Aliens vs. Predator

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Walkthrough

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               Walkthrough by Thomas A Halter Jr  (Taenju Junaut)
                                 Version  1.00
                              Sunday Feb 21, 2010
                       Last Updated  Sunday Feb 21, 2010
                           Email: Taenju@hotmail.com
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                              Table  Of Contents
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                        (FT=Find Tag,  for Ctrl-F use)

                E: Example                           [ExampleFT]

                1: Copywrite-----------------------[CopywriteFT]
                2: Version History    -       [VersionHistoryFT]
                3: Author's Note-----------------[AuthorsNoteFT]
                3: Intro              -                [IntroFT]
                4: Mechanics-----------------------[MechanicsFT]
                5: Walkthrough        -          [WalkthroughFT]
                      -Marine-------------------------[MarineFT]
                      -Aliens          -              [AliensFT]
                      -Predator---------------------[PredatorFT]
                6: Audio Diary Locations          [AudioDiaryFT]
                7: Royal Jelly Locations----------[RoyalJellyFT]
                8: Trophy Belt Locatiops          [TrophyBeltFT]
                9: Credits            -              [CreditsFT]



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                             Copywrite  Information
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                                  [CopywriteFT]
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This text document is Copywrited under me, Thomas A Halter Jr. This document
cannot be rerecorded or hosted anywhere without my consent. I have given my
consent to host my document to: Gamefaqs.com. As of the posting of this FAQ I
do not wish to have my FAQ hosted outside GameFaqs or otherwise outside the 
GameSpot network. Any reproduction without my consent will be prosecuted to 
the fullest extent of the law in any case of copywrite violation.

Any characters, licenses, and/or software and other copywrited objects are
copywrite under their respective owners and entities.



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                              ***              ***
                                Version  History
                                  ************
                               [VersionHistoryFT]
                                ***          ***

                              Version 1.00 2/21/10
                              - Title and ASCII art added
                              - Table of Contents added
                              - Copywrite information added
                              - Version History added
                              - Author's Note added
                              - Intro added
                              - Mechanics added
                              - Walkthrough added
                              - Marine campaign added
                              - Alien campaign added
                              - Predator campaign added
                              - Audio Diary Locations added
                              - Royal Jelly Locations added
                              - Trophy Belt Locations added
                              - Credits added



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                              ***              ***
                                 Author's  Note
                                  ************
                                 [AuthorsNoteFT]
                                ***          ***

I got this game on Friday, 2/19/10, a few days after the release date of 
2/16/10, mostly because my usual game outlet didn't have it in stock on release
day, so I came back later to get it and I worked on the the game all throughout
the weekend, writing the FAQ step by step as I was playing the game so there 
shouldn't be any spoilers throughout the walkthrough because if I wrote it 
down, it means the facts in question you were already supposed to have learned
by the time you got to that part of the FAQ anyway.

The only time this spoiler-free truth breaks is during my Predator campaign
where I reference the first chapter of the Alien campaign to help denote where
trophy belts are, that's the greatest extent of any sort of spoiling you're
facing and really that doesn't tell you much about the story, especially for
being another campaign's chapter one.

From what I've played of all three campaigns, I enjoyed the game, it isn't fit
to be a contender for Game of the Year and the graphics aren't the usual ZOMG-
EVEN-EVERY-GRAIN-OF-SAND-IS-VISIBLE High Definition but it is a good game and
it offers incentives for multiple playthroughs of each of the 3-4 hour-ish
campaigns split into several easy-to-digest chapters each and it definitely
merits your interest if you like this sort of Sci-Fi based gameplay and story
as well as obviously if you're a fan of the AVP franchise. What I like about
the game is you don't even need to be familiar with the movies and books to
understand the main plot, this game is really it's own story essentially and
there's not much you're going to miss other than terminology, such as when I
say "Alien," the Marines will say "Xenomorph" and the Predators will call them
"Serpents" and that sort of thing, you'll pick that stuff up rather easily.

I've went through all the weekend after the game's release and painstakingly
recorded the location of every single collectible in the game, so essentially
follow my guide, and you will have 100% completion at the end of the campaigns.

That being said there is still probably dozens of things I've missed and I 
would be absolutely ELATED for the rest of you, the GameFaqs community to help 
me fill in the blanks and I will of course abide by GameFaqs' golden rule of 
giving credit to those who help me. Simply E-mail me at Taenju@hotmail.com to 
tell me whatever it is I missed and I will update the matter as expaditiously 
as possible, but please include your GameFaqs username, as I will not accept 
annonymous tips as I cannot properly credit them otherwise.

One quick note about the structure of my FAQ, as with most people, I have 
implemented a way to use the find command (ctrl+f) to quickly navigate my Faq, 
if you type the section you're looking for and then FT (which stands for Find 
Tag for these purposes) without spaces and you should be able to hit "find 
next" and be immediately zoomed down to the section in question, as no other 
parts of the faq should conveniently spell the section name with the tacked on 
FT except the parts you want to get to.



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                              ***              ***
                                  Introduction
                                  ************
                                [IntroductionFT]
                                ***          ***

This game in every campain with the event of Karl Bishop Weyland opening the
doors to an ancient building then it branches off from there depending on the
different campaigns you're doing.

Now the game begins.



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                              ***              ***
                                 Game Mechanics
                                  ************
                                  [MechanicsFT]
                                ***          *** 

 * * *

The purpose of this section is to explain the different game mechanics of the
game in the order they are introduced to the player, and I will give any
extrapolated information that I think the player would find useful.

 * * *

- Movement: in its simplist explination, it is simply your method of locomotion
in this game, using the left analogue stick to move in the direction you push
it, often used in conjunction with the right analogue stick to manage the 
camera. As an added feature, you can click the left analogue stick to sprint
which speeds your characters run for a short time.

- Movement (Alien): As well as regularly moving around, the Alien can climb
almost every surface with ease, if you run up to a corner of a wall while
holding down the Right Trigger you will smoothly transition from the floor to
climbing on the wall and visa-versa. You can also simply jump from surface to
surface, you are denoted that you are able to do so if wherever you're looking,
the floor indicator is enlarged.

- Movement (Predator): The Predator is a very skilled hunter, and as the
Predator's most respected prey is the Alien they have to be agile to be able to
contend with them, that being said they can jump great hights, well above and
beyond any human comprehension by using the Predator's Focus (holding the left
trigger) and finding an appropriate jump point. 

- Camera: when used along with movement, managing the camera feels just as
natural as you would run around and be turning you head, because, after all,
your head pivots and can turn. You use the right analogue stick to turn the
camera in the desired direction. Most of the time, you shouldn't even be aware 
you are doing these actions before too long. =P

- Camera (Alien): The Alien has the added bonus of being able to see very well
in the dark, while you might be playing as an Alien and think your enemies are
simply blind, realize that the camera lights everything up for you because the
Alien can see in that darkness, throught most of your exploits anyone who can't
see you is probably in total pitch-black darkness, your hud will also tell you
when you're invisible via the floor indicater in the center, if it has a black
center you can't be seen very easily.

- Camera (Predator): The Predator has the added feature of being able to zoom
up to 3 times at any point by clicking the right analogue stick, besides that
the Predator also has a couple vision filters that lets him accentuate targets
for easier identification against the background. The Predator also has optical
camoflague, making him almost completely invisible, and you know it's working
when you can only barely see the sillouette of your wrist blades in front of
you.

- Combat (Marine): Marine gameplay is pretty much as a sci-fi first person
shooter, you can pick up one of four guns that are available from the
environment and use it, theres a shotgun, an assault rifle, a sniper rifle, and
a machine gun, as well as you have a pistol that you always have at your
disposal with infinite ammo, the last resort every time. To help you fight your
enemies, as you will be in dark (almost pitch black) most of the time, you can
press B to turn on your flashlight as well as hit the left bumper to throw a
flare to light up the general vacinity around you although I didn't find myself
using the flare often. You can fire whatever gun you have out by pulling the
Right Trigger and every gun has a secondary fire mode you can let off with the
Left Trigger, and when things get close, the Right Bumper will allow you to
retaliate by using your gun as a melee weapon. In those close melee situations
you can hold the Left and Right bumpers to put your guard up to block light
attacks and be able to counter with your own melee attack. And for those that
like to have a full clip of ammo in your gun before every fight or encounter,
you can manually reload with X at any time.

- Combat (Alien): With no ranged means of attacking, the Alien is solely a
melee combatant, the Right Bumper initiates a light attack, the Left Bumper a
heavy attack. Also when you are invisible you can press Y to hiss and lure
Marines unwittingly into your stealth kills, which you can use on the unaware
and those knocked to the ground by holding X. Having your Alien focus (Holding
the left trigger) will also let him be able to pounce at enemies from afar by
pressing A. Like everyone else, the Alien can hold the Left and Right bumpers
to block light melee attacks and be able to retaliate.

- Combat (Predator): The ultimate hunter, the Predator only has tools to help
him stalk and eventually kill his prey, like the Alien he has stealth kills
sometimes when people are unaware and standing still by holding X for a second
as well as Light (Right Bumper) and Heavy attacks (Left Bumper). Also like the
Alien he can focus (Holding the Left Trigger) and pounce on his enemies, often
knocking them down. Unlike the Alien though, the Predator has alterior tools
weapons he can employ for various uses that he collects through the game, he
can use any tool he has equipted at the time with the Right Trigger.

- Collectibles: In every campaign in every chapter, save the Predator tutorial,
there is an assortment of collectibles to grab, for the Marines it's Audio
Diaries, for the Aliens it's destroying canisters of Royal Jelly, and for the
Predator it's Trophy belts. The only collectible that serves any sort of
purpose outside of 100% completion though are the Marine's Audio Diaries, which
flesh out the story and offer foreshadowing clues at times, the Alien and 
Predator collectibles just tally up until you've got them all. Once you collect
something it is automatically saved so if you're just missing that certain
diary, trophy, or canister you can speed on to the point where it is, grab it
and then exit to the main menu to continue, you don't need to actually finish
the mission.

