Aliens versus Predator Classic 2000

Aliens versus Predator Classic 2000

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Single-Player Campaign Walkthrough
By Olde
This is a complete written walkthrough for all species' campaigns and bonus missions for AVP Classic 2000.
   
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Introduction
This is a complete walkthrough of Aliens versus Predator Classic 2000. It covers the standard campaign as well as every bonus mission. It will show you the most direct way through the game as well as point out areas of interest, including some secrets. I won't tell you where every enemy is in the game (largely because it's randomized) or how to deal with them, nor will I tell you where every single item is in each level. However, I will point out certain scripted encounters and helpful pickups of interest.

This is NOT a basic strategy guide for each species. I won't tell you how to move, how to shoot, what each weapon does, or which button does what command. I expect you to figure that out on your own. The official game manual is a good source for basic strategies and game information, so if you're very new, I suggest starting there. If you're looking for more in-depth strategies, I've written a guide on the alien, a guide on the marine, and a guide on the predator, so if you're interested in more substantial tactics and information, I suggest you look at those.

Most people will go into each campaign blind without having ever played as any species, which is perfectly fine. In general, the levels naturally progress in difficulty. Keep in mind, though, that the first thing you should do upon starting a campaign, regardless of species, is look at the controls (so you know what abilities you have) and also so you configure them how you like. So before playing, go to the menu and take a look at the Controls, then Alien/Marine/Predotor Key Configuration. Make a mental note of what you can do as each species and set up your controls accordingly.

Don't forget that you have the ability to save. Training (Easy) mode grants you 9 saves, Realistic (Normal) gives you 4, and Director's Cut (Hard) gives you 2. Even if you're a veteran of new school shooters like Call of Duty and Battlefield, you can be excused for starting any campaign on Training because of the game's high speed and the very different playstyle of the alien and predator.

The difference in difficulty level determines not only how many saves you get, but how many and what type of enemies you'll encounter. Enemy marines will be more heavily equipped on higher difficulty settings, and you'll find the larger enemy alien types (predaliens and praetorians), as well as enemy predators, more frequently. You'll also take more damage from attacks on higher difficulties. The alien regains health from clawing at bodies on lower difficulties but regains none on Director's Cut. The marine and predator will take no damage from acid on Training difficulty. The marine and predator also receive more pickups on lower difficulties and fewer of them on Director's Cut.

The bonus missions are all on Realistic difficulty (the manual is wrong when it says they are all on Director's Cut).

You might ask why there are no pictures in this guide. There are two answers to that. The first is that Steam guides only allow a limited number of characters, and I ran up against that limit a few times. This totally disallows me from using screenshots, which use a lot of characters. The second answer is that there's just too many rooms in each level to screenshot each and every one.

So without further ado, let's begin.
Alien Campaign
Here's just a brief little foreward before we head into the alien section. The alien plays most differently from the other species. Its wide fish-eye lens perspective, high head bob, uncluttered HUD, fast speed, wall-crawling ability, and melee-only attacks make it stand out from the marine and predator. Most of the alien's levels are designed around the wall-crawling ability, so the architectural layout often doesn't make any sense. There's a lot of exploring to do and it's easy to get lost. Make sure you save often too, because it's easy to get ripped apart by enemies you didn't see.

The alien has three attacks: claws (primary fire), a tail (secondary fire), and a jaw attack (primary fire when head is lined up). Claw swipes are usually enough for regular human enemies. The tail, which can be charged up by holding Mouse2, does a lot more damage but takes a second to prepare. It's really only useful for turrets and predators. The headbite is performed by getting close to a human or predator enemy and lining up their head in the middle of the screen. When you see the jaws come down, press Mouse1 to bite their head off. You'll gain quite a bit of health from live headbites (enemies who are still alive), but you can also bite the heads off dead enemies, which yields less significant health bonuses.

The alien's health is represented by the horizontal bar on the bottom. The brighter and fuller it is, the more health you have. When it's depleted, you'll die. To regain health, you must get headbites or, on Training or Realistic difficulties, clawing at dead bodies. You can't regain health from androids.

Take the campaign slow and, if you want to be methodical, start breaking lights in areas you've been to either mark them or make it harder for enemies to spot you. Remember that you have an alternate vision mode, navigation mode, that makes it easier to see in the dark.

Set up your controls and when you're all ready, select the first level and dive in.
Temple
Synopsis

This map is really long, especially for an introductory level. Note that the opening part of the level doesn't contain any enemies. This section basically functions for you to get used to the alien and how it controls. However, enemies do appear once you reach the middle and lower sections of the map.

The Upper Section

You'll find yourself in a sort of bright room next to an egg. Once you've gotten familiar with how the alien moves, take the red tunnel leading out of the room. It leads to a big wall. Turn around and you'll see a facehugger shrine.

Turn around again and face the wall you were just looking at. Crouch on the floor and move up along the wall. The crouch button functions as both the crouch and wall-crawl button. You'll be using this feature a lot. At the top of the wall, take a small tunnel leading out.

This tunnel will lead you to a large room with a column of fire in the center. Don't touch it or else you'll instantly die. Your first goal is to disable this fire. What you need to do is wall crawl along the far wall, where you'll find two tunnels sort of built into the wall. Take either one. From here, you'll enter a room with two grates on the ceiling. Break either one and proceed through the tunnel.

It doesn't matter which tunnel you take, but for either you will need to follow the path until you get to a tall, vertical room with two large blockades on the ceiling and more fire on the floor. Wall-crawl on the ceiling and break both blockades so they fall on the fire.

Now go back whichever way you came back into the room that had the big column of fire. You'll now see it's extinguished. Drop down the newly formed hole until you hit sort of suspended column, then start wall-crawling your way down until you see a large floor.

The Middle Section

From this point on, there will be human enemies. Start your descent by wall-crawling and make a note of where the enemies are. There are lots of civilians here, and several of them carry molotovs. If you kill them before they throw it, it will fall on the ground and cause a firey explosion. There are also a couple of marines with pulse rifles walking around. A good strategy is to first kill all the marines and get headbites (living or dead) on them. Then find the civilians with molotovs and bait them to throw it at you, then jump out of the way at the last second. If you happen to get lit on fire, you can extinguish yourself by running around for a bit, but remember that you don't have infinite health. Headbites will replenish your health.

In this large room, there is a deactivated lift in the center, two locked doors with red lights on either side, and two hallways on the other sides. Your objective is to unlock the doors with the red lights. There are two ways to go about this.

Unlocking the Labs, Option 1

Take either the South/East or North/West halls and follow the stairs up. The stairs will lead to another hallway with two rooms on each side. If you're on Realistic or Director's Cut difficulty mode, there may be turrets in these (you have to strafe-run really quickly behind them to avoid getting shredded). Your objective is to go into both rooms and destroy a large control panel near the ceiling in each one. There will be humans on the floor, so if you're stealthy, you can get a few headbites. Once you've done that, go back to the large room, then take the hall on the opposite side and do the same thing over there (follow the stairs up, go into two rooms, destroy a control panel in each).

Unlocking the Labs, Option 2

This is perhaps a better option if you're playing on Realistic or Director's Cut difficulty. Go up the stairs to the South/East Hall (the one without green predator blood). Up the stairs, you'll see a middle room with a lone marine in it. At the far wall, there are four grates. Break either grate on the right-hand side, then follow the series of tunnels until you get to the rooms with the control panels. You'll be on the ceiling here, so just stay wall-crawling and destroy the panel from above. This way you can avoid the turrets (if there are any). Once you've done that, do the same thing with the grates and tunnels on the left-hand side.

The Labs

Regardless of which option you take, once you destroy two control panels on one side, you should hear an announcement telling you that either Laboratory 1 or Laboratory 2 doors are unlocked. Those are the doors that had the red lights on them. Once you've opened up both labs, go back into the main room and go into either laboratory.

In each lab will be two androids, regardless of difficulty level. Unlike marines, they do not emit an aura, so you may get shot before you notice what's hitting you. Kill the androids quickly with your claws. You cannot headbite them. If you need to replenish health, there are side alcoves with some civilians trapped in egg chambers. Break a panel to open the door, then take your time to line up a headbite. Once you're done with that, break all the pipes in each laboratory. There should be five in each.

Once you've destroyed all the pipes in both Laboratories 1 and 2, the lift in the center of the main room will work, but there will be more marine resistance. Get out of whichever lab you're in, kill the marines if you want, then take the lift down. Once the lift reaches the floor, there will be two marines waiting for you. Kill them. There are two doors, one on the left side and one on the right. As before, you can take either option.

The Lower Section: Path 1

I prefer to take the door on the left because it's faster. Break the control panel in front of the door, kill the lone marine, and go down the short staircase. There will be a grate on your left. Break it and drop down the series of tunnels. Eventually it will overlook a very tall room with obelisks jutting out of the wall. Wall-crawl carefully along the right wall until you see a wide doorway with turrets facing out. Your objective is to destroy to barricades on either side holding the doors open. Carefully do this by destroying the blockade on the right side, then wall-crawling above the opening and destroying the blockade on the left side. Once you've sealed the door, find the only tunnel on the ground floor leading out (there will be a molotov civilian in here). Once out of the tunnel, hug the left wall and again find the blockades holding doors open for turrets. Break them. You'll know you're done when the doors are closed and a voice says, "Temple sealed."

The Lower Section: Path 2

You can also take the right door, but you'll find more enemies here. Break the control panel at the right door, killing civilians in your way. You'll eventually reach a room with a lift and a marine on the ground. Drop down and take the right door (when both are in view) out of here. You'll reach a tall room with obelisks jutting out of the wall. Wall-crawl carefully along the right wall until you see a wide doorway with turrets facing out. Carefully wall-crawl around and above the opening and destroy both blockades. Once you've sealed the door, find the only tunnel on the ground floor leading out. Once out of the tunnel, hug the right wall and do the same thing as before in the next room. You'll know you're done when the doors are closed and a voice says, "Temple sealed."

The Temple Section

Regardless of which path you took, there will be a sliding door on the ground near your feet. Go through it and follow the path to a hole in the ground. Drop down it. Once down there, you'll have to climb up and out the other side. Follow the tunnel until you reach a giant xenomorph statue. Climb up the wall opposite from where you came and find the only tunnel leading out. Go through a winding corridor until you reach a hive. Drop down to end the mission.
Escape
Synopsis

This is a much shorter level than the first and takes place in a series of labs. It's a very linear level and for the most part you're just following catwalks into different rooms. You occasionally have to kill an NPC for a door to open. The only enemies you'll find here are marines and civilians, but on harder difficulty modes, the marines can be better equipped, so be careful.

Hive

You start out in a hive facing the only way out. Follow it. This leads to a vertical room with a stone bridge on top. Wall-crawl to the top of this room. You'll see there's no way out, but move against a stone and you'll automatically push it, revealing a secret path.

Labs, Pt. 1

In this room will be one or two marines (depending on difficulty mode). Kill them and take the tunnel leading out. This tunnel will lead you onto a catwalk overlooking a laboratory. Kill the humans or don't, in either case, you'll have to continue along this catwalk into the next room.

The catwalk will end in the next room so drop down and kill any humans. This will open up a door, which leads to another room with a couple humans. Go into this room, kill anyone you want, and then climb up this room's catwalk and take the tunnel leading out into a bathroom.

Barracks

Drop into the bathroom and kill the civilian. This will open up the bathroom door, which leads to a kind of armory. Be careful in this section because there's a flamethrower marine. Near the far end is another catwalk suspended above the floor, so either jump or wall-crawl to it.

The tunnel will become pitch black so use your navigation mode to see. It will eventually lead above a sort of living quarters area; you do not have to jump down here unless you need health. Regardless of whether you kill the humans down here, take the catwalk again and keep following it the way you were going.

Labs, Pt. 2

The catwalk will now lead you to two lab rooms. The first contains an android but you do not need to drop down into it. The second will lead to the catwalk's dead end, so you will need to drop down. A door on the right side will open, revealing a marine (who has a minigun if you're on Director's Cut difficulty). Kill him and go through the next room. Kill the civilian in here to open the next door.

In the next room is a marine and a bunch of eggs on the ground. Next to a monitor on the wall is a vent shaft. Go through it into an adjacent room. Kill any marines here and the left door should automatically open. This leads to a room with a barred catwalk. Just go through this short room.

Escape

The next room is green and significantly larger. On the far wall you should be able to see alien eggs being transported. There will be marines here so move quickly to avoid them or kill them quickly. Go through the door on the right.

In this large room is a central lift, an upper section, and two bathrooms connected by a vent. The bathrooms just hold some civilians so you don't need to bother with them. Wall-crawl up the wall to the upper section and you'll see some marines (one holds a grenade launcher on Director's Cut difficulty). Kill them quickly and make your way to the far end.

At the end you'll see a locked door with a red light and a pane of glass on the left. Break the glass and drop down. Follow the dark tunnel. There may be a civilian in here. Kill the civilian if you want, otherwise, follow the path to a large room with eggs. Fall into the room to end the level.
Ferarco
Synopsis

As with Temple, this is a long mission and it's convoluted with a lot of tunnels, ventilation shafts, and similar looking areas. Unlike the previous mission, enemies consist almost entirely of civilians, with a few androids thrown in for good measure. However, these civilians are armed with weapons like pistols, shotguns, and even flamethrowers. This is a great map for destroying lights so enemies can't see you.

Beginnings

You've snuck on board the Ferarco, which is very reminiscent of the Nostromo. You start out behind some explosive barrels, so don't claw them. Instead, climb over them and kill the one civilian in front of you. Exit through the door on the left.

You'll enter a somewhat wide hallway. As you proceed, you'll get shot at by an android, but the door in front of him will promptly close. Keep following the hallway until you get to a ladder and a ventilation shaft. Climb up into the vent and take it all the way to its end. At the end will be a grate. Destroy it, and in the process you'll destroy some pipes, releasing steam.

Drop down and take the door on your left, taking out any civilians in your way. Go through the next room and you'll make it back into the hallway you were just in. Follow it back to the ladder you just climbed, and keep going until you make it to the door that closed in front of the android. Now that door will be open.

Pipes/Mess Hall

Quickly kill the android and run up the stairs. You'll see some yellow pipes on a wall. Claw at them to break them open and release steam. Once you've broken them face the door on the opposite side and try to conceal yourself. The door will open, revealing a couple civilians. Stealthily kill them. Once dead, enter the area they came from and run to the end. Another android will shoot at you before a door in front of it closes (running limits the amount of damage you'll take). Claw at the panel on the wall to open the door, then kill the android.

From the android, go through the set of doors on the left side. There will likely be a flamethrower-wielding civilian here, so try to lure her out or away from you. Once through the doors, you'll see a dark room on the left with a dining table and some civilians. Note that some of them won't have any weapons, so it's a good idea to try to get some live headbites here.

