Alien Trilogy FAQ Final Version/Revision Started at 3:52 PM on 7/25/2002 Release Version(1.0) finished at 1:58 PM on 7/29/2002 Created by Shotgunner Version History v0.5 - Started FAQ v1.0 - Made corrections, released FAQ to Gamefaqs v1.5 - Added Mission Briefs, added/altered info, added level map info Final - altered layout, added FINAL NOTICE FINAL REVISION completed at 3:44 AM on 12/27/2003 FINAL NOTICE - due to a lack of time(and this game's age), I'm going to consider this the FINAL VERISON of this FAQ. However, if I come across something that I MUST change, then I will update the FAQ accordingly. Otherwise, this is the end of the updates. Thanks to everyone for the support and help during the creation of this final revision. GAME INFO Title: Alien Trilogy Publisher: Acclaim Entertainment Genre/Category: Shooter - 1st Person System: PS One Console Number of Players: 1 Release Date: Feb. 1996 Compatible Peripheral Features: Memory Card LEGAL INFO This FAQ copyrighted by Chris "Shotgunner" Sanicola 2002-2003-2004. You may distribute, use, and/or download this FAQ under the following condititons: 1) You will not change this FAQ in ANY way, under ANY circumstances 2) You will not charge any fee of any kind for this FAQ 3) you will not bundle this FAQ with a copy of the game(Alien Trilogy) on ebay, yahoo auctions, or other such sites, or in any other manner of sale without my express permission 4) If you wish to upload this FAQ onto your site, you will acquire my permission before uploading this FAQ/Guide on your site 5) If using any part of this FAQ in your own FAQ, you will give me credit for whatever part(s) you use And for you magazines, both foreign and domestic, here's one just for you: 6) Any magazine found using this FAQ, for ANY reason, in part OR in full, will be prosecuted to the fullest extent of the law. These rules are not hard to follow, so please do not break them. I have no problems calling my lawyer and pressing charges over copyright law violations. I'd at the very least get reimbursed for the legal fees, so don't push your luck. INDEX ACID, ANYONE? STORY WEAPONS EQUIPMENT ENEMIES HUMANS ALIENS NO WALKTHROUGH? CHEATS MISSION BRIEFS/RESUPPLY AREA NOTICE THANKS/CREDITS ACID, ANYONE? Alien Trilogy - one of the best FPS games of all time for an older console. Released back in either '96 or '97(I'm not sure which) it was very DOOM-ish in the fact that there was very little up/down aiming; almost all enemies were under the "auto-aim" that was popular in DOOM(you can blast it as long at you are in a straight line between you and it). While it doesn't follow the movies EXACTLY, it DOES give you a good challenge, even at the easiest setting. Don't pass this game just becasue it was one of the early titles for the PSX(now known as the PSOne); it would not have made it to the Greatest Hits line if it wasn't good. BAsed loosely on all three movies, PROBE and ACCLAIM made a pretty good Alien-themed game. While the flow of the game goes Aliens-Alien3-Alien, it is done in a good way. Each objective is repitive over time, but at least they are broken up enough to give some variety. There are also several levels where you can re-arm and regin health without fear of any xenos attacking you as these levels are alien-free. Why am I still TALKING aobut the game? to quote Vasquez, LET'S ROCK! STORY NOTE - this is my interpetation of the story based on events in the game. This is NOT the official story. <> To - Carter J. Burke From - G. Van Lewen, COO of Bio Weapons Div RE - We've lost contact with the colony on LV-426. Take Gorman and his team in to investigate. We don't want anyone to know that the Company delibertly infected the colony with xenomorphs. Your mission objectives are as follows: - Destroy all evidence that links the Company to the attempts to smuggle xenomorph specimens past ICC Quarentine. - Obtain data on the speed and throughness of xenomorph infestation in a contained area(i.e. the colony) - If possible, obtain a live xenomorph specimen for transport to Company labs You have to gain Ripley's trust; she has experience with the xenomorph, and you may need her help in bringing one out alive. Also, be aware - The Bioweapons team already on-site has no knoweledge of your team's mission. Their orders are to terminate anyone on site that is not linked to their mission. You are ordered to NOT engage hostitlies with them; you may fire in self defense ONLY. If successful, you may choose your next assignment. Fail, and you'll most likely be dead. Good luck Burke. <> During the mission, the team ran into xenomorphs and was eliminated, leaving only two people: Burke and Ripley. Ripley must complete various missions while attempting to escape with as many survivors as possible. The story is very DOOM-ish, in the fact that it leaves only Ripley alive in a hostile area; Burke is cowering in the APC, fool that he is. Weak story, but it does the job for the game.....at least it stays true to the movies..... CONTROLS D-PAD - move fowards/backwards/turn left & right X - Fire Current Weapon/Confirm Choice On Options/Cheat/Main Menu O - Open Doors Triangle - Switch Weapons Square - Throw Seismic Survey Charge/Fire Grenade L1/R1 - Strafe Left/Right L2 - Used with Square & O to look up/down R2 - Run Start - Sub-Menu(while in-game) WEAPONS Lock and load people! This section describes the various weapons you acquire throughout the game. 9mm PISTOL Weak, but this is all you start with. However, this soon changes in the first level. Ammo is found on every level, so you will have enough ammo throughout the game. As for FIGHTING with it, don't bother - R U N instead. 