Marine Walkthrough: Unwelcome Guests
-----------------------
Date: January 6, 2231.
Time: 5:10 a.m.
Incident +6 weeks.
Mission time: start.
Location: Approaching orbit around LV-1201.
-----------------------
Duke: Hurry up, Frosty. We ain't got all day.
Harrison: Don't you have work to do?
Duke: Everybody;s waiting on you. Heck, I even prepped your gear for ya. Wasn't that nice of me?
Harrison: Thanks, Duke. I'll remember whose ass to pull out of the fire first when everything goes to hell.
Hall: Duke, we have an operation to run here. Quit flirting and get back to work.
Hall: Commander on the deck!
McCain: Gather round and listen up.
McCain: Six weeks ago, the Weyland-Yutani Corporation lost contact with a research facility on LV-1201. We're here to find out why. Duke, what are we looking at?
Duke: A suicide mission. Hell, we're still short eight soldiers and our synthetic after that last drop. Half our equipment's out of commission.
McCain: There's time pressure involved, and we won the distance lottery. Skip the commentary and tell us what we're dealing with.
Duke: The basic layout is two heavily fortified installations: Primary Operations Complex and Forward Observation Pods. The sites are connected by a secured tunnel network.
McCain: Johnson, flight plan.
Johnson: Not much to work with, sir.
Duke: I vote for an air strike, sir.
McCain: Negative. The higer ups want the site intact, survivors or not. We're cleared for light and medium munitions, but no heavy stuff. That means no air strikes and no Alice. Sorry, Harrison.
Blackwell: We supposed to evac survivors?
McCain: Our orders are to put out fires, then dig in and wait for the 6th.
Duke: Assuming we last that long.
McCain: Beta Section will remain here until the ground position is secure.
Hall: All right, boys. Let's roll.
-----------------------
Date: January 6, 2231.
Time: 5:25 a.m.
Incident +6 weeks, 0.25 hours.
Mission Time: +0.25 hours.
Location: Approaching Primary Operations Complex (POC).
-----------------------
Johnson: Reading 1500 meters to the landing beacon.
Johnson: Hold on, boys. Where's the damn facility? We should be right on top of it.
Johnson: What the-!
Johnson: Hang on!
The dropship lands roughly, and the team steps outside.
McCain: Johnson? Where the hell did you learn to fly?
Johnson: Flight school. The same place that taught me not to fly blind in hurricane winds.
McCain: What'll it take to get airborne?
Johnson: A landing beacon and wind shear data for a start. Plus, the ship's a little beat up. Stabilizer's jammed. I can fix it, but it'll take me an hour or so. The antenna's fried, though.
Blackwell: So much for calling down reinforcements.
McCain: Once we control the Complex, we'll control an entire subspace array. Hall, Red team, get the power online. White team, locate security control. Blackwell, you take Shugi and Harrison and make for the landing bay. We need that wind shear radar up and the landing site clear and powered. Once you've done that, activate the beacon.
Hall: You heard the man. Move it.
Weyland-Yutani Debriefing, The Incident. Appendix G - Major McCain's Log.
---
Hard landing. Dropship has sustained minor damage. Contact lost with Dropship Two and White Team. We'll need the landing beacons on-line at the Northern Landing before I'll feel safe enough to order Johnson airborne again. That means Hall's team is headed to restore the power core. Blackwell's boys will make for the landing. There's just three of them, but Harrison's been lucky for me in the past. They call him Frosty for a reason. Cool under pressure.
* Locate the Primary Operations Complex.
* Do not kill other Marines.
This is about the longest level in existance, so save often. You begin with 50 armor, a Knife, a Pistol, and a Pulse Rifle, your hacking device, and your shoulder lamp. Follow Shugi and Blackwell forward to the door. Open the panel here and use your hacking device to open the door.
Shugi: I got movement!
Blackwell: Harrison, scout ahead. We'll cover you.
Head forward into the building. An explosion behind you traps you inside, however you can still hear the others of your team through your Comm. Your own Comm is broken though, so you can hear them, but you cannot communicate with them.
Comm (Blackwell): Harrison?!
Comm (McCain): What the hell was that? Harrison, you copy?
Head forward down the hall and to the left. You'll hear someone pounding on the door and sounds of struggle. Don't worry however, as you won't encounter anything that hurts you (except steam) for a long while. Open the door using the panel and you'll see something kill the Marine at the end of the hall and disappear. At the end of this hall go left and open the door using the panel. In here you will hear screams. To the right, skinned human bodies hang from the ceiling.
Comm (McCain): Blackwell, report!
