Aliens vs predator walkthrough. Walkthrough Aliens vs. Predators (2010). Movement and disguise

COLONIAL MARINE Fear. He curled up in rings, shimmering with all shades of steel color. Born in the mind of a doomed person, lulled by a temporary lull. The sharp howl of a siren ripped open the hidden silence, but he could not kill Fear, born

Gambling https://www.site/ https://www.site/

COLONIAL MARINE

Fear. He curled up in rings, shimmering with all shades of steel color. Born in the mind of a doomed person, lulled by a temporary lull. The sharp howl of a siren ripped open the hidden silence, but he could not kill Fear, born in a dream and now living in reality.

Weyland-Yutani Bioweapons Research Facility. It has been 10 years since that vindictive incident happened in the test block of the huge complex. It was named - Hadley Hope.

DERELICT

Not your best awakening. A few seconds to shake off the remnants of sleep and check the machine. All are on alert. An alarmed voice will announce that the evacuation has begun. The red lights of the emergency lights illuminate the room for a moment, after which it plunges into pitch blackness. It’s good that you were equipped with a night vision device, otherwise you can’t even find the door in your compartment. Run from here, you never know what happened - it could be life-threatening. After running a couple of turns, you will find yourself at the door with a green sign “EXIT”. It will open only if you break the glass in the switch and lower the knife switch down. Heavy sashes began to move. With a low, menacing creak, they will open their dark mouth and devour your body. A narrow corridor will lead you to a small hall of unknown purpose. Jump down and find the button that opens the door. It's on the other side of the pillar, so don't be surprised if the door in front of you remains closed.

Your commander, apparently located somewhere in a safe place, will continuously give advice and valuable instructions: where to go, what to do. Listen carefully to the authorities - although they are expressed uncivilized, they speak the matter. In this case, the Chief will send you to the Incubator. Alien eggs are sterilized, so there is nothing to fear. Go down the stairs to the door marked "Exit", and from there it will be a stone's throw to a huge hall with a fantastic curved pipe, occasionally showing its outlines in the dark. Turn on the night vision device and walk along it until you find a moving platform that will take you to the very top in the blink of an eye.

Bad news: from there they reported that you are not alone here, something terrible is moving towards you at great speed. Remember, from now on you are the victim. The alarmed radar has already squealed. It's close, get ready. A nightmare from a dream rushes at you from a red haze! Frightened fingers pull the trigger of the machine gun, and now the defeated creature lies on the floor in agony, spraying acid all around, which corrodes the floor and walls. Everything is quiet. Move on. Use the elevator to go up to the second tier, somewhere here there will be an entrance to the tunnel.

Watch the motion scanner - Aliens move with the same dexterity both on the floor and on the ceiling, so do not trust only your eyes: hearing and the scanner will be more reliable. Run along the corridor without turning anywhere (there will be a hall on the left, you can find cartridges down there). You will eventually find a cylindrical room with a huge sparkling pillar in the middle. You will need to cross over to the other side and continue in a straight line. Soon you will stop at a fork. You need to turn right, because there is a switch hidden there that opens the main door - most likely the one that leads away from this nightmare. But you still have to get to it in the “assembled” state, and oh, how difficult it is! Go back a little, to the hall with a huge pipe (you can go down there on the elevator platform). At the very bottom, look for a small tubercle against the wall, a kind of mound. A door will open near it, through which you will exit to the main test site, where there is a huge Alien artifact - something like a spaceship. Go there carefully - after all, you are in the very lair of the enemy. Immediately turn left, there you will find an elevator (in the 60s in America, such linen was lowered into the laundry room). Go down to the very bowels of the ship. Right in the center will be the figure of a giant alien frozen in an eternal stone dream. After shooting off the heads of a couple of Aliens, walk along the wall, there will be an inconspicuous tunnel. A little more, and you are almost free.

COLONY

Will you be happy with your freedom? You can consider that you have finally escaped from the first circle of Hell, however, you did not get into Purgatory, but into the second, more terrible circle. The heavy round door swung open slowly. Aren't you afraid to go out? The kind voice of the commander calms, now he gives the next task: turn on the power of the complex. The following orders will be given on the spot. Forward.

After leaving the building (first shoot all the Xenomorphs, and then go out into the open space), turn right and go between the houses. Take note of the huge gates, they will have to be opened, but this will be later; now keep moving until you reach the tunnel of the first level. Turn on the night vision device and carefully go forward, do not turn off. Here you are expected. In general, live to the end of the tunnel, and then break the glass and jump into the generator room. Four switches is all you need. When the last contact closes, the lights will light up, it will become a little brighter, but all the evil spirits from this level will come running to the noise, so be prepared to repel the attack from three sides.