- Checkpoints: Simply spots of the chapter where your recent ventures are 
saved, so should you die, this is the point at which you will be returned to. 
In this game the checkpoints are rather generous you probably won't have to 
replay more than about 5 to 10 minutes in a chapter at a time before game saves
a checkpoint. This can be annoying though because most checkpoints close the
path behind you so if you missed a collectible you have to start the chapter
over again, though thankfully the chapters are often not more than 20 to 30
minutes long, and often after more playthroughs you can shorten that time
drastically knowing exactly what to do to get through the chapter.

- Environmental Interactions: You will be tasked in every campaign to find
certain objects to destroy or otherwise interact with, from hacking a door to
destroying power nodes, just run up to any objective and either hold X if the
prompt appears or in the case of fuseboxes simply attack it to destroy it and
proceed with the campaign.



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                                  Walk-through
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                                 [WalkthroughFT]
                                ***          ***

So now its finally time for the part you probably skipped right down to this 
section to see, the walkthrough itself. Along with revealing all the necessary 
steps I will put in as many collectibles in as I know to give you the best help 
possible. If I missed anything that you've found please E-mail me at 
Taenju@hotmail.com and it will be updated, I will not accept annonymous 
contributions so include your GameFaqs username so that I may properly credit 
you.

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                             ***     Marine     ***
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                                 * [MarineFT] *
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                               * * * Colony * * *

In the Marine campaign you open up on a cutscene showing someone exploring a
predator temple, wisely or not, he decides to open it and you are zoomed up to
a ship up above the planet, thats when a previously invisible ship appears
suddenly and shoots out the Marlow, who you were escorting.

You are the rookie, and are told in the cutscene to strap in and you end up
getting knocked out by debris, you wake up later planetside and get carried
into a nearby tunnel, a fight ensues and you find yourself blacking out again
until you Tequila contacts you after waking up in an abandoned campsite.

Control is finally given to you at this point, if only in bits and pieces,
you will be told to look around with the right analogue stick, hold Y to use
a stim to heal yourself, and finally be able to move to go pick up another
replacement stim.

As a last bit of information, Tequila has you turn on your flashlight with B
and informs you that the left bumper will throw a flare for even more light.
You'll then be informed that you need to get out of there, odds are you were
already thinking that before Tequila had to say it though.

You'll then be introduced to the objective marker on your radar, which points
you in the right direction to continue, run to the left of where you started,
following the objective marker and the arrows on the ground.

As you're running along Tequila will tell you that Right Trigger will fire
your weapon, as well as an on screen prompt that reveals that Left Trigger will
fire the secondary fire option, the pistol you have now just fires a burst of
shots in succession with this option.

For those who like having a full clip as often as possible and like to be able
to manually reload, like me, you can do that with the X button although the
game doesn't explicitly say it.

Run down the stairs to have a ceiling grate fall in front of you, and notified
that the radar will alert you to nearby movement, and because Tequila said that
there are no friendlies nearby, it has to be something that wants you dead.

The radar adds a nice sense of fear born of anticipation, you'll see the enemy
running around as you continue, but not exactly where he's sitting, continue on
to a door that's jammed, and hold X to interact and open the door.

Continue inside and pull a lever to turn power back on, head back to find the
advertising campaign for the Weyland-Yutani corp and the objective marker
leading you down a newly opened hallway.

Go on through, up the stairs and move out to the outside, on the way probably
noticing the dead body being pulled into a wall and your radar pinging crazy
that something is moving around you.

Continue into the other building in the back right end of the outside area,
Tequila will ask you to go into a room after a few hallways in that direction
to turn a lever, when you do you'll notice the radar going off again, whatever
it is heading towards you.

Pull the lever again and you'll be knocked to the ground, Tequila will start
rushing you to get out of the room to regroup, go back and open the opposite
door as the one you came in.

HOLY, ACK. An Alien slides in to scare you and knock you back, the door closes
again and Tequila fends off the beast before he manages to rip the door open to
get to you.

Go back through the other door and steel yourself, there the thing is again,
start firing your pistol, abuse the secondary fire option and deal with it, you
will have to block (hold the Left and Right Bumpers) and counter it otherwise.
If he actually gets close enough for melee you can retaliate with the Right
Bumper to club him with your weapon.

Once that guy is dead, move forward, you'll find another one on radar,
skittering ahead of you. Move further in to find a room with the first audio
diary, Aquila, T. entry 1. 

Continue out the proceeding hallways, following the objective marker until you
find yourself going outside, across to an access tunnel, you'll hear screaming
and you'll notice on the radar behind a garage door ahead the sounds of gunfire
as well as a bunch of movement being recorded on the radar.

If you're vigilant, you'll also notice a ping on the radar behind you, yes,
another Alien is coming, turn around and fend it off. The door will open
eventually, revealing another outside area with ammo and to the left a health
stim with a audio diary, Rodriguez, P.T. Entry 2, and no you didn't miss any.

Turn and go down the branching path to the right, on the walkways on the left
of that path at the end is the Brewer, N.B. Entry 1 Audio Diary, then look to
the right side of this path at the end and up the stairs to find the Weyland,
K.B. Entry 1 as well.

Go back and now start heading the left path outside the garage door to another
junction, turn right again for a couple more audio diaries, the first one is
past the first set of stairs at the top of the second set to the left, that one
is Hope, C. Entry 2.

Go down the stairs and head back to the first set of stairs and under that one
is Rodriguez, P.T. Entry 3, then head back up the stairs, suffering through
Tequila's complaining that you're going the wrong way, and get back to the
road.

Head down the proper path now until you see the Admin building, Tequila will
tell you that she detects movement all around you followed by you hearing this
creepy laugh as well as movement pinging everywhere.

Before heading into the Admin building, turn left and go down to the dead end,
finding the Weyland, K.B Entry 2 audio diary. Now head back to the Admin
building entrance.

Head inside to find eventually a room with a bunch of screens everywhere, on
the ground at the back end should be a little box with blue lights, that's a
small generator, and next to that the Groves, H.G. Entry 2 audio diary.

Take the generator now and haul it over to the other side of the room, where
you plug it in and open the door to finally meet Tequila again, who promptly
congratulates you and tells you to pick up a pulse rifle.

Tequila will soon afterwards be alerted to another group of marines in a club,
and she sends you to go help them, on the way back out you'll be confronted by
another alien to test your pulse rifle against.

Follow the objective marker again to the area we found the Hope and Rodriguez
audio diaries and go into the newly opened hallway to the elevator. You'll find
yourself in the clubs first floor.

Turn to the right to see the a hologram, to the left of it behind the stage is
another audio diary, Rodriguez, P.T. Entry 1. When you've gotten that, go back
and follow the objective marker to the other elevator which brings you up to
the second floor of the club.

If you turn left and go down to the ring catwalk, on the far side of it is the
Simons, D. Entry 1 audio diary. A nearby friend, Connors, will start making his
way to you to help you out.

Then you hear some screaming, and you can only assume the Aliens got him will
he was in the elevator coming up to you. Get ready, there will be a dozen 
Aliens coming towards you.

If you move to the far side of the pathways leading to the ringed catwalk,
you'll find ammo for the pulse rifle's secondary fire mode, the grenade
launcher, which is really good at killing the Aliens in a single blast with a
well placed lobbed shot.

Get your ammo quickly and fight the dozen or so aliens, spam the Right Bumper
if you get hit and are threatened to be instantly killed by the Alien's grab
to counter and free yourself. Another quick note; clicking the left analogue
stick will make you sprint.

After you fend off the Alien wave, Tequila will hack the elevator again giving
you a way out. At the bottom of the elevator immediately in front of you is
Hope, C. Entry 3 on the table.

Continue through to find Gibson, who you started hearing from just after the
Alien wave stopped. Head inside and he will secure the hallway, telling you to
go upstairs.

Head up a ways until you find another marine tells you to follow her, head up
that staircase and behind a few crates immediately to the right is the Brewer,
N.B. Entry 2.

After that head up to where the marine is and the unit will suddenly get
attacked, go all the way back downstairs to the laptop to turn back on the
sentry gun, which got turned off as the power got shut down.

Immediately after you turn the gun back on there will be an Alien coming out of
a vent to the left, start heading back upstairs to see another marine being
pulled up through the ceiling, keep going.

Meet up with the Marine up above, help her kill a few more aliens remaining and
keep her alive, unlike everyone else now. Follow her back up to the top to the
sentry gun at the destination.

Charlie team should have radio'ed that they're coming, you'll see them start
climbing over the rubble, then abruptly stopped, figures. Aliens are going to
start just flooding over the entryway there, start helping your fellow Marine
and the Sentry gun start picking them off the ceiling.

Eventually Tequila is going to order you to run, and sprint on to an elevator
she has prepped for you, sadly though your fellow marine is a bit single-minded
at this point and won't follow you, so much for having any other survivors
besides you.

At the bottom of the elevator, move forward and to the right behind some crates
is the Jones, T.J. Entry 1 Audio Diary. Drop down the ahead openening and
proceed to find another Alien, not much to you by now, and the Groves, H.G.
Entry 1 audio diary amongst ammo and health.

Continue forward to a couple more Aliens coming from nearby vents. Right after
that Tequila will start yelling at you to run, because the group of Aliens that
attacked the Marines back at Gibson and the Charlie company have come down the
elevator to come and finish you.

Start sprinting, you can turn around and kill them rather reliably, but they're
not going to just stop, just sprint ahead and eventually you'll go from being
in an orange lit tunnel to a blue lit room, at the bottom of the room there is
a barely noticable fork in the road.