Comm (Blackwell): There was an explosion. I think we lost Harrison.
Comm (McCain): Negative, I'm still reading normal life signs. Maybe his transmitter got knocked out.
Comm (Blackwell): Sir, there's no way we're getting through this rubble.
Comm (McCain): Understood. Fall back to the LZ. Harrison, if you can hear me, head for the POC and get the power online or we're in big trouble.
There is a laptop on the ground near the bodies.
Diller,
The lockbox code was AX72BY before the POC was overrun. Thank Blaney for the codes (bg) then get the guns and get back here. We've made it this far, so whatever's tripping the sensors isn't all-powerful. Just another set of walls, man. We're nearly out.
A few more days and it's rescue time. Got it?
-Xavier.
Head to the end of this room and open the panel in the floor. The drop to the next room is a bit high, so you make take a little damage, but it's not a problem. In this room use the only panel that will work to open the door and head outside. Here you'll see a Predator attacking the bridge with a plasmacaster, knocking huge holes into it before disappearing. Head across the bridge quickly, as more Predators will eventually shoot at it from the hills, destroying more of it as well as the truck near it. Continue towards the door, but don't go to it, as it is locked. Head to the right and walk along the paths. When you come to a hill, a truck that is speeding towards you will be knocked into the air by a Predator's plasmacaster, so move out of the way before it hits you! Continue up the hill.
Comm (Hall): Major McCain, we've reached the southeast entrance. Doesn't look like anybody's home... Security systems are offline.
Comm (Jones): We're picking up some scattered energy sources... probably emergency backups.
Comm (Blackwell): Still no response on the emergency channel, sir.
Comm (McCain): Keep trying. Hall, proceed to the power core.
Comm (Hall): Yes, sir.
Comm (McCain): All right, we're airborne. Harrison, I hope to God you're still on track.
Continue all the way to the top of the hill to find a door and two more skinned humans. There is a notice near the door here.
November 28
Gate closes at fifteen to sundown. You're not inside - you are on your own. That's guards and cons - no exceptions. I play fair.
Blaney
Open the panel near the door and use your hacking device to open it. Go through it to end this part of the level.
Weyland-Yutani Debriefing, The Incident. Appendix G - Major McCain's Log.
---
Situation bad. Getting worse. Blackwell's team tripped some sort of booby trap. Harrison was inside, but I think he's alive. His A/V feeds are down, but his life signs are still coming through. I'm hoping he can still hear me on the radio. Bottom line is we're cut off from the landing now, so it's up to him to get the beacon up and wave us home. He'd better hurry too. We're getting ghost readings on the motion trackers. Something's out there - and I think it's hunting us.
* Power up the auxiliary generator.
Comm (Hall): Major, we're at the power core.
Comm (McCain): How's it look?
Comm (Hall): Okay. Duke is restarting the system.
Comm (Duke): Looks like the whole system was shut off, so once the main grid is online, we'll still have to reset the local relays to get the lights back on in each sector.
Comm (McCain): When you're finished there, find a landing bay and get the systems online so we can land this bird.
Comm (Hall): What about Harrison?
Comm (McCain): We have to assume he won't make it.
Head forward and to the left, climb down the small ladder into the recess and enter the small tunnel here. Head through the long hallways. Your motion tracker will go off, but it is just a few harmless beetles in the halls. You will find a laptop on the ground on your way.
Date: December 10, 2230
Time: 4:45
Check the generator thoroughly for gas and oil. If we lose this generator, we lose power to the rest of our sentry guns. Once you're certain it's good, initial on the list below and include the date and time.
If you miss your rotation, you go half-rations. We have to be disciplined.
Since Rykov and Eisenberg haven't sent any help, we must assume that they're in worse straights than us. There's got to be a reason they haven't sent help.
Blaney
Keep going down the halls and eventually they lead to the system charge switch. Pull it to turn on the power here, completing one objective and getting another.
* Activate the landing beacon.
Comm (Blackwell): Major, looks like the generator has been reset in the east landing bay.
Comm (McCain): That's gotta be Harrison.
Comm (Johnson): Frosty, get that landing beacon online.
Head back the way you came. On the way out, a grate will drop open, along with a pipe and some wires that looks convincingly like an Alien. It might scare you. :) Anyways, continue through the halls until you get back outside, climb up the ladder, and head left. Use the panel to open the nearby door and head down the hall and to the left. Open the broken door using the nearby panel and press the security alarm button here. Head to the lift. Next to it is an ammo box with 10 flares. Enter the lift and press the panel to ride it up. In the next room you can read the computer and there is also a map of the area to the right.
