Aliens vs. Predator
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******************************************************************************* ************************************************ *** *** _ _ __ _ _ __ / \ | | /^\ | _| | \| | / \ / \ | | | | || | \ | |||| // \\ | | | | ||_ | \ | |||| / _ \ | | | | | _| | |\ | \_ \ // \\ | | | | || | || | |||| / \ | |_ | | ||_ | || | |||| / \ |___| \_/ |__| |_||_| \__/ VS _______ _______ _____ _______ __ _______ ______ _______ | \ | \ | || \ / \ | | / \ | \ | || || __|| | // \\|_ _|| || | | || || || || | | || | / \ | | | || || || | | || || || || |_ | || | // /\ \\ | | | || || || | | || / | || || | / /\ \ | | | || || / | ___/ | \ | _|| || |// /__\ \\| | | || || \ | | | || || | | || |/ \| | | || || || | | | | || || |_ | || |/ ____ \| | | || || || | | | | || || || | | | | | | || || | |___| |___||___||_____||_______//__| |__|___| \______/ |___||___| 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 *** *** ************************************************ ******************************************************************************* ******************************************************************************* ************************************************ *** *** Table Of Contents ************ *** *** *** (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] ******************************************************************************* ************************************************ *** *** Copywrite Information ************ [CopywriteFT] *** *** 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. ******************************************************************************* ************************************************ *** *** 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 ******************************************************************************* ************************************************ *** *** 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. ******************************************************************************* ************************************************ *** *** 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. ******************************************************************************* ************************************************ *** *** 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. ******************************************************************************* ************************************************ *** *** Walk-through ************ [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. ************************************************ *** Marine *** ****************** * [MarineFT] * *** *** * * * 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. <shudder< Keep following your buddy down this corridor into the temple area ahead, there will be a few spitting Aliens, if you've used your ammo sparingly enough you should still be able to auto-aim them with the Smartgun, still having a bit over a full clip left. After dealing with the enemies in the temple area follow your buddy out the next doorway then break off to the left to find Banner, D. Entry 1, then go back and keep hanging out with the other marine. Keep killing Aliens on the way through the temple until you finally get to the top of the temple, then Ratya suddenly informs you that your marine buddy got capped while you weren't paying attention. Katya will have you turn around and go across the top of the temple to open a door, but instead keep going the opposite direction to find a set of stairs that lead down to a room with Groves, H.G. Entry 12. After that head back up and actually follow the objective marker to the door Katya wants you to hack. One note, if you're still carrying the smartgun, it's not going to help in the next fight, be prepared to trade it out. After going through the door, you'll see a giant set of stairs, at the top is Fuchs, T. Entry 1. Go back down to the building below, and you'll find the Banner, D. Entry 4 on the ground to the right of the building. Now, go over and interact with the jammed cabin door. ------------------------------------------------------------------------------- :::> > > 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. <Shrug< Continue up the stairs and get Weyland's Datapad, then Weyland will be grabbing you, trying his pathetic excuse for the Alien's instant kill move, you both will start rolling down the stairs and both racing to get up and squeeze a pistol shot on the other, just spam the fire button and you'll get it. Alright, now the Pyramid is collapsing! Just keep running like the world is coming to an end! Well, really you have all the time in the world, but just RUN ANYWAY! The final cutscene plays and you're done with the human campaign! ************************************************ *** Aliens *** ****************** * [AliensFT] * *** *** * * * Research Lab * * * You start this campiagn watching the same cutscene at the beginning as the human Campaign, with Weyland opening the doors to the Pyramid and a giant wave of light extending outward. This time though you follow a chestburster that gets rather fiesty in the test lab, burrowing back into the body you came out of to avoid getting trapped in a canister. You are promtply caught and branded as Six, and we skip now to her grown into a full Alien, and Groves comes in and acts as the medium for your tutorial here, first following Groves hand with your eyes by moving the Right analogue stick. Groves leaves the room and you are released, where you are now told to move around and hold the Right Trigger to transistion from moving on the floor to the ceiling, and the reticle in the center of the screen always points to the floor. They then bring in a human that evidentally didn't hold up to his working terms and you are tasked with killing him, the Right Bumper executing a light melee attack. After you're done an instinct kicks in, the on-screen subtitles telling you to press the Left Bumper to destroy nearby lights and cloak yourself, and your reticle will tell you when you're invisible to humans, but your eyes can see rather well in the dark, it doesn't seem like the lights are totally off to you. They send in another unsuspecting dupe, you need to highlight this guy with the left trigger then press the Right Bumper to pounce, and the Left Bumper lets you commence a heavy attack. Afterwards they send in a soldier, unaware of course that they're just feeding another idiot to your attacks, but this guy has a gun, and you're privied to the Six's health bar, as well as the ability to hiss with Y to lure people. Once the soldier comes in, you've also been told about the auras that people have, the warmer the color (closer to red) the more dangerous the target is. You can now press X to grab soldiers and auto-kill them in animation. With that done, a cutscene ensues where the Matriarch lets off a scream, and thus instintively telling you that it's time to retaliate, go out the door of the room and get into the vents. You'll be gassed and recaptured though, then you see Groves coming in to give you an undesired appraisal, then the screen to the left flickers, it's Weyland opening that door, be ready to escape for real now. As the blast goes off power shuts down everywhere and you can get back out of the machine, Groves realizes this and leaves, but his assistant is left behind, kill him and get into the vent above the observation room. Here in this vent you find the first canister of Royal Jelly, the collectible object for Aliens but instead of a random number in each level like the humans, there is a definite ten in every one of the five levels. Head on through to the other vent opening, you'll find yourself in a room with three more of your fellow Aliens, and on the ground next to the far Alien is the second canister of Royal Jelly. Go out the door and turn right, go down to the fork and make a left to find the third Royal Jelly. Go the other way now and make sure you're on the ceiling because there's a turret ahead. If you follow where the turret is aiming, you'll find a balcony that has the fourth Royal Jelly. Get behind the turret and face it, turn left to find two canisters of Royal Jelly on either side of the column. Your Alien buddies should be tearing the place apart, so you shouldn't need to fight too much. Continue down the hallways to find a dude banging on a door, kill him if you want but it isn't necessary. Go up onto a nearby balcony to find a vent and the seventh Royal Jelly next to the vent entrance. Go through the vent now and you are privied to the ability of Six to silently kill people, by holding X when they're unaware. If you turn right as soon as you come out of the vent the eighth Jelly canister is there. Continue down to the end of the room towards the objective, to the left of that is the ninth canister, afterwards interact with the objective. This will open the door to the next room, if you turn right in here you find the last Jelly. Groves gets on the intercom and reveals that you're indeed approaching the Matriarch. Continue down the hall and kill the two soldiers then interact with the computer, freeing the Matriarch. You'll have to fight a couple androids now in the next room and interact with another computer to free all your friends and end the chapter. * * * Colony * * * This chapter starts off with the team that was escorting the Marlow landing and getting ready to kill some Aliens, you come in one of the vents to the underground interior of one of the buildings. Run into one of the vents and head down into the tunnels, your objective indicator will lead you to a fuse box you need to destroy, a soldier will then come and move to fix it, kill him and run down the tunnel and kill his buddy. Now the electrical charge that was blocking you down the tunnel is gone, and you can continue, go up into a nearby vent to find another duo of marines, one of which has a flamethrower, but not really much. Continue down the hallways and you'll see a shaft of light coming from a vent, jump up in there to find the first Jelly. Keep going down the tunnels to a blue lit room with several soldiers you can kill and a civilian you can harvest, then at the bottom of the little waterfall in that room is another Jelly. Keep going through the tunnels until you hit a room with a column in the center and a soldier walking around inside, take the right turn for the third Jelly then move to destroy the next fusebox. This slows down the blades spinnin on the column, climb up to the top and get into the vent up there, you'll come to a fork in the vent, turn right for the fourth Jelly and then go back to continue the mission. Keep going through the vents to find another civilian and a soldier, and in that room near one of the consoles is another Jelly. The Civilian will run into the next room, and as you enter he will shoot himself. In that room is another Jelly, leave the two rooms now and turn right to find another Jelly at the end of the hallway. Jump over the debris blocking the hall and make a right turn to find yourself at an elevator shaft. At the bottom of the shaft is another Jelly, after you destroy it go to the top of the shaft through the vent opening to find yourself at the garage where the Marine campaign starts. You'll need to kill all the marines and the civilian that's in here, and when they're all dead drop to the center of the room, look in the direction of the objective and turn around a full 180 degrees, there's a Jelly on the table there in the back of the room. Now turn until you see a forklift on a platform, the last Jelly is under that, and when you're done with that finally move to the objective to finish the mission. * * * Refinery * * * You'll open up this area starting on the ceiling above a couple civilians, they don't have much place to run so just deal with them then force open the bulkhead doors, and continue inside. You'll find yourself in a hallway and then going through a vent into a room with marines and a civilian, if you look straight down the wall from where you exited the vent you should see a Jelly down next to a generator to the left. There is also another jelly on a shelf to the left after entering the room, When that's done start dealing with all of the marines in this room. Between the catwalk and the back wall is yet another Jelly. When you've disposed of everyone in that room, interact with the door on the other side to scare a civilian into running from you. Go down the hallway and go left to find the fourth Jelly. Go back and keep running after the civilian, killing him then you'll find yourself in a room with a machine on a platform, there is a jelly next to the machine, then the sixth on shelves past the platform and the civilian to the left. Continue past that room to the control room, hang right as you enter to find the seventh Jelly on the floor. Go into the vent now in the back left corner of the room. At the end of the vent if you just dash on out you'll be blown to the ceiling and shredded, so use the Alien's focus on the vents and hop down to the bottom of the shaft where you can climb out and down. You'll find yourself in a tunnel with turrets in one direction and a path to the other, just run the opposite direction and you'll find a couple branching paths, one guarded by a turret and marines and a civilian to the other. Deal with the humans and go on the right branch and you'll