Take the right turn there to find the Hope, C. Entry 1 audio diary, the last
one for the Colony level. Run back out and keep running and running until, ah
crud, you're grabbed and dragged down into a vent, so much for the Rookie, huh?
If you picked up the Hope, C. Entry 3 though and listened to it you know
something else, and know to not give up hope...



                              * * * Refinery * * *

You wake back up, you then realize you're being dragged on your back, soon your
character retaliates and fills the Alien that's dragging him with a full clip,
and you're freed. You thought the Rookie was done for, didn't you?

When you have control again, instead of moving forward turn around and go down
the hall to find the first of 12 audio diaries here, Ames, J. Entry 2. Wheel
back around to where you started and start going forward.

Climb over the rocks ahead to find the shadow of an alien at the end of the
tunnel ahead, when you get close it'll run away. Keep moving ahead and your
radar will ping showing the Alien is in an alcove to the right, kill it.

Move forward and your radar will ping again, an Alien dropped right behind you,
turn around and melee it to the ground and shoot it while it's down. When
that's done move forward down the path and behind the tractor is the McManus,
J. Entry 1 audio diary.

Get back to the fork in the tunnel and head up the inclined path, Tequila will
be getting back in touch with you, amazed that you're still alive. At the top
the doors will open allowing you to go outside.

When you get out there and go down a ways, you'll notice a walkway and a set of
stairs, ignore those for now, head to the right until you can get under the
walkway, and behind the 3rd pylon holding it up is the Groves, H.G. Entry 4.

Now go to the right to see the bridge spanning the divide in the land, cross it
and at the end, turn left and Groves, H.G. Entry 5 is behind that tractor. Head
back across the bridge and actually get onto the walkway now.

Head up the stairs and down the next set, but before going into the door head
to the right to find the ZX 76 shotgun, that'll work better for the Aliens
instead of that pistol you've been hanging onto. The ZX 76 regular fire is just
firing from one barrel, and the secondary fires both at once.

Now head inside, Tequila will tell you that she's losing you on the radio, and
wishes you good luck. Up ahead is more ammo for your new shotgun, proceed on to
initiate a cinematic where you come in and see a soldier dead with a facehugger
alien attatched to him, walk in to see an alien egg release another facehugger,
prompting your character to back up into the hallway.

You'll want to kill that thing before it gets on you but it's a fast little
beast, if it gets on you spam the right bumper to pull it off and shoot it
before it gets back up.

When it's dead, head back out and find the little generator and pick it up and
haul it back into the room with the eggs, and take it over to the far side of
the room and plug it in.

Exit afterwards and follow your objective marker to the now powered elevator.
Head upwards to another room, as you're walking through another facehugger will
climb down off the wall, fend it off and proceed.

Go into the dark room you can see ahead and behind a desk is the Groves, H.G.
Entry 3 audio diary. Go back and head through the lit hallway, and head up the
stairs to find yourself at the roof.

Interact with the satellite to give Tequila info on the facility, afterwards
head back in and go back the way you came. There will be an Alien attacking you
where the second facehugger, as well as one right before the elevator.

When you get back down to the bottom of the elevator, a room to the left should
now be open, head inside to find a pulse rifle again as well as the Weyland, 
K.B. audio diary.

Get back out to the bridge, you'll notice ahead several Aliens coming towards
you, just keep knocking them down and shooting them when you're down, they
shouldn't fight you much more than two at a time. When you're done with them 
continue into the tunnel ahead.

Head on in to the tunnel the path ahead branches to the left to pulse rifle
ammo, and that path wheels back to the main tunnel, further ahead is more ammo
for the shotgun.

Continue onward to the door Tequila tells you to hack, but before that continue
to the dead end to find more pulse rifle ammo as well as the Biggs, G. Entry 2.
Now go over and interact with the door controls.

When you do this, several Aliens are going to come swarming in, doesn't sound
like Tequila isn't having a good time either. Deal with all the Aliens then go
and retrieve your hacking device.

The door will open letting you into the elevator, and at the top go to the
other side of the platform with the machine to find the Biggs, G. Entry 1 audio
diary. There's also some pulse rifle and shotgun ammo in this room.

Proceed through to the security room and patch Tequila in, she brings up a
security video showing the dudone of the bossmen of the Weyland Yutani corp.

When she's done with the research, the door behind you will open again letting
you go back into the room with the platform, and go past that to a newly open
door and continue, there's some more pulse rifle ammo if you need it.

You'll find yourself in another room with a big generator, proceed forward and
a few more Aliens will come in around you in this almost pitch black, just keep
your cool fight them one at a time.

There's shotgun ammo behind a counter in here if you need it. Continue out the
hallway you were going to take before the Aliens came and turn left for the
Ames, J. Entry 1 diary.

Move on ahead to the next room, through the maze of screens, see a couple pings
on the radar and continue to the next hallway. In the proceeding hallway an
Alien will break out of the floor grates below, kill it and move on.

Tequila will notify you that she found Van Zandt, and tells you to go out to
the next corridor and into the stairwells to the right. Halfway down the stairs
you can swap out one of your weapons for a Flamethrower, the primary fire mode
just jetting flame, the secondary sprays oil to help you lay traps.

Head down to find more Alien eggs, you can take the flamethrower to them to
kill them before the 4 of them have a chance to send facehuggers at you. Van
Zandt is on a pillar to the left up ahead but ignore him for now, run past him
to the end of the catwalk to find more eggs, flamethrower ammo, a stim, as well
as Groves H.G. Entry 6.

Go back and listen to Van Zandt, he will tell you to shoot him, because he's
got one of the Aliens growing inside of him, so do so, even if you don't shoot
him he won't survive more than 20 seconds after he starts talking to you.

After thats done a dozen or so Aliens come barrelling at you, I would switch to
your other gun, as the flamethrower doesn't really help against the adult
Aliens, and sometimes it will even complicate things far too much. I prefer
just to one-two them all, a melee punch, shotgun, dead , melee punch, shotgun,
dead.

When they're all dead Tequila comes to your aid again with another elevator for
you, follow your objective marker, flamethrower a few eggs in your way, and
forge on into the elevator.

Continue out the elevator, there is an Alien on the wall that surprises you by
suddenly jumping from it's camoflague against the wall, making it hard to see
even with the flashlight on it until it moves unless you're more than about 20
feet away.

Move ahead to find a room with a few eggs down below, turn around to kill
another Alien that comes at you. From here on there are a bunch of Alien's
camoflagued against the wall, and even if you spot them before they move as
soon as you do see them they will start attacking you.

Anyway, go left first, a few more Aliens and a few more Eggs later, there's a
bunch of pulse rifle ammo and Staden, C. Entry 1. Go back now and head down the
right-side path this time and you'll find a room with an opening in the center,
you have to go left but before that go to the other side of the opening to find
Staden, C. Entry 2, past a few more Aliens behind a couple eggs.

That was fortunately the last audio diary here. Go in that left path now, \
you'll find the one producing all these eggs, the Alien Matriarch.

-------------------------------------------------------------------------------
:::> > > Alien Matriarch < < <:::

Tequila is going to tell you to take care of the eggs while she keeps doing her
magic with the security systems. Just start nailing all the facehuggers on the
ground crawling toward you. 

Given the sensitivity of the aim it's easier to pin-point aim at them if you 
strafe and move with the right analogue stick instead of trying to aim the gun
itself at them.

After enough of them are dead move to the Matriarch and interact with the
control panel in front of her, this will cause a jet of fire to damage her.
At this point Aliens will start flooding the arena, only deal with the ones
that you can easily get out of the way, as they don't stop.

Aim up at the queen to see a couple sets of glowing barrels, unload ammo on
those barrels to damage the queen further. When that's all done interact with
the control panel again, all while Aliens constantly harass you, to finish her
off.
-------------------------------------------------------------------------------

After all this is done your character will high-tail it out of there and the
Refinery chapter ends.



                               * * * Jungle * * *

As soon as the chapter opens look behind the tree ahead of you to find Hoole,
J.M. Entry 1. Move ahead to get surprised by the hanging of a skinned human
corpse, and a optical camoflagued Predator, but he doesn't seem to care about
you, fortunately.

Go left into the shadows and up the stairs, and up there is another diary,
Haggis, M.Z. Entry 1. Now go back and to the right of that corpse up another
set of stairs to find another marine, startled at first then is relieved.

Your new friend is about to converse with you when, yep, he gets killed, like
everyone else you've looked at since you woke back up in that campsite. Fend
off the Alien that comes and pick up the new weapon, the M42C Scoped Rifle,
the primary fire just fires the gun and the secondary scopes in.

Interact with the laptop there then a couple Aliens will come in on the area
you came up into. Get down to the bottom and go down the now opened gate and
immediately turn right and hug the wall to find Jones, T.J. Entry 2 next to a
crate.

Keep hugging the wall past the building on the far area of the bog and between
the wall and a small plateau is Groves, H.G. Entry 7. Up ahead in one of the
trees to the left is another Alien spitting acid at you from afar.

Keep going and in this area but before you leave behind one of the back trees
is Dunn, I. Entry 1, you know you've gone too far if you find a glowing
mushroom behind the tree.

Now continue onward and get onto the incline leading to the ledge you probably
noticed lines the far side of the bog. There are a couple caves with a bunch of
eggs at at the end of each is one with a still alive facehugger.

At the end of the path is a building and the object you're supposed to interact
with, just past it though first get the Groves, K.G. Entry 8 Diary. Look over
to the right and get onto the circular building, then jump from that to the
other building to find Weyland, K.B. Entry 4 on the roof.

When you're ready hack the control panel to transmit a signal to Tequila to 
show her where you are so she can bring in a ship to evacuate you and finally
end this survivor torment.

As fate would have it, after the evac shuttle arrives it is promptly shot down,
you can't catch a break can you? Head down immediately to the buildings between
you and the complex you started in and head inside.