Vent Ducts

Above the central table is a grate leading into a ventilation shaft. Destroy the vent and climb into it. There may be a flamethrower civilian in here so if there is, destroy the lights to make it harder for him to see you. At the end of the vent shaft will be a grate. Destroy it and enter a corridor leading left. Follow it to a panel; break it to open the door.

The door will open up to a pitch black room with a flashing blue light. Disregard this room and keep heading forward. This will take you to a section with a grate on the left side. Smash it and go through. Follow the path to the right until you have to drop down, the break another grate to proceed.

Infirmary

You'll drop into a room with some hypersleep pods. Find the door and break a panel nearby to open it. This will open to a brightly lit, wide hallway. Note that you may find an android here. Proceed slowly and keep your eye on the left side of the hallway; when you find the pane of glass on the left, break it and go into the room. Going to far straight down the corridor runs the risk of running into two turrets.

If there's a civilian in here, get a headbite. Then find the door out of this room and break the panel to open the door. Destroy the turrets on your right or just ignore them. The direction to go is to the left.

Eventually you'll reach a junction; take the left path. When you reach the locked door, break the panel to open it and enter the room. Break the ceiling grate and climb through.

Vents Again

Keep following the vent until you reach a T-junction. Take the right path. This short path will take you to a long, orange corridor. You'll get a message about a sentry guarding the vent at the end. You have a few options here. One is to use some side passages along either side of the corridor to jump across the hallway, eventually taking you to a spot where you can get the drop on the sentry. Another way is to just wall-crawl along the ceiling and break the lights so the guard can't see you, then decide for yourself if you want to kill him or not. The other option is just to bum-rush the guard.

Once you make it past the guard, destroy another grate behind him, then crawl up the vent. This will take you to a large room with a sort of cross-shaped piece of architecture. Carefully wall-crawl down here so you get the drop on the two guards at the bottom. Once you've killed them, find the only path leading out and take it.

The path will lead you to a room with explosive barrels. Be very careful not to destroy these barrels, otherwise you'll get fairly hurt. Kill the one civilian who enters a door and go the way he came from. Turn to the left and destroy a grate on the floor. Climb up and destroy another grate. Wall-crawl up until you reach a brightly lit room.

Preparing for the End

At this point, you will have to pay attention to your surroundings because you'll have to come back through here and you'll be on a time limit. You'll now be in a bright room with a door at the far side and a hole on the right. Fall down the hole (or wall-crawl down) and kill the one civilian here. If you can, try to get a live headbite. You'll overhear a message about people preparing to leave the ship on an escape vessel. Climb back up the wall you fell down and go back into the bright room. Take the door on the right, which was just opened after killing the civilian.

This will lead you into the pitch black room with the flashing light, albeit on a lower level. Run straight through to another door and go through it when it opens. Be very aggressive here because there are androids thrown into the mix and it's very dark. Use navigation mode to see them if you need to.

Drop down and keep following the path until you get to a vertical shaft going up. You'll know you've gone too far if you reach the control seat looking out into space from Alien. Climb up the vertical shaft. At the top, destroy the panel on the door.

Self-Destruct and Escape

When the door opens, it will lead to a room with a short staircase on the left. Climb up the stairs and back down the next set of stairs (or just jump across). There are potentially androids and civilian guards.

Once at the far end of the room, destroy a control panel to open a narrow door. This leads to the Mother section of the ship. Destroy another panel to reveal the level's only marine in the room and a series of monitors. The room will slowly brighten. If this is your first time playing the level, I recommend saving before proceeding. When you're ready, destroy the nine monitors to activate the ship's self-destruct.

From here on, you'll be on about a minute time limit. Go back out the way you came (across the stairs) and fall back down the vertical shaft. Follow the path you took (not towards the Alien seat), crawling up when necessary. Again run straight through the black room with the flashing blue light.

When you get back into the bright room, turn to your left and fall down the hole where you killed the civilian. Through a window, you'll be able to see the escape ship preparing to leave. Wait until a door hatch opens, then follow the path to another door that opens. Go through and enter the ship, and the level will end.
Gateway
Synopsis

This map is very vertical and you'll be proceeding upwards throughout nearly the entire map. Unlike the last mission, this one is almost overflowing with heavily-armed marines. Most use pulse rifles, who are not reluctant to use their grenades, but there are also some some with flamethrowers and miniguns. In addition to crawling through vents, another big priority will be to destroy some fuseboxes to deactivate some fans.

Entry

You'll start out falling out of the escape ship you entered at the end of the last mission. The doors beneath your feet will soon open, so you must quickly wall-crawl up any wall up to the ceiling. From here you can drop down onto a catwalk connecting the ship to the dock. From the front of the ship, look towards the wall and you'll see a panel. Destroy it to open a door.

Climb up into a ventilation shaft and keep wall-crawling until the end grates. Turrets will shoot at you for a brief moment so make sure to go quickly. At the end of the shaft will be two grates. Break both and drop down. You'll land behind both turrets. Destroy both.

There will be a doors on both the left and right sides of the room. Break a panel by either. Kill any humans inside and break another wall grate (it may be hidden behind some green crates). Traverse the vent shaft up.

Construction Hangar

Eventually you'll reach a very large hangar with some construction equipment on top. Climb to the ceiling but be discreet. On both sides of the hangar are two openings through which marines can see you. Pick the one that's less heavily armed and kill the marines there. Be careful, though, as you may encounter a minigunner and/or grenade launcher marine depending on the difficulty level.

Both paths lead to the same area. Clear out the area of marines, then take a look at the elevator shaft. The one on the left will be empty, so climb up it and get off at the next floor up (not the one all the way on the top).

Upwards Climb

Go up the shaft to the floor above you and kill any humans in the room. There should be a ladder in the middle of the room and two doors on the left and right sides. Destroy a panel by both to open the doors. Inside either may be a marine. Destroy the panels inside both rooms.

Now climb up the ladder to the next floor (don't go all the way up). Jump off and kill anyone inside. There should be yet another panel beside another door. Kill anyone inside and destroy the control unit in here.

Get back on the ladder and now climb it all the way to the top. There are four grates. You need to look out through them carefully so you make sure you climb out behind two turrets. Once you've figured out which way to go, break the grates and destroy the turrets.

There are hallways on either side. As usual, follow either one to a brightly lit room with yet another elevator shaft. Get into the left shaft, climb up, and get off at the next floor up.

Deactivating the Fans, Pt. 1

Climb your way out of the shaft and you'll enter another brightly lit room. You'll encounter a marine with a pistol and likely a minigunner in this room. On the right side you'll see three doors, all of which open. I recommend going through the first door. A marine may be inside.

Follow the path up to a multi-level room with some fuse boxes. There may be another minigunner here, too. Kill the minigunner quickly, then destroy all the fuse boxes. They're on two different walls. Once destroyed, wait a little bit for the fan to stop.

Drop down to the lower section of this room and head right. Climb past the fan you stopped and head up the vent.

Deactivating the Fans, Pt. 2

When you climb out of the vent, immediately destroy some fuse boxes on your right, then head down the right path. If you stand still, you'll get attacked by a turret. Down the right path you'll find some more fuse boxes. Destroy them and continue heading down the path, destroying fuse boxes in your way. If you keep going forward, you'll eventually reach the turret. Destroy it and some fuse boxes by it, then break a ceiling grate and climb up.

If you broke all of the fuse boxes, the fans above should all be stopped or slowing to a stop now. Climb to the very top, past all the stopped fans, until you see three open holes. Climb through the middle one.

You'll enter a fairly wide room with no enemies. Find a hole leading down and drop down.

Identical Rooms

You'll now enter a room with a monitor. Break the large glass wall to enter a room with a table. There are six identical rooms in a row. Break the glass in all of them and pass through them until the end. Keep in mind that there may be an android or civilian in one or two of them.

At the end will be an empty room with a hole in the ceiling climb through it.

Deactivating the Fans, Pt. 3

Climb down to find a group of fuse boxes in this room and destroy them, and the fan by it will slow to a stop. Once the fan has stopped, go past it and run through the tunnel.

NOTE: You're almost done, but this is probably the hardest part of the level, and one of the hardest parts in the entire alien campaign. I highly recommend saving before continuing.

The room outside the tunnel looks brightly lit, but when you enter it, it will turn dark red. On either side of the room, doors will rise, revealing some camping marines. The worst of all is a minigunner who will instantly spot you and kill you if he's in the wrong spot. Very quickly wall-crawl up either side and kill all the marines quickly. Then smash three control panels at a terminal. Then go across to the other side of the room and do the same thing.

Once they're all destroyed, you'll get a message telling you to join the hive. Drop down into the middle of the room. Some barred doors will open. Go through them to finish the level.
Earthbound
Synopsis

This is the last mission in the alien's single-player campaign before the bonus missions, so it features a lot of heavily armed marines and quite a few turret sections. When you're in close range to marines, it's often a good idea to kill them as quickly as possible. There are a lot of flamethrower marines, and while it's possible to survive a flamethrower blast, multiple ones can whittle your health down before you realize it. This map also features weird architecture. Take each section slowly and assess the geometry of each room. As with Ferarco, you'll often be able to use darkness to your advantage here. The ending features a new enemy you haven't faced before, which you must kill to beat the level.

Infiltration

You've broken into the Gateway station, which is preparing an Earthbound ship to transport eggs to Earth. When you start out, you'll be facing a marine across a corridor. Kill him quickly and locate some unarmed civilians. Take advantage of them and line up some live headbites. When you're ready, drop down the shaft on the right.

Break through a grate and drop down into a room with some marines. Kill them, then break through a pane of glass. You'll see a terminal with three consoles. Destroy them, then take some time to destroy the lights in the room you're in while you're waiting for the door to open.

The door opens to a room with two marines. Be careful of the flamethrowers. Once they're disposed of, drop out of the room. Destroy fuse boxes on either side of the room to open a large door. Take note of the architecture here as it will reappear near the end of the level. Go past the door (there may be a minigunner hiding here on Director's Cut difficulty) and break the grate on the left side near the ceiling. Climb into the vent.

The Gun Corridor

Follow the vent to another grate. Do not simply drop down yet. This part of the level requires some explanation. If you break the vent and drop down, you'll end up in a sort of gun corridor. There are two turrets facing in opposite directions and fans on the ceiling. As it happens, a turret is facing you. What you need to do is crouch-jump across the corridor to the next vent. Go to the end of [i[that[/i] vent, then carefully make a jump to the right to avoid the turret.

If you landed correctly, you should be between the two turrets. Destroy them both. Two doors should open, revealing fuse boxes on either side. You'll also likely encounter a flamethrower marine here (use the darkness to stealth kill him). Destroy the fuse boxes, then wait a moment for the fans to stop.

Past the Fans

Climb on the ceiling past either of the stopped fans. Both paths will lead you to a large room with another fan on the ceiling. Wall-crawl past this fan to find a lone marine. Kill him, then go past yet another stopped fan to take the only path out of here.

At the end of the tunnel is a grate on the floor. Be very careful when dropping down into the room below because there will probably be a minigunner in there. Kill the marine but take the time to get a live headbite on the civilian. Note the explosive barrels. Another ceiling grate on the other side of the room covers a vent that leads away. Break the grate and climb through the vent.

Tunnels and More Fans

As you climb out of the minigunner room, you'll be on a path that is straightforward but heavily armed. There are a couple strategies to get through here. One is to climb on the ceiling and destroy lights when you get the chance. Another is to crouch-jump as far as you can to clear the hallway as quickly as possible. There is a grenade launcher marine who can kill you very quickly.

At the end of this hallway is another floor grate. Fall through to find two civilians (great for live headbites). Instead of a ceiling grate though, you'll find two wall grates. This short path will lead to more fuseboxes. Destroy them and look out the window as you wait for the fans to stop. Once they finally stop, destroy the glass and go out through the left path past the fans.

This tunnel will lead to a very long series of tunnels that can have a lot of resistance. Your best chance at survival is climbing on the ceiling. You'll first drop down (or wall-crawl down), then go through the tunnel to a furnace room. Then continue through another tunnel to a large room with stopped fans and fuse boxes. Unlike the other fuse boxes, you don't actually have to destroy these.

Winding Down

You're getting close to the end. Climb past either fan to fall into a corridor that's exactly the same as the gun corridor as before, except here there are no turrets. In fact, there shouldn't be any resistance here whatsoever. One grate is flashing a blue light. Find it and break it (it's stronger than the rest). Climb through it into a vent.

At the end of the vent, you'll see some sort of transport vehicle moving into a small compartment, while doors slowly close behind it. Whatever you do, do NOT fall onto the floor before the doors close because there are turrets on the other side facing out at you. You have two options here.

Getting Past the Doors: Option 1

If you're quick enough, you can actually make it inside before the doors close, saving you time destroying the fuse boxes. From the end of the vent, immediately start wall-crawling on the ceiling in the same direction as the transport vehicle. If you time it right, the doors will close behind you. Drop onto the transport vehicle.

Getting Past the Doors: Option 2

Most likely you won't react in time and the doors will close. If the doors do close, you can drop down safely. Locate fuse boxes on either side of the room and destroy them all. Once you destroy the last one, make sure to quickly wall-crawl onto the ceiling. Then move past the doors and onto the transport vehicle.

The Final Section

On the vehicle, locate a broken window with a flashing light inside. Jump into it. There may be a marine in here. You'll witness a marine on a monitor mention something about enemies with heavy firepower that aren't xenomorphs. Break through the pane of glass and move to the end of the room. If you're on Realistic or Director's Cut difficulty, a predator will jump you here. The best strategy for this is to coil your tail fully, then give the pred a good whack. Once the pred has taken enough damage, it will activate its self-destruct device. At this point, you have about four seconds to kill it; it won't fight back so just go to town with it with your claws.

Move to the far end of the room and climb out of it. Take the vertical path up to a large, bright blue room with alien eggs on the ground. Be careful of a marine who may shoot at you. A predator will quickly kill him (on every difficulty), so kill this predator with a fully charged tail before it attacks you with its shoulder cannon. Once it's killed, head into the Earthbound ship to finish the level and witness the ending cutscene.
Marine Campaign
This section is for the single-player marine campaign. Unlike most games nowadays, the marine campaign in this game is pretty unforgiving and can be terrifying to newcomers. I know it was when it came out. There are a lot of reasons behind this: the marine's relative fragility, the dark atmosphere and the engine's great dynamic lighting, the game's music, the incomptetence of the marine's weapons, the speed and ravenous nature of the aliens, etc. This campaign is definitely one of the most pants-pissingly terrifying ones you'll likely come across.

Before going in, take some time to look at the controls and modify them to your personal preference. Note that the buttons 1-9 change your weapons, although you have to find them in each level. You can turn off auto-weapon switch in this menu too, if you don't like it (that option is at the bottom).