find a Jelly canister next to some steel plates mounted on the wall. Continue past the corridor, you'll be behind the single turret now. In the next corridor is a civilian an a marine, in the corner across from you and them is the ninth Jelly canister. Ahead you'll find another turn with a fusebox to destroy, before you do that though pick up the last Jelly in the corner, then destroy the fusebox and leave the level. * * * Jungle * * * Here you start off in a tree, you're going to have to get to the ground and to the right of the doors is a vent that will let you in, a facehugger will scurry ahead of you and take out one of the marines, alerting the other two. Get inside the complex and kill the two marines and go to the two turrets and interact with the laptop to disable them. Next move past the turrets to the back left corner of the complex to find another vent, head in. When you reach a fork in the vent, go left for a Jelly Canister then go back and take the other direction to exit the complex on the other side. Go over to the right to find a couple civilians near one of the smaller cabins. You can move to harvest/kill the first civilian but the other will lock himself down in the cabin before you can do anything, he'll come later though. After that go up to the ledge in the back and kill a few marines and initiate an explosion to disable the turret there, then start running down the ledge, a Jelly canister is between the two caves on the ledge. When you're able, climb up to near the top of that communations tower near the upper cabin and destroy it's fusebox, a team of marines will go to help out that second civilian and the door will open. Inside that cabin is another canister if Royal Jelly. When you're all done with marines, deception, civilians, etc run on to the end of the bog area and go through the now open door. You'll be at a second complex, as soon as you enter climb to a ledge right above the door you went through to get in here to find another canister of Royal Jelly. Now go ahead and run out to where the cabins are and hug the left wall all the way to a dead end where another Jelly canister is. Now go in between the first couple cabins and in a vent, another Jelly is there within 3 feet of entering the vent. Go to the back of the complex, where the Marlow crashed, and in the back right corner is a vent that leads down to a canister of Royal Jelly, sixth one so far. Now, get down into the ventways near the cabins and in one of the junctions you can climb up into one of the buildings through a small opening, chase the civilian out and harvest him, then go to the building where the marine is. As soon as you enter the building he will run out and trap you in, you have two options, either hit up all the lights and hide yourself, or set off some explosions in the corner and escape through the vent hole. When you've gotten yourself free kill all the marines. You will then be tasked to go to both sides of the complex and destroy fuseboxes to cut the power, then you'll go to the second level of the bigger cabin. In here you'll force a door open to a lift shaft, theres a Jelly in here, then force the next door open. Kill the marine on the other side of the door then drop down into the vent and turn around for another Jelly. Go down to the very end of the vent and head back up the other end of the vent, you'll be in a room with a couple more marines, immediately turn around and go inside another vent lining the floor to find yet another Jelly. Continue through the next few marines, there will be a civilian in the room above but unless you use the Alien's focus and jump him first he will martyr and kill you. When that's all done break the console in that upper room and fight your way through 3 more marines before you can leave the building and the complex, thus ending the chapter. * * * Ruins * * * You start out this chapter on the temple itself and there is an android nearby, deal with him. Immediately afterwards cling to the wall and move to the right to find a building with lights and Jelly in an alcove to the right. keep heading past the lit building and in the back right corner of the area is another Jelly, now go and find two blue torches on the ground, and in there behind the stairs is a third jelly. Now get to the top of the ruins again and look for the building with a tree growing from it, another Jelly is on top of the stairs. Now go down the stairs and in that room is yet ANOTHER jelly canister, that makes up half of the Royal Jelly here. Now go to the top of the ruins and in the middle of the map is a vent that leads down to waterways below the temple, you'll land on a pressure switch that opens the gates on either side. There is another Jelly canister in the underground waterways, viewable if you look from the outside pressure pads in to the underground waterways. Now once you've collected all 6 Jelly canisters here, go and activate both pressure pads on either side of the temple in the water. This will open up the smaller waterway tunnels, go in the one below the lit building to finally get in and capture those two civilians who locked themselves inside. When that's done destroy the power node and the building will unlock as well as the door to the next area, kill the 50th android to appear and continue on to the next area. Go up the giant staircase to the left and left of the door up there is the seventh Jelly. Now go to the cabin below and behind the cabin, behind some rubble is the eight Jelly. The Ninth Jelly is in the arena to the left of the giant door on the far side, and finally the last Jelly, giving you the Quite A Specimen achievement, is back where you entered this area, to the left of the stairs near a statue. When that's all done, go into the arena and help your fellow Alien kill a couple Predators. If you get too close they will automatically melee you, so throw your tail at them from afar, and if they move it push down both bumpers to block, pressing X to grab will hurt them, but it's not really effective. After the two Predators are dead, the Elite Predator will appear. ------------------------------------------------------------------------------- :::> > > 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. ******************************************************************************* ************************************************ *** *** Credits ************ [creditsFT] *** *** This Faq is by me, alias Tanju. I do not own Alien Vs Predator or its registered trademarks, they belong to their respective owners and entities. A FAQ's section will be added provided I get e-mailed a lot of common questions, if you have anything I need to answer simply shoot me an e-mail at: Taenju@hotmail.com