Date: December 15, 2230
Time: 6:20
Since Brown, Miller, and Thibadeau have vanished, everyone else will have to pull double-shifts.
When you're at the transmitter, stay alert to regular patterns - anything other than static. We have to let the Pods know that we're still alive. They have to come for us.
Blaney.
Check the computer console in this room and activate it. This will activate the landing beacon and open up a window in front of you, so you can see the dropship land. This completes an objective and gives you another.
* Report to Major McCain.
Comm (Johnson): There's the beacon. All right, hold onto something.
Backtrack through the halls and back outside, where you'll see a few Marines, the dropship, and Major McCain. Walk up to McCain.
McCain: Good work, Marine. Harrison, find the nearest security office and restore the defense grid for the bay.
McCain: Shugi, Blackwell, this dropship is our lifeline. Don't let anything get near it. Am I understood?
Blackwell: Yes, sir!
You have yet another new objective as you have completed your last one.
* Locate the security station and activate automatic defenses.
Open the nearby ammo box for Pulse Rifle bullets, Pulse Rifle grenades, a Grenade Launcher, and Proximity, Spider, EMP, and Timed grenades. The Grenade Launcher is a good weapon for dealing with large groups of far off enemies, but you will be picking up a better weapon soon. Stick to your Pulse Rifle for now, even though you still have yet to find a single enemy to shoot at! Head left through the open door with the APC near it to finish this part of the level.
Weyland-Yutani Debriefing, The Incident. Appendix G - Major McCains Log.
---
If I survive, I'm recommending Harrison for a medal. He pulled through for us - landing beacon and all. Unfortunately, security is still down. Until we restore the security, this dropship feels like a beached whale waiting for the gulls to feed. Good news, if you call it that, the plans show a security station on sub-level three - ten minutes run. Bad news is that I can't spare the manpower. If we lose this dropship, no one goes home. I hate to even send on soldier, but security isn't coming on by itself. Let's hope Harrison is a good fast runner.
* Locate the security station and activate automatic defenses.
Head forward and use the penl to open the door on the right. Ignore the ammo box at the end of the hall and head left. Use the panel to open the door and head left down the hall. The grate will break, dropping you down. Go forward and carefully drop down the hole in the floor burned there by acid. Head through the hallway here and use your shoulder lamp if you need to.
Comm (Hall): Junction of corridor 1-C and 1-D. All clear.
Comm (Duke): Entry clear. Signs of gunfire, though. Damage from explosives - probably frag grenades. I'm not seeing bodies.
At the end of the hallway there are Pistol bullets, both the regular and the armor-piercing kind. To the right, use the panel to open the door. There is a laptop on the floor here.
Date: August 21, 2229
To: Administration
From: A. Eisenberg
Re: Personnel transfer.
I regret to inform you that I cannot approve Dr. Maurita's transfer back to Gateway. Due to his extremely time-sensitive research, he has elected to press on with his current duties.
In here you can find some health and some ammo. Use the panel to open the other door here.
Comm (Duke): Oh, no way. Someone tell me that's just a boot. That better be a boot.
Comm (Duke): Hey, it's a boot!
Continue forward and open the door to the left into the next room. This room has a laptop in it and armor.
Comm (Hall): Corridor 1F. Clear. Proceeding towards the core. Hey, slow down there, Duke.
You can read the laptop if you want to.
Date: October 9, 2229
To: Administration.
From: A. Eisenberg.
Re: New personnel
Please prepare transportation for personnel arriving on the next supply ship. We should be receiving an additional biologist, two neurobiologists, and a physicist.
We are all saddened at the loss of Dr. Maurita, but we must move on as a team. As such, I would prefer a minimum of salacious rumors, as they tend to unnecessarily excite and worry new personnel.
Drop carefully down the hole here to the floor below. In here there is some ammo as well as a laptop.
Natasha,
I'm sorry. If I'd have heard sooner, you know I would have done something. I wanted to shoot him, but there's so few of us. The cons won't work with me without Xavier.
So there it is. I flinched. At least I came when I did - before it got too bad - can you forgive me?
Will it help if I tell you I can't sleep since then? It'll be okay though. Between Xavier and I, we'll all get through this.
Blaney..
Drop down the hole to the bottom level. Find the door here and use the panel to open it. Head right for a box with Pistol and Pulse Rifle ammo, then go left. Be careful to avoid the steam.
Comm (Hall): Heads up, team. This area's seen definite heat.
Open the door to the left and go through it. There's a laptop on the floor.
Okay, Blaney, stop ducking me.
No more holding out.
Mattingly told me that you know the combinations on the gun lockers in remote tunnel 2. We need those - now. We've lose another two cons - and don't tell me they walked into the bug zone.