Basic things to note are that you have an infinite supply of flares but can only have four out at a time. You have an alternate vision mode called the Image Intensifier, which is a grainy night vision. This vision mode gets washed out with any light source and also disables your motion tracker.

This is probably also a good place to tell you that there are both scripted and unscripted enemy encounters. That is, there are some enemies that will always appear in a certain place, but at other times they can appear randomly in different places.

Once you've set up your controls, you're ready to dive into the marine campaign.
Derelict
Synopsis

This is an introductory level and doesn't have too many xenos. It only features standard drones, however, they can be a problem if left unchecked. Aliens won't appear in the first part of the map, but once you reach a certain point, they will move around the map freely.

Wake-Up Call

Like the bum you are, you somehow overslept and missed all the blaring sirens calling for the military base's evacuation. Oh well. You start out in your private quarters. Listen to the dude in the monitor, or just stare at yourself in the mirror, then leave through the door. Go out into the hallway, which is lit dimly red. Follow the exit signs through a passageway.

This will lead to another hallway with a set of clear double doors at the end, but they're locked. Nearby the doors on the left side is a pane of glass that tells you to break the glass in case of an emergency. This definitely qualifies, so break the glass and flip the switch. A side door will open. Follow it up a set of stairs into a lab-type room.

Find a lift on the other side of the catwalk and ride it down. The C.O. will brief you again. Find a lever on the central structure. This will open some large doors on the opposite side of the room. Take this hallway out of the room. Passing through some more doors, you'll enter a room with alien eggs. "Don't worry, they've been sterilized." Uh-huh, sure. Anyway, walk down the stairs and hook a right. At the wall, press the glowing white button.

The Artifact

Once you push the button, the doors in front of you will open. Go ahead through them and they'll lock behind you. Ominous... Keep following the path until you get another briefing on a monitor. He'll tell you to use the image intensifier. He's right, the room just outside is almost entirely pitch black and too large to light with flares. Use your image intensifier to look at the derelict spacecraft and make it to a lift at the far end of the room. Ride the lift up.

Back Inside

When you ride the lift up, you'll get another briefing from the C.O. Move through the hallway slowly and you'll be greeted by a local xeno. From this point on, you'll find hostile aliens. Terminate with extreme prejudice.

Move through the hallway into another lab-type room. There may be health in here, depending on the difficulty level. At the end of the room is a lift. Ride it up, then follow the right path out of here. The corridors here are horribly lit, but keep in mind that they'll wash out your image intensifier. Flares work best here.

There's an opportunity for some health at a side passage on the right. If you do take that path, you can continue following it, just make a right when it reconnects with the previous hallway; flares make good temporary markers. Another side passage yields a different view of the spacecraft, so keep following the main corridor until you reach a room with blue lights and can hear the sound of some fans.

Deep In the Installation

If you look across the catwalk, you'll see two generators. You have the option of destroying them (a few bullets for each will suffice), which allows you to drop down and pick up some health and/or extra pulse rifle ammo. If you do, just walk back up the stairs, shoot the blockades, and continue down the path.

Proceed through the corridor, killing aliens in your way. Eventually you'll reach a very large room with blue lights moving vertically and lifts that can take you down. Don't bother messing around in this room, as falling will cause massive damage to you. Instead, walk right through the center and continue pushing on ahead.

Next you'll find yourself on a catwalk without a railing overlooking more of the derelict spacecraft. Admire the view but keep moving ahead to an entrace with a dim blue light. Once inside, head to the left and find a lever. Flip it. Head back the way you came but before you do, you may want to check out the right path because it may have health.

Once you're done in that small section, head back to the catwalk overlooking the derelict spacecraft. In the center area of that catwalk (it's sort of flashing yellow) there is a lift on the left that's obscured from sight. Ride the lift down, being careful of any aliens that choose to drop down on you. Once the lift is on the ground, head to the right and enter the room with the EXIT sign. If you flipped the above lever, the next door will open.

The Derelict Spacecraft

When the door opens, you'll find yourself at the mouth of the derelict spacecraft. Enter the left-most entrace and follow the path to a lift. Ride all the way down and admire the space jockey. There's a tunnel leading out of here on the ground floor.

Follow the tunnel to a section that looks like acid burned its way through a door. It's raining and there's a standing pool of water here. Go past the pool of water to yet another lift. There's a trick you can do to get extra ammo; trigger the lift by walking into it, then quickly running out. Then when it comes back up, jump on top and follow it to some ammo. Not much point, but whatever.

Ride the lift down and you'll reach a marine sub-structure. There may be one last alien here so be careful. Follow the path to a circular red room and the level will end.
Colony
Synopsis

This is a much longer level than Derelict and has a lot of pitch black areas. The xenos start coming in full force now (although you'll still only be dealing with drones), so you'll have to be more aggressive than before. Also, you'll get the smartgun here but it's very easy to overestimate its targeting ability. Aliens can move faster than the targeting reticle, so you'll probably want to switch to free aim mode (using Mouse 2) for better aim.

Finding the Generator Shed

You start off in a small, red, circular room. Go through the hole and a vault-style door will open when you get near it. Go through to be briefed by the commander. Some elevator doors will open; ride the lift up. You can execute the same kind of trick jump as in Derelict to get on top of the elevator, which gives you two pistols.

When you exit the elevator, you'll face the outside of LV-426. It's raining and somewhat dark. This is where you'll start encountering aliens. Head off to the right. You'll note a large door on the right side that says "South Lock," but it won't budge. Keep progressing and you'll eventually come across a generator shed with the letter "E" on the side, and which is pitch black inside. Enter it.

The Generator Shed

As soon as you enter, turn on your Image Intensifier. Hook a right, go as far as you can go, and make two more rights. Keep going until you reach a dead end with a glass window. Shoot the glass to break it. Fall down and either take the falling damage or fall onto a platform on the left to take no damage. There are four levers in this dark room. Flip them all and wait for the lights to turn on and the door to open. Take the stairs up and head off to the left to go back outside, or, alternatively...

Optional: Obtaining the Smartgun Early

You can find a secret smartgun if you follow these steps. Once the door opens, take the stairs up and hook two rights. Be careful of xenos here because they like to come from behind. Keep following the path until you get back to the room with the glass wall that you broke, except now a door has opened. Follow this path along the second story of the room with the four levers that you were just in until you reach a lift. Take the lift up. Head straight forward to a room you have to crouch into. Inside will be a smartgun and possibly a medkit (depending on difficulty level). To get back, just take the same path back to the lift, ride it down, and go down to the room with the glass; keep following the hallways until you're outside again.

Finding the Main Colony

Once you can see the outside from the generator shed, immediately go to the right, around the generator shed. Take a left when you must, then go off to the right again. This is Hadley's Hope's main alley (you'll see homages to the Aliens here). Find the huge door, which says "N." On the left side of the door is a lever. Flip it to open the door. While you're waiting you can take two paths on either side of the building, which lead to either armor or a pulse rifle.

Colony: Floor 1

When the doors open, you'll see three optional paths: forward, left, and right. Head forward to grab the pulse rifle and medkit (if you need it), then take the path that was originally on the right (from the perspective of opening up the door). Follow it until you get to a vent that you need to crouch through. Crawl through this vent, being careful of xenos.

Head up the stairs on the left and head into another room. Up another set of stairs is some armor, so grab it if you need it. Otherwise head through another vent, again being careful of aliens. The vent hooks to the left and will drop you down into a dark, wide room with some explosive containers. There may be a medkit on the far left side of this room.

Move to the right side of this room and the doors will open. An alien may jump you here. Follow the corridor as it hooks to the left and leads to a room with water on the floor. Again you have three optional paths: forward, left, and right. Go forward to pick up some resources, then take the right path all the way to the end to get on a lift. The lift will take you to the third floor, but there's a medkit on the second floor, so get off at the second floor if you need the health.

Colony: Floor 3

On the third floor, cross a narrow ledge on the right side. Follow the path to the right (always hugging the right wall) and eventually you'll reach some doors that open to a blue operating room. In here is a monitor in the center and five switches along the walls (two on the left side, two on the right side, and one by the monitor). There should also be a pistol here (yay?), a healthkit, and possibly another pulse rifle. Flip all five switches, then exit through the door on the far end (the one that you didn't enter through).

Keep hugging the right side until you reach a set of stairs. Go down the first flight, then head off to a side alcove with a smartgun and some blood on the ground. Return to the stairs and take them until they stop. You'll now be on floor 2.

Colony: Floor 2

Once you're off the stairs, head through a hallway to a room with a flashing light and some lockers. An alien will probably be hiding in here. On the far end of the room is a room with some possible goodies. Otherwise head through the glass double doors. Locate a flamethrower in this room. Go through another set of doors.

On the left, you'll find a hole in the floor in front of another set of glass doors. It's a good idea to save before going into this room. When you open the door, you'll hear some glass crack and the scuttling of little feet. Inside this room are three facehuggers. The flamethrower is a good choice against them, as they can't attack you at all when they're on fire. Otherwise pulse grenades work well, while the smartgun's auto-aim is just average.

This room is the med lab and it contains a medkit, armor, and a security pass (which looks like a big blocky thing) that appears on a random table. Grab the security pass, head back out through the door you entered, and drop down the hole. It's possible to minimize damage by falling to the left or right side of the hole, then dropping down further.

Flight

Now we have to get out of here. You'll drop into a computer room. Locate the only path out and kill any aliens in your way (the smartgun is good here because aliens can't move easily across the obstacles). Keep heading out of the rooms until you reach a hallway. Follow it as it hooks to the left until you find a door on the right side. This is the door you first entered through. Note that the medkit and pulse rifle will be off to the left if you didn't grab them earlier. Exit through the door.

Take the second left path you come across (by the Bar sign). Follow it past the generator shed and keep following it until you reach the large "South Lock" door. Move close to it and it will open. You may find a smartgun and medkit just on the other side of it. Now your mission is to reach the APC waiting for you. Grab the health and smartgun if they're there, then follow the path killing or avoiding any aliens in your way. Keep running down the winding path and eventually you'll reach the APC. The mission ends when you reach it.
Invasion
Synopsis

This is a very complex industrial map that might take a lot of playing through to master. The main objective here is to deactivate five fans. The problem is that aliens spawn incredibly frequently and pose a real threat, although they're still only of the drone variety. To make matters worse, you'll often encounter them in close quarters. Facehuggers appear in the middle and later parts of the map.

Entrance

You'll start off in an APC. Exit through the left to find yourself in a sort of garage with stairs on one side leading to a door with predator blood. If you're using the Redux mod, there will be a friendly sentry turret here, along with some friendly marines, and you can also explore a back area. The marines aren't that useful though, so don't worry if you don't have the Redux mod.

Head up the stairs and through the doors. Aliens will likely try to jump you here. Head off to the left, then to the right through another door. In the next room are some stairs leading up, so take them around the perimeter of the room and go through another door. Head through another corridor. You'll reach some more stairs but feel free to grab the armor beneath them if you need it. Take the stairs up again to another door.

Deactivating Fan 1

Go through the door to a small room. An alien will likely be on the other side. Head to the right and pick up the medkit, armor, and pulse rifle if you need them (you won't be heading back this way unless you really need to pick them up again). Past the pickups is another door. Past the door, take the path to the left and go through another door. The path will branch to the left and right. Take the path on the right.

Follow the corridor to another room with a staircase. Take the staircase up until you reach a small room. Inside is is a circular lever. Press the use key on it to turn the fan off. There's also a flamethrower in this room so pick it up if you want. Then head out of this room, drop down to the left, and follow the path straight forward instead of back out to the left. You'll reach a tall, vertical room.

Optional Resources

At this point you can get some optional goodies. Instead of heading down the stairs, hug the right wall and drop down. Look to your left to find a lever. Turn it. Run back to where you fell down, then run up the stairs. You'll see a bridge lowering. As soon as you can, jump across it and squeeze through the door on the other side before it closes (it may close on you if you were too slow). Inside is a health kit, a pistol, a skeeter launcher, and a number of pulse rifles (it changes based on the difficulty level).

The Basement

Regardless of whether you got the resources, you eventually need to head down the stairs until you reach a lift (it looks different because it has a railing). Take the lift down to the lower level but be careful because there are two facehuggers down here. Go through the doorway on the right through the hallway into a small room. If you didn't encounter the first facehugger at the lift, you'll encounter it here. At the other side of the room are some barred doors that open when you get near them. The second facehugger is in this room.

Once you dispose of the facehuggers, find the stairs in the room past the barred doors. These stairs lead to a canister with a circular lever on it; press the use button on it to turn it. Don't forget to pick up the smart ammo, medkit, and smartgun.

Head out through the same barred doors through which you entered and the door on the left will now open. This is a great place to use the smartgun's tracking mode because it just shreds aliens here. Take the right path the first chance you get. Follow the hallway to a lift. Turn the switch next to it to activate it. You'll know you went too far if you reach a room with another facehugger in it. Ride the lift up.

Reaching the Upper Level

The lift will take you to an orangish room. Locate another lift in this room, which will take you up to another level. Follow the catwalk as it hooks around to the right. You'll see a gaping pipe on the left with a pulse rifle in it and some stairs heading to the right. Grab the pulse rifle if you need it, then carefully proceed up the stairs (the Walk button is useful here).

The stairs will lead you to a room with a staircase and a beam with flashing lights above you. There may be a medkit on the floor of this room. Shoot the flashing beam and it will drop a platform that forms a bridge. Climb the stairs and go across the bridge.

Deactivating Fans 2 and 3

Once you cross the bridge, a door will open, reveailing a narrow staircase heading down. Carefully proceed down (again the walk button is useful). If you fall here, you'll likely die. Take the stairs to another door. Proceed through a room into another room with two circular levers and a window showing two fans. Turn the levers to deactivate the fans. There will be a flamethrower and medkit in this room, so pick them up. Head back out of the two rooms, back up the staircase, and cross the makeshift bridge again to the other side.

Deactivating Fan 4

The next fan is close by. After crossing the bridge, turn to the right. In front of you will be a large set of locked doors. Instead of going forward, take the first door to the left. Head into this dark room with a static monitor, jump down the stairs, then find a door that leads to a bright room with a glass wall. Grab the napalm ammo, healthkit, and pulse rifle on the wall and turn the circular lever to deactivate the fan. Exit this room but before proceeding up the stairs, go past the stairs and turn around, going into a secret section that houses some armor. Once that's done, head back up the stairs and through the door.

Deactivating Fan 5

Once you've gone through the door, head straight forward through the hallway with bright white lights. There are lots of side rooms that may contain pickups. Go through them if you must, but otherwise head off to the right (the left path will lead you to a bathroom with a pulse rifle and possibly a facehugger). Keep following this corridor until you reach a medkit and armor in the corner. Turn to the left to see another room that has a facehugger crawling around. Climb up the stairs to another circular lever; turn it to deactivate the last fan.