To make it easier to kill, go up to the second floor using the elevator and squeeze through a small hole. Smartgun lies exactly in the center. A good machine gun: it has a low penetration power, but it aims itself, which makes it much easier to hit a running target. A new task has arrived - get out of here and find the main building, where on the third level there will be an access code to the central gate lock. Let's do this: go outside quickly. Now run to the North Gate. As soon as you get close to them, a strange sound will be heard, as if something was lifted up on chains. Try to open this door: lower the switch on the left and go inside.

Turn right, here you have to squeeze through a couple of holes, and so on until you get to a crossroads flooded with knee-deep water. Now take the elevator and go straight to the third floor. It seems there are no strangers, calmly turn right. Here is the Main Laboratory, just what we need now. Behind the left door, activate five generators by dropping five switches along the walls. The radio will give out new information - to find the chief engineer alive or dead. He has an access card to the central gate. Its approximate location is the Medical Lab on the second level. Opposite the elevator, on which you arrived here, there are stairs, so you can use them to go down to the second floor. At the very entrance to the laboratory you will find a flamethrower dropped by someone. He works well against Aliens, but there is a great danger of setting himself on fire. Find the entrance to another sector of the laboratory (where there is a huge hole in front of the door). Without going there, try to shoot the milestones of the Facehangers, small creatures that strive to jump on your face. When the path is clear, go there. Of course, the chief engineer couldn't live to see you arrive, so he left the access card lying loose on the floor. Having raised it, return to the first floor (to the hole from which you fell out), with the help of three pipes, jump back and forth, and there it’s not far to the surface.

Returning to the Central Gate, apply the card obtained with such difficulty and go outside, where new arrivals of enemies are already waiting for you. After going through the entire ravine, you will find yourself right in front of the ARS car, which will quickly deliver your wounded body to a new location.

INVASION

Weyland-Yotami Atmosphere Processor

I assure you, it won't get any easier here. The first task - to turn off the cooling system - is already almost impossible for ordinary person, but ... you can try. In order to turn it off, you will need to turn five huge valves in succession, scattered throughout the building.

So, go up the stairs. My God, Predator blood on the floor! It is better not to meet this creature in the near future, because the meeting most often turns out to be the last in your life. Let's hope... Climb up again, right outside the door you will find the entrance to the red-colored winding corridor. It ends in a small hall with yellow illumination. Enter the only door and immediately turn right. In front of you will be a slightly rounded staircase, to which new batches of Aliens are constantly arriving. Therefore, without wasting time, climb up and turn the first tap behind the door, which stops the fan. Great, let's look for the other four. It feels like it's getting hotter...

Go back a little to the fork, and turn left already. Go out to new places. Without climbing anywhere, turn immediately after the door to the right and jump down. To your left, another small faucet will hang on the wall. Before you turn it, carefully look around until you see a red door on the floor above. Calculate the path (the platform will drop when you turn the faucet), and then activate the locks of the secret platform. Faster forward, maybe you will have time to slip between the slamming doors! And if not, then it is not necessary, we will continue our way. On the large platform, go down, but be careful with the small sticks. Having dealt with the enemies, dive into the red corridor, which will lead you to a small room with two tanks. On one of them, you need to turn the tap, then some important door will open.

When you find a room with three huge cylinders topped with huge cranes, take the elevator up. Turn left at the crossroads. Here you will be warned that you are near the control room. Just in it is the second valve. There are two pieces left (under the stairs there is a bulletproof vest, check). Exit to the corridor with small cabins and turn right at the fork. There you will also see a small red door near the ceiling. Look up: do you see a beam with yellow flashing lights? Fire one shot and the heavy slab will fall down. Carefully walk along the narrow ladder, strangers running past will try to throw you off, but you do not give in. At the very end you will see the last two valves. As soon as you turn them, run to the starting position, i.e. to the fallen slab. Around the corner there is a large door, formerly lit by a red light. us to her. Aha! The lit green light ambiguously hints at the possibility of passing through it. Let's try ... So we ended up on the take-off site, any minute a rescue ship will fly up. Having shot off the heads of the last Alien, go on board the rescuer along the helpfully filed ladder.

ORBITA

You are almost at home. But here, during your absence, all this alien evil spirits made their way. It's time to clean up. Go into the pressure chamber, where they will compare the internal pressure with the ship's pressure, at the same time they will check for contamination. When this unpleasant procedure is over, you will have free access to the main facilities of the orbiter. To the right, another ship dangles in the window, and your bosses are sitting on it. Well settled down! While you are risking every second here, they are calmly chasing tea there. Wait... An unknown ship of a bizarre shape suddenly emerged from the blackness of space and attacked the command cruiser. After the first shot, the docking block broke off, the neighboring ship spinning helplessly around its axis. Hope nobody got hurt.

