will end your game, either immediately or prevent you from winning: Game Over: - Run out of tries. - Out of ammo, no ammo drops left and xenomorphs are still present. - Out of fuel, no fuel drops left & eggs are still present. - Equip a cattle prod (or glitch another non-ammo inventory item) & no ammo drops left. This appears to be a glitch in the game (See below for more details). - Lose a try and the prisoner count is 0, even if you still have some remaining. - Weyland-Utani arrives. Time is up. - Escape the planet on the EEV. Events that can prematurely end your game: - Dropping Key Cards in places after they are used then leaving them without taking them along with you (Either by exiting the area or losing a try and re-starting at your quarters). Notes: - It is okay to run out of Flame Thrower fuel if all the eggs have been destroyed. - It is okay to run out of ammo if all the aliens (Save the Queen) have been killed. C1.2 -- GLITCHES ---------------- (This an an excerpt from the article I wrote for "The Cutting Room Floor") -- NO AMMO GLITCH There is a glitch that happens when you equip a non-ammo-consuming weapon and there are no more Gun Clip pickups available. For this to happen: - The Cattle Prod must be part of your inventory. - All seven Gun Clips must be picked up. When this happens, you will automatically get a Game Over, even if you still have ammo for weapons. There is a counter that tracks how many ammo pickups there are. Normally, when that reaches zero and you are completely out of ammo, you get a Game Over. When equipping the Cattle Prod, your current ammo and current clips values are both set to zero (The data is also kept on another set of bytes that are related to the menu screen). The game only appears to look at the current values and not the menu values, which triggers the premature Game Over. This bug becomes null and void once all the xenomorphs (save the Queen) have been eliminated, since the check is no longer in place. The same check also applies to Flame Thrower fuel and Eggs. -- INVENTORY DROP GLITCH There is a byte in the game that tracks how much 'stuff' is in a room (Inventory you can pick up, prisoners & aliens on the screen, projectiles, etc. ). The value raises or drops by 4 (Some inventory items count as 8) depending on what is active, has been picked up. When the byte reaches 0x9C, the room has reached maximum capacity and nothing else can be added. The glitch occurs when you pick up an item. The byte does not decrease when you pick up an item, but it will increase when you drop one. It is possible to keep picking up and dropping an item to reach 9C, at which point you will receive a "TOO MUCH STUFF" message and will no longer be able to drop anything. This is not permanent and there are a couple ways to clear this value. Both of these reset the byte to it's proper value: - Exit and re-enter a room. - Wait for a prisoner / alien to leave the room. You can also fire your weapon, though this sets the byte to a very low number until something else resets it. C1.3 -- ID NUMBERS ------------------ Room ID#'s Listed as hex values. 0x0B - Level 1 0x0C - Level 2 0x0D - Level 3 0x0E - Surface Level 0x15 - Air Duct 1 0x16 - Air Duct 2 0x17 - Air Duct 3 0x18 - Air Duct 4 0x19 - Air Duct 5 0x1F - Alien Nest 2 0x20 - Alien Nest 1 (Left Room) 0x21 - Alien Nest 1 (Right Room) 0x22 - Alien Nest 5 0x23 - Alien Nest 3 0x24 - Alien Nest 4 The 1st Alien Nest is actually comprised of two rooms. Inventory ID#'s Listed as hex values. 0x00 - Nothing 0x01 - Cattle Prod 0x02 - Pistol 0x03 - Pulse Rifle 0x04 - Flame Thrower 0x05 - Smart Gun 0x06 - Key Card One 0x07 - Bishop Synthetic 0x08 - Base Map 0x09 - Knife 0x0A - Medi Kit 0x0B - Gun Clip 0x0C - Fuel Refill 0x0D - Key Card Two 0x0E - Key Card Three 0x0F - Blow Torch 0x10 - Nothing 0x11 - Tool Kit 0x12 - Damaged Droid 0x13 and after is garble. C1.4 -- INVENTORY ----------------- The order is based on the ID numbers provided above: CATTLE PROD - Location: Level 1, in your quarters. - Damage: 2 per 'tick'. Can kill a Face Hugger with 2 good hits. - Requires: Nothing Your first accessible weapon. Unless you prefer the challenge, it is quite unnecessary. In addition, this weapon is responsible for the Ammo Consumption Glitch (See Section C1.2 for more details). So