Escape

Now your job is to flee the facility. From the last fan's lever, turn around, head to the right, turn left, go through a door, turn left again, then to the right. The doors that were previously locked now have a green light above them and are unlocked. Proceed through them. After the door there should be a healthkit on the left side. Follow the path until you get through a broken bridge. Carefully jump over it or just hug the right side to reach another lift. Take the lift up.

The lift will take you to an outer area. There may still be some aliens up here so be vigilant. Wait here for a moment for a dropship to arrive. The level ends when it lands.
Orbital
Synopsis

This is a pretty short level if you don't do any exploration. For the sake of this guide, I'll point you toward the most direct path. I've beaten this level in under 45 seconds, and while I'm not saying that should be your goal, it does show how short the level can be.

Entering the Station

Head straight forward into a sort of quarantine section. The doors will open. Head to the right and flip a switch to open a glass door. If you stay in this section long enough and look out the window into space, you'll witness a predator ship shoot the dropship you just left.

Go past the glass door and the cool slice-y door past it. If you're on Realistic or Director's Cut difficulty, you'll encounter a predator here. On the right side of this room is a barred door while on the left is a set of stairs. At the end of this section is a room with a SADAR (rocket launcher). On the left side is a staircase heading down. Grab the SADAR if you wish (a direct hit will insta-kill a pred), then proceed down the stairs.

Living Quarters

When you get to the bottom, look for a medkit underneath the stairs, then head out through the door. There are lots of optional rooms to enter here for extra items. Instead, follow the path straight forward through a door and into another section. Go forward again to a locked door. Flip the switch on the left to open it. There may be a facehugger nearby.

Keep following the corridor as it bends to the right. Go through another door and you'll be in a weird looking room. The floor will have turned into a catwalk. There's a door on your left, a door in front of you, and a glass lift in a corner. Open the door on the left with another lever. Be careful that aliens don't make you jump off.

Security

When you've opened the door, follow the hallway to be briefed by the commander, who's telling you that there's a new security system in place. Grab the health by the monitor and climb the stairs to another catwalk. Go through a door and follow the path until it ends abruptly. Wait for a lift to ascend, then ride it down.

Immediately behind you will be the new security implementation, a xenoborg. This guy takes a few seconds to warm up but when he gets going, he'll shoot lasers of instant death at anything it sees. You have a few options here. The first is to simply ignore it and move on (it won't chase you). The second is to stun it briefly with your SADAR. The third is to run up close to it while it's powering up and shoot the green light on its head with your pulse bullets. Even just a few direct hits from your pulse bullets will be enough to kill (not just stun) this thing.

The Upper Section

Regardless of which option you choose, exit this room via the doorway with the pale blue light. You may encounter a scripted alien here. Keep following the path until you reach a lift that'll take you up. At the top will be some bars that open when you get close. On the left and right sides will likely be some pickups. Grab them and then move forward, being very careful not to fall off the ledge on the left.

Head into a cramped room with a staircase on the left. Climb the staircase and the ceiling/floor will move, allowing you to enter a room that holds a predator.

The Hydroponic Gardens

This predator will likely attack you with the shoulder cannon, which can kill you very easily. I recommend using the SADAR on him. Alternatively you could just try to flip the lever as fast as possible and avoid confrontation from this guy entirely. In any case, your goal is to flip the lever by the door on the other side of the room. Go through the door and enter a long room. Another xenoborg will be in here, so either use the same strategy as before or run to the end of the room before it wakes up. At the far end of the room will be another lever by a door. Flip it to open it.

In the next room is a hatch leading down to an escape vessel. Jump down the hatch to end the mission.
Tyrargo
Synopsis

This is by far the hardest marine mission in the campaign. It's long, enemies respawn quickly, and it's full of close quarters action. This mission includes all alien types, including drones, facehuggers, praetorians (big aliens), and predaliens. It also throws in a predator for good measure. Fortunately, this mission also gives you significant firepower against the neverending flow of enemies.

Opening

You start out in a grey corridor behind a locked door. Flip the switch on the right side to open it. This will lead into a large room with some explosive canisters and construction equipment. Aliens will start appearing already from this point. If you head straight back you can pick up a smartgun, pulse rifle, pistol, and some armor (if you already took damage). Head up the staircase on the left side of this room and flip the second switch (the first switch just activates some construction equipment). The door at the foor of the stairs will open.

Locker Area

You'll proceed through some long rooms with lockers and hypersleep units. Aliens tend to drop down from the ceiling with no warning in these rooms. Move straight through the first room, hook a right, and head straight through the second room, being careful of a facehugger that comes out of a locker. Note that there are pulse rifles in these rooms. Hook another left (grabbing the pulse rifles on the right side if you wish) and head for the door at the end of this room. Flip the switch to open it.

Follow the path to the right through another locker room and take a left out of here instead of going toward the glass window. You'll be in another locker room with a shower on the left side, which contains some armor and a smartgun. Back in the previouw room, head to the back section of the right side, destroy a grate covering up a vent, and head through. There will be aliens down here so be careful.

Dining Area

Follow the vent to the right until you reach another grate. Destroy it to enter a dining area with a knife in the table (a reference to Bishop's game in Aliens). You'll be on the other side of the glass window. At the far left side of this room is a flamethrower, so pick it up if you wish. Head out of here through the door on the right.

In the next hallway, on the left will be some explosive canisters. Be careful because aliens can trigger them. Follow the hallway as it hooks to the left. Proceed to a wall. On the right side is a lever. Flip it, then get on the lift on the left side of this room. Ride the lift up.

Opening the Generator Room

Get off when the lift reaches the top. Head forward. On your left is a set of locked doors, to your direct right is a set of locked doors, and on the right-hand side is a passage. Follow the passage to the end (picking up some armor on the left), then head to the left to flip a switch. Go back the way you came and head to the right the first chance you get. The doors will now be open.

The Generator Room

The doors will open to a bright blue room with generators on both sides. There won't be any aliens in here, but there may be a healthkit in the center. Fall down the slopes to the double doors at the far end.

Once past the doors, immediately look to your left. A group of explosive canisters blocks your way. Destroy them with some bullets to clear the way. Follow the path to the right, being very aggressive towards aliens here. There will be a staircase on your right but before proceeding up, head to the left to pick up some health and armor. Head up the staircase.

The Hell Room

After heading up the staircase, go to your left. Find a switch on a wall and flip it. Turn back around and head straight through a pair of double doors.

This is what I call the Hell Room. You'll tell it's different by the unusual alarm that sounds. It's incredibly dark with dim lights on the sides of the wall; these lights are too dim to allow you to see anything in normal vision but it totally washes out your Image Intensifier. Also, aliens will drop down here at an incredibly fast rate, so the smartgun's rate of fire makes it a great weapon here.

Upon entering, you'll immediately find a smartgun on the floor. Switch to it if you haven't already and fire at the enemies. Flares work okay here. Run quickly to the end of the hallway, climb up the short set of stairs to the left, pick up the health and armor, and keep heading down the hallway. Be especially careful of a praetorian here that comes from the far end of this room; it's faster and takes a lot more damage than drones do. Once you've killed it, flip the switch at the end of the corridor and open the door out of here.

Betrayal

Once out of the door, follow the left side past some explosive canisters and find a lift on the right. Ride it down. Grab the skeeter and/or SADAR on the left side if you want. I recommend saving before going through the next door.

The next room looks similar to the first room of the mission, except this has missiles strewn around. There's also a predator near the back of the room. Due to an oversight, the pred won't appear if you stay on the staircase, but will spawn when you jump off, allowing for an easy kill. Use the skeeter or SADAR to kill it, or pick up a minigun on the right side of the room. After killing the predator, you'll get a message about how you were a value to the company, but you must be disposed of.

Take this time to locate two sentry turrets along the back of this room (opposite the staircase). Press the Use key on them to activate them. They will not attack you. Your goal here is to kill a predalien when it drops down (it's larger and slower than other aliens, but it hits a lot harder). Once the predalien's dead, the C.O. will say there's not much time, but he'll open the door for you. Head up the double staircase at the front of the room. Be extremely quick here because the doors will close quickly, and if they do, you'll have to restart the whole mission.

Closing

The doors will lead you to another locker room-type area. Three or more aliens will likely drop down here, so be careful. The smartgun is useful here.

Once you've killed the aliens and are ready to proceed, I recommend saving, as this last part is pretty nasty. A praetorian may be off to the right as you leave the locker room area. Use the minigun on praetorians from now on if you still have ammo for it. Activate a lever on the left side of the wall and ride the lift on the right up.

Once you're on the upper level, you'll see a room with a lift in the center, a window looking out to the left, and a path along the back wall. A praetorian may come from the other side of the fence and rush you here. This is a very dangerous part of the level. Head carefully past the lift towards the back wall but do not turn to the right yet. It is very essential that you prepare for this next part: a praetorian will most likely suddenly jump down here and kill you in a single leap. Praetorians take very little damage from pulse grenades but high damage from the minigun. A skeeter shot can also insta-kill a praetorian if it manages to hit, but you may take splash damage.

Once you've killed the praetorian, turn to the right to see some explosive canisters in your way. Destroy them with bullets (not pulse grenades). Another praetorian may jump you here. Follow the path to a lever. Go back the way you came to the lift in the center. It will now take you down. It is possible for a praetorian to be waiting for you below the lift. If this happens, keep pushing forward as much as you can to move forward off the lift as soon as possible and avoid taking damage. Once you reach the set of doors on the lower level, the mission will end.

Note: If your game crashes at the end of Tyrargo, press Escape at the end stats screen to restart the level, then exit to the menu manually.
Hangar
Synopsis

This is the showdown with the queen. There are no other enemies aside from the queen, but she can wreck you very quickly. The queen has three attacks: the first is a ramming attack, the second is one where she just swipes at you, and the third is an attack where she throws blocks at you. Don't bother attacking her with conventional weaponry; you can't kill her that way. Instead, you have to kill her by ejecting her out of the airlock. However, your pulse grenades will be able to stun her for a few seconds.

Setting Up

You'll start off in an empty room. Move forward for the door to open, reveailing a large room with missiles, blocks, and lots of random crap.

Locate the airlock doors to the left of some chain paneling. Near the airlock, you should see a panel on the floor. Press the button to have the console slide open.

While you're waiting for that, locate some grates on the right-hand side of the hangar. Shoot them open with your pulse rifle, then drop down. Note that you're not immune to the queen from here. Locate a button on the right-hand side of the wall down here, and press it. A small hatch will open, revealing two pipes. Destroy them with your pulse rifle.

Ejection

Climb up the staircase and return to the console you were at. It should now be open and reveal two buttons. Press them both to open the airlock. You'll hear a warning on the loudspeaker.

From the console, look back at where the floor grates are. In the wall you should see a very tiny little room, just big enough for you to squeeze into, with a button in the center. Stun the queen with your pulse grenades if you wish, then run into it and press the button. A glass door will close, protecting you from the vaccuum of space. If you timed it right, the queen will get sucked out of space and you can watch. If you were too early, the queen will mostly likely destroy the door and you will die. Practice makes perfect though and eventually you'll beat her. Once she's dead, the mission will end and you'll witness the end cutscene.
Predator Campaign
This section is for the single-player predator campaign. Unlike the other campaigns, you'll encounter enemies right from the get-go, but you'll be stronger than them from the beginning. You start off the first two levels with four weapons (wristblade, speargun, shoulder cannon, and medicomp), and you'll obtain the last two weapons in level 3.

As with the other campaigns, before starting the campaign, take some time to look at the controls and modify them to your personal preference. Buttons 1-6 change your weapons, and you'll never have to find them.

Note the button to change vision modes. You start off in normal vision mode; the first vision mode is thermal vision, which is blue and highlights marines. The second, electrical, is red and highlights aliens. The third is PredTech, which is green and highlights field charge orbs, your disc, and other predators (whom you won't encounter in the campaign).

The predator depends on a resource called field charge. On the left side of the screen you'll see red numerals, while the right side of the screen shows field charge. Field charge is used for cloaking, firing/charging the shoulder cannon, using the medicomp, firing the pistol, and retrieving the disc. Field energy recharges automatically at a slow rate (if you're not cloaked), or you can completely replenish your energy by running over an orb.

To get your health back, use the medicomp's primary fire. Secondary fire will extinguish you if you're on fire.

Once you've set up your controls, begin the predator campaign.
Waterfall
Synopsis

This level introduces you to the basics of the predator. You'll only encounter marine enemies in this map. The idea is you start in an marine base outpost just outside of the military compound Area 52. This level is fairly straightforward but you'll encounter a number of locked doors. This just means you'll have to find a lever nearby to unlock it. You only have four weapons: your wristblade, speargun, shoulder cannon, and medicomp (used for healing). Switch between these with 1-4. Take a moment to familiarize yourself with the controls and configuration. Set up the appropriate buttons for cloaking and switching vision modes, as well as the normal movement controls.

Note that if you have the Redux mod, you'll start with a different introductory setting. Skip to the bottom of this section to read how to get through it.

Opening Section

You'll start off in a relatively safe alcove. Set up your controls, then when you're ready, cloak, switch to thermal vision, and move forward to the railing. Below, you'll likely find at least one marine. Kill him and any others however you wish. Go down the staircase on the left. At the very base of the stairs, you'll find a lever. Press it. Now, you can enter the facility on the ground floor and take out any marines if you want, but you don't have to. The next place you have to go is back up the stairs to the railing. Jump onto the railing and leap to the platform on the right side, move forward, then look to the left and jump across. You'll reach a door that was previously locked; you unlocked this with the lever below. Go through.

Stay cloaked and keep progressing through the hallways on this upper level, killing marines as you see them. Eventually the pathway will hook to the left around a corner. Be careful here because a marine on the other side likes to shoot grenades at you. Snipe him with the speargun or shoulder cannon, then take the stairs down or drop down.

Entering the Facility

Below should be some computer terminals in a wide space in front of an open doorway. Go through the doorway. On the left side is a locked door, so take the right path. Once through the first door, you'll see a lever on the right side. Press it and turn back around to go through the door that was previously locked (again, you can go through and kill marines if you wish, but you'll have to get back to the locked door eventually).

Past the door you'll reach some stairs. Go up them into a medium-sized room with some water in the center. Kill any marines here, heal if you need to, and grab the field charge orb. Then approach the door on the right side, press the lever to open it, and go through the door. Traverse the straightforward path, killing marines along the way as you walk across the catwalks. Eventually you'll reach a large-ish room with some moving traffic-arm thingies, and you'll get a message about some important traffic coming through. On the far left side is a doorway. Go through it.