On the opposite wall from the window, turn a small lever that opens a huge door. From the very first steps you are attacked by the Predator. An unpleasant meeting. Three times it ended in my untimely death. But the Predator is not immortal either, in the end he bled green, having previously received several kilograms of lead. Go further, turn straight at the first fork, then you will get weapons and first-aid kits dropped by someone. When you pick up everything, go back a little and walk along the untrodden corridor. There you will have to go down the stairs. The most interesting begins. You have entered the living compartments of the ship, which are filled to the brim with weapons and enemies. Small cabins are the perfect place for a surprise attack from somewhere above or around the corner. The little Facehangers are especially fond of this business. We will not linger here much, except for problems, there is nothing here. After going through the entire living compartment, you will come out into a small room, where the commander, obviously not injured during the attack, will advise you to get to the only escape pod as quickly as possible.

But not everything is so simple: before the retreat, the ship's officers decided to activate a new defense system based on laser technology for tracking the enemy and further destroying him. Thank the good bosses and quickly run upstairs, where the platform awaits you. Climbing up again, you will find yourself in a space greenhouse, where food for soldiers used to be grown. Without stopping for a second, run through the entire garden, there will be a door at the very end leading to the lifeboats. Jump into the red hole and watch your score.

TYRARGO

Biocontainment system sabotaged

There are only Aliens here. Of the representatives of the earthly race, you are the only copy, and do not expect mercy: people like you are not liked here. Exit to a small cargo area. Yes, there was a real massacre! Crates are scattered on the floor in disarray, gunshot marks adorn all the walls. Only a small robot remained intact, but we do not need it. Climb to the observation deck and press a couple of buttons there, then the door to the control room will open. After passing the semicircular corridor, you will receive an order to get to the engine room as quickly as possible. There is no one there now, so look for a ventilation grill. After breaking it with a shot, crawl into a narrow hole. At the end of the hall (where you will get in a couple of seconds) find the door. Behind it, use the lever to activate the elevator and go upstairs.

The door to the main reactor is locked, to open it you will have to turn on the cooling system. If you have spent a lot of time turning it off, it will start much faster. Go along the right corridor, then at the very end you will come across the right button. Return to the locked door, it has already turned blue. You there ... Run, for Aliens arrive in incredible numbers. Taking the elevator up, you will enter another room with rockets. After killing the two most vicious enemies, press the button on the dais and run faster through the hangar doors. After pressing the button that calls another elevator, go back a little and go down to the main hangar on the cargo platform.

HANGAR

Tyrargo Hangar Deck

The last level, consisting of one large hall and a dressing room. In it, you will prepare for the final battle. The enemy will be the “sow” of Aliens. A huge creature with bulletproof skin and a deadly tail. Dealing with it will be almost impossible. In addition, you will always fall into the sewers. I advise you to shoot the monster in the neck or in the legs, so even though the chances of hitting are reduced, but the lethal force is growing. I thought so. And be careful: the main Alien throws boxes well, therefore, running from him in circles, try to shoot them in order to avoid an accident. Having used all the cartridges, you still throw the Alien into outer space. Everything is over. Or not?..

Dear player, if you have completed all the main levels on the maximum difficulty, you will be given additional levels as a prize to complete. So go ahead, go through and suffer, the secret levels are worth it.

BONUS 1: TEMPLE

The developers decided to give you a chance to try to go through several levels from “Aliens” and “Predator”, thereby allowing you to fully experience all the characters. The first bonus is the starting card of the Alien, i.e. you have to go from its end to the place where the Alien is “born”. For someone who has already finished with the Alien, passing the level will be a little easier. To make it more convenient to move around the Temple of Aliens, you will be provided with a jetpack - a jetpack, with which you can freely fly up to the ceiling and slowly descend. The problem with the movement is solved, so let's start the level. There are no special mysteries here, the emphasis is on the number of enemies and their constant regeneration.

The goal is to get out of here as soon as possible. First, look around and get used to the free-floating state. Then find a green cell, it is under the very ceiling. When you fly closer to her, you will see a dark tunnel leading into the unknown. After turning on the night vision device, run over it as quickly as possible, this can save your life. In the end, you will find yourself in a hall of incredible size with a huge statue in the middle. Thank God that she will not be able to come to life, then no rocket launcher would have helped. From somewhere comes the beating of a heart - either yours or someone else's. Let's not figure it out now, it's better to go forward, or rather, down, where there is a small hole. On it, having passed a little, rise on the jetpack again to the very top, after - to the left. Another alien miracle is a hall with huge crystal rods. Find the elevator; he will take you upstairs, where you will follow in the footsteps of your predecessor (on the bloody stains on the floor).

Lost a lot of blood, poor fellow. It's okay, we'll avenge him, but that's later, and now jump into the hole where a small "Caution" poster hangs. There, on the suspension bridge, press a small button that will activate the elevator nearby. After that, climb the stairs to the stairs, which will lead you to the above elevator. I think you won't mind destroying the four substations, just stay away from them when they explode. By the way, enjoy the spectacle of Aliens being burned alive in the laboratory. To do this, click on the button for each of the cameras. In a few minutes you will enter the hall, on the sides of which there will be passages with the inscriptions “Guard”. Enter each of them and at the very end of the corridor at the failure, smash a huge display with incomprehensible icons and numbers with a shot. After you destroy all four monitors, you will be informed about the opening of the hatch. Go back to the central elevator you came here on and fly up. After overcoming a small obstacle, you will find yourself in the heart of the Temple. After spending a couple of minutes wandering through the winding corridors, you will find yourself in the central hall, which is the final goal.