Inside you'll find a lever which opens the door you past getting up onto the
ledge. Start heading towards that door and you'll be attacked by about a dozen
Aliens on the way there. It can be very confusing trying to find these guys
because they'll climb on the walls and trees above you and confuse you through
your radar.

Run through the now open doors and Katya will contact you, saying she will help
you out if you help her. Go out to the open area and hug the wall left to the 
dead end where Groves, H.G. 9 lies.

If you go back to the entrance of this open area, to the right is a building 
with Weyland, K.B. Entry 5 inside. Outside this same building on the ground 
behind it is Groves, H.G. Entry 10. Lastly Groves. H.G Entry 11 is on the
walkway to the right of the entrance to the bigger building.

Oh yea, remember the Marlow? that thing crashed here on the far side of the
area. Other than that; when you're done collecting everything go into one of
the smaller buildings and yank out the power nodes and carry it over into the
larger building, following the objective marker.

Plug the power node back in the larger building and head upstairs, deal with an
Alien then hug the right wall in the back of the next room to find Weyland K.B.
Entry 6.

Now turn and interact with the computer, an Alien will come up but a friend off
in the distance will deal with him, then head back downstairs and back outside.
When you get outside you'll realize that there is a predator outside firing at
you, if you see the laser sight, strafe.

Start sprinting out the doors and escape the Predator's aim. Continue down the
path and to the right eventually is a small ledge with Tyrell, L. Etnry 1. Grab
the diary then proceed out the doors.

Continue onward and as you run down the canyon, you'll fight a few spitting
Aliens, at there will be another set of giant metal doors, just before that
though there is a tree on the left hand side that has Jupiter L.L. Entry 1 on
the ground between it and the wall, this is the last one here.

Head forward to find a combat android on the ground, it will activate to your
presence and get up to attack you. After it's destroyed move to the control
panel nearby and interact with it.

Head into the tunnel, where you're going to need to fight a few more androids,
though these aren't lame and crippled. Be careful once you kill them because
sometimes they discharge electricity and mess with your HUD.



                               * * *  Ruins * * *

As soon as you load up the chapter, ahead on the ground to the right is Hoole,
J.M. Entry 2. Move onward to fight another Alien, then you'll cross a small
bridge and start heading up a ledge, you'll notice another bridge headed upward
but go past that for Hoole, J.M Entry 3.

Afterwards head back and go up the bridge now, go forward to find another
couple Aliens. Now that you're past the wall that required you to go up to the
ledges in the first place, you can go back down to ground level to find Fuchs,
T. Entry 3 on the ground just on the other side of the wall.

Continue down the path and out of the cave, you'll come across a set of stone
stairs leading up to the ruins, at the base to the left of it is Fuchs, T.
Entry 2.

Head up the stairs and proceed to hack the door, you're going to have to defend
yourself against a few Aliens while the hacker is doing it's work. Afterwards
head on inside.

When you get in you'll notice the bass android voice noticing that you're here,
and you're going to fight several androids moving up to the second floor, the
M42C scoped rifle is useful here because it will, when scoped, show you where
all the androids are even behind walls.

Just before climbing out of that second floor to the top of the ruins, look to
the left of the climbable block to find Banner, D. Entry 3. Then climb on out
to the ruins.

When you get out there a couple of marines will be there to welcome you, and
they tell you to grab the Smartgun below, which reveals enemies across a wide
field of vision much more reliably than the M42C which requires you to scope a
small field, the secondary fire mode just changes the reticle.

Grab the gun and lay waste to a couple dozen Aliens, which should be a breeze
with the Smartgun. Afterwards the Marines will start moving and it's time to
follow them.

You'll end up to just another point to defend against a few more dozens of
Aliens, there is another Smartgun on the ground if you need another boost of
ammo for it.

After that's done, don't follow the marines, just yet, move forward past the
Predator statue first and find the Groves, H.G. Entry 13 on the ground then
go back and keep following the marines.

There will be a third point to simply fend off Aliens all around you, just keep
killing them until another marine arrives to assist you through the fight.

When that's done the marines you were following will reveal that the Aliens
dragged Tequila off before they could do anything about it. Before following
them go down to the left to find Banner, D. Entry 5 in the pit below.

Head back up and follow the support Marine to go find Tequila. Head out the
corridor up the stairs to find a Predator ripping out a soldiers head... along
with his spinal cord.  > > Predator < < <:::

Woah, a Predator comes in and rudely tosses you into the ring and you are now
confronted to fight him in the arena. Nearby should be a M42C scoped rifle, if
you still have a full clip of the Smartgun, well, that will get rid of half of
this guys shields, and that's it, trade it for the rifle.

With this gun you can see the Predator even if he's invisible, he'll be up on
the pillars firing down on you, watch for laser beams! When you get his shields
down, he's going to jump down and start trying to melee you, again I'd go with
a one-two strategy, melee to disorient or interrupt him then no-scope nail him
from point blank with the rifle until he decides to retreat.

Keep watching him and take note of where he goes here, he's going to go to a
low pillar and refill his shields, and he will go to that same spot every time.
Get his shields down again and then aim up to where he charges back up, you can
fire several shots in quick succession to get rid of the new shields and do
decent damage to him before he moves again.

When he's down to the last of his health, he's going to resort to coming down
and taking you on fist to fist, whittle his health down to the last and finish
him off.
-------------------------------------------------------------------------------

When he's done for, pick back up your Smartgun if you still want it and head
back up to the cabin, the path upward denoted by a couple blue ritual torches.
When you get back into the cabin, Weyland K.B. Entry 7 will be on a table
inside, next to a pulse rifle.

Interact with the computer and Ratya will tell you that Tequila is still alive,
then unlock a nearby door. Continue down the corridors until you get to a room
where you can see a gun forward of you, Banner, D. Entry 2 is on the ground to
the right just after entering this room, the last one here.

After that go forward and fend off a couple Aliens, really it's nothing by now,
move forward though and you'll see a human harboring another child Alien, like
Van Zandt, shoot the thing as it comes out.

Continue down the hall, some awesome music plays, and several Aliens later, we
finally find Tequila, cuccooned and infected with one of those child Aliens
like the others, just before she tells you to shoot her.

Ratya though claims to be able to help her, so you can actually spare her, you 
got scared there didn't you? Pry off the crud latching her to the wall and she
will pick up a gun and be ready to help you fight out of there.

As she praises you for outlasting all the seasoned veterans, follow her all the
way down to the arena where you fought the Predator.

In the arena you'll be periodically ambushed by a few Aliens at a time until
you finally get to the other side and Tequila opens the door and thus the
chapter ends.



                            * * * Research Lab * * *

This chapter loads up as you following Tequila through the jungles, go ahead
and run forward and there will be an android on the ground that'll reactivate
and try to kill you, destroy it.

Head up the stairs now and head down the catwalks to the entrance of the giant
facility, on a screen Weyland will contact you and basically threaten you to
leave, but you're going to go in anyway.

In the back left corner of this room is Weyland, K.B. Entry 8. Let Tequila open
the next door for you to continue now. Follow her through to an elevator, and
be prepared to do more fighting.

At the bottom of the elevator you'll meet up with the Alien Tequila noticed.
When you get down there also a few androids will appear on the opposite side of
the room, as well as a train carrying several of them will appear.

When they're all dealt with go into the train, turn left see Groves, H.G. Entry
14. Afterwards continue on to the other side of the train to find a few more
androids and aliens.

When that's done, follow Tequila to another elevator, you'll come up to another
android rebooting attacking you, go through the next door and pick up the ammo
ahead if you need it, then grab Weyland, K.B. Entry 10 off the gurney ahead.

Follow Tequila ahead to the emergency room, Ratya will have you strap her into
a chair to work on her, but then Weyland comes in and turns off the power, the
only choice left is to put Tequila in a stasis pod until she can heal her.

Next run into the room Ratya is in an run up a conversation, she'll inform you
that she is an android, as well as how to get you and Tequila off world,
evidentally it's time to take the fight straight to Weyland.

When she's done breifing you, go back outside to fight that, because the power
went down, everything's loose, there are Aliens and Androids running amok
everywhere. Don't go to the right, there's a turret there.

Fend off the various aggressors and head in the door there, fight your way
through the next few rooms and out the last door to find yourself behind the
turret, and you can now turn it off.

Continue down the hallway, facing androids above, then turn left to find more
androids both on the ground and above, move forward and Aliens will pop in
though the floor, it's just all madness ain't it?

You should notice a door on the right, go in and go through to the third room
to find Groves, H.G. Entry 15. Exit through that door now and go in the door on
the opposite side of the hall and make a 90 degree left after entering to see
Weyland, K.B. 11 on the ground.

Continue through the doors to hear Weyland continually belittling your position
then go down a hole in the wall to a trashed room below. In this room next to
an android corpse is Weyland, K.B. Entry 9.

Move on through to the next room to fight a few more androids and Aliens, then
go up the stairway to the left, up the next set of stairs and at the end of
that hallway is Weyland, K.B. Entry 12.

Now go back up the opposite set of stairs into a stairwell, go on up through
the doors above, you'll find a couple rebooting androids in here, and on the
catwalks outside that room a couple more androids, keep trucking along.

In the other side in a room similar to the one a couple androids rebooted in,
four more androids will be coming at you before you finally get to an elevator.
Ride the elevator up to a control room with a computer to interact with, don't.

Before you interact with the computer, go forward to a green lit door leading
out to some ammo and Administrator Katya Entry 1. Go back now and interact with
the computer, this will close the door you went through and open one behind 
you, (this is why you didn't mess with it before now).

In the next room is a facehugger, just cap it before it tries to grab you and
proceed out the door to find yourself outside again. Head across the catwalks,
a couple Aliens will attack you, then move to the lift at the end.