In this next room you'll be on a straightaway on the left side of a room. Go down the stairs and kill the marine in front of you. If you need any more field charge, there may be some behind the stairs in the area behind you. Anyway, by the stairs there will be another lever. Press it and go through the door.

Later Areas

The door will open to a curved corridor. Make sure you're cloaked, then sneak into a side room on the left side with a marine. Kill the marine and hit the lever. Go back out the room and continue in the direction you were going through a door. You have a choice of going up some stairs to a room that may have some field charge or staying on the ground floor. If you take the upper path, kill the marine in the room, grab the field charge, then jump out a window into the room below. If you ignore the upper room, just kill any marines in the large room, go to the other side, and go through the doorway down some more stairs.

Down the stairs you'll reach a small outdoor area. Kill any marines here, follow the path to the right, hit the lever by the door, and go through. Keep following the path down and eventually you'll reach a waterfall on the left with some stairs going up and a lever at the top. Climb the stairs, hit the lever, and wait for the lift to come down. When it arrives, get on and the lift will automatically take you up. There will be at least one marine at the top. Hit the lever by the door and go through to finish the stage.

Redux-Only

If you don't have the Redux mod, you can ignore this section and skip to the part that says "Opening Section." If you do have the Redux mod, however, there is a noticeable addition to the beginning of this stage. Here's briefly how to get through. First, switch to your electrical (red) vision mode, switch to your speargun, and move forward. You should see some turrets. Snipe them, then switch to thermal (blue) vision mode and kill any marines nearby. Search the chasms on the left and you should find a path. Navigate it until you have to drop down a hole. Drop down and keep following the twisting path. You'll have to be careful at some point because there's a huge drop-off that will kill you if you slip up. Eventually the path will drop you off at the normal opening of this level.
Area 52
Synopsis

As with the previous mission, you will still only encounter marines (aside from one android) and you'll still be restricted to your first four weapons, however, the marines here will be better armed and will respawn more quickly. There may be smartgunners, and marines with grenade launchers, and even a minigunner if you're on Director's Cut. This level picks up right from where we left off with Waterfall. You've entered Area 52 and now your mission is to find the predator ship that's being held in one of the hangar bays.

Infiltration

From the starting point, go forward through a door and enter the room on the left. Kill any marines in here and hit the lever. Note that there is an alarm that you can destroy (although it does nothing) and a box on the far end that contains some field charge. It might be worth charging up your shoulder cannon and cloaking before picking up the field charge. Exit the room and progress to a set of closed doors, which should open when you get close. Kill any marines inside, then press a lever on the left wall and enter the lift. It will raise when you get inside.

Optional Shortcut

Once up top, there is a shortcut to bypass the normal part of the level. If you're skilled enough, you can do a spear-jump across the gap in front of you to cross the other side. This will skip a good portion of the level. If you can't do that, you might also be able to strafe-run and jump to the right side and enter the room with the bridge controls. If you fall down, you'll have to turn back around and go up some stairs to try again, but the predator doesn't take any falling damage so you can feel free to try as many times as you want.

Normal Way (No Shortcut)

If you don't abuse the shortcut, take the long way by going down the stairs on the left. At the bottom of the stairs, go to the right side nearly all the way to the dead end. On the left side will be a grate you can break through. Go through it and break another grate at the other end. In this small section will be a lift. Get in and ride it all the way up. The lift will take you to another small room like the first one you entered. This room also has a marine, a lever, and some field charge in a box near the lift. Hit the lever, exit the room through the other side and watch the bridge descend. Jump to land on the bridge, turn to the right, and head through the hallway.

Finding the Security Pass

It's possible to access the security pass earlier but this is the best time to get it. Follow the hallway around the bend and into the huge conference room. Kill any marines in here; there is a hidden room on the right side (down some stairs) where you can see the predator ship, but it's not important. Just go straight through the room to the opposite side and go down some stairs. Go through the first door you see.

Pass through the corridor and hit the button at the end, which will open the door. Immediately there are some explosive barrels. You can destroy them to light a marine on fire or just kill him regularly. Enter the room slowly and look down to the right. Snipe the smartgunner on the bottom floor and drop down. On the table by his body is the security pass. Either take the lift or the sloped staircase back up and go back through the room you came from. Return to the staircase and go down until you reach a large door that opens to a gaping chasm. Get a good running start and jump at the last possible moment to reach the other side.

Second Security Area

You're now in the second security area and marine presence is heavier here. On Director's Cut difficulty, you might encounter a minigunner around here. Turn to the left, go around the corner and enter another familiar room. This will be the room with the minigunner (on Director's Cut only) and probably a flamethrower marine too. Find another lever on the right side of this room and destroy the crate for more field charge. Now go back out the way you came and just continue straight. Go as far as you can, then right before the end, turn left and through a door. This will bypass a turret. Enter the kitchen and be careful of any civilians holding molotovs. One of the walls is breakable, so you can use that as a shortcut if you find it. Otherwise, go through another door, destroy a turret from behind, and hook a right to enter a sort of recreation area.

This is also where you end up if you find the shortcut from the kitchen. Kill any marines here, then go to the other side (right side if you came from the kitchen) and follow the hallway to the left. Several marines from across the corridor will shoot at you until you move closer and the door closes. At this point, turn to the right to enter a library. Kill any civilians (one will be holding a shotgun) and jump down to the bottom. There may be a field charge orb down here. Find the only exit from this room on the left side of the ground floor and go through.

Laundry Area

This next section features two laundry rooms; one will have an android in it, so switch to electrical (red) vision to see it. It will likely be carrying a shotgun so kill it as you would any normal marine. In the first room, there is a breakable wall on the far side to the left (the game will tell you that you're standing next to a laundry chute) and drop down. If you didn't find the android before, it will be in the next room. Jump on one of the giant box thingies, break another wall on the far side, and jump through. Climb up the slope and break another wall to enter the last room.

The last room is the hangar room and it contains your ship. There will be either two or three guards, one likely carrying a smartgun. You can kill them if you wish, or just find the entrance to the ship and get into it to automatically end the mission.
Vaults
Synopsis

You start on your predator ship having collected the rest of your predator weapons, a pistol and a disc. You're still in Area 52. Your mission is now to find out what happened to your predator buddy who was captured. This level contains both marines and aliens of all types (except the queen), and is exceptionally hard on Director's Cut; the spike in difficulty from the last level to this one is very high, so don't be surprised if you die a lot. I recommend starting this one on Training. Once you enter alien territory, you won't be fighting marines though, so you'll only have to deal with one enemy species at a time.

Destroying the Computers

The opening section requires you to destroy four sets of computers to open the next section of the level. Exit your ship and go through a door that opens when you get near it. Go through and find a small room. Kill any marines in here, then destroy a locker and grate on the left side of the room and follow the tunnel. You'll reach two breakable grates on the floor. Break either one and you'll enter a computer lab.

Destroy the big computer terminal in the wall. Go through four successive computer labs like this and break another terminal in each one. Note that one connecting section has an extensive hallway with a side passage. Take this side passage to get a view of a turret beneath you; destroy it with a speargun, then proceed on.

Once you've destroyed all four computer terminals, you'll get a message saying the doors are unlocked. Now you'll be able to walk around an inner section of the base. Exit whichever room you're in through the main door, and follow the path through some automatically opening doors to a passage with a flickering white light. This passage leads away and had the turret defending it. Go through the door and switch to electrical (red) vision.

Labs

Keep going through the doors and you'll witness an alien killing a civilian, and then the alien will turn to you. Kill it (pistol works best) and proceed through six identical rooms, some with aliens in them, until you get to the end. Once done with the rooms, turn toward the right, then down a sloped hallway to go deeper into the installation.

At the bottom of the sloped hallway, turn to the right (or head briefly to the left for some field charge). Follow the corridor and once the numbers start saying "2," look on the left side for a side passage with some bars that were burned through. Go through. On the far side of the wall is a breakable grate. Go through this tunnel and take the right path the first time it branches, then take the left path. There should be two facehuggers inside so be careful and use the pistol on them. At the far end, break through another grate and turn to the left. Take the passage there to a switch. Flip the switch and go back out into the room you had entered, then exit out the far end.

After exiting the room, turn left and follow the hallway. There is some field charge in a side room that is now unlocked. Once you got that, follow the corridor all the way without straying until it eventualy turns right and into a new room that you just unlocked. There is a lift at the end of this room. Take it up.

Installation Depths

Once the lift reaches the top, go forward and through a long series of doors. You're now deep in the installation. Be careful of some facehuggers mixed in with the regular aliens. Follow the path as it wraps around (there may be a lone praetorian in the hallway) and eventually you'll see some predator blood on the ground if you're in normal vision. Follow it to the left for some field charge (this is the only orb in Director's Cut difficulty), then go back out into the hallway and follow it to the end until you reach two sets of rooms. Go to the farthest one with a lone alien in it, grab a security pass, and go back out into the main hallway.

Now go back and follow the predator blood to the left to reach a large room with a door with a green light above it and a lift with a red light above it. Follow the blood to the door, which opens when you get near it. Go through a long series of doors until you reach a very tall room with a predalien held captive in a sphere in the center. This is what has become of your predator friend, so now your job is to kill it and return to your ship.

I highly recommend saving before this next part because it's time-sensitive. At the far end of the room is a lever that disables the sphere, but all you really have to do is just shoot it. I recommend staying by door you were just at, switching to the speargun, zoom in and shoot the sphere and predalien. Otherwise, the disc works well.

Evacuation

Once the sphere is destroyed, you have roughly one minute to make it back to your ship before the base self-destructs. Kill the predalien quickly, then go back to the room with the lift. When you re-enter, go straight across to find a small, unmarked door that opens when you get near it (this is NOT the door down a set of stairs). Go through (there may be a facehugger in here) and flip the lever at the end. Go back out and head right to get in the lift, which should have a green light glowing by it. Enter it and take it all the way up. The door opens at the top but behind you.

You'll now be in one of the first rooms of the level. Just head forward and out through the door, through a short hallway, out another door, and back at the ship. Find the entrance back into it and enter to complete the level.
Fury 161
Synopsis

This level takes place in the lead-smelting plant on the planet Fury 161. Somehow there's been an alien infestation. Unlike Vaults, you'll encounter aliens for the first part of this level, then face off against heavily armed marines near the end. As with Vaults, you have all your weapons and field charge is dispersed liberally throughout.

Disabling the Fan

From where you start, hit a lever to open a door and you'll see a four-way junction with a fan directly ahead of you. Take the left path. Go down some stairs to reach a large-ish room with some aliens around. On the left side of the room is a lift. Take it up. Follow the catwalks on the upper level as they twist and turn. Note that the barrels are usually explosive, so take care around them. Follow the path all the way to the end until you reach a weird-looking horizontal lever. Push it, then drop all the way down and go back to the staircase from which you came. There should also be some field charge beneath the stairs if you need it.

This lever unlocked the room on the right side of the four-way junction from where you started. Go up the stairs and at the top, follow the hallway straight through the door. The door at the far side breaks and a barrel explodes, so take care not to catch on fire. There may also be a praetorian and facehugger in this room. Go up the staircase. There may be field charge in a room at the top. Across the staircase at the top is a pipe with a grate on top; shoot the grate with a shot from the speargun or pistol and it will explode. Jump inside. Once inside, drop down into another room. Hit another horizontal lever to disable the fan, then hit a switch near the door to exit. Turn left and return to the four-way junction.

The Long Climb

Back at the four-way junction, go to the right through the stopped (or slowing) fan. You'll be in a room with two doors and another corridor with a fan that is not disabled (although there's some energy on a wall there). Go through the left door, up two staircases, through a triangular door, and into a huge vertical room. Find another horizontal lever and press it, then drop down a hole in the floor by it.

Down the hole, go through the door with the green light and head forward until you see a staircase. Go up the staircase and hook a left until you reach a tall door. Go through and you'll be on the second level of the vertical room. Navigate the catwalks to the far side, which has another horizontal lever. Then go back the way you came to the tall door.

Go down the short stairs and head off to the left. This will lead to a darkened mess hall. Collect some energy if you need it, then head through another door to the morgue, being careful of another facehugger. Go up the spiral staircase to another tall door. Follow this path to the vertical room again where you have to find and activate another lever on the right.

Return to the morgue but don't go back down the spiral staircase. Instead, take the path to the right and go through a door on the right to a room with a lift. Take the lift up and take the path into the vertical room one last time to find the last lever. Hit it and go around the perimeter of the room until you enter the lift. This last lever activated the lift, so get inside and ride it all the way down.

The Basement Level

At the bottom of the lift there will probably be an explosion from a barrel, a couple aliens, and a praetorian. Once you've dealt with the aliens, go through the circular tunnel and head off to the right. There are a number of side rooms you can either explore or ignore--the left side may have some field charge, while a side passage on the right side has the scene of Ripley's crash landing. Anyway, there's a small room on the right that has another lever. Activate it to open a huge set of doors.

Go through the tall set of doors and reach a small lift at the far end. Be careful of aliens here because the room is hard to dodge them. When the lift reaches the top, you'll probably encounter another praetorian and an exploding barrel.

The Marine Section

After killing the praetorian, switch to thermal (blue) vision and cloak because now you're in marine territory. Follow the staircase carefully down (the architecture is wonky here) and snipe the marines with the speargun. The lava at the bottom will instantly kill you, so try not to drop down. Follow the path around a semi-circle and you'll reach another lift that will take you down.

At the bottom, stay cloaked and kill an unsuspecting marine. Follow the right path across the lava and cloak again. At the end will be a smartgunner, so quickly kill him and activate the lever he was guarding. The lever opens the door right next to it. An alien will likely be on the other side. Keep following the path and eventually you'll reach a huge drop-off. Just wait here for a predator ship to come and fly by. Once it's stopped, jump into it to end the level.
Caverns
Synopsis

You've detected a queen presence at a marine base, so you've been dropped off to infiltrate the base and head into an alien hive. As with Vaults, this level begins with marines and ends with aliens, but the marines here are no joke. There are lots of smartgunners and minigunners on Director's Cut difficulty. There's also a xenoborg guarding the alien section that you'll have to deal with.

Breaking and Entering

From where you start, follow the path until you reach an overlook with an APC below you. Kill the two marines below and drop down. Follow the hallway, killing other marines, until you reach a room with a stairway on the left side and a path on the right. Take either path, because both lead to a room with an important lever on the ground floor. Hit this lever and go through the corridor on the ground floor to the room with the staircase. Now you must take the staircase up and jump a small gap to a door on the opposite side that is now opened.

Follow this path until you reach another overlook. Kill any marines here, then find the elevator suspended by a breakable chain. Break the chain with any weapon you want and drop down.