long as you do not have it, you need not worry about a premature Game Over. PISTOL - Location: Level 2, in front of the welded Armory door. - Damage: 8 per shot. - Requires: Gun Clips Your first range weapon. It does little damage and has a slow rate of fire, but it is better than nothing. It can be used effectively against Face Huggers and somewhat against Warriors, if necessary. The number of shots required to kill a full-size Alien combined with it's slow rate of fire makes it a poor weapon to use against them. PULSE RIFLE - Location: Surface Level, by the scrap heap, along the top-right corner wall of the room. It is one of three hidden items. - Damage: 12 per shot. - Requires: Gun Clips Your first 'good' range weapon. While it does not do much more damage than a Pistol, the rapid-fire ability more than makes up for this, allowing you to quickly gun down any enemy along the way without too much trouble. While it is not consumption-friendly, this will help you get to the final gun without too much trouble. If you follow the walkthrough and make good time getting to the scrap heap, this should be the first weapon you make an effort to pick up, giving you something useful before the aliens start spawning. FLAME THROWER - Location: Level 2, Armory - Damage: 1 per pellet. Sometimes a pellet will hit twice. - Requires: Fuel Tanks The Flame Thrower works more as a puzzle solver rather than a useful weapon. It is the only weapon capable of destroying eggs, but it's low damage makes it next to useless against other alien types. SMART GUN - Location: Alien Nest 5, surrounded by Eggs. - Damage: 30 per shot. - Requires: Gun Clips A late, but powerful weapon. The damage per shot, combined with the timing of dealing with all the eggs (If you followed the walkthrough) makes it an ideal extermination weapon. KEY CARD ONE - Location: Level 1, by an open in the middle of the level. - Function: Opens the door to the Base Map room and Air Duct #2 - Requires: Nothing One of the first items you should pick up. You will need it regularly as you keep re-visiting the surface level. BISHOP SYNTHETIC - Location: N/A - Function: Operates the EEV (Ending the game). - Requires: Tool Kit and Damaged Droid. This is not available until you have picked the Tool Kit and used it to repair the Damaged Droid. If you attempt to use Bishop to pilot the EEV before you are done cleaning up the prison, he will inform you of the company's intentions to capture a living alien and that you should deal with all the aliens and Queen before leaving. BASE MAP - Location: Level 1, bottom-left room. - Function: Shows a map of where you are and game stats. - Requires: Key Card 1 Once you have collected the Base Map, you can equip it and use it to view the map of the current floor you are on, plus various information about the prison. P - Prisoners still alive. T - Time until Weyland-Yutani arrives (ending your game) A1 - Aliens A2 - Warriors H - Face Huggers E - Eggs KNIFE - Location: Level 3, upper-left corner. - Function: Currently unknown. - Requires: Nothing The Knife does not appear to have a functional use. The only curiousity about the item is it is located by a long trail of dark liquid (Possibly blood) leading to a grate in the floor. MEDI KIT - Locations: - Air Duct 1 - Air Duct 2 - Air Duct 3 x2 - Air Duct 5 - Alien Nest 3 - Function: Recovers 150 health. - Requires: Nothing Medi Kits recover 4 1/2 blocks of health (or 150 out of 255). GUN CLIP - Locations: - Surface Level x2 - Level 2 x2 - Alien Nest 4 x2 - Alien Nest 5 - Function: Adds three gun clips to your ammo capacity. - Requires: Nothing Gun Clips are the core component of your ability to shoot things. Very necessary to acquire. As you can see, there are seven Gun Clip pickups. Given there is more than enough ammo to finish the game, if you leave one clip on the ground, you will not have to worry about the Ammo Consumption Glitch if you picked up the Cattle Prod. FUEL REFILL - Locations: - Surface Level - Level 2 - Air Duct 2 - Air Duct 4 - Alien Next 4 - Function: Adds two fuel tanks to your fuel capacity - Requires: Nothing Without Fuel for your Flame Thrower, the eggs will never be eliminated. KEY CARD TWO - Location: Level 2, in the storage area below the Armory. It is in the darker crate on the right. It