Alien Walkthrough: Pursuit
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Pursuit.
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Date: January 7, 2231.
Time: 1:50 a.m.
Incident +6 weeks, 20.50 hours.
Location: Near Hive. Access tunnel and neighboring archeological dig. LV-1201.
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Eisenberg: Patch me through to security team Zebra.
Eisenberg: Zebra team, has the Verloc's dropship arrived?
Synthetic: Yes, sir.
Eisenberg: I have changed the plan. We will not be taking the Empress back to the Pods. Instead, we will proceed directly to the Verloc. Secure the dropship for liftoff.
Synthetic: Already done, sir.
Eisenberg: Excellent. Prep for cargo. I am bringing a guest.
Weyland-Yutani Debriefing, The Incident. Appendix B - Recovered Email.
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From: Dr. Eisenberg
To: Auxiliary Pod Landing Control
The Large Mass Specimen Extraction is proceeding well. We will not need to evacuate medical casualties. However, I feel that Gateway would provide a better site for further research on the Empress. McCain concurs. A dropship will arrive shortly. Please prep all teams for immediate loading and departure.
* Prevent humans from escaping with the Empress.
An explosion blocks the tunnel behind you, so head forward through this tunnel until you see the entrance to the human building. Crawl up and to the left to reach the same level the armored Marine is on. He may not even see you, so head over to him and kill him. Then crawl down directly below him and drop to the ground behind the two sentry guns. Head down the hall and to the left, where there is a technician with a pistol. The grate here in the floor is weak, so claw it and drop down.
Radio: All squads, expect uninvited company. use your motion trackers and STAY FOCUSED.
Drop down again into the next room and kill the three Marines here. First, claw the sentry gun warning panel to disable the sentry guns in this area, then claw the panel to the right of that to open the door. Kill the two Marines in the next room and drop down to the area with the APC. Kill two more Marines opposite the APC and claw the nearby panel to open the door. Destroy the sentry gun warning panel and continue through the hall, killing any Marines you might find. Stop at the small puddle of water on the ground and look up to see two grates. Crawl up and claw away the grate on the left, and enter the vent. Inside the vent you can go either left or right, both lead to the same exit. At the vent's end claw the weak grate and drop out of the vent. At one end of this hallway there is a tall shaft with a fan at the top. Start climbing up and destroy the three boxes there to deactivate the fan, then climb all the way to the top and past the now stationary fan blades. Kill the Marines and the synthetic at the top. Down the hall you'll see some Marines and sentry guns, but you need to ignore them! They have powerful guns and would most likely kill you. Instead, head to the left and claw the grate in the floor to drop into a vent. Use your night vision to navigate the vent and reach the end, where another grate blocks the way out. Claw it to get out.
Frank: Ellis, extraction team is headed your way. We're packing up and clearing out.
Radio (Ellis): Copy. Good luck, Frank.
Kill the Marines in the next room and go along the walkway. This leads to a ladder; go up it and kill another Marine at the top. Here, claw the panels near the system charge switch to trigger an explosion. Drop down to where the explosion was and enter the hole created by it, watching out for the fire. Exit and kill the few Marines here. Head to the left and crawl up to the higher level in this room above the locked door with the red light. Claw the panel near the door to the left to open it. Go through the hall and kill the Marines and the technician with the pistol, when the hall ends, claw the panel to open another door. Go through the door and kill the two Marines and the synthetic in this room, then in the large room head to the left and near the door to end the level.
<--- Abduction | Freedom --->