Heart of the Facility

From where you dropped down, go out the only way you can and hug the right wall instead of going downstairs. There is some field charge on a narrow ledge if you keep going straight. Follow the path until you reach another overlook with an APC below. Make sure you cloak and kill all the marines here because some can be especially deadly. Once you're done, drop down and go to the set of hangar doors. Switch to electrical vision and open the doors by pushing a switch by them.

When the doors open, they will reveal a xenoborg, which will see you even if you're cloaked. The easiest way to kill it is with the disc, otherwise multiple speargun shots will work too. On the left side are two turrets pointed at a door. Destroy them and hit the switch by the door. The door will open and lead to another cavern area. Proceed through another door at the far end. Now you'll only deal with aliens for the rest of the map.

The Hive Section

From the door, go through an APC and into a dark room. Turn to the left and follow the tunnel to a room with two generators. Destroy them any way you want and a side room will open up with some aliens and a facehugger. When you're done with them you can return to the side room for some field charge.

Return to the tunnel and go back into the cavern room. Go through the entry at the far end on the right. There will be a facehugger here and you may get jumped by an alien. Follow the path across a very narrow ledge (falling means instant death) and go through another APC.

You'll eventually drop down into a very dark cave room. Two praetorian guards will drop from either side and attack you. Kill them both. Once killed, go through the path at the back end of the room and the floor will give way, ending the mission.
Battle
Synopsis

This is the last Predator mission, and it entails fighting the alien queen. On Training you only have to fight the queen, while on Realistic you have to deal with one facehugger, and on Director's Cut you'll fight two facehuggers. All weapons are disabled except for the wristblade and speargun.

Before the Battle

Follow the short path to the arena, then drop down and the queen will break through a wall to attack you. She has three attacks; she can just ram into you, she can swipe at you, or she can pick up rocks, stalagmites, and stalagtites and throw them at you. The first order of business should be taking out the facehuggers if you're not on Training difficulty, since they can instakill you. Either use the speargun if you have really good accuracy or kill them with a wristblade (charged or uncharged). The blade is probably easiest, actually, because the buggers pause for a second before they leap, and you can attack before they do. You must kill any facehuggers for the level to end.

Queen Strategy 1

Probably the most common method people take is circle-strafing around the queen and just shooting the speargun at her until she dies. You can take out stalagmites and stalagtites to give yourself more space to move around and less ammo for her to throw at you. This is the same mechanic that she has in the marine's fight against the queen in Hangar. You can just circle-strafe around her and her ram attack will never hit, so just go to town with the speargun until she dies. If I use this strategy, I usually like to shoot off her tail first; I don't know if this does any more damage than a shot anywhere else, but I feel like it might be more effective than just a body shot.

Queen Strategy 2

If you're risky, you can circle-strafe around her but use the wristblade instead of the speargun. Obviously a charged shot will do more damage than a regular one, and back attacks are easier and more damaging than front attacks. It is possible to kill a queen on Director's Cut using only the wristblade, it just takes a lot longer and riskier.

Queen Strategy 3

There are a couple of god-spots against the queen (spots where she can't hit you). The first is under the queen's egg sac, right behind to the eggs. Note that the eggs won't hatch and she can't hit you if you position yourself right. The facehuggers can still get you, though, so make sure you kill them first if you decide to go this route. However, you can kill the queen very easily as she'll just try to swipe at you but miss consistently.

The second god-spot is if you trigger the queen but then spear-jump right back up into the corridor you emerged from. It's a bit tricky, but you can make yourself immune to her by just climbing right back up and going to town on her with the speargun from there. Just remember that you have to also kill any facehuggers to complete the level.
Alien Bonus Missions
The alien bonus missions are unlocked after completing the alien campaign. The first two are unlocked after beating the campaign on Training (Easy), the first four are unlocked after beating the campaign on Realistic (Medium), and all five are unlocked after beating the campaign on Director's Cut (Hard). All bonus missions are on Realistic difficulty.
Invasion (Bonus)
Synopsis

This mission is basically a reverse run of the marine mission of the same name. There are actually a number of different ways to do this level. I'll explain three.

Optional Path 1

This path is the least risky of the three and I also think it's the way the developers wanted you to go. From the start, climb up and out of the water and turn left. At the four-way junction, go straight and drop down into a large ventilation shaft. Head down the left path and drop down the first left side passge you see. Drop all the way down. You'll be in a kind of maintenance area of the installation. Follow the path until you reach a power generator. Destroy the spinning part of the generator and the lights will go out. This incidentally also disables any turrets in the first part of the map.

Switch to navigation vision to see. Take the only path out of that room and follow it into another room with civilians in it. Kill them and take the path on the opposte side of the room out (side with two red lights). Turn to the left, then the path will give you two options: a left path and a right circular path. Take the right circular path all the way to the end (past a side passage to the left) until you reach some vertical bars. They'll open up when you reach them. Go past them and follow the path to the left to a large vertical room with a lift on the left side. Wall-crawl up the vertical room to the top, then take the lit path out of there. Turn to the right and you'll be in a multi-level room.

Optional Path 2

This path is somewhat riskier than the first but not as risky as the third. From the start, climb up and out of the water and turn left. At the four-way junction, go straight and drop down into a large ventilation shaft. Head down the left path but instead of dropping down the first left side passage, locate a small hole on the right side just barely big enough for you to fit through. Wall-crawl through it and you'll see two holes. Drop down either one; there will likely be a smartgunner in both. Quickly kill the smartgunner and go through the door out of the room. Turn to the right, then at the junction make another right to get into the multi-level room.

Optional Path 3

This path is the riskiest of the three. From the start, climb up and out of the water and turn left. At the four-way junction, take the left path and drop down into a bathroom. Grab any headbites you can from here but avoid the civilian in the bathroom stall who throws a molotov cocktail. Just outside of the bathroom area is a hole in the floor (which leads to an instakilling fan) and a hallway with turrets facing out. You'll have to be exceptionally quick to jump past the turrets here. If you survive, there may be two smartgunners on the right side who also pose a threat. Kill or avoid them, then head forward and turn to the right to reach the multi-level room.

Where All Paths Converge

In the multi-level room, drop down all the way to the bottom floor and approach a door that automatically opens. Kill any marines inside, head to the left, and out through another door. You'll reach a large, mostly empty room. On the left side is a set of stairs and at the back wall is a large door that opens. To the left of the door on the ceiling is a small open vent. Wall crawl up and into it and follow it until it drops you off into a dark section with some civilians. Kill the civilians and head to the left side (the side away from the turret, which is facing away from you). Keep following the path until some doors open to a room with a few marines (if you reach the APC, you've gone too far). On the ceiling in this room is another small open vent. Crawl through it and reach a section with open air. Climb out toward the sky to finish the level.
Derelict (Bonus)
Synopsis

This is a reverse run of the marine mission Derelict. The only enemies are marines, civilians, and turrets. Your mission here is to kill two specific civilians near the end of the level.

Ascent

You start by a broken lift. You have the option of taking a path on the ground floor to a lone marine, which can be good for a headbite if you're trying to get the cheat mode from this mission. Otherwise, climb up the side of this spherical room and to the top and climb out of the hole. Follow the circular path to three holes in the side of the spacecraft and exit into the room. You might want to avoid the flamethrower marine here if you can. Climb up the wall opposite the derelict spacecraft to enter the marine facility.

Facility Exterior

At the top, follow a short hallway as it turns left, then turn right at the fork to enter a very large room with part of the ship on the right side. Drop down to kill marines as you wish, but eventually go back up to the catwalk you were on and follow it into the facility proper. There will be a large multi-story room with rising blue dots. Lots of marines spawn here, so it's a great place to stock up on headbites, but note that scared grenade launcher marines tend to blow up a lot of things. Cross the bridge to the other side of the room and keep following the path to a set of generators. You do not need to destroy them, so don't worry about them.

Turrets

As the path turns left from the generator room, you'll see a vent on the ceiling. Break the graet and climb through the vent. Follow the path to the second drop-off point (skip the first).w Drop down there, destroy a turret facing away from you, and take a side passage with some civilians and eggs. If you stay in the main hallway, turrets will shred you. At the end of the side passage you'll end up behind some turrets. Destroy them, then turn to the left and continue to a computer room. Kill any civilians in here and destroy some turrets looking out. This is why we didn't go all the way through the vent from before, because the turrets would have shredded you here.

Finding the Commanders

Follow the tunnel to a very large room with a lift. There should be a smartgunner on the far end. Kill him however you wish and enter the room on the right side. Break the grate on the ceiling to crawl through the tunnel on the ceiling and take the first drop-off point. Down in this room will be a marine and two civilians. The civilian on the left will be the first commander. Kill them all, then climb back into the tunnel and continue to the end (the second drop-off point). Break another grate to drop down and you'll enter a room with civlians and some marines. The commander here is on the ground floor by the computers. Kill the commander to end the mission.
Tyrargo (Bonus)
Synopsis

This mission takes place in the marine level of the same name. You'll start off in an attic section of the ship, giving you complete freedom to drop down to any point of the level you wish. However, none of them are marked so if you have no guide, it'll probably be total guesswork. The goal of this mission is to kill three officers and then a predator.

Officer 1

From the starting point, take the first right. At the first junction, take another right and drop down into the first hole you see along the left wall. Follow this all the way down and you'll be in a room with two marines and some missiles. The marine on the right is a commander. Kill him and then climb back up the hole you came out of. If you can't see the hole, get both turrets in your field of view; the hole is above the left turret.

Officer 2

From the climb back up, locate another small hole near you but don't drop down. Head past it to see the pathway split off to the left. Take the left path and drop down the first hole you see on the left side. You'll drop down next to a lift and a hallway leading out with a marine. Take the hallway, kill the marine, and pass through a set of double-doors. Immediately pointing towards you is a turret, but if you place yourself on one of the far ends of the door and move quickly enough away, you can avoid taking damage. The second officer will be in here, so kill him.

Officer 3

In the room you're in, there's a grate along the left wall. Break it and follow the narrow path through to another grate. Break it and you'll enter the locker room. Follow the path to the left as it winds around and around. Once you get to the second set of double doors, there will be another turret facing towards you. Use the same strategy as before to avoid getting hit, then go into the big room and enter the airlock on the right. There is a marine and a civilian in here. Kill both (the civilian is an officer) and a predator will spawn in the big room. Kill it to end the mission.
Caverns (Bonus)
Synopsis

This is a reverse run of the predator map of the same name, albeit cut in half. This is a short level with marines and a few turrets. Your goal here is to kill a predator that's on his way to the hive, but along the way you have to disable some turrets and unlock some doors.

Destroying the Generators

From the starting point, switch to navigation mode to see where you're going, head forward and take the left path. Kill two marines and proceed forward (not through the APC) until you reach a narrow walkway above a pit of spikes (wall-crawling on the floor ensures you won't fall off). There's a smartgunner on the other side so kill him but don't go any further. Instead, look directly above the narrow walkway and jump up into a hole there. Follow the ceiling tunnel until you drop down into a small side-room. Break a shoddily-made door to enter a larger room and look to the right side. There should be two generators. Stand as far back as you can and destroy each with a tail attack. Now go back to the room you dropped into, climb back the way you came, and drop back onto the narrow walkway (or wall-crawl your way down).

Entering the Marine Facility

Once on the narrow ledge, go down the path with orange ceiling lights and enter a large-ish room. If you look to your left, you'll see a side passage on the left and a passage along the far with with a glowing light. Take the side passage on the left and follow that corridor through some doors and an APC. A door will open to a tight corridor with some marines. Kill them and keep progressing forward. Eventually you'll come to two sets of large doors that lead to a large room with a couple marines. This is the mouth of the marine facility. Jump (or wall-crawl up) to the upper ledge on the opposite side of the door from which you came.

Navigating the Base

Follow the corridors up top. You'll encounter a couple of flamethrower marines so you have to be quick and stealthy. Jump across the gap when you get to it. You'll have an opportunity to drop down at certain points but it's actually safest to stay up top. Eventually you'll reach a turret facing away from you. Destroy it but don't move forward yet. This area has a ledge on the left side, a significant drop down, and a staircase on the right. There's a turret facing out on the right side so you have to be quick here. Quickly jump to the opposite side to avoid taking much damage from the turret. Once in the far room, a predator will drop down. Kill it to end the mission.
Fury 161 (Bonus)
Synopsis

This is a reverse run of the predator level of the same name. The goal here is really just to kill everything. This is one of my all-time favorite levels because of its verticality, interesting architecture, and variety of enemies. It features marines, civilians, turrets, predators, and the only friendly alien that appears in the alien campaign.

The Lava Section

You start off in a small alcove overlooking some lava. If you step out, you'll take damage from a marine on the left. If you wall-crawl the left wall, a turret will shred you. If you jump into the lava, you'll die. First things first: crouch-jump to the wall across from you and climb through a small hole in the architecture. A marine down below will immediately start shooting at you so drop down and kill him. Look out towards the lava and start moving in that direction until you spot a turret. Destroy it, then quickly cross the narrow path across the lava to a smartgunner. Kill him and then activate the lever he's guarding. Now it's time to take out that pesky marine on the other side. Quickly wall-crawl to him and kill him, and then climb up to the top of the room. Find a staircase and take it all the way up and out of the room. There are some civilians around here so take advantage of some live headbites. Once you're done, drop down into the next room and through a door (if it won't open, it means you didn't remember to hit the lever by the smartgunner).

The Lower Section

Once past the door, you can disable a turret by going into a side passage on the left and activating a switch, or you could ignore it as long as you move quickly through the tunnel. Take the path to the left when it branches, then follow it into a room with funky architecture. Move toward the empty space where the lift should be to trigger it, then wait a bit for it to descend. Either ride it up or wall-crawl above it into a huge multi-tiered room.

The Upper Section

There is a predator in this room. You don't actually have to kill it, but I suggest that you do. Once it's dead, you have some options. You can go through each floor one by one and disable the turrets facing out with the levers on the right side of the room, but ultimately your goal is to drop down the hole at the bottom of the multi-tiered room. Once through the hole, go through a door near a blue light to see two circular corridors, one with some explosive barrels, one without. If a turret is shooting at you, it means you didn't kill the predator. Destroy the explosive barrels with a tail attack to disable a fan on the other side, then go through that tunnel.

The Final Section

After the fan, you reach a four-way junction. Take the path in front of you forward to trigger a door, then activate a lever on your left. Now you can choose to go through the left path with the red light if you wish, but the only path you must take is the one with the white light. Take that, then go down a set of stairs and you'll see three marines and for the only time in the entire campaign, a friendly alien! If a turret is currently shooting at you, it means you didn't hit the lever after the fan. Anyway, the marines are two smartgunners and a minigunner, so they'll probably shred the friendly alien in a mere second. Kill all the marines and a predator will spawn in the upper level of the room. It will likely drop down but if it doesn't, just find it hanging around up top. Kill it to end the mission.
Marine Bonus Missions
The marine bonus missions are unlocked after completing the marine campaign. The first two are unlocked after beating the campaign on Training (Easy), the first four are unlocked after beating the campaign on Realistic (Medium), and all five are unlocked after beating the campaign on Director's Cut (Hard). All bonus missions are on Realistic difficulty.