The lift takes you down to another catwalk, where a you more Aliens attack you,
and head into the room the catwalk surrounds and head into the room past that,
where you find the last diary, Weyland, K.B. Entry 13 and a rather theatric
presentation of another guy getting dragged up by an Alien.

Run on through the next room, you have to be pretty desensitized to the scares
of this game by now and shouldn't really be worried. Run on in to the room
containing the Matriarch abdomen you passed under earlier, and you'll fight a
new enemy:

-------------------------------------------------------------------------------
:::> > > Praetorian < < <:::

This one is actually only barely deserving of her own boss entry because she
has a large health bar, a clip of shotgun pellets actually interrupts her
consistently and takes care of her rather easily..... not much other than that,
easy achievement.

What you probably will have to be concerned with is the waves of Aliens that
help her out, they present more of a challenge than she does actually, but if
you kill her quickly they all retreat.
-------------------------------------------------------------------------------

Get on the lift on the left side of the room to end the chapter.



                              * * *  Pyramid * * *

As you're riding the lift down, Katya informs you that Weyland knows you're
coming, good, you want him to pee himself a little in fear of the kicking
you're going to give him right?

At the bottom you can then get off and feast eyes on the Pyramid, and with that
done look at the first statue to the right to see Weyland, K.B. Entry 14 at the
base of the statue.

Move on ahead and there on the ground is another Smartgun, which will make this
easy, grab it and turn on the nearby turret and get ready for a wave of Aliens.
Should be a pretty simple matter between the turret and the Smartgun.

Three or Four dozen Aliens later, checkpoint ensues and the next wave is
imminent, make sure your Smartgun is reloaded, it's going to be a pain if you
have to reload that thing in the middle of the next fight.

Two Praetorians appear, that's when they're tough is when they appear as a
regular enemy reinforcing everything else, just hang out with the turret and
let the turret waste ammo as the Aliens approach, then let loose.

When they're dead move on forward to the Pyramid itself, seeing as Weyland
respects your determination and thinks you at least deserve an audience. Before
going up the stairs go left to find Groves, H.G. Entry 17 behind computers.

Head on up into the Pyramid now, if you were careful with the Smartgun ammo you
should still have a full clip or about that much left, it's going to all get
used up though.

Once you get inside, a cutscene will enact where Weyland traps you, and we get
our first real glimpse at your character and he's... a black guy? Not being
racist but I really wasn't expecting that, nice change up though.

It seems too that Weyland found a way to equipt his androids with the optical
camoflague that the Predator's employ, pretty cool, if inconvinient. As soon
as Weyland leaves your character rears on the androids and you enter fighting.

Take care of the couple Androids and doing this with the Smartgun will really
eat up ammo, but there is another clip of it in the center of the room, and
the scanning the Smartgun provides will make these camo androids easier.

Go to the left to find more camo androids and the Groves, H.G. Entry 16. Go to
the right side of the room for another couple Camo androids, and after that a
couple more will come in from the center to face you.

-------------------------------------------------------------------------------
:::> > > Karl Bishop Weyland < < <:::

Again, a dude that only gets a boss section because he has substantial health,
if you still have the Smartgun with more than a couple dozen bullets he's just
Smartgun fodder that can take as much as a Praetorian.
-------------------------------------------------------------------------------

When he's dead any other targets you saw just dissappear, go up the stairs and
to the right is Weyland, K.B. Entry 15, the last audio diary! If you've been
getting them all you're getting the Harsh Language achievment, although
honestly 15 gamerscore isn't much for getting 67 freakin diaries.  > > Elite Predator < < <:::

This guy is basically the same as the other Predators, but he will also lunge
at you and disorient you, and even if you block his melee attack he will keep
stringing blows and whittle away your health while not letting you attack.

Just keep throwing your tail at him, guard yourself and retaliate when you're
able until his health bar falls to just a sliver left, then the prompt to press
X to harvest him will appear, do so.
-------------------------------------------------------------------------------

The last cutscene ensues and you're done with the Alien campaign!



                ************************************************
                             ***    Predator    ***
                               ******************
                                 *[PredatorFT]*
                                   ***    ***

                              * * * Tutorial * * *

Here is where you learn how to be a Predator, not much here, just follow the
prompts and learn to be the best Predator you can be, look around with the
right analogue stick, use the Predator's focus, and fight a bunch of Aliens.



                               * * * Jungle * * *

Now you go planetside to the jungle, and you start off jumping down to a tree
and you're privied to your mask's heat vision mode to spot humans and your
ability to press Y and cloak yourself.

Kill the humans and then turn around and go to the end of the road to find your
first Trophy Belt. Go back to where you first saw the humans and look up to the
left to see the second Trophy belt.

Note: Holding the Left Trigger will reveal nearby trophy locations to you.

Now jump past the turret and turn it off, then go and drain the power node to
continue, you'll find another predator dead on the ground, not wanted the share
their technology you are ordered to overload his wrist tool.

A couple Alien's will then come and attack you, deal with them and look up to
the left to find a trophy belt up on a ledge above. Continue on for another
wave of a dozen or so Aliens and then turn the corner, up to the right should
be another Trophy on a ledge.

Go on forward to the complex ahead, on a deteriorating structure to the left is
another Trophy belt. Now go to the right side and another Trophy belt is on the
crashed Marlow.

Now finish all the marines walking around, then go and destroy the fusebox
outside the big building to unlock it's doors and allow you inside. Go in and
fight a couple more Marines as well as a trophy and health shard to the right.

Get up to the upper level and kill the other marine as well as collect the head
of the civilian, you'll need it later and fail the mission if you just kill him
now.

Run out to the entrance of the complex and interact with the scanner to get out
to the bog area, run up the ledge and to the upper cabin on the left side of
the bog and deal with the marines there.

Go inside the cabin now and there will be another Trophy as well as the second
deceased Predator, overload his bracer too. Now make your way to the second
compound here, if you hug the left-side wall you'll find the last Trophy here.

Kill the last few marines, the far side doors will open and a couple more
marines will appear, wondering why everyone's gone, get rid of them then jump
up the ledge on the other side to finish the chapter.



                              * * * Refinery * * *

You start out the chapter on the far side of the bridge, you'll face a bunch of
marines before crossing the divide. Go down the left side of the bridge and
jump up to the cables, onto the structure in the divide, then up the other end.

You'll be behind the turret now that was guarding the bridge, go down the paved
road to the left now and hop up to the arching pipes for a Trophy. Continue to
the control building and kill the marines up until the generator on the far
side.

Interact with the generator then you'll be tasked with jumping up to the roof
through a nearby ledge, a high catwalk, then finally the roof. On the roof
you'll need to interact with a laptop at the top.

Next jump onto the lift and then from the lift up onto the rails, at the top
of the left rail is the second trophy here. Run down the lift rails now to the
entrance of the building near where you started.

A few marines will appear, deal with them then run inside, you'll find yourself
eventually at an elevator shaft, jump all the way up to the top to find four
more marines, Aliens will be soon in the coming so just hold up and fight the
victor if you wish.

In this same room is a machine on a platform, there is a trophy there on top of
the machine. Go on through where the Aliens came from to find a big generator
filled room, there will be a bunch of Aliens attacking you, a few Humans if
they survive.

At the end of the catwalk here is another trophy, when everyone's dead proceed
through the door on the other side of the room, fighting another Alien that
emerges from the floor.

You'll find yourself in a corridor with a couple machines in the middle of the
path, take the doorway on the right and go down the stairs for a health shard
as well as a trophy.

Go back up the stairs and head down to the end of the hall to find the dead
Matriarch, go to the far side of her and head up the stairs to be able to jump
to the support beams above, the first one and the far one both having trohpies.

Head past that to hive-transformed rooms with eggs with facehuggers in them, 
kill them before they get to you, then turn the corner to find a deceased Elite
Predator friend.

You get the smart disc here, other than that continue forward to the next room
to find in the pit below some Facehuggers and a trophy. Head into the room past
that one for another facehugger and trophy before dropping down the hole.

Now you find yourself in the hive room, look around for a passage wrought with
flames, you need to hit the water pipe above the flames a couple times to douse
the flames.

There will be Aliens flooding in as you do this, but they don't cease, just
ignore them and clear the passage. When you're done run in and in the next room
there is a trophy to the left beside a pillar right before the chapter ends.



                               * * *  Ruins * * *

This chapter opens an ornate entrance to the ruins, the bridge ahead of you
will collapse though when you get close, go figure, huh? Anyway jump to the
other side of the bridge and activate the Predator switch you can plainly see.

Now turn aroudn and head to the right of where the bridge use to be to find
a stone bridge to jump onto and past that a ledge with the Alien switch, turn
it then go back to the left side of the bridge and look down for the Facehugger
switch and turn that.

At this point a few Aliens will come out to combat you, deal with them then go
up ahead of the Predator switch to the newly opened tunnel, with a few more
Aliens to fight.

Head on inside to find yourself in a room with a bunch of outcropping and
receeding platforms, jump up the platforms to the floor above, it may take a
few tries because they almost never want to have the platforms you need be out
at the same time or they receed just as you jump to them.

Once you get to the top there will be another switch that opens a door so you
can jump up into a room which holds an ancient Predator's mask, from the first
kill of an Alien.

You will now have the ability to as well as heat-seeking for humans, have a
vision filter that helps you see Aliens, which should help their fighting areas
where they often blend in complete shadow.

You will see a bunch of holograms in this room showing the ritualistic victory
ceremony for the first Alien kill, in the back right corner of this room is a
trophy belt, then you'll need to exit through the back left corner of the room.

You'll be outside again high up on ledges of the cliff face, start jumping
across the ledges, killing Aliens on the way and eventually you should come
across a stone bridge, at the end of which is your next objective.