You convinced me.
Now back your word up.
Open the panel here and use your hacking device. When that's done you'll have completed an objective and get a new one.
* Return to the landing bay.
Comm (Jones): I've got movement!
Comm (Hall): Hold your position, team! Give me a direction.
Comm (Jones): All around, sir. Something just woke up.
Comm (Duke): What's that sound?
Comm (Hall): Pull back. Now!
Quickly pull out your Pulse Rifle and turn around, as from now on you'll find some Aliens in this level! Kill the Aliens you see in this room. You'll notice the door you came in from is now locked, but there is a vent blocked by a grate. An Alien drone will break the grate and come after you, so kill it quickly then crouch and enter the vent.
Comm (Hall): They're everywhere. Form up. Forget the drop zone. Watch our six. The ceiling! The ceiling!
Comm (McCain): Red Team, fall back to our position. Feeding new telemetry now.
Comm (Hall): Roger, sir. Watch out, Jones.
Comm (McCain): Harrison, get back here. We're pulling out.
Comm (Hall): Falling back in good order, sir. It's really hot.
Comm (McCain): Prep for lift off. Harrison, you've got two minutes, tops. Move!
Be careful here as Aliens will attack you from front and behind, and their acidic blood is more dangerous here. Anyways, continue through the vent, ignoring the passages that lead above you, and eventually you'll reach an area with a grate on the floor. An Alien will break it, so shoot it then drop down. Head through this vent and when it forks, go right for some ammo, then go left for health. Climb up the ladder here. The next room has an Alien and a dead Marine in it. Kill the Alien quickly. Read the dogtags near the dead human to see this is Joss Blaney. Continue to the room to the left, watch for the Alien hiding here, and grab the Shotgun ammo; you'll need it later. There is a laptop on the ground here.
Date: March 2, 2230
To: Administration
From: V. Rykov
Re: Dr. Maurira
Dr. Maurita's death will no longer be a topic of gossip. Morale is a security issue, so anyone spreading rumors will be dealt with severely.
Open the door here and continue. Go up the stairs to the second level for some health, then continue up the stairs. There is an ammo box here with Shotgun and Pulse Rifle bullets. Open the door here using the panel and kill the many Aliens in the next room. Head to the right, down the hall, and kill any Aliens you come across. At the end use the panel to open the door, kill the Alien in the next room, and grab the ammo and health here. Continue through the other door here, head left up the ramp, through the broken door to the right, and go right again.
Comm (Hall): Major, Hall here. We need assistance. We're pinned down in Yard Four.
Comm (McCain): Understood. Fall back to the LZ. We'll meet in the open.
Comm (Hall): Meet where? ...pinned down. ...copy?
Comm (McCain): Harrison, we're dusting off. Rendezvous with Hall's team.
Your one objective was unsuccessful, but you have another.
* Rendezvous with White Team.
Leave the way you came in by approaching the APC. This ends this part of the level.
Harrison: I always wanted to drive one of these.
Harrison drives the APC out.
Duke: Where the hell did you come from?
Harrison: I told you I'd pull your ass out of the fire, Duke. Where's Hall?
Blackwell: She's gone, Frosty, and Decker's badly burned.
Duke: They were everywhere.
Harrison: My motion tracker can read life signs, right?
Blackwell: Sure.
Harrison: Listen, you heard Hall's briefing. These things are parasites. They need hosts. They'll want her alive.
Duke: Hall's toast. Let's get the hell out of here.
Blackwell: He's right, Frosty. She's gone, man.
Harrison: I'm not leaving without her. If our data's right, they'll take her for incubation. That's their weakness.
Blackwell: Not much of a weakness.
Harrison: I'll take what I can get.
Weyland-Yutani Debriefing, The Incident. Appendix G - Major McCain's Log.
---
The Op's all wrong. Xenomorphs everywhere. Harrison woke them when he activated security. White Team reports the southern landing is still pretty clean though, so we're going airborne to meet them there. Johnson says the dropship can fly at least that far. That leaves Hall's team, trapped. I told Harrison to come back, but the S.O.B. won't listen. He's gone after them in a corporate APC. If he survives, I'll decide whether I write him up for insubordination. Big if.
* Locate Sergeant Hall.
Blackwell: Your transmitter's shot, but looks like your camera feed is working. We'll be monitoring you from the APC.
Go down the hallway where Blackwell is NOT standing. Then head to the left.
Comm (Blackwell): According to the schematics, you're heading toward the animal storage area.
This isn't the way towards Hall, but you can go this way for ammo and armor. Continue going forward to an open space where you'll see an Alien run by.