Additionally, three of the marine bonus missions provide you with the jetpack.
Temple (Bonus)
Synopsis

This is a reverse run of the alien mission of the same name. Your goal here is to power on a generator, destroy four consoles, then access the upper level of the temple to escape by way of spacecraft.

Leaving the Hive

You start off at the bottom of the hive nest thing. Immediately figure out what button is your jetpack because you'll need to use it straight away. Kill any aliens here, then jetpack up the only way out of here. This first part sucks because aliens will consistently jump out of the dark to attack you. Use your image intensifier and climb or jetpack your way up the tunnel until you reach a large room with an alien statue.

Descend to the bottom of the statue room by using your jetpack to avoid taking damage. At the base of the statue is some equipment. Take a tunnel on the floor out of this room but be careful of facehuggers. At the end, drop down to grab a smartgun, look up, and fly out of this section. Upon flying up, take the side without the blood at the junction and continue flying out.

Activating the Generator

You'll enter a tall, dark room with some obelisks jutting out of the wall. Keep flying up until you find a tunnel near the ceiling leading away. Take the tunnel, fly up when necessary, and continue until you reach a room with some explosive canisters. Take a look around and you'll see a staircase on your right and a hole just a few meters in front of you. Kill the aliens as they attack, then descend carefully with your jetpack down the hole.

In the middle of this large room is a generator switch. Shoot it to break the glass and restart the generator. Jetpack back up and take the staircase that you walked past. This opens up into a room with a couple more aliens in it. Move to the far end of this room and wait for the lift to descend. Now jetpack up it and into the next section of the level.

Destroying the Consoles

Before moving on, locate the medkit, armor, and minigun on one side of the lift. Grab the health and armor only if you really need them or save them for later, but pick up the minigun. Your next task is to destroy the same consoles that the alien had to destroy in its campaign. On either side of this room are two large paths, one that says "East Guard/South Guard" and another that says "West Guard/North Guard." Each lead to two rooms with giant consoles on the walls. However, there are a lot of nasty aliens here, including some praetorians. Be very careful here; you can use the jetpack here as a trick to lure them beneath you, then use the pulse rifle or smartgun to kill them when they can't reach you. Once you've destroyed all four consoles, return to the main lift room. If you run low on health, the side lab rooms in the main lift room contain items as well.

The Upper Level

Now you'll be able to access the upper level of the temple. From the main room, jetpack up as high as you can go (being careful of a facehugger). A praetorian might actually fall on you so be vigilant. Once you get to the very top, turn to the direction that has a corridor leading away and to the right (it has a bloodstain). Kill any praetorians you see, then follow the corridor to a medium-sized room. The side will explode and a ship will crash in here and the mission will end.
Vaults (Bonus)
Synopsis

This is a reverse run of the predator mission of the same name. Your goal here is to blow up four generators that are overheating (or something) before they destroy the facility. Then you must kill a predator and rescue your commander. The first section is timed and in the last section, the mission will end if the commander dies.

Destroying the Generators

You have roughly one minute to complete the first section, so don't waste any time. From the starting point, go through the door, go through another room, and follow the path to the main hallway. If you want, quickly take the first exit on the right (where the predator blood leads), which offers a very useful minigun pickup. However, it's not necessary. From the main corridor, follow the predator blood through the hallway marked "4" and follow it to a dark room, which has a predator in it. Unless you have the minigun and catch the predator unawares, the generators should be your first priority. Head down the stairs on the right side to enter the generator room. Destroy two generators, then destroy another two in an adjacent room to save the facility from blowing up. Pick up the smartgun in the second room, then go back up the stairs. Kill the predator, making sure to finish him off before he detonates himself. Then you'll be briefed on your second objective.

Heading Through the Base

After killing the predator, go back the way you came to the main corridor. Make a left (unless you missed the minigun earlier) and simply follow the corridor as the numbers go down. Go up some stairs and through some doors until you reach a lift. Take it down. Go through this room and out a doorway on the right and you'll find yourself in a narrower corridor. Follow this as the numbers go down. Keep an eye out for a doorway on the left side with a flashing orange light that leads out to a large sloped corridor. Once you've found this doorway, go through and up the slope to the end of the hallway and into a lab.

Fight your way through six identical labs and grab any health when you see it. After the last lab, go through some open doorways until you get to a set of locked doors. Turn around and on the side of the wall you should see a small lever. Pull the lever to open the door. Go through and past a friendly turret.

Finding the Commander

It's a good idea to save before this section. You'll be in an area with two rooms on either side and a central room with nobody in it. The commander will either be wandering around or in one of the four rooms. This section can be frustrating because an alien can spawn as soon as you open a room's door, killing the commander immediately. If the commander is wandering around, just systematically go through each room and kill all the aliens. If the commander is not wandering around, you'll have to be very careful to kill the aliens in the area or the room he's in and not damage the commander. Don't use grenades or the smartgun's tracking here (it's too slow and can drag across the commander). Once you've killed all the aliens in the area and the commander's still alive, the mission ends.
Ferarco (Bonus)
Synopsis

This is a sort of reverse run of the alien mission of the same name. Your goal here is to find a security pass and reach Mother. This mission mostly features just standard aliens. You are given a jetpack in this mission and you'll need it to ascend long heights and descend without taking damage.

Ascent

You start of in a black corridor by the vessel that the alien used to escape the ship in its version of this level. Run to the other side until there's nowhere left to go but up. Ascend with the jetpack to the top to find a room with a flickering red light. There's a door to the right and a path on the left. Go through the left path and drop down slightly into a tunnel. Follow the path forward until you reach a grate. Break it, jetpack above the obstacle, and find a barrel blocking a door. Shoot it to destroy it and enter another room with explosive barrels. Make your way past them to get to a very tall pitch black room with odd-looking architecture around you. Ascend with your jetpack all the way to the top and find a vent leading out.

Vents

Enter the vent shaft and drop down, and break a grate to reach a long corridor with red lights. There are aliens on either side of this tunnel that will attack you when you get a certain distance. Run to the very end and when it forms a T-junction, take the left path. At the first chance, take the right path when it branches. At the end of this path, carefully descend into a lab room below.

Levers

Crawl under the door into a somewhat bright corridor. When you reach the fork in the path, take the left path and follow it briefly until you find a pane of glass on the left side. Shoot your way through the glass and enter the med lab. Inside is a lever; shoot it to activate it and the lights will turn blue. There is also a smartgun in here, so be sure to grab it. Exit through the door with the bloodstain on the ground and go off to the left.

Eventually you'll reach a T-junction. Take the right path and go through the doorway to enter a room with a flickering red light. Follow the staircase up or just jetpack up the hole in the center to the top floor. Up top there will be two levers. Again, shoot them to activate them and grab the smartgun ammo. Go down one flight and go through the door opposite the one from which you entered (with a reddish-orange light).

Finding the Security Pass and Mother

Once through the door, follow the path as it hooks a left. Go through a door, then take the left door, go through another door, then go through one last left door. This will lead you into a room with a dining table in the center. In this room is a security pass on a random table (it is different each time). It might be near the skeeter launcher or one of those side areas.

Once you've found the security pass, go through the only door out of here and only go straight or go through doors on the left until you reach a dark room with dull green lighting. There will be three paths in front of you. Take the right path to reach an odd-shaped door on the right side. It will open as you approach. Go through another door and enter the computer room. Wait for Mother to power up and the mission will end.
Gateway (Bonus)
Synopsis

This is a reverse run of the alien level of the same name. The goal of this mission is just to reach the escape vessel at the bottom of this station. Just after the halfway point, this level contains a xenoborg that must be killed. Unlike Ferarco and Temple, instead of going up you will be mostly descending to the bottom of the level. You're given the jetpack, which is necessary to prevent falling damage.

Initial Rooms

You'll start in one of six identical rooms. Shoot the glass in front of you to break it, then go through. Do the same for each room as you make your way through all of them. At the end, jetpack your way up through a hole on the ceiling. Ascend high enough to locate another vent and descend through it.

Vents and Tunnels
The vent will lead you to some stopped fans. Descend past the fans but be careful of a facehugger on the ground. There are several grates covering up tunnels leading out of this room. You can go down any of them, but the easiest one to go down is labeled "1 JCT." Break the grate and drop down; there will be a friendly turret shooting some aliens down this hole. The turret will not shoot at you. Descend and break the grate behind the turret to go down yet another tunnel.

Gateway Rooms and the Xenoborg

At the bottom of this tunnel is another stopped fan. Be careful going out because there is a predalien in this next room. Either kill it or try to avoid it by jetpacking up to the top. Exit out of any of the doors in this room, then turn to the left to locate two doors that open to an empty elevator shaft. Descend down it. At the bottom is a door that opens when you get close. A xenoborg faces out at you. Unlike the xenoborgs in Orbital, you'll have to actually destroy this one. There are two ways to go about this: either shoot the green light by its eye with the pulse rifle to instantly disable it, or go past the xenoborg entirely to another room with a SADAR. Take the SADAR with you and shoot it in the head a number of times to kill it; if the SADAR doesn't do the trick, use pulse grenades. They don't do much damage but enough shots will kill it.

Steady Descent

Once the xenoborg is killed, ago through either hallway on the side of the xenoborg room to enter another room with a healthkit, armor, and SADAR. Grab the supplies if you haven't already and descend down the elevator shaft which is now open since you destroyed the xenoborg. Go down all the way to the bottom and kill the alien waiting for you, then go through the doorway and immediately go down the left elevator shaft adjacent to it. At the bottom you can take a grenade launcher if you want.

Take either path, left or right, to come to a very large vertical room with some machinery moving near the ceiling. Descend to the bottom of this room and take either of the tunnels leading out. Break a grate, jetpack down, break another grate, and enter a small room with some green crates. Outside the door to this room is a praetorian, so be careful. Open the door and either kill the praetorian or run to the end of the hallway (the side with the flashing red light) and descend to another grate covering up a hole. Break the grate, drop through the hole, and step up to the ship. After a few seconds, the level will end.
Waterfall (Bonus)
Synopsis

This is a reverse run of the predator level of the same name at night. Your goal here is to kill a predator at the end of the level, where the predator normally starts in its version of this map. You do not get the jetpack here but you won't need it. This map features lots of enemy aliens and friendly marines together. The marines are mostly useless and you can't pick up their weapons when they die, so they're mostly just fodder for the aliens, giving you an extra second to see where they're coming from before they attack. This level is also pretty dark, so be sure to use your Image Intensifier or flares.

Back Entrance

You start off behind some doors. Move toward them to witness two aliens shred a marine. Kill the aliens and press the button by the lift. Descend to the bottom and follow the path left and up a flight of stairs. Fight some more aliens in an outdoor section, grab the pulse rifles on the side, and go up the stairs to enter the rear of the base. You'll witness some aliens attacking marines in a dark room. Kill the aliens and pass through to the other side, taking the path on the right. At the first option you see, I highly recommend going up the staircase on the right side, which leads up to a marine (who may die to an alien) and a minigun and pulse rifle in a corner. Grab the minigun, go back down the stairs, and proceed to the right.

Unlocking Doors

At the next right, go inside to see a marine try to defend himself against aliens. Kill the aliens, then hit the button and grab the armor in the middle of the room. Exit this small room, turn right, and go through the door that you just unlocked. This opens into another large, dark room with a staircase on the right and some aliens on the left. There will probably be a praetorian at the top of the stairs, so either dodge it or use a short minigun burst on it. There may be a healthkit on the ground floor by the traffic arms if you need it.

Go up the staircase and follow the path right. This will open up into another large room with traffic arms. There's another marine here and more aliens around. Kill them and take the path up some stairs and out to a catwalk that loops around. You have two options here; you can just stay on the path (this is the better option) or you can drop down to a different section. Dropping down doesn't spare you any enemies, plus it lowers your health from the falling damage, so I suggest just staying on the catwalk. Follow the path as it loops around and takes you to a path with a flamethrower. You'll probably hear a minigunner die. Pick up a flamethrower if you want, then kill the alien, go down the staircase, and approach the door. Behind it are two facehuggers; pulse grenades work very well here. Kill the facehuggers, then activate the lever on the side of the door. Grab the healthkit, then descend down the stairs.

Difficulty Spike

This is where things can get messy. Down the stairs a door will open and you'll probably get jumped by at least one preatorian, possibly two. You have little recovery time here as well because aliens will soon start stockpiling up on you. Kill all threats in your way, then get behind the turret facing away from you. Help it kill as many enemies as you can, including a predalien. Once the section is cleared, go past the turret and up the staircase in the outdoor area to the top. You have an option to retrieve some armor and ammo by jumping from here to a platform on the left side (by some generic machinery) and make a difficult jump across to another platform. This platform holds minigun ammo, but save before jumping if you attempt it.

Go through the doorway at the top of the staircase and follow it as it winds across the upper level. You again have an option to drop down, but again it takes off too much health and is actually probably harder than going the normal route, so just stay up top. You'll eventually run into a predalien, so either kill it or run around it to avoid it. Keep following the path to another door that opens as you approach. Two aliens will spawn as you approach, so make sure you kill them. This leads to the final area, where your last task is to kill a predator.

The Predator

The last predator can be a pain. If you have the minigun, switch to it. Stay by the area where you killed the two aliens and look out across the veranda. Look for a red light, indicating a shoulder cannon aiming at you. If you're quick enough, you can kill it with the minigun. If you don't have enough time, dodge the shoulder cannon shot by going close to the door you came out of. When firing with the minigun, make sure you don't let up until you actually see it fall, otherwise it might activate its self-destruct and you'll fail the mission. If the predator is not targeting you, wait until you hear it shoot at some aliens, then locate it and go to town with the minigun.

If you don't have the minigun, you'll have to actually approach the predator. Jump to the platform on the left side of this area and jump across the railing to kill the predator with whatever weapons you have. If you're able to go down the stairs, you might be able to find a SADAR in the base. Otherwise, pulse bullets are a decent option. Once you've killed the predator, the mission ends.
Predator Bonus Missions
The predator bonus missions are unlocked after completing the predator campaign. The first two are unlocked after beating the campaign on Training (Easy), the first four are unlocked after beating the campaign on Realistic (Medium), and all five are unlocked after beating the campaign on Director's Cut (Hard). All bonus missions are on Realistic difficulty.