Look to the left acrossed from the recorded message you find at the end of the
bridge and you'll see a ledge with a trophy. Continue on to find a cave leading
to a door that opens to a large cave interior, with more Aliens.

Fight all the Aliens and on the second bridge inside marked by a shaft of light
is the third Trophy. Continue out of the cave to find a set of stone stairs and
a few marines, deal with them and theres a trophy to the left of the door up
the stairs.

When that's done jump up the nearby ledges to a door above, activate the switch
and head on in. You should now see the smoke of a crashed ship ahead, go out to
the ledge of the building your on and look at the cliff wall to the right.

There is a trophy on the ledge there, continue on to the right side of the area
quickly, as you'll get fired at from a turret from behind. To the right you'll
see another turret, which you can disable and ahead of that is a trophy.

Afterward move towards the crashed ship, jump on top of it then onto the ledge
above it, you'll find a switch to activate and a door to walk through. You'll
find yourself at the main Temple area.

Move to the center of the area and on top of the columns is another trophy. Now
turn and find the building with a tree growing out of it, go into that building
and down the stairs and behind the stairs you'll find the eighth trophy.

Next you're going to have to look around and activate a few switches, marked
by an approximately hexagonal shape on your HUD when you hold down the Left
Trigger.

Afterwards follow the objective marker out to the Arena. Immediately look left
to the giant staircase, that least up to a door and to the left of that door is
a couple statues, and to the left of THOSE is the ninth trophy.

When you've gotten that jump over the cabin to the far side of the Arena area
to find the last trophy near a giant plant root. Afterwards follow the
objective marker through the tunnels down into the arena.

When you get down there you'll be faced with a Praetorian.

-------------------------------------------------------------------------------
:::> > > Praetorian < < <:::

Again something that really only gets a boss section because of substanstial
health, the Praetorian herself isn't inherently all that tough but what you
will have issues with is her little Alien helpers EVERYWHERE.

Just ignore the little pests and just use the Predator's focus to aim at the
Praetorian and lunge at her, knocking her to the ground then wail on her while
she's down.

When she starts to get back up run away several meters and turn around, if you
hang out around her too long she will melee you on the ground and it will
become very confusing as a bunch of Aliens scurry into the fight and you won't
know what you're hitting and who's hitting you within a few seconds.

Basically just do that, rinse, lather, repeat until the Praetorian is dead and
all the other Aliens will retreat, jump up to the ledge overseeing the Arena to
claim your reward and end the chapter.
-------------------------------------------------------------------------------



                            * * * Research Lab * * *

You will now be introduced to the Combi staff, basically a throwing spear or
javelin that does massive damage then returns to you before long. You'll see
androids below, killing some of Weyland's employees, your Combi staff can
pretty easily kill them in one shot provided you aim well.

Turn right where you start to see a ledge with the first trophy on it. Keep
killing androids going to the objective marker, head past it and to the right
outside the building itself is another trophy on a small pillar.

Go back now to the objective, which is a fusebox to destroy. Now jump up to the
control room above and collect the head of the security officer there, and use
it to open the doors to POD 1.

Return outside to see a train slowly coming, jump onto it to get into the pod
room, When you're inside jump up to the catwalks above and on the last one is
the third trophy.

Kill the androids below in whatever way you choose, then in the back right
corner of the room relative to the way the train was facing, is the fourth
trophy.

Continue to the objective marker, which is an elevator, and enter, Weyland will
contact you saying he wants to capture you. He will attempt to gas the room but
just break the fusebox to thwart the effort.

The elevator doors will open to a couple androids you'll need to destroy before
continuing to the next room. In this next room is a security officer head you
need to collect as well as a trophy and health shard on a desk in the middle.

Interact with the computer in that room to open the way to the labs, destroy a
few more androids as you head back out and through the now opened door. You'll
find a lift to use to get up to the Matriarch chambers.

In this room look left and behind the forklift you can see there is another
trophy. Now you destroy a few androids then follow the objective marker into
another set of hallways.

You'll get flooded with Aliens in here, but other than that, go forward through
the S-curve hallway and on the left side you should be able to go into the
room, and if you've already played the Alien campaign, you'll know you're in
the right room because you'll recognize it as Six's birth room.

Jump up to the ledge on the left to find a trophy. Run back out of the room and
follow the objective marker to the Wrist Bracer that was taken by the humans
back in the Ruins chapter.

The next trophy is on a desk in the same room as the bracer, otherwise just
pick up the bracer and add it to your belongings. Now follow the objective
marker to the end of the hallway but don't exit the hallway yet.

Instead veer right into one of the side rooms to find another trophy, again for
those that played the Alien campaign already it's the room Groves instigated
your tutorial from.

Now go and exit the hallways, through the room Six's siblings were imprissoned,
and when you get to the next room running down the broken ramp, look under the
ramp for the last trophy here.

You're now returning to the Matriarch's chambers, where a bunch of androids are
guarding the lift to the Pyramid, just clear them out, you are also introduced
here to the androids with the stealth technology.

The stealth androids take more hits but still fall instantly to the Combi 
staff, and your thermal vision filter will still tell you where they are also,
though it comes up a bit fuzzy compared to everything else.

When they're all dead activate the lift and head down to end the chapter.



                              * * *  Pyramid * * *

You open up riding down the lift, Weyland telling you that he wants you to stop
bothering you. Run on forward at the bottom of the lift and there is one of the
five trophies here at the base of the first statue on the right.

Before long a few Aliens should appear, by now I've become partial to knocking
them to the ground and tossing the Combi staff at them, or throwing the staff
at them as they're coming because it's an instant kill and saves time.

When they're dead run across the bridge and behind some computer stuff near the
statue on the right side is the second Trophy. Head on into the Pyramid itself
and when you get into the first big room the third trophy is behind a crate to
the right.

When you're in here, Aliens will flood in constantly, there isn't an end to
them, so just ignore them and move ahead to pull the switch you can plainly see
in the middle of the room near you.

Now, on either side of the room up on high ledges you can jump to is another
couple switches you need to pull, on the right side switch is the fourth trophy
up on the same ledge.

Now run on into the last big chamber, the stairs lead up to the Altar but DONT 
RUN UP THERE YET, this will trigger the final cutscene and prevent you from 
collecting the last trophy.

Look to the left and jump up onto the yellow crate, then hop up to the ledge on
the left side of the room, then jump onto the top of the altar where the trophy
is, THEN you can drop down and initiate the cutscene.

Your Predator sets up the Pyramid to self destruct when a new Alien ambushes
him and they both go falling down to a lower chamber of the Pyramid to fight!

-------------------------------------------------------------------------------
:::> > > The Abomination < < <:::

Now here's a boss the Aliens deserve, this guy is tough, he will melee you
relentlessly and there is very little space to maneuver other than jumping from
platform to platform in this lake of lava.

Just avoid/block his attacks and grapple with him and whittle away his hp,
throwing the Combi staff when you're able as it takes out a decent tenth of his
health at a time.

At both the 2/3rds and 1/3rd health interval he will jump up to the outside
ledges of the room and throw a temper tantrum, limiting the amount of platforms
you can jump to, otherwise this guy's strategy is pretty constant, he just has
a lot of health and I think this is a fun fight that drags on appropriately so.
-------------------------------------------------------------------------------

Upon defeating the Abomination the final cutscene plays and you're done with
the Predator campaign!



*******************************************************************************
                ************************************************
                              ***              ***
                             Audio Diary  Locations
                                  ************
                                 [AudioDiaryFT]
                                ***          ***

This section is reserved as a condensed guide of where all the Audio Diaries
are, in the order in which they are found.

Colony:
     Aquila, T. Entry 1:
          Location- In the room past the first Alien on the desk, hard to miss.

     Rodriguez P.T. Entry 2:
          Location- After fending off the second alien, proceed out the garage
                    door, it's on the ground next to a stim on the left.

     Brewer, N.B Entry 1:
          Location- After fending off the second alien, go out the garage door,
                    turn to the right, it's at the end of that path on the
                    walkway on the left side.

     Weyland, K.B. Entry 1:
          Location- After fending off the second alien, go out the garage door,
                    turn to the right, it's at the end of that path up the
                    stairs on the right side.

     Hope, C. Entry 2:
          Location- After fending off the second alien, go out the garage door,
                    go forward until a junction ahead to the left, head right,
                    past the first set of stairs and it's on top of the second.

     Rodriguez, P.T. Entry 3:
          Location- After fending off the second alien, go out the garage door,
                    go forward until a junction ahead to the left, head right,
                    down the first set of stairs and look under it.

     Weyland, K.B Entry 2:
          Location- Before entering the Admin building and finding Tequila,
                    head left and go down to the dead end at it's on the left.

     Groves, H.G. Entry 2:
          Location- After entering the Admin building, it's to the left of the
                    small generator on the ground, just before meeting Tequila.

     Rodriguez, P.T Entry 1:
          Location- After riding the elevator up into the club, turn right to
                    the hologram, it's to the left of the hologram behind the
                    stage.

     Simons, D. Entry 1:
          Location- After taking the second elevator up to the second floor of
                    the Club, turn left and go down to the end of the ringed
                    catwalk to find it on a table.

     Hope, C. Entry 3:
          Location- When you fend off the wave of about a dozen Aliens in the
                    Club, take the elevator Tequila gets you down and it's on
                    a table in front of you as the door opens.

     Brewer, N.B. Entry 2:
          Location- After meeting with Gibson, head up the stairs to the marine
                    that tells you to follow her, head up that next set of
                    stairs and immediately to the right behind some crates is
                    the audio diary.

     Jones, T.J. Entry 1:
          Location- After fending off Aliens with another Marine and Sentry gun
                    get in the elevator Tequila gets you and as soon as it
                    opens it's ahead of you to the right behind some crates.