Comm (Blackwell): NOW what are you doing?
A few Alien drones and runners will come at you. Kill them and grab the Pulse Rifle ammo and armor here. There is also a notice here.
To Security Teams, Sector G.
Slack jaws and glazed eyes may hack it in another man's Sector. Not here. Do not gawk. Do not talk. Do not visit. As guards, you're a sad-sack, sorry-faced, fat-thighed bunch. If I could find one good man in the lot of you, I'd fire the rest.
- The Lieutenant.
Head back to the APC. Then go down the tunnel that Blackwell is closest to, which is the tunnel left of the APC.
Comm (Blackwell): You're heading toward the main personnel quarters.
As you head forward, a vent to your right will break open, releasing a runner Alien.
Comm (Blackwell): Look out!
Shoot the Alien and continue along. Blackwell and Duke will continue to talk to you through the Comm as you go.
Comm (Duke): Frosty, this is suicide.
Head left. Some runners will come at you from behind so take care of them. Continue along and another runner will attack from the left. Kill it quickly and keep going until you reach the door with the lights above it. To the right of here there is a small alleyway you can go through. At the end are a few skinned humans, armor, and a Shotgun. The Shotgun is a very good weapon for killing Aliens, but be careful if you are near them as they tend to explode into a shower of acid blood. Head back and open the door using the panel, then open the second door with another panel. Eventually this leads to a tunnel with Hive webbing all over it.
Comm (Duke): What the hell is that?
Comm (Blackwell): A good reason to turn around. Come on, Harrison, give it up, man.
Enter the tunnel. Inside the Hive you'll find humans plastered to the walls. Don't stay near them for too long or examine them, as Chestbursters will come out of them if you do. Head through the Hive covered tunnels.
Comm (Duke): Frosty, this is crazy.
As you go, more Aliens will attack you. Kill them with either the Pulse Rifle or Shotgun, whichever you prefer to use. There is an ammo box along the way as well with Pulse Rifle ammo, and health at the end of the hall. Crouch to enter the small hall on the left. Use the panel to open the door and kill the Aliens in the next room. There is health in here if you need it. Continue past this room, avoid the hole in the floor, and enter the lift. Press the panel to ride it down.
Comm (Blackwell): Are you sure you want to go down there?
When the lift reaches the bottom, it opens. Step out, and grab the Pulse Rifle bullets to the right. Continue through the tunnels.
Comm (Blackwell): We've got some interference.
Comm (Blackwell): Don't get too close to those things.
Comm (Duke): Watch your stop, man.
Avoid the Eggs here, but if you have to get near them, one shot with the Shotgun will blow any Egg away. Follow the red dot on your motion tracker to find Hall plastered to the wall here.
Hall: Kill me.
Comm (Duke): Jesus.
Comm (Blackwell): Frosty, get out of there. Now.
You will have failed your objective, and will get another one.
* Return to the APC.
A Chestburster will come out of Hall. Shoot it quickly and get out of here. More Aliens will attack you as you backtrack to the lift and ride it up again. Continue to backtrack your way out of the Hive.
Comm (Duke): Frosty, get out of there.
When you finally leave the Hive, you are still not safe so don't let your guard down.
Comm (Blackwell): Check your six, Frosty!
Comm (Duke): Come on, Frosty! You can make it.
That means look behind you. Many Aliens will come at you from behind. These may be good to kill with Pulse Rifle grenades or your Grenade Launcher. Continue to the door, go past it, and close it behind you! It will prevent many Aliens from reaching you as you make your way back to the APC. Use the panel here to open the other door.
Comm (Duke): They're still coming!
Comm (Blackwell): Stay focused, Frosty.
There will be Aliens everywhere here, so shoot the ones you can and run! Go forward, then right, then right again down the halls to reach the APC. Near it to enter it and it will fire its turret at the remaining Aliens, ending the level (finally!).
-----------------------
McCain's Log.
---
Based on Harrison's report, I have declared Sgt. Hall KIA as of eight-thirty two A.M. I will advance her name for a commendation. It feels like empty consolation. Soldiers shouldn't die that way - torn apart from the inside.
At least most of her team made it out, thanks to Harrison and his stolen APC. White Team picked them up just beyond the POC perimeter and brought them back to the Southern Landing. We've dug in here, and the bugs have pulled back for now. So much for saving anyone here.
-----------------------
Collateral Damage --->
Alien | Predator | Marine
Home |
News | Fun Stuff | Quotes | Screenshots | Multiplayer | Walkthroughs | Tips | Scores | Links | FAQ | About the Hippie