is one of three hidden items. - Function: Opens the doors to the Armory, the east rooms on Level 1 and Air Duct 3. - Requires: Nothing Should be the first thing you obtain when you first visit Level 2. KEY CARD THREE - Location: Alien Nest 3, deep within the infestation. At least one egg directly blocks the path to it. - Function: Opens the door to Level 3. - Requires: Key Card 2 and Flame Thrower Do not forget to pick it up on your way out of the nest. BLOW TORCH - Location: Surface Level, along the top-left corner of the scrap heap. It is one of three hidden items. - Function: Opens the door to the Armory on Level 2 - Requires: Nothing You will need to search around the scrap heap to find it. TOOL KIT - Location: Level three, bottom-left corner - Function: Repairs the Damaged Droid - Required: Nothing The first time you are in Level 3 is the best time to obtain this item. Once all the eggs and aliens are dead, the Queen will roam Level 3 which will make grabbing this more difficult. Also, if you wait until the Queen is dead, you will have to backtrack from the Surface Level all the way back here to get it. DAMAGED DROID - Location: Surface Level, by the crashed EEV. - Function: Until it is repaired, nothing. - Requires: Tool Kit to be fixed. Bishop is in a damaged state and needs repairs before you can do anything with him. C1.5 -- PRISONERS ----------------- Prisoners are treated like a resource and are tied in to both your tries and your final score. - A prisoner can take 2 hits from anything, ranging from the Face Hugger up to a Queen (Yes, the same Queen that can kill you instantly). Typically, after getting hit, a prisoner will run around on the screen a lot faster. On the 3rd hit, the prisoner will die. - The time between hits is very small. If the alien stays around the prisoner while they keep getting hit, they can die rather quickly. - Prisoners are unaffected by alien splatter and eggs. - To keep prisoners alive, it is recommended you stay on the move while you engage the aliens. So long as a prisoner is removed from the screen before they are hit for a third time, they will be fine. This will be a lot more difficult to do in Alien Nests, given how small they are, limited room to navigate and often infested with Face Huggers. - If you lose a try (Loss of health or run into a fan, live wire, etc.), at least one prisoner must still be alive to 'find' you or else it's a Game Over, regardless of how many tries you still have left. C1.6 -- MISSION SCORE BREAKDOWN ------------------------------- At the end of a play-through, you will get a score based on your performance. There is no bad or good ending, simply a score reflecting how much effort you put into a game. Aliens Killed: - Face Huggers +500 pts. each - Warriors +1,000 pts. each - Aliens +2,000 pts. each - Eggs +400 pts. each Specific Events: - Queen Killed YES = +100,000 pts. - Prisoners Alive +100 pts. each +3000 pts. each "IF" Queen is dead - EEV Lift Off YES = +50,000 pts. - Tries Remaining +500 pts. each Only the above affect your final score. What equipment you have picked up and used, time remaining, etc. do not contribute. C1.7 -- TIMERS AND ENEMY SPAWNING --------------------------------- Timer Time: - 2 bytes. - 1st byte rapidly increments from 0x00 - 0x31 before cycling. (50 ticks) - 2nd byte adds one every time 1st byte cycles. When the 2nd cycles cycles from 0x31 - 0x00, timer deducts one minute from the time. (50 x 50 ticks) 1 Game Minute = 2500 'ticks'. Alien Time - 2 bytes. - 1st byte cycles from 0x00 - 0x63 before cycling. (100 ticks) - 2nd byte adds one every time 1st byte cycles. - When 2nd cycles cycles from 0x27 - 0x00, another wave of aliens has spawned. (40 x 100 ticks) 1 Alien Spawn = 4000 'ticks'. Based off the 1st timer, an alien wave will spawn every 1.6 game minutes. The size of the wave will be four Face Huggers, two Warriors, one Alien and a multiplier based on the number of eggs remaining: 1-3 - x1 4-7 - x2 8-11 - x3 12-15 - x4 16-17 - x5 Example: 1.6 game minutes after you get the message that the aliens are on, 20 Face Huggers, 10 Warriors and 5 Aliens will spawn unless you managed to destroy at least two eggs once the timer starts. Taking out eggs as you go along does slow the progress of new aliens appearing. After five minutes, when the "Start Alien Spawning" byte is set to 0x01, the game will add eight Face Huggers to the pool. After the first interval, all three alien types will appear. C1.8 -- TIMED NOTICES ---------------------- There are a couple messages that appear at specific times through the game: 2:28 - First message from "Rumor Control" 2:25 - Alien Spawn is triggered. If Ripley is still unarmed, she will receive directions to go to the armory. 