BONUS 2: VALTS

Mission on time. Horror, not a task: there are not so many enemies, but they are trying with all their might to delay you. I spent a lot of time on passing, but the task was interesting, so you should try it too. Two tips: avoid skirmishes with Aliens (this is at first) and do not read the task at the beginning of the mission, do not get carried away looking at the landscapes. In general, save time, there is very little of it. The order is: destroy four tanks of toxic waste. The fact is that the ship's systems are programmed to self-destruct. And only the destruction of these same tanks can prevent a catastrophe. Do you want news? You will not be alone on the ship (I already consider strangers as furniture and do not talk about them). Apparently, to aggravate the situation, you will be given a Predator as an “assistant”, which will be located somewhere near the subject of your search. Let's proceed directly to the passage.

Forward running from the room, sweeping away Aliens and other reptiles. When you get out into the main corridor, look at the floor, there you will see the generously spilled blood of the Predator. Run along the trail without stopping anywhere, you only have one minute. A strip of bright green blood will lead you to a small round room with a terminal in the center. Immediately turn right and enter through the door into another room, where the promised Predator hid. While he is thinking about what happened, shoot, preferably from afar, two tanks with radiation symbols on the side, then (if you survive) run into the right room and deal with the remaining tanks. The timer is off, now you can safely deal with the Predator (if the word “calmly” is generally applicable to this process). While the lead-stuffed alien is bending over, leave the room so that you are not hurt by the final explosion. The roar of the defeated Predator will herald the end of the level.

BONUS 3: FERARCO

What awaits us here? So, the generators are out of order, and this threatens to completely destroy the station. If you are not tired of saving everything and everything, take the jetpack and get to work. Do not forget to demand milk for harmfulness after. Still dealing with acid...

As soon as you reach the elevator, the generators will turn off completely and the lights will go out on the entire floor. Turn on the night vision device and proceed to the complete and waste-free destruction of all Aliens. After climbing with the help of the jetpack up the shaft of the idle elevator, walk through the dark room. Where there is an elevation on the floor, break the glass and enter the hall. At the opposite end of the room, a huge barrel jammed the door. Apparently, it is not empty, but with fuel. It's worse for her: move away and shoot her. A strong explosion will open the door, and that's all you needed. There are the same barrels in the new room, send them to the first one and go straight to the main generator room. Fly up to the ceiling, there you will find a tunnel, at the end of which there will be a small hole. After walking through the ventilation shafts, you will find yourself in room number two (it will be written on the wall). Move forward in a circle, in the end there will be a small window to your left. After breaking it, you will enter new rooms that were not previously accessible due to closed doors.

In this room, turn the switch on the back wall: the lights under the ceiling, after blinking, will come to their senses and light up, illuminating everything around with soft diffused light. Still nothing is visible. We need to go to the dining room, it is such a round room with a large table in the middle. Ignoring the hole in the ceiling, go forward a little and find an access card to secret rooms somewhere on the back shelves. After that, find the stairs connecting all three floors; there will be a room with a central computer, and next to it is a door that will lead to the Mother module. Applying the card found earlier, you will be taken to the holy of holies of the ship. Let's move on to the next task.

BONUS 4: WATERFALL

There are two missions left before the “demobilization”. Not so many, but they are the last, and therefore the most difficult. The level, codenamed “Waterfall”, is the first map for the Predator. Accordingly, the task will be to find the Predator, simultaneously destroying everything that moves. By the way, heavy machine guns installed at some strategically important points, and associates in the fight against alien muck - paratroopers will help you a lot. Please note that the level starts with an instant attack, so be prepared for a significant loss of health.

After pressing the button, go down, there go along the twisted stairs. At the end of this long journey, you will acquire the most deadly weapon in the game, against which the Alien's armor is paper thin. The Minigun is a huge heavy weapon, though a little slow due to the fact that before each shot you have to spin the barrels. But I will say it's worth it. Find a hall with a barrier and a sign with the number two. Here you will not get lost, because there is only one door. The main problem is to reach it alive. If everything worked out, you will get into the first compartment, and there it’s not far along the bridges and to the place where water is spilled on the floor (beware of the Facehangers, there are too many of them here). Press the button on the door. It would be better if you arm yourself well before this, because the door that opens below will open access to your body to hordes of Aliens. In the new room, at the very bottom, you will find a rocket launcher, but we need to go right and up. As soon as you get to the right place, a general alarm will be announced. The Predator has arrived at the base, the hunting season has opened, you can start ... Just don't become a victim, otherwise your skull will hang like a beautiful trophy on the alien's belt.