12 Ga. SHOTGUN Powerful up close, but weakens with distance. Ammo is almost as plentiful as the pistol's, but you'll be using this more often. Found in Level 1 shortly after starting the game. FLAMETHROWER Powerful, but uses fuel VERY quickly. Tap the X button for maximum forepower while using this weapon. First found on level 1 in a secret room. PULSE RIFLE NOW we're talkin'! 10mm Explosive Tip Caseless rounds, and 40mm grenades; what more could you ask for? A smart gun? Well...I guess that IS better.....but the Pulse Rifle is still one of the best weapons in the game. First found on Level 4. SMART GUN Sadly, you don't get this baby until you are on the second to last level of section 2 but you don't need it until that time either. Auto aiming makes life easier although you WILL waste ammo with this gun big time due to the high rate of fire. For clearing out a swarm of hostiles, however, the smart gun is the ONLY choice if you want to survive. EQUIPMENT From restoring health to providing defense, this equipment will make your life easier(but not safer)..... MOTION TRACKER tracks all motion in a 360 degree arc. Sadly, but fortunetly, the one item I was hoping that was movie-like isn't. It displays movement in a 360 degree arc, unlike the movie version which only displayed a 180 degree arc in front of the unit(perhaps this is an older model?) Remember, it will not track NON-MOVING targets. DERMPATCH/MEDIKIT/HYPOS Health increasers. HYPOS, however, temporarily boost your health past 100, but starts to decrease after a short time. Good while it lasts though. Dermpatches also raise your health past 100, all the way up to 250. However, unlike HYPOS, the health only decreases if attacked. ARMOR/BOOTS/BODYSUIT Unlike most FPS games, where armor decreases damge, in Alien Trilogy armor absorbe ALL damage, kinda like giving you an extended energy bar. You can have at most 200 Armor, for a maximum of 450 health/armor. Not a bad life bar, not bad at all..... ID TAG Not really a piece of equipment, these are just ID tags that increase the mission completed percentage. If you see one, grab it. NOTE - From here on, I'll refer to each section of the game by the movie it represents(Alien/Aliens/Alien3). Remember that the flow of the game is(at least movie-wise) Aliens, Alien3, Alien ENEMIES This section is in two parts due to the fact that you have both humans and aliens to fight. Even though they should be activly killing one another, they instead only focus on you. Sucks to be famous, no? HUMANS SECURITY PEOPLE Weak, and armed with the equally weak pistol. Exclusive to Aliens. Sometimes drop Pistol or Pistol Ammo or an ID Tag. MERCENARY Armed with a pulse rifle, these guys mean business. They won't use the grenade launcher on their rifles though. Exclusive to Alien3. SYNTHETIC/ARTIFICAL PERSON These guys are Bishop Mk.II's with ther behavor inhibitors removed; they are soldiers and assassians. Armed with Smart Guns, they are dangerous, but not too tough; they move like they were dipped in tar and left out to dry. You'll first encounter them near the end of Alien3. The best weapon to use on them is either a Sismec Survay Charge, Pulse Rifle grenade, or their own weapon, the smart gun. BIO WEAPONS DIVISION SOLDIERS Stormtroopers??? Just kidding, but the resemblence is amazing :p These guys are packing pulse rifles. They look like the marines from Alien3. BIO WEAPON DIVISION SPECIMEN HANDLERS It has been brought to my attention that the Bio-Weapons Division Soldiers who use the grenade launcher are actually Specimen Handlers(hence, the revelant changes). Apparently, they wanted the extra firepower in case an alien got loose...guess they don't need to worry about that anymore, huh? IF you hear one of them launch a grenade, sidestep and hope you're not near a wall or obstruction. Why do I say this? Two words - splash damage. ALIENS EGG Facehuggers come out of these, but you knew that right? If not, watch the movies before you read anymore of this. As in RIGHT NOW. FACEHUGGER You all know what these are. Weak but dangerous if they facehug you; you won't see anything until they fall off. CHESTBURSTER Small, snake-like and deadly in it's own right. Annoying but weak. DRONE The jet-black drones are 2.5 - 3 meters tall and have acid for blood. Dangerouos in groups, but singally they are easily killed with several shotgun blasts. WEAK DOG STRAIN Golden brown in color, they run on all fours. Slow but dangeorus if you are ganged up on by these guys. A few pulse rifle bursts will kill them. DOG STRAIN Like