     Groves, H.G. Entry 1:
          Location- After fending off Aliens with another Marine and Sentry gun
                    get in the elevator Tequil gets you, proceed through the
                    opening and go down past the Alien, and it's next to a
                    corpse along with ammo and health.

     Hope, C. Entry 1:
          Location- When you're running away from the Aliens in the tunnels,
                    soon after the tunnels go from orange/red lit to blue lit
                    there is a fork in the tunnel with a path going to a dead
                    end to the right and the diary is there.

Refinery:
     Ames, J. Entry 2:
          Location- After freeing yourself from the Alien, turn around and go
                    down the hall to find it on the ground to the right.

     McManus, J. Entry 1:
          Location- After the second Alien in the level (other than the one
                    your character killed in the beginning) there is a fork in
                    the tunnel, go left at it's behind a tractor.

     Groves, H.G. Entry 4:
          Location- When you get back outside, head to the walkway, but go to
                    the right instead of getting on it and get under the it
                    with the pylons that hold it up, it's behind the 3rd one.

     Groves, H.G. Entry 5:
          Location- After getting back outside, cross the bridge and turn left,
                    it's behind that tractor.

     Groves, H.G. Entry 3:
          Location- Fend off the second facehugger, go to the dark room ahead
                    to find it behind a desk.

     Weyland, K.B. Entry 3:
          Location- When you've redirected the satelitte in the outbuilding,
                    head back down the elevator and turn left to a room where
                    the diary is in the back on a shelf.

     Biggs, G. Entry 2:
          Location- At the door you have to hack keep going to the end of the
                    tunnel to find it on the ground.

     Biggs, G. Entry 1:
          Location- After hacking the door, go up the elevator and it opens to
                    a platform with a machine on it, it's on the ground on the
                    other side of that.

     Ames, J. Entry 1:
          Location- When you've given security control to Tequila, head back
                    past the platform with the machine all the way to the room
                    with the big turbine generator, run into the hallway past
                    that and turn left to see it at the end of the hall.

     Groves, H.G. Entry 6:
          Location- Past Van Zandt at the end of the catwalk near the Alien
                    eggs in the back.

     Staden, C. Entry 1:
          Location- After killing all the Aliens in the room where Van Zandt is
                    and taking the elevator Tequila gives you to escape,
                    continue out to a fork in the hallways, make a left here
                    and it's at the dead end that leads to.

     Staden, C. Entry 2:
          Location- After killing all the Aliens in the room where Van Zandt is
                    and taking the elevator Tequila gives you to escape,
                    continue out to a fork in the hallways, make a right here
                    and keep going to the room with the handrail ringing a
                    hole in the floor, it's at the other side of the hole.



Jungle
     Hoole J.M. Entry 1:
          Location- Behind the tree right as the chapter loads up.

     Haggis. M.Z. Entry 1:
          Location- To the left of the hanging corpse up the stairs on top of a
                    crate on the walkway above.

     Jones, T.J. Entry 2:
          Location- After exiting the first complex into the bog, turn right
                    and hug the wall to find it beside a crate.

     Groves, H.G. Entry 1:
          Location- After exiting the first complex into the bog, go to the
                    opposite side of the bog at it's between a small plateau
                    and the wall.

     Dunn, I. Entry 1:
          Location- After exiting thef first complex into the bog, turn left
                    and it's behind the 3rd tree, just past where the 3rd Alien
                    of the chapter attacks you.

     Groves, H.G. Entry 8:
          Location- After going up the ledge on the far side of the bog, past
                    the object you need to interact with.

     Weyland K.B. Entry 4:
          Location- When you get to the cabin on the far ledge of the bog, jump
                    onto the round structure below and jump from that to the
                    roof of the lower cabin, it's up on there.

     Groves, H.G. Entry 9:
          Location- Just after Katya first contacts you, go into the open area
                    with the few small buildings and hug the left wall to a
                    dead end and the diary is there.

     Groves, H.G, Entry 10:
          Location- Just after Katya first contacts you, go into the open area
                    with a few small buildings, go to the right of the building
                    closest to you and look on the ground on the other side of
                    that building.

     Weyland K.B. Entry 5:
          Location- In the building Groves, H.G. Entry 10 is outside of.

     Groves, H.G. Entry 11:
          Location- Just after Katya first contacts you, go into the open area
                    and head towards the larger building on the left where you
                    take the power node, instead of going inside go down the
                    walkway to the right of the entrance to find the diary.

     Weyland K.B. Entry 6:
          Location- After taking a power node and bringing it to the network
                    building Katya wants you to get into, head upstairs to the
                    network room and it's in the back right corner.

     Tyrell, L. Entry 1:
          Location- After running away from the Predator that shoots at you
                    when you relink the network, go down the road until you see
                    a small ledge going up to the right, it's on there.
     Jupiter L.L. Entry 1:
          Location- After running away from the Predator that shoots at you
                    when you relink the network, head down the road, killing
                    all the Aliens until you get to the giant doors, it's just
                    before that on the left between a tree and the wall.

Ruins:
     Hoole, J.M. Entry 2:
          Location- As soon as the chapter loads up, it's on the ground to the
                    right just a few feet ahead.

     Hoole, J.M. Entry 3:
          Location- After killing the first couple Aliens, instead of heading
                    further upward skip the second bridge and go forward to
                    find it on an outcropping ledge.

     Fuchs, T. Entry 3:
          Location- After navigating the ledges to get over the wall in the
                    cave, get back down to ground level on the other side to
                    find it next to a corpse.

     Fuchs, T. Entry 2:
          Location- After exiting the cave, it's at the base of the stairs
                    ahead to the left.

     Banner, D. Entry 3:
          Location- After dealing with the group of androids, it is in the
                    corner of the upper floor right next to the rocks you climb
                    on to get out of there.

     Groves, H.G. Entry 13:
          Location- After the second wave of enemies to mow down with the
                    Smartgun, instead of following the marines up the ramp, go
                    past the Predator statue to the left to find it.

     Banner, D. Entry 5:
          Location- After you use the smartgun to mow down a bunch of Aliens
                    and a marine tells you to come with him to find Tequila,
                    instead turn off to the left of where you were holding
                    ground against Aliens to find it in a pit.

     Banner, D. Entry 1:
          Location- While you're following the marine on the search for Tequila
                    you'll pass the temple with a giant Alien effigy on the
                    front, go through the doorway and veer left to a dead end
                    with the diary next to a corpse.

     Groves, H.G. Entry 12:
          Location- After getting to the roof of the temple, go the opposite
                    direction of the Objective Marker to find a set of stairs
                    leading down into the temple, it's in that room.

     Fuchs, T. Entry 1:
          Location- After hacking the door Ratya tells you to, run on in and go
                    up the giant staircase to the left, it's at the landing up
                    there.

     Banner, D. Entry 4: 
          Location- After hacking the door Ratya tells you to, run on in and
                    it's on the ground to the right of the cabin.

     Weyland, K.B. Entry 7:
          Location- After beating the Predator, go back up to the cabin and
                    it's on a table to the right next to a pulse rifle.

     Banner, D. Entry 2:
          Location- When you interact with the computer in the cabin and Ratya
                    opens the door for you, continue down the corridors until
                    you find a room with a gun on the ground, turn right and
                    it's on the ground at the entranceway of this room.

Research Facility:
     Weyland, K.B. Entry 8:
         Location- After killing the first android and running up the catwalks,
                   enter the building and it's in the back left corner of the
                   first room.

     Groves, H.G. Entry 14:
         Location- After the train comes and drops off several combat androids,
                   go into the train and turn left to see it.

     Weyland, K.B. Entry 10:
         Location- When you've gone up the second elevator and killed the
                   second android to reboot, go through the next door and it's
                   there on a gurney straight ahead.

     Groves, H.G Entry 15:
         Location- After you've turned off the turret and faced the androids,
                   turn left and face more androids and Aliens, take a door on
                   the right and go back to the third room to find it.

     Weyland, K.B. Entry 11:
         Location- After you've turned off the turret and faced the androids,
                   turn left and face more androids and Aliens, take the door
                   on the left, turn 90 degrees left to see it on the floor.

     Weyland, K.B. Entry 9:
         Location- After you get Weyland's lecture, your a pawn, grunt, etc,
                   head down the ramp and in that room next to an android
                   corpse is ammo and the diary.

     Weyland, K.B. Entry 12:
         Location- After you get Weyland's lecture, your a pawn, grunt, etc,
                   head down the ramp through to the next room, kill the foes
                   and go up the left stairway to the next set of stairs and
                   the diary is at the end of that hallway.

     Administrator Katya Entry 1:
         Location- In the elevator control room, before you even touch the
                   computer screen, head past it to a green-lit door that opens
                   up to a catwalk with the Diary at the end.

     Weyland, K.B. Entry 13:
         Location- After going across the catwalk, the lift down to the second
                   catwalk and into the room it surrounds, go into the room
                   past that to see it on a table straight ahead of you.

Pyramid:
     Weyland, K.B. Entry 14:
         Location- At the bottom of the lift at the beggining, look to the
                   right to the first statue, it's there at the base of it.

     Groves, H.G. Entry 17:
         Location- Just before entering the Pyramid, to the left of the stairs
                   behind some computer equiptment.

     Groves, H.G. Entry 16:
         Location- After entering the Pyramid and dealing with the first camo
                   androids, go left to another couple androids and it's there
                   behind their cover.

     Weyland, K.B. Entry 15:
         Location- After beating Karl Bishop Weyland it's up on the landing of
                   the first set of stairs to the right, before going up to the
                   altar.



*******************************************************************************
                ************************************************
                              ***              ***
                             Royal Jelly  Locations
                                  ************
                                 [RoyalJellyFT]
                                ***          ***

Research Lab:
     1/10: In the vent after the power to the facility shuts down and you are
           freed from the restraints.