BONUS 5: GETAWAY

Not tired yet? There is very little left. The level begins in a small room, slightly reminiscent of a laboratory. The meaning of the task is simple as never before - to run away from this hell, get a pension and settle somewhere in a small town on the edge of the world in order to forget the nightmare of battles forever. Dreams, dreams... I noticed that in all films about the war, those who plan their lives in advance die, so let's not talk and let us nurse. Let's fight for world peace.

Breaking huge glass (in the world they are called French windows), go through the entire laboratory. Bypassing six rooms, you will find yourself in the last, red one. There, do not be too lazy to fly up to where the ventilation shaft awaits you (I think you are already used to this). Under the idle fan you will find a tunnel with a warning sign: "Do not climb - it will kill." Having visited all the rooms (they are numbered), shoot off the protective covers on the electrodes, such striped ones. After causing significant damage to government infrastructures, return to your starting position and go into the tunnel, guarded by a machine gun on a tripod.

It's time to deal with one of the Queen's guards, a huge red monster. He will require a lot of attention to himself, I advise you not to deprive him of them, otherwise he will be upset. After his death, exit this room outside. After a few steps, you will find yourself in a corridor with a large gate, above them is the inscription “Getaway”, which in Russian means “We roll away, run away, leave.” Warning: at the very bottom (use a jetpack for a smooth descent) a robot awaits you, a kind of symbiosis of an Alien and a terminator. I don't know how you will defeat him... After the victory, go down the elevator shafts two more times. Finally, you will find yourself in a huge hall where a mechanism resembling a crane works. I completely forgot: here lies the Grenade launcher - useful thing. Go down to the very bottom, there through the bars and tunnels you will penetrate into another hall, where the long-awaited failure in the hangar is located. For a soldier, you went through everything that was possible, congratulations. Didn't it seem to you that the developers went a little too far with the complexity?

PREDATOR

Aliens are strong, no doubt

but we, in contrast to them, have the strength of the spirit

and an unbridled desire to survive.

HG Wells, "War of the Worlds"

You are the most cruel and courageous creature in the entire galaxy. The most ancient civilization for thousands of years perfected the methods of destruction of all living things. In the end, the only entertainment was hunting, and these creatures did not limit themselves to their own planet, they plowed the universe in search of new victims; as a trophy, the hunters took the skulls of the dead. Soon they lost their passion, and hunting became their daily activity. For this they were called Predators.

WATERFALL

Entrance to Wayland-Yutai “Area 52” installation

The first victim did not even have time to scream - a charge of energy from the shoulder cannon blew the unfortunate body into a thousand pieces. It's good that the soldiers walking around below didn't notice anything. We need to take advantage of this: turn on the view that allows you to detect soldiers and shoulder-mounted energy cannon. Remember that all this takes a lot of energy, so try to use technical devices more economically, because recharging is not as common as you would like. After shooting the soldiers below, go down the stairs and press the button on the column. You will be informed that a door has opened somewhere. Do not enter the tunnel yet, otherwise the soldiers will raise the alarm and you will not be greeted.

Head back up to where you started from and jump onto the small ledge on the right. The predator jumps very well in length, so I think there will be no problems with “flights”. One more jump, and you will find yourself in front of a steel door, which will not be slow to open and reveal a couple of well-armed soldiers into the world of God. Whoever shoots faster, he will win; now it is better to use a gun. Please note that when you shoot, you lose invisibility. After going down the corridor, you will find yourself in the second zone of the checkpoint. To your left will be boxes of unknown purpose. If you jump there, you will find at the very end a "battery" for your batteries. After recharging, go down to the very bottom and go into the corridor. At the crossroads you will be met with lead and screams; I think that you will fight off annoying soldiers constantly running up from behind. Without delay, go downstairs and press a small button there, which, apparently, opens some more distant door. I wonder who came up with the idea to place the door lock a hundred meters from the door itself?

After performing the Pressing ritual, return to the crossroads and follow the untrodden path, new portions of cannon fodder have already been delivered and released to you to be torn to pieces. In one of the rooms, the entire floor is flooded with water, apparently, someone forgot to turn off the taps in the bathroom. Press the next button and exit through the opened door, better invisible - to avoid getting hit and quick death. Suspension bridges will lead you to room number one. We will not linger here, go past the rising barrier and go through the only door. The corridor leads to the second room. Be careful: the soldiers are on the alert and are already waiting for your arrival. After their death, move forward to the third hall. All of them are like two drops of water similar to each other, but the third one leads to a waterfall. Jets of water with a terrible roar grind sharp stones below, fine dust shimmers in the sun with all the colors of the rainbow. That would be to jump there and forget about everything! So that soft water wraps up your body and keeps it in turbulent movement ... Oh, unfortunately, these are just dreams, but we need to hunt, kill and preserve the honor of the clan. So call the elevator and go upstairs. The soldier guarding the gate will not have time to offer you worthy resistance and will die with an iron pin in his throat. And you move on.