DRONES, but same golden color of the Dog Strain. Slightly stronger than DRONES as well. Not easily killed execpt with the Smart Gun. STRONG DOG STRAIN Found only on 1 level in Alien3(Lead Mould), they are more powerful versions of the regular Dog Strain. Use Charges or Grenades on them if distance allows you to do so without being bathed in acid from the explosion. Otherwise, use only the Smart Gun. If down to the shotgun and pistol, RUN. WARRIOR Found in the later levels, think of a stronger drone and you got a WARRIOR. Tougher to kill and does more damage than the DRONE. Engage from a distance if at all possible. QUEEN The mama bug. She's big(12 meters tall), mean, and not going anywhere until you shoot her. Take advantage of this and destroy all of the eggs/facehuggers that are in the Queen's Lair before fighting the Queen. also, in each Lair there's some weapons and equipment that you should collect before engaging the Queen. There is a total of 3 Queens in the game, each one stronger than the last. NO WALKTHROUGH? I do not make walktrhoughs for games based on the sole fact that I don't want to ruin the game intentionally(or accidentlly) for someone. It's kinda like ruining a movie for someone who has yet to see it. What I WILL do, however, is point you to a GOOD walkthrough-equipped FAQ. The other FAQ here at Gamefaqs(by MStaiger) has an excellent walkthrough with ASCII-art maps that are hella-accurate. CHEATS I only know of a single cheat. I know more exist, but this is the ultimate cheat code as it unlocks EVERYTHING. This cheat is inputted at the password screen under OPTIONS. Open the Cheats Menu on the TITLE Screen and put in the following "password": 1G0TP1NK8C1DB00TS0N Translated into english, it says I GOT PINK ACID BOOTS ON. Nice touch :p It makes a new selection avaliable on the TITLE Screen: CHEATS. Below is the contents of the CHEATS menu and their functions: CHEATS MENU LEVEL - This tells the game that you are to start on the level that is displayed. You can literally go all the way to the final Queen battle if you want. However, doing this cancels out all of the re-arm areas and the FMVs for the entire game. If you just want to fool around on the levels(or have previously completed the game) then feel free to mess with this. This is the only cheat function that cancels out the FMVs. PLAYER INVLURNABILITY - Incinvibity. Turn on to lay waste to the aliens on LV426 in GOD MODE. Otherwise leave it off. GIMMIE AMMO - gives you unlimited ammo. A very good help on the hardest difficulty level. VIDEO - NTSC(North American TV) or PAL(European TV). I do know that this alters the colors somewhat; the text goes from neon green to a mustard yellow. HOwever, I have no idea what this mode will do to your TV if anything. My advice is to pretend that it is not even there. GIMMIE WEAPONS - gives you all the weapons in the game from the start. EXIT - exits the menu. GAMESHARK CODE Ok, I know that a lot of you guys detest cheating devices of all kinds, but this single code increases your rate of fire for all weapons. The code was created using a Gameshark version 2.42. It may work on other versions of the gameshark(likie the gameshark lite) but I do not know at this time. Mega Rapid Fire 8009A024 0001 Code Description - this code increases your rate of fire drastically. However, for the non-auto weapons(Shotgun and Pistol) the code allows you to auto fire by pressing the button rapidly or by using a turbo equipped controller. All other weapons fire at a much higher rate - use this new advantage wisely or you'll end up out of ammo. MISSION BRIEFS/RESUPPLY AREA NOTICE I ripped this from the game disc. You can do the same thing if your PC has Windows notepad. But since I have it here, why would you do it? Also, please note that since this is a Notepad file, the BOLD and highlighted sections of the mission briefs are NOT bold and highlighted(duh :p ). All the BOLDing and HIGHLIGHTing is for is to point out your mission objectives. Lastly, I split the MISSIION BRIEFS into three parts, each broken down by the movie it's supposed to represent. As for the RESUPPLY AREAs(Ammo Dumps, Tunnels and Ducts, and Inorganics respectivly) you have a time set within the mission brief. However, it seems(again, SEEMS) that you really do not have a set time limit in these areas. Therefore, take your time and ensure that you fully rearm(or re-arm as best you can) before heading to the exit, as once you step into the exit that's it. Also, sometimes there's secret areas in the resupply areas, but it's up to you to find them. PART ONE - Movie Setting - Aliens 1.1.1 Entrance -------------- You are advised to clear the entrance for the marine drop crew by removing crate and barrel barricades and dispatching any xenomorphs you may encounter. Note that due to the protective design of the barrels [for transportation], your 9mm will be ineffective in their removal. Search out alternative means. 1.1.2 Outer Complex ------------------- You must locate the main junction room and activate all three control panels. This will allow further penetration into the colony. Pick up any seismic survey charges as they are essential for the removal of temporary walls. 