     2/10: In the room where you free the other 3 Aliens, on the ground next to
           the far Alien.

     3/10: Get to the fork in the hallway after freeing the other Aliens, turn
           left and it's there in the right-hand corner.

     4/10: Follow where the turret is aiming to find a balcony with the
           canister.

     5/10: Get behind the first turret and look left, to the right side of the
           column.

     6/10: Get behind the first turret and look left, to the left side of the
           column.

     7/10: On the balcony above the researcher banging on the door just past
           the turret, right next to the vent entrance.

     8/10: After the turret hallway go into the vent leaving the area, turn
           right after exiting to find it on the floor.

     9/10: After the turret hallway go into the vent leaving the area, go to
           the end of that room at it's to the left of the objective.

     10/10: When you shut off the power node to continue up an elevator shaft,
            it's to the right on a table as soon as you enter.

Colony:
     1/10: When running down the tunnels go up into a vent marked by a shaft of
           light, it's in that vent.

     2/10: In the blue lit room at the base of the waterfall.

     3/10: Past the blue lit room to the tunnel room with the column, take the
           right turn here at it's at that dead end.

     4/10: In the vent after slowing the blades on the column, go into the vent
           and take a right in the fork in the vent to find it.

     5/10: In the room where the second civilian starts out next to a console.

     6/10: In the room where the second civilian shoots himself.

     7/10: After the civilian shoots himself, go out into the hallway and turn
           right to see it at a dead end.

     8/10: After the civilian shoots himself, go out into the hallway and turn
           left, jump over the debris and turn right and it's at the bottom of
           the elevator shaft there.

     9/10: When you're done killing all the marines and the civilian in the
           garage, drop to the center of the room and look the opposite
           direction of the objective, it's on a table in the back of the room.

     10/10: When you're done killing all the marines and the civilian in the
            garage, go to the forklift and it's under that.

Refinery:
     1/10: After dealing with the first civilians and going to the big
           generator room go straight down the wall and to the left from the 
           vent.

     2/10: After dealing with the first civilians and going to the big
           generator room look to the left to see it at the close end of the
           room on some shelves.

     3/10: After dealing with the first civilians and going to the big
           generator room, go to the catwalk and it's between that and the
           back wall.

     4/10: When you're done dealing with the first room full of marines and
           civilians interact with the door then go into the hallway taking a
           left to find it next to debris.

     5/10: When you get to the room with a machine on a platform, it's next to
           the that machine.

     6/10: Past the machine on a platform, on some shelves.

     7/10: Go past the room with the machine on a platform and hang right
           as you enter the next room and it's on the floor there.

     8/10: After going down the vent with the air gustin upwards, go down and
           deal with the humans on the branching path, it's there on the
           opposite side of the single turret next to steel plates on the wall.

     9/10: When you get past the single turret, it's in the corner of the
           corridor where one civilian and one marine are on the other side.

     10/10: Just before you destroy the fusebox and leave the level, go to the
            corner of the tunnel and it's behind a couple rocks.

Jungle:
     1/10: After dealing with the two turrets, go to the back left corner of
           the complex and find another vent to crawl through, take a left and
           run down to the end to find it.

     2/10: After exiting the complex, go to the ledge on the far end of the
           bog and between the two caves that line it is the Jelly.

     3/10: In the cabin the civilian locks himself down in, accessible after
           taking out the comms tower.

     4/10: As soon as you get to the second complex, go up to the ledge above
           the door you came through to get here, the canister is there.

     5/10: In the second complex, head out to the cabins and hug the left wall
           to a dead end where the canister is.

     6/10: Go between the first couple cabins to find a vent and it's in the
           vent within 3 feet of entering, you may have to turn around to see
           it.

     7/10: Go to the back right corner of the complex (Where the Marlow 
           crashed) is a vent that leads down to the canister.

     8/10: After forcing your way into the second level of the bigger cabin in
           the second complex, it's on the lift shaft.

     9/10: After forcing your way into the second cabin, go in the vent in the
           floor and turn around.

     10/10: After going through that same vent at the end turn around to another
           vent lining the wall, it's in there.

Ruins:
     1/10: Cling on the wall as soon as the chapter loads up and go to the
           right towards a building that has lights and it's to the right of
           that building in an alcove.

     2/10: Go to the back right corner of the first area to find it on the
           ground outside

     3/10: Find two blue torches in the beginning area (easy find) and behind
           the stairs in there is the canister.

     4/10: Look around the first area for the building with a tree growing from
           it, it's in there on top of the stairs.

     5/10: In the building with the tree growing out of it, go down the stairs
           and find the vent in that room, it's in there.

     6/10: In the waterways below the temple after you go down the vent in the
           center and open the gates, it can be seen from one of the outside
           pressure pads looking inwards to the underground waterway.

     7/10: After going into the second area go up the giant staircase and it's
           to the left of the door up there.

     8/10: After going into the second area, it's behind the cabin.

     9/10: After going into the second area, it's in the arena to the left of
           the door on the far side.

     10/10: After going into the second area, it's to the right of the
            staircase you start on, next to a statue on the ground.



*******************************************************************************
                ************************************************
                              ***              ***
                             Trophy Belt  Locations
                                  ************
                                 [TrophyBeltFT]
                                ***          ***

Jungle:
     1/10: At the beginning of the level after jumping down to the road turn
           around and go into the little cave to find it.

     2/10: Up on a ledge to the left after killing the first humans.

     3/10: After killing the first Aliens it's up on a ledge to the left of the
           dead Predator.

     4/10: When you've overloaded the dead predators wrist tool and faced the
           dozen or so Aliens, turn the corner at it's up on the right.

     5/10: After entering the complex it's on top of a deteriorating building
           to the left.

     6/10: After entering the complex it's on the crashed Marlow to the right.

     7/10: When you walk into the large complex building turn right and it's
           on a table next a health shard.

     8/10: After getting out into the bog it's to the right on a ledge high
           up the wall, you'll need to jump up a tree to get to it.

     9/10: Go inside the upper cabin in the bog now and it's in there on the
           other side of the room as the dead Predator.

     10/10: Go inside the second compound and hug the wall left to a dark
            area with the trophy.

Refinery:
     1/10: After getting to the other side of the bridge, head left and get on
           top of the arching pipe for the Trophy.

     2/10: When you get to the roof of the control building, jump onto the lift
           then onto the rails of the lift and it's on the left rail at the
           top.

     3/10: In the room with a machine on a platform and the first Marine/Alien
           encounter of the level, it's on the machine.

     4/10: In the room past that, the second room where Marines and Aliens
           clash, it's at the far side of the catwalk in the back of the room.

     5/10: After going through the big generator room, before you see the
           dead Matriarch, in a side doorway down the stairs.

     6/10: In the furnace room with the dead Matriarch, go up the stairs on the
           far side of her and jump up to the beam above, it's on that beam

     7/10: In the furnace room with the dead Matriarch, go up the stairs on the
           far side of her and jump up to the beam above, then across the next
           two beams and it's on that beam on the far side of the room.

     8/10: In the pit of the room past the dead Elite Predator.

     9/10: Behind the pillar in the second room past the dead Elite Predator.

     10/10: After dousing the flames it's beside a pillar to the left in the
            next room, right before the end of the chapter.

Ruins:
     1/10: In the room with the holograms in the back right corner.

     2/10: On the ledge to the left of the recorded message on the bridge.

     3/10: After getting to the cave past the recorded message, it's on the
           second stone bridge marked by a shaft of light.

     4/10: After the interior cave and you first see marines in this chapter,
           go up the stairs and it's to the left of the door.

     5/10: After the first marines you fight and you continue pulling the
           switch and getting to the next area, look on the wall to the right
           and it's on a ledge there.

     6/10: After the first marines you fight and you continue pulling the
           switch and getting to the next area, continue to the right side of
           to a turret you can shut down, and it's past that next to a statue.

     7/10: When you get past the crash site into the temple area, it's in the
           center of the area on top of some columns.

     8/10: When you get past the crash site into the temple area, look for the
           building with a tree growing out of it, go inside and down the
           stairs and it's there behind the stairs.

     9/10: When you first enter the arena, look left to a door at the top of
           some stairs, it's to the left of the statues next to that door.

     10/10: On the opposite side of the arena as you enter, past the cabin.

Research Lab:
     1/10: On the ledge to the right of where you start

     2/10: On a small pillar just past the fusebox outside the facility.

     3/10: Jump onto the train to gain access to the pod room then jump from
           the train up onto the catwalks above, it's on the last catwalk.

     4/10: After riding the train into the pod room, it's in the back right
           corner of the room (opposite of the objective marker).

     5/10: On a table in the middle of the room where you find the second
           security officer.

     6/10: In the Matriarch chambers, behind the forklift near the lift you
           come in on.

     7/10: After you ride the lift up and get past the Matriarch chambers you
           should be in the major hallways of the facility, go down the S-curve
           and go into the left room, it's up on the ledge to the left.

     8/10: On a table in the same room as the Wrist Bracer.

     9/10: In a room to the right just before you leave the major lab hallways.

     10/10: Under the slanted rubble just before returning to the lift to end
            the chapter.

Pyramid:
     1/5: At the base of the first of three statues on the right as you exit
          the lift.

     2/5: After crossing the bridge it's behind some computer stuff near the
          statue to the right of the stairs.

     3/5: Upon entering the first big room of the Pyramid, look behind a crate
          to the right.

     4/5: Upon entering the first big room of the Pyramid, go to the switch up
          to the right and it's up on that ledge with the switch.

     5/5: It is on top of the Altar in the final room of the Pyramid, but DONT
          JUST APPROACH THE ALTAR, this will trigger the last cutscene and
          prevent you from collecting the trophy, instead jump onto a big
          yellow box on the left and use that to hop onto a ledge on the left
          side of the room, then jump from there to the top of the altar.



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