AREA 52

Xenobiological Research Installation

Pass through the airlock and prepare for battle. In the room on the left, two soldiers will attack you. Try to lure them into the corridor first, and then shoot them. Turn off the nasty screeching siren and open the wall box. There is a charge behind it. Then turn right and enter the huge elevator. This is where the real hunting begins. Finding control of the drawbridge is the first task. Without it, you will not be able to penetrate the main compartments of the base. At the bottom, turn right at the turn, on the wall, if you look closely, you will see a grate covering the ventilation. Break it with your blades and sneak quietly to the very end. When you get out, brush off the dust and take the elevator down. In one of the rooms, find the switch from the bridge mechanism. Having closed the chain, you will lower it, after which it will not be difficult to jump onto the bridge.

As soon as you land on it, turn left, i.e. into reverse side from the open door. Then go down. Be careful: on one of the floors there will be a door, distinguishing feature which - the presence of pipes and steam. Kill all the guards, and it's better to do it quickly, otherwise they will fry you in a moment with a flamethrower. After seizing the trophies, go down and pick up the access card to the secret zones. She is guarded by a soldier armed with a rocket launcher; it only takes one hit to you for the head and hands to say goodbye to the body. In general, be careful. Go back to the stairs and go down to the very bottom, to the last door. As soon as you enter the premises, the officer will announce the alarm and evacuation and close all the doors. To get out of there, go left, checking all the locks on the doors. One of them will turn out to be open, and behind it there is a lever familiar to all of us, which, I think, you will not be slow to pull. This gives you access to the third level. Achievement is good.

Wander a little along the deserted corridors until you find the kitchen; we won’t eat and cook now, it’s better to find the blinds on the wall and break them with wrist blades. This way you will get to the library, and there it is not far to the laundry. How to get out of here? Look around carefully: maybe break a couple of boxes? So it is -: behind those that are in the corner, a small hole was found. Bending over, you can crawl ten meters on all fours. Another lattice, we will climb. Finally got out, you can stretch your legs, but the enemies, not allowing you to come to your senses, will attack you, poor fellows. After shredding them, go into your ship and fly away to the next task.

SECOND PAGE

VALTS

storage facility

Inside your ship, you found an energy pistol and a special throwing disc. The first weapon is not very good - a weak shot and a short range, but the second should be told in more detail. A special device, attached to the hand, allows you to throw a sharply sharpened metal disk over a long distance, and, ricocheting from the walls, it maintains its initial speed. With some skill, it returns like a boomerang back to the launcher. If suddenly the disk is stuck in the wall, you can call it back, but it will cost some precious energy. This disc is especially good in small enclosed spaces where there are a lot of soldiers. The effect is 100%, but it is not suitable against Aliens, one might say, it is even dangerous for your life. When the disk cuts through the Alien's body, everything around is covered with jets of acid, so be careful.

Exit your ship. No matter how quietly you do it, the alarm will still work, which will put all the guards on their feet. Therefore, without wasting time (a crowd of soldiers can run here every second), penetrate the bars hidden behind the boxes. Unfortunately, it worked security system blocked all the doors, so to get out of the trap, you have to turn it off. To do this, destroy the four terminals, which are located in series in four rooms. You will get into them through the same ventilation grate. Be careful: in one place, an automatic machine gun on a tripod is waiting for you. Well eliminated from a rifle. Ten minutes later, the security system gave up under your onslaught, all the doors opened safely.

Do not rejoice ahead of time - you also disabled the locks on the doors behind which the experimental Xenomorphs were sitting. It's your own fault, now clear up... Okay, don't despair ahead of time, the ideal weapon for their instant destruction is a rifle that shoots with metal sharpeners. They, piercing the Alien's body, throw it away from you, thereby protecting it from acid ingress. Look for room number one. You need a laboratory, which is located nearby. Go through it and along the corridor ahead. In a second, the light will go out, so turn on night vision (preferably red - to detect Aliens) and don't be shy - just think, four creatures will attack you from all sides ... But what to do ?! In the second hall, break the grate and walk along the tunnel until you come across the escaped Xenomorphs. The battle, as they say, was short. Which one of you won, I don't know.

As a result, take the elevator and follow the signs. All corridors differ in numbers, and the order of their location is somehow strange. In general, in the third you will find an access card to secret rooms, it is kept by the officer, or rather, was kept. And the military man sat in a small room at the very end of the corridor. As soon as you pick it up, immediately run into the fourth corridor, and then to the door, which stubbornly refuses to open until the card is put into it. Push it in. The door grunts with displeasure and let you into the testing laboratory. Break the huge glass ball that hangs from the ceiling, and quickly kill the monster that jumped out of there. Why fast? Because the system of self-destruction has turned on. Go back to the hall and go into the room from which the elevator turns on. Press the button, but keep in mind that the Facehangerr running nearby will not like it, so kill him. Then into the elevator and through the cabins, until the next adventure.