1.1.3 Ammunition Dump 1 ----------------------- You may re-arm your arsenal here but we can only hover for 60 seconds as the area is about to self-destruct. Ensure that you arm up before we pull you out. 1.2.2 Recreation Rooms ---------------------- The recapture of the colony is progressing well. However, as we have feared, our security people have been infected and must be eliminated. Power up all of the lights, destroy anything that lives, and pull out so that we may remove any carcasses and secure the area for re-habitation. 1.3.1 Medical Laboratory ------------------------ Once again, an area of the colony has been totally infected. Retire all enemy lifeforms so that the marines may enter and secure the area and remove any suspect biological samples for destruction. Collect all ID tags so we can confirm that no samples have been removed without our knowledge. 1.1.4 Ammunition Dump 2 ----------------------- You may re-arm your arsenal here but we can only hover for 60 seconds as the area is about to self-destruct. Ensure that you arm up before we pull you out. 1.4.1 Garage ------------ Before the mass infection, some colonists sought to smuggle samples out for personal gain: allegedly on behalf of the Company. The garage area was the central point for crates entering and leaving the colony. It is imperative that you destroy all crates and their contents to ensure that this illegal trade does not resume. 1.1.5 Ammunition Dump 3 ----------------------- You may re-arm your arsenal here but we can only hover for 60 seconds as the area is about to self-destruct. Ensure that you arm up before we pull you out. 1.5.4 Atmosphere Sub-level -------------------------- This entire section is the beginning of an ideal cocoon storage area for the xenomorph and is the outer reaches of what we believe to be the Queen's nest. Previously, Synthetics were dropped in to protect the colonists, but it seems that all colonists have been infected. The Synthetics are still guarding. Remove them to gain access to the xenomorph lair. 1.5.5 Security Catwalks ----------------------- You may re-arm your arsenal here. The heat from the processor is extreme and may cause the craft to stall. We can only hover for 30 seconds. 1.6.1 Atmosphere Sub-Basement ----------------------------- You must seek out all the remaining colonists and retrieve their ID tags so that we may assess the speed and level of infection. We believe that these colonists are alive. We must insist that you perform a thorough search of the area to check for nests, where the colonists may be stored. 1.6.2 Queen's Lair ------------------ It appears you have found the Queen. Eliminate her so that any traces of life may be removed from the area and we can re-populate the colony once again. Good luck. PART TWO - Movie Setting - Alien 3 2.1.1 Living Area ----------------- The prison has been lost to a new strain of xenomorph. Destroy any living organism and seek out any hidden weapons caches that were stockpiled by the former inmates. Do not let anything stand in your way. 2.1.2 Canteen ------------- This is a maximum security area. All of the prisoners are missing. Their ID tags are scattered throughout this section. Retrieve all of these ID tags so that a thorough assessment can be made of the capability of this new strain of xenomorph. 2.1.3 Meeting Tower ------------------- We must have access to the Central Meeting Tower. The age and design of the machinery within this area has many of the control panels for activating access-platforms away from the vicinity of their respective mechanisms. Ensure that you lower all lifts and open all doors to give free access to the entire tower complex. 2.2.2 Leadworks --------------- Due to the amount of time this section has been without maintenance, many of the pressurized gas-pipes supplying the leadworks have fallen into decay and make entry very treacherous. Find the control panels that activate the gas supply to the flame jets and stem the flow of gas. 2.4.2 Tunnels and Ducts ----------------------- We have managed to hold the fans for a short period of time. You must get in there and re-arm from the stockpile hidden by the inmates. We estimate that you have 60 seconds. 2.3.1 Mining and Smelting ------------------------- Once again, we have information that leads us to the conclusion that an illegal operation was being set up to export samples back to earth for personal gain. This was totally against the prison religion. Destroy any crates that may contain samples and any organisms that stand in your way. 2.3.2 Furnace Controls ---------------------- The high level of heat and pressure has caused steam pipes to burst, making the area highly dangerous. Get in there, find the control panels for the steam and make sure that they are turned off to allow a follow-up crew safe access. 2.4.3 Tunnels and Ducts ----------------------- We have managed to hold the fans for a short period of time. You must get in there and re-arm from the stockpile hidden by the inmates. We estimate that you have 60 seconds. 