Additionally, three of the predator bonus missions provide you with the grappling hook.
Invasion (Bonus)
Synopsis

This mission is a reverse run of the marine mission of the same name. Your goal here is to make your way to the marine territory of the base and kill a marine commander. However, first you have to go through an extensive alien portion. There are actually lots of neat tricks to this level, some that allow you to bypass huge portions or access areas you weren't supposed to get to. First I will outline the normal path, then I'll mention a neat little alternate path.

Normal Path

You start off on a landing platform with a predator ship leaving. There is a door at the far end of this platform on the right side. Run to it, pull a lever to open it, then step into a lift and ride it down. Immediately switch to electrical vision because you'll be fighting aliens out the door. The lift doors will open to a broken bridge. Drop down. Follow the path until you reach a room with an exit to the right and the left. Take the right path, then when you reach another option to go left or right, take the right path again (the circular hallway). Immediately take the first left opening you come across.

You'll reach a lift with a lever nearby. Activate the lift and ride it up. Find another lift in this room, then ride it up and navigate a catwalk as it loops around to the right. Walk up a staircase next to the mouth of a pipe, which leads to another room, and climb the staircase here. Turn to the right and you'll reach a junction of four paths. You can get some field charge in one of the rooms on the right, but ultimately you'll want to take the path directly in front of you to a multi-level room. Drop down all the way to the bottom and find a door. Cloak before the door and switch to thermal vision.

The door will open to reveal a smartgunner, so kill him quickly. To the left may be a couple more marines, so dispose of them. The door at the end will open to a large hangar with an APC and a couple marines. One of them wields a SADAR, which can instantly kill you, so stay cloaked and kill him first. The commander is in the APC. Kill him to end the level.

Alternate Path

The alternate path is tricky and very difficult to pull off, but saves considerable time. It's probably unintended by the developers but it can be done anyway. At the start of this level, go toward the lever that opens the lift but go past it slightly to the very edge of the platform. There is a hole in the side of the wall that you can drop down into; your goal is to shoot yourself into this hole. Before you drop, switch to your speargun. Drop right where the corner meets the wall and shoot your speargun towards the pipe along the wall. This is much easier said than done, but if you time it right, you'll access a large ventilation pipe. Keep shooting your speargun until you're thoroughly inside, then proceed up an inclined slope.

You'll reach a room with two fans spinning. They're instant death for you, so go through the door that opens on the right (an alien will likely attack you here), then find the circular levers in the room and turn them. The fans will deactivate, so go back to the fans and move toward the one on the right. There is a hole just behind it. Take care of the alien that likes to ambush you here, then switch to thermal vision and cloak before you drop down. You'll encounter a smartgunner and flamethrower marine. Once you've disposed of them, take the right path and follow it until you reach an APC guarded by pulse marines and a SADAR marine. Then kill the commander in the APC to finish the level.
Escape (Bonus)
Synopsis

This is a reverse run of the alien mission of the same name. You are provided with a grappling hook. Unlike most others bonus missions, you'll encounter aliens and marines together, which presents an interesting dynamic. You can wait for the enemies to fight each other before you take on the survivors, or you can go after them all at once. There is quite a bit of variety in enemy types; you'll encounter civilians, marines, aliens, facehuggers, praetorians, androids, and a xenoborg.

Unboarding

You start off in a grey room with a flickering light and a civilian in front of you. Kill it however you see fit, take a moment to practice your grappling hook in the room if you need to, then proceed forward through the corridor to a high room with a pane of glass near the ceiling. Shoot it with any weapon. Stay in thermal vision and cloak before grappling up because there will be a smartgunner at the top who can do a good deal of damage to you if he spots you.

Once up there, kill the humans and take a peek of what's below. Jump down and go through the large door on the right into a lareg-ish room. Watch the humans fight off an alien, then kill the victor. Go through the door on the left, then another door on the right. A smartgunner is posted in the small lab room so be careful. An alien will come out of a dark vent. Kill it, then grapple into the vent.

Progress

Run through and out of the vent and into a small room. An alien will attack a civilian and a marine. Take the door on the left through a room and into a narrow corridor room. Be careful at this point and switch to electrical vision becuase there will be a facehugger around. In the next room will be an android, an alien, and probably the facehugger. Grapple up to the catwalk and walk along the path. In the next room, there's a field charge orb in the corner. Grab the orb or just continue to the end of the catwalk, where it drops off into a room with two marines.

Kill the marines to open the door, then run through two small rooms. In the last room, grapple up and run through the dark vent to get out of this room. At one point, you'll have the option to drop off into a room full of marines, but you don't actually have to.

Humans Under Attack

Take the upper section as far as you can go, but stop at the edge of the catwalk to snipe a civilian. If you drop down uncloaked, you'll likely get shot at by a shotgunner on your right. Kill the shotgunner if you want, then keep going forward. On the left, you'll see a xenoborg gone haywire. Eventually you'll reach a bathroom with a civilian and an alien. Grapple up this bathroom to another catwalk and an orb.

Cross the catwalk to another room. Snipe the civilian in the far right corner, since she holds a molotov. Then drop down and cross into the next room, which holds a smartgunner. If you kill him, the door will open to the xenoborg room. Alternatively, you can just cloak and grapple to the catwalk in this room to cross into the xenoborg room undetected. You don't have to kill the xenoborg but it's good fun to go against it with friendly (?) humans who are under attack as much as you are, or just watch the xenoborg kill them all.

Reaching the Final Praetorian

Either kill the xenoborg or ignore it; either way you'll have to get to the end of the catwalk in this room and grapple up where an alien waits. Below is a room with a marine. Kill him, then grapple up to the only hole leading out of here, where there is yet another alien. Once disposed of, drop down all the way to the bottom. A hole leads into a hive area, where a lone praetorian awaits. Kill it to end the mission.
Temple (Bonus)
Synopsis

This is a reverse run of the alien mission of the same name. Unlike the marine bonus mission, your goal is just to reach the starting point of the alien mission. In order to proceed through a path blocked by fire, you need to kill two praetorian guards.You are given a grappling hook.

Leaving the Hive

You start off at the top of the hive nest. Switch to alien vision, then grapple up to the ceiling. Find the hole leading away, then kill the aliens as you climb up the sloped tunnel. When you reach a large room with the alien statue, drop down to the bottom (remember you take no falling damage) but be careful of two facehuggers. Take a tunnel on the floor out of this room. When you can, drop down, cross over, look up, then grapple out of this section. At the junction, take the path with the predator blood and grapple out.

You'll be in a room with some obelisks jutting out of the wall. There will probably be human civilians here. Grapple to the top left of this room. Find a tunnel near the ceiling leading away. Follow the tunnel and grapple up when necessary. Destroy a grate at the end when you reach it. You might find marines at this point. Take the staircase on the right, go through a door, and locate a hole where a lift normally goes up. Grapple up here into the lab section of the map.

The Upper Level

You can totally skip the middle section of the map. Just grapple up the square opening and keep grappling up until you can't grapple any higher. Where the marine ended his bonus version of this mission (where the space station is visible) is where you want to go. At the top of your grappling adventure, turn to face a corridor that bends to the right. After following the corridor, there will be two praetorians waiting for you in a lower room. Kill them both.

Now go back the way you came to the large hole you grappled up. Grapple down it to the next lower floor you get to (there may be a predalien down here). The way you needed to go was blocked by fire until you killed the two praetorians. Go through either of the two holes/doorways on the ground floor, then drop down a hole in the floor to reach the facehugger shrine. Climb through the facehugger thing. There may be a predalien inside if you didn't encounter it earlier. All you have to do is enter the last area to end the mission.
Earthbound (Bonus)
Synopsis

This is an identical run of the alien mission of the same name. Your goal here is to kill a particular commander. You are given the grappling hook.

Entry

You start by a lever. Break it with the wristblade to open up the door. Down a hallway is a marine. Kill him or avoid him, then go off to the right, through some doors, and drop down. Destroy this grate and drop down into a room with two marines. Kill them, move forward, break some glass, and go through a doorway on the right.

Cloak and drop down into a section with a smartgunner and grenade launcher marine If you're smart, you'll kill the smartgunner before destroying the fuseboxes on either side of this room. When the fuse boxes are destroyed, a large door on this floor will open. Right behind them is a turret facing away from you. Watch it destroy some aliens flying through a vent. When it's done, destroy it and jump through the vent the aliens came jumping out of.

Vent Flying

Run through this corridor and drop down into a very long hallway. Move off to the left to find more fuseboxes behind some doors to destroy. Once all of them are destroyed, grab the field charge either by the fuseboxes or at the far left side of this long hallway and wait for the ceiling fans to stop. When they're stopped, grapple your way up into a room with a praetorian. Deal with it or don't, either way the way to go is through the central corridor.

There's more field charge in the furnace room but be wary of marines now. Crouch underneath the furnace piping and fall down a shaft with a ladder. Cloak now and make sure you're in thermal vision. Two doors will open, and the last room contains a minigunner, so kill him quickly. Then grapple your way out of this room and up to the highest floor.

Déjà Vu

You'll be in a section that is an exact copy of the beginning (the first large-ish area you entered) so go to the far side and wait for two doors to open and drop down. Destroy a vent and drop down into a room with yet another pane of glass. Destroy the computer consoles here too and go through the door that opens. Kill the guy up here, then fall down into the section below and cloak.

There will be eight fuse boxes like before; one side carries a field charge orb but above it stands a smartgunner. Be very sure to be cloaked because he will see if you aren't. Once all the fuseboxes are destroyed, the large door on this floor opens, revealing a minigunner and a civilian. Stay cloaked and hide behind a wall to sneakily kill the minigunner, since he poses the biggest threat. Then kill the civilian commander to end the mission.
Tyrargo (Bonus)
Synopsis

This is a reverse run of the marine mission of the same name. Your goal is to kill a commander to trigger an evacuation, which opens some hangar doors concealing some xenoborgs. Kill the xenoborgs and return to your starting point. You are not given a grappling hook here. As you first run through the map, you'll only encounter marines. Once the evacuation has been called, you'll be fighting mostly aliens with some occasional marine stragglers.

First Run

You start off in a lift. Immediately cloak, switch to thermal vision, be ready for a smartgunner waiting for you at the top. Kill him however you like, then head off to the left. Jump down and go through a hallway, killing marines as you find them. Go through a door and you'll enter a big room with missiles. There's a marine at the far end. Exit through the door on the right.

You'll reach a small room with a lift at the top, a lever at the bottom, and you'll hear the sound of two turrets. Press the lever to trigger the lift to come down, then switch to electrical vision to see the turrets up top, then snipe them with your speargun. Once they're destroyed, you can ride the lift up.

Go past some explosive canisters and through a door, then immediately turn left to go through another door. You'll reach a T-junction with some marines. Take the right path as far as it goes until you reach a lever in the wall. Hit the lever (even though you'll get a message saying security has overridden the doors), then turn back around. This time just head forward and drop down, go through a small hallway, hook a right, and pass through another door to reach a mess hall with some marines. Kill them, then break the glass on the right side and jump through. Kill a smartgunner and run through a section with hypersleep chambers, pass through a door, and continue on.

Keep following the hallway. At the end of this section is a second door. Go through it and deal with the marine on the left (up some stairs) if you want. Cloak, then go open the door on the right side at the end of a small starway. Inside is a smartgunner and two other marines. Kill them all, among them a commander, and grab the field charge orb at the the end of that room. Once the commander is dead, the evacuation order will be issued. Now heal up, switch to electrical vision, and turn around, because we're about to do pretty much the same run, except now fighting aliens.

Second Run

Go back into the large room with the staircase on the left side. Go up the stairs and press the second button (or both, it doesn't matter). Go through the door that now has a green light and proceed through the locker rooms as you did before, now fighting the aliens that will drop down from the ceiling vents.

Jump back through the window section into the dining area, go through the door behind the table, and follow the path is it bends left. You'll see a lever next to a lift. Activate the lift and ride it up. At the top, take the first left. Inside this room are two xenoborgs. The fastest way to kill them is to use the disc, otherwise you can use spears. Once dead, go through this map as you normally would as the marine. Head down the decline and grab the orb, go through the door, and trigger the explosive canisters on the left side or wait for some hapless alien to do so. Go through the small gap to the next room, avoiding a praetorian, and go up the stairs.

At the T-intersection, take the left path first to hit a lever (there's a lone marine here), then take the path through the door that opens into the dark corridor lit by red lights. Head through these two hallways to the place where you destroyed the turrets and drop down. Go through the door and enter the missile bay.

Climb the staircase on the right side of this room and activate a lever. Be careful of another praetorian (or two) in this room. The door on the far side of this room (by some stairs) will now be open. Go through the door, through another locker room, and activate a lift at the end of the hallway. Ride the lift up and get back onto the central lift where you started. Wait a moment for the lift to descend and the mission will end.

Congratulations! You just beat Aliens versus Predator Classic 2000!
Custom Campaigns
There are also custom single-player campaigns you can try out! You can download them here:
Legal
This guide was written solely by me (Olde). You can (and should!) use this guide and share it with others. However, you should not distribute it while giving authorial credit to either yourself, someone else, or to nobody at all. You may quote from it at length but please do not post the entirety as a guide on any other forum or site without my express permission. I also reserve the right to remove or modify this guide at any time and/or make it unavailable, with or without providing a reason.

I hope you enjoyed this guide! I value your input so please leave a comment below! Thanks for reading!
9 Comments
Lukster Lee 8 Jun, 2020 @ 7:43am 
I had no idea this game had so many bonus missions, I never made it past Marine Mission 2.
Nutmeg🍕 26 Jan, 2020 @ 12:28pm 
lol
󠀡󠀡 27 Dec, 2019 @ 9:34am 
raging boner
Olde  [author] 26 Dec, 2019 @ 11:00pm 
Interesting, I wasn't aware of that oversight on Tyrargo. Cheers!
Suciongo 26 Dec, 2019 @ 10:51pm 
A few typos:

Hey! It was * [...]

[...]some other stuff I can't remember now *THAT I found.

Cheers :P
Suciongo 26 Dec, 2019 @ 10:48pm 
Hey! Was fun reading this knowing this game's Single Player Campaigns almost entirely. There may be a few hidden details, like for example in the Marine's third scenario, after rushing to the bridge room where you find the Skeeter Launcher you forgot about the pistols.

In the Marine's Tyrargo, you can instantly kill the predator if you aim correctly while dropping down from the stairs that have a monitor when going right after entering the room.

There is also some other stuff I can't remember now I found.

Still, masterpiece of a guide :lunar2019piginablanket: 10/10
󠀡󠀡 23 Dec, 2019 @ 9:11am 
instant erection
Vostroyan55th 17 Aug, 2019 @ 11:42am 
thanks for the guide! i found it very helpful for the Colonial Marines campaign!
Masterdoom20 27 Apr, 2016 @ 4:32am 
Great! When I was new to the alien campaign, I didnt know what to do after I came out of the facehugger shrine. This guide is a great help for new players