FURY 161 - SMELTING PLANT

Good hunting

From the very beginning, move from the fan to the left, there will be a small hall in which there is an elevator, that's what you need. Climb on it, and then, shooting off the annoying Aliens, move in a straight line. At the very top you will find a remote with a large button. I think you guessed it: this button opens the door. Remember the big red one? So this button opens it, only its color has already become green, which means that access is allowed. Climb up the stairs, the “inner” voice will offer to break the cover on the pipe. Let's try ... The first shot will smash the floor of the pipe, obviously it was a gas pipe. Well, then, jump into the resulting hole, and then ... jump out of the next one. After this simple operation, a button will come into your possession that turns off the fan that spins at the beginning of the level.

Now you are not afraid of sharp blades, and you can freely pass through the ventilation tunnel. Behind one of the doors you will find another corridor that will lead you to a four-tiered hall, and on each floor there will be a remote control with a button. We'll have to contrive and click them all. The latter activates the central elevator. Get down on it into some kind of underground mine; it looks like you're deep underground. Do you suffer from claustrophobia? If not, then go through the next tunnel, at the end of its door, which opens with a button. Finally, again, you met face to face with a real enemy - a man, otherwise these insectoid Aliens are rather tired. We haven't tasted a real human for a long time! Go down the stairs, circling around the plexus of pipes and cables, it will lead you to the hall, half of the floor of which consists of pools of seething plasma (or lava, as you like). Do you smell the native ship? He's close. Enter the hangar and jump onto the flying ship.

CAVERNS

Need an access to Human Research Center

So what do we have here? Yeah, unloading, that means ... Well, here's a couple of good shots in the back for you, so that you know how to plunder someone else's goods! Ah, you unloaded yours, then excuse me ... You can’t turn back the past, so jump down. Oh, the doors are closed again! The alarm system is already tired, all the time you have to get to the target by side ways. You leave into the hall with the stairs, then you will pass on the tunnel - the next door nearby. Climb up the stairs again. Jump down, it's low here. Apparently, you are down, but this elevator does not want to go down, so with a well-aimed shot, kill the cable holding the cabin, and then jump after it. They already know about you, have you felt it? I will advise you not to go further down, because two turrets are waiting for you around one of the corners; it's better to find a hall with a car and jump down, this is a different car and the guards are new. Kill them and open the hangar door.

That's the meeting - robots! Haven't had them for a long time, and in such numbers. There are Aliens behind the next door, so heal up after the fight with the robots. In the new hall, find a large tunnel leading to the computer room. In order to open the doors, blow up two large tanks (you must do this while standing away from them, otherwise it will hit you with an explosive wave). Watch out for the cannons behind the “stalagmites”, and God forbid you accidentally fall off the narrow path, especially since two guards are waiting for you nearby. Soon the end.

BATTLE

A matter of honor. For this you went through the hell of people and Aliens, for this you risked your head thousands of times (I can bet that you replayed the mission about the same amount). The queen is waiting for you in her chambers, she is ready for the final battle, only one can remain here. These Predators are strange creatures - in order not to drop the honor of the clan, they go to the most terrible monster of the universe with a knife, deliberately turning off all energy weapons. Yes, and there will be enough cartridges only with impeccable shooting. In general, enjoy the duel, they will enjoy with you: a couple of Facehangers, fragments of stalagmites and stalactites, plus Her Majesty herself. But what a trophy!

BONUS 1: INVASION

You are right behind enemy lines, your own cute ship has flown away from the ship to a safe distance, and you have a grandiose hunt ahead of you. Try to get some pleasure out of it. At the failure, go down and go along the long corridor. Somewhere nearby there is a hall with an elevator upstairs, it will not be very difficult to find it, however, Aliens flickering before your eyes, distraught with horror, will interfere. When you get out of the elevator, walk along the curved pipe, at its end you will find a ladder and five more enemies. Climb over their corpses up and along the large corridor to the end, that is, to the very door where you will get on the suspension bridge. Jump down behind the door. The bloodthirstiness of the Aliens will mix with the panicky fear of people, as a result, the two races will start furiously gutting your body, trying to extract all the internal organs from it. To be honest, it won't be easy here. The goal of the mission is to capture a small armored car. The car is considered completed if you have killed the driver and approached the control system inside the tank.

BONUS 2: ESCAPE

First they captured, and now we are running away. Not because it's scary, it's just that the enemy has become unthinkable, and the cartridges are running out, and the authorities ordered to retreat; you won't go against the order... The bright flashing light irritates the eyes very much, so quickly go down the corridor and, after breaking the glass, get out onto a flat area. Having dealt with civilians, enter the elevator, but be careful, because there are soldiers patrolling the hall below (by the way, there are also Aliens there, but in this case they help more, instantly killing heavily armed soldiers). Having killed all living things within a radius of one hundred meters, go further, but don’t go into the toilet - it’s too dangerous and not necessary. Better go through the big doors. At first glance, there is absolutely nothing to do here, everything is blocked, but look up: do you see the ventilation shaft?