2:10 - Message about the EEV. C1.9 -- ENEMIES --------------- Note: A 'tick' does not refer to a second, but 1/2500th of a Game minute. Approximately 41.7 ticks would be a game second. Face Hugger - HP: 30 - Score Value: 500 pts. - Damage: 1 per 'tick'. Kills with approx. 6.1 seconds of constant contact. - Room Spawn: 3 at a time. - Maximum Spawn: 60 - Appearances: Alien Nests 1, 3 and 5 & Level 1. Fortunately, Face Huggers do not behave like their canon counterparts and actively try to latch onto Ripley's face. Instead, they behave as tiny aliens and are the least-threatening of all the enemies. The only advantage they have is they spawn in groups of three and have the potential to surround the player if one is not careful. Also, given how many can appear in a room, they are the most effective enemy at killing prisoners. Face Huggers can be killed with any weapon without too much difficulty. The Cattle Prod can be used to take one out quickly, but expect to take some health damage. The Flame Thrower is ill-suited for taking out any aliens, given it's low damage, but if you do decide to use it, Face Huggers are your best bet. Warrior - HP: 50 - Score Value: 1,000 pts. - Damage: 4 per 'tick'. Kills with approx. 1.5 seconds of constant contact. 2 per 'tick' post-explosion. - Room Spawn: 2 at a time. - Maximum Spawn: 50 - Appearance: Level 2 While not at the threat level of a full-sized Alien, Warriors are still dangerous foes, especially since two can appear two at a time. They move around quickly and leave behind a small mess when they are killed which can further drain the player's health. Always keep your distance from these monsters, when possible. Do not waste your time using the Cattle Prod and Flame Thrower. Pistol is slow at killing one (and takes a lot of ammo), but it's still possible if necessary. Pulse Rifle and Smart Gun and both good and taking care of them, given their rapid-fire ability. Alien - HP: 70 - Score Value: 2,000 pts. - Damage: 6 per 'tick'. Kills with approx. 1 second of constant contact. 3 per 'tick' post-explosion. - Room Spawn: 1 at a time. - Maximum Spawn: 40 - Appearance: Surface Level The full-size Aliens are a considerable threat if not handled carefully and taken seriously. They are quite large, able to quickly drain your health, take a lot of firepower to kill and are prone to short bursts of speed while moving around. Unless you are using a Pulse Rifle or Smart Gun, it would be wise to avoid a fight with one, altogether. When you must engage them, try to stay along the top of the map, near the crashed EEV. You will have a lot more room to move around and dodge the Alien as necessary. Queen Alien - HP: N/A - Score Value: 100,000 pts. - Damage: 50 per 'tick'. Kills near-instantly. - Room Spawn: 1 at a time. - Maximum Spawn: 1 - Appearance: Level 3 The Queen Alien is akin to a final boss in this game. She is invulnerable to all your weapons and the odds of surviving physical contact with her is not impossible, but extremely unlikely. Stay away from her at all costs. Egg - HP: 5 - Score Value: 400 pts. - Damage: 10 per 'tick'. Kills with approx 0.6 seconds of constant contact. - Room Spawn: Dependent on the room. - Maximum Spawn: 17 - Appearance: All Alien Nests These eggs are small and harmless so long as you stay away from them. They have 5 HP, but can only be damaged with Flame Thrower. Their 'damage' box is not perfectly centered. It is considerably off to the right (Meaning you can get a lot closer to the left side of an egg than the right without taking damage). Notes: - There is actually a byte that shows a decrease in value when the Queen is shot by a weapon, but it decreases by a fixed amount (around 32?) and cycles back up to around 14000 when it reaches zero. C1.10 -- SOLUTION FOR AIR DUCTS ------------------------------- -- Air Duct 1 Level 1 Level 2 <--1)----XX --------------------> | | | | --------| ---- 2)| | XX | --| ---- XX | | ----**----------- XX Level 1 -> Level 2 Either press Switch 1 or make sure you are pressing down-right as you walk towards the fan. The next fan will blow you upwards. Continue along the linear path until you reach the exit. Level 2 -> Level 1 Head down and press Switch 2. Loop around and cross the stopped fan and go left. You can pick up a Medi Kit along the way, if you want. The fan below will push you upwards. Head for the exit. -- Air Duct 2 Level 1 <--1)- | ----------------- | | | | | | | | ---------5) | XX | | XX | | | | | | ** | | | | | --------- |-2)- | | | | XX |-4)---XX--() | | | | | | | X --3) --6)----> Surface Level 1 -> Surface Level Press Switch 1 and head down. Turn right and press Switch 2. Head down, right, ignore Switch 4, down and press Switch 3. Go back up to Switch 3 and press. Head right and loop all the way up and around. Press Switch 5. There is a Fuel Refill below Switch 5 if you want it. Continue the long path around and head for the exit. Surface Level -> Level 1 Press Switch 6 and head up. Press Switch 5 and loop around and down, past the other switches. Press Switch 3. Go up and left. Press Switch 4. Head left and up. Press Switch 2 and follow the path to the exit. Note: There is a switch behind a Fan near switches 3 and 4. There is no reason to use it. -- Air Duct 3 ^ Surface | -------- --1)------| | | -----3)-- Alien | | | XX | | Nest 3 | ---- | | |----4)--> | ----XX-----------------| 2) | | | XX | | | | ------5)----XX--| | XX XX | | | | | | --6)---- |---- ----------- | | | | | | ---- | | | | ---- ---**--**------------ -------| | ----- Surface Level -> Alien Nest 3 Start with going down, turning left, press Switch 1. Following the long path (grabbing 2 Medi Kits if you want them) and go right at the first branch. Continue along the path, taking the 2nd path up to Switch 2 and press it. Head back to the branch from earlier and head and up and right, through the fans that were shut off and up and right again. Press Switch 3. Head down while hugging the right wall (hold down down & right). Let the fan pull you in until you can turn right. Head for the exit. Alien Nest 3 -> Surface Level Press Switch 4. Head down along the winding path. Ignore Switch 2 as you go. At the next junction, head up, left and press Switch 5. Continue along the path and press Switch 6. Keep going along and head up the first chance you can. Loop around and head up to the exit. -- Air Duct 4 ^ Level 3 | -------** -8)---7)--------- | | | | | |--| ------XX-| --------- | | | | | | | | | -----| ---- XX |----- | | | |9)-| |---- XX |-------- XX | | | -------- ------------()- | | | | | | ---- | 6)---3) --- | |--| XX 5) | | --4)- XX | | -| | | | | | |--------| | | | | |-----| | --- | | | | | ---() | | | | | | | | | ------- | ----- --| | | | | | | | | ------- 1)-------- | |-- | | XX | | | ------| -----XX--| | | --| | | | -----------2)---- V Level 2 Level 2 -> Level 3 This one takes a while. Be patient. Also, watch out for walls that look like they have a jagged wave in them. Contact with those will cost you a try. Head up at the first junction, left then press Switch 1. Head down and right, going around and press Switch 2. Head along the liner path and press Switch 3. Backtrack to where Switch 1, then go right, up, left, up and left to press Switch 4. Backtrack to Switch 1 again, head right by the shut off fan. Go up, right, down, right, up and around the winding curve, go up at the junction and press Switch 5. Go back down and to the left, up and press Switch 6. Go down, left, up, left at the T-junction, right, up, right, up, right and let the fan blow you up (Grab a Fuel Refill along the way). Go, right, down, right, up, right and up to exit the duct. Level 3 -> Level 2 Go down, left and press both Switches 7 and 8. Go down, right, down, right and press Switch 9. Go down, left, follow the long path around and right at the first junction. Go down left, down, left and follow the path to the exit. Note: There are three switches scattered through the room that do not need to be used. They have been left unmarked. -- Air Duct 5 ^ Alien Nest 4 | ------ ------------------------- | | | | | |--------- |-------XX-----------()-- | | | | | --()--()------ | |----------- | ---------- | | |------**- | | | -()----- XX | --------XX---| | | |--2)--------| | | | |---XX-- | | ----3)--------- | |-- ----| XX ----()--| | | |--XX----- --()- | | | | | | | | | | --------4)--| ---()-- |--------- | | | XX | | | | ------------ |--- | | | | | | ------()------------- | | ---------- | | | | | XX | --- -------- | | | | |-----| | ---------- | | | | --1)------------------------- | Level 3 V Level 3 -> Alien Nest 4 There is a lot of fan-pulling on this one, so be extra careful. Go up, left, down at the junction, left and press Switch 1. Hug the right side as you walk up and around the fan, then go left, ignoring the switch, up, right, down, right, up, left, up right and press Switch 2. Go left, up, picking up the Medi Kit along the way if you want, continue going to the far left, then up, right and follow the path to the next junction, go left, let the fan pull you in while you go up, up, right and up to exit. Alien Nest 4 -> Level 3 This one is a little more tricky. It feels like it is easy to miss something along the way. Go right, down, left, down, left and press Switch 3. Go left, up, left, down left and press Switch 2. Go down and loop around to press Switch 4. Go down, right, down, left, down, left (avoiding the first room fan), and stay along the bottom of the room until you reach the exit. Note: There are eight switches scattered through the room that do not need to be used. They have been left unmarked. _______________________________________________________________________________ _ /| | | |_ |\ | 3 --- D1 . MISCELLANEOUS --- /-| |_ | |_ | \| _______________________________________________________________________________ D1.1 -- LEGAL STUFF ------------------ Version 1.01 Guide Written By: Kuro-chan_101: kuro101@kuro-rpg.net This may be not be reproduced under any circumstances except for personal use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited. Current sites with permission to host this Walkthrough/Guide: GameFAQs (www.gamefaqs.com) Credit goes to: - B.I.T.S for developing the game, Twentieth Century Fox Film Corporation for the original source material and LJN LTD. for taking the credit (I guess). - Grandpa, who bought this game for me when I was a lot younger. - You, for actually taking some time to read this. D1.2 -- FAQs ------------ Q: Where do you get your information on what to do in the game? Is it through the manual? A: The manual gives you a basic idea of what to do, but lacks giving specific directions. It is more useful in telling you how to play, plus partial information on what you will encounter. You can get directions through the game itself. For instance: * After five minutes and the aliens start appearing, if you are still not carrying a gun Ripley will ask if there are any weapons. You will be directed to the armory and you will be informed of a required key card that can be found in a crate on the same level. * If Ripley tries to open the 2nd armory door without a Blow Torch, you will get information on where it is located (The scrap heap) plus what is inside, namely the Flame Thrower. * After twenty minutes, Ripley will ask Dillon if there is some means of escaping the planet. He will mention the EEV Ripley crashed in, but she will need to find the means to launch it on her own. This gives direction to the player that there is an objective to escape the planet. * Once Bishop is repaired with the Tool Kit, he can help Ripley pilot the EEV. However, if there are any aliens still left on the planet, he will advise Ripley to exterminate them all to lure out the Queen and deal with her before leaving. * After all the aliens are dead (Save the Queen), Ripley will talk to Dillon about luring her into the furnace and pushing her in there with the tram. D1.3 -- FINAL NOTES ------------------- Originally, I was looking through this game for glitches and bugs, rather than doing up a walkthrough with some internal game data, but one thing led to another and this is the end result. I can still recall playing this one on my old Game Boy and how frustrating it was (initially) until I figured out where some of the important stuff was, like the Blow Torch (which does not appear on the map). Overall, I would say it was not a bad game for the handheld, even on a spinach- coloured screen. ~ Kuro-chan.