2.6.2 Lead Mould ---------------- You will be dropped into an area known to be inhabited by a Dog strain of the xenomorph. This strain is highly dangerous and has, so far, managed to stop any attempt of securing the area. Get in there and access all areas by opening all doors via control panels in the main chamber. 2.6.3 Queen's Lair ------------------ The Queen has been located and has to be destroyed if we are to rebuild the prison for other offenders. Destroy her and her spawn so we may clean up and remove any evidence of this thing. PART THREE - Movie Setting - Alien 3.1.1 Tunnels. -------------- We believe the original xenomorph infection came from within this derelict Boneship. We must investigate the area to find the origin of the xenomorph on this planet. Use the bio-mechanical lifts and clear the way to the main Pilot's Chamber so that we may enter freely and remove the carcasses for testing and subsequent destruction. 3.2.1 Pilot's Chamber --------------------- You now have free access to the entire Boneship from these chambers. Find the active airlock to progress deeper. You must secure each section of the entire vessel from this central point to ensure that our landing crews may enter freely. 3.3.1 Canyons and Catacombs --------------------------- In a previous attempt to hold this area of the vessel, rogue dog strains of the xenomorph escaped captivity. Search for hidden lairs where they may reside and destroy these xenomorphs. 3.2.2 Pilot's Chamber --------------------- Well done. You have arrived back at the central section of the ship and have opened another air-lock. Do not delay. There are more areas to secure and time is against us. 3.5.1 Secrets ------------- The previous landing crew were caught and infected. Find these members and kill them so that they cannot spawn any more of their kind. Remember to collect their ID tags as proof that each is eliminated. 3.5.2 Inorganics 1 ------------------ We have detected Inorganic Materials near an area known to be inhabited by adult xenomorphs. We believe that these are Munitions. You have 45 seconds to get in there and restock before we pull you out of this potentially dangerous area. 3.2.3 Pilot's Chamber --------------------- You are re-entering the main chamber of this ship. Your efforts have opened up another section that can be secured. Unfortunately, you have inadvertently allowed some xenomorphs back into these chambers. It would be wise to dispatch them before moving on. 3.7.1 Droplifts --------------- Synthetics have previously been placed in this area to deter any potential sample smugglers. We are now unable to remove them. These synthetic workers will kill on sight. After studying our data we feel that the company can sustain the credit loss of these... employees. Remove them so the area can be accessed. 3.5.3 Inorganics 2 ------------------ We have detected more Inorganic Materials in the Boneship. We again believe that these are Munitions. You have 45 seconds to get in there and restock before we pull you out of this potentially dangerous area. 3.2.4 Pilot's Chamber --------------------- You are re-entering the main chamber of this ship. Your efforts have opened up another section that can be secured. Judging by the warrior presence, you must be very deep into the Boneship. 3.8.1 Egg Chambers ------------------ We believe that you are close to the central hatchery which contains enough eggs to infect any large colony. Destroy all of the eggs to ensure the future of any visitors to this barren place. 3.2.5 Pilot's Chamber --------------------- You are approaching the last few sections of the Boneship. Beware as our information leads us to understand that a Queen has been building a nest. Make sure that you clear the main chamber of any threats so we may remove the dead pilot for study. 3.9.1 Queen's lair ------------------ The final task is at hand. It ends where it once began. You must succeed. ...... Well, if you succeed you clearly have finished the game. I'm not going to ruin the ending for you, so you'll just have to play through the game to find out..... DEATH Depending on how you die in the game, you are treated to a short death FMV. Other than the facehugger death, the others involve Riply dying in bloody, gruesome ways - being speared by an alien tail, gunfire, falling into a puddle of acid...you'll have to see them for yourselves. Sadly, you have one life to complete the game with, so make sure you save to your memory card or write down your password. THANKS/CREDITS Thanks to my friends for putting up with me during the countless revisions of this FAQ. Thanks to Acclaim and Probe for this game. Thanks to Fox for allowing this game to be made. Thanks to Playstation.com for the GAME INFO Lastly, thanks to me for typing this up. Sept.11, 2001 - We will never forget. "I will see you in the next life, I promise you." Shameless Self Promotion Other FAQs I have written Advance Wars FAQ(GBA) - published on Gamefaqs Operation Body Count FAQ(PC) - published on Gamefaqs END OF FAQ