It is time to apply the “cat”, it is very similar to the earthly one in terms of the effect of action, but it looks completely different. The blue energy “rope” and the sharpest sting that sticks into any surface cast doubt on the correctness of the name “cat”, rather it is a harpoon. After hanging from the ceiling, jump into a small hole and squeeze forward. In the laboratory, you will have to do the same manipulations to get to the second tier (that is, you need to use the harpoon again - from now on, it becomes the main means of transportation).

Go through the gallery to the outermost door and use the “hook” to climb into the shaft - the whole level consists of endless pull-ups. Through the window you will see a robot that mercilessly guts helpless people - takes away your prey and the laurels of a real hunter. A mess, you need to find a way to get to it and make it clear that you have no competitors and cannot be. To do this, go to the toilet and into the ventilation under the ceiling. The builders prudently made wide ventilation shafts, as if they knew that you would crawl along them. It's time to count the nuts on the robot, and it will be much easier to do this if you shoot a gun at his head. It is not fatal for him if his hands fall off, but nothing can replace his head. After killing him, you can go to the next level called “Temple” - this is an Alien artifact.

BONUS 3: TEMPLE

In fact, this is the third time you have visited this holy place. The first is Alien, the second is a soldier, passing one of the bonuses, so familiar places will help you in passing. Only tasks and methods have changed. You have to escape, or rather, evacuate from the Temple, and not just like that, but by killing several Facehangers. Use the harpoon to climb into the upper tunnel, it is with green illumination. It is generally difficult to navigate here because of the honeycomb structure of the building. In a huge hall with a statue of the founding father, get ready to shoot like a shooting range. From above, without going down, shoot all the Facehangers; it will be difficult to hit them because of the high speed, but it is better to do it from there, not allowing them to launch their proboscis into your intestines. That's when you finish with them, then go down and try to find a hidden tunnel. He will lead you after countless turns into a hall no less than the previous one, but already filled not with Facehangers, but with huge crystals. Examine the ceiling carefully: there should be a hole into which you have to climb using the “cat”.

Do you know who is waiting for you at the door? Soldiers of the regular army, armed with miniguns and flamethrowers: in short, they will make you an excellent company. Take the elevator at the end of the corridor up to the main hall. If in the game as a soldier you broke monitors, then the Predator has a slightly different task - to set fire to all the Praetorius'ov in the laboratory. When you finish beating the defenseless "babies", use your favorite harpoon to fly up to the ceiling (above the central elevator) and make your way into the holy of holies of Aliens, the interior of the Temple. The hall with the winding red chimney is the Faithhangerr church you need, but you can't see the worshipers, so crawl into the chimney and... you have a couple of minutes of rest before the next task.

BONUS 4: EARTHBOUND

You have to find and destroy the Commander-in-Chief marines(apparently, the same one who all the time gave useful advice to the soldiers on the radio). Break the glass in the switch and the switch will drop down on its own, opening the door in front of you. After that, break the glass again and go down into the elevator shaft. It's not that high here, but it's better to use a harpoon - just in case. Then find the hatch and jump into it. In the huge hall behind the sliding doors, break all the fuses on the contacts - the system will close, and this will lead to the opening of the first door, which leads to the third dock. Turn on the type of detection of strangers and move forward, “acidists” will attack from three sides, so try to shoot them from afar, or, if it didn’t work out, finish them off with a gun.

Once again climb into the ventilation hatch - you will crawl out into the light of day in another generator room. You'll have to shoot a little at the Aliens, but they are not the target, you need to break the fuses in order to stop the fan under the ceiling. When the blades finally stop spinning, attach the harpoon to the ceiling and jump into the already safe shaft. Go through the middle tunnel into the new hall, but be careful - there is a soldier with a flamethrower at the exit. After shooting off all his arms and legs, crawl into a narrow gap between the floor and some pipes. In the hall at number two, knock down the remaining fuses in the niches, this will open the last door, behind which the general is hiding. Hooray, the clan can be proud of you!

BONUS 5: TYRARGO

Xenoborg cargo in transit

This task does not shine with originality, but it is the last one, so you will have to complete it. So get your shoulder cannon ready for the final fight. The meaning is this: shoot all parts of the body to two Xenoborgs. To do this, lower the lever in the corridor. Ceiling lights flicker on and off, softly caressing pools of blood on the floor. An open door will beckon you with its mouth; go, it's not scary there ... Having gone down, pull another lever. Ten minutes more and this nightmare will be over. I’m tired of it myself, but how can I not go through the last mission ... In the large hall on the right there will be a door, behind it is a tired lever and an elevator driven by it. At the very bottom you will be given useful advice: they say, a crowd of Xenoborgs and imminent death are waiting for you behind the next door, so welcome. Pay no attention, these are idiotic jokes. Better jump down and into a decent-sized hall. As soon as you land, an evacuation will be announced throughout the base.

The security system will be disabled, and with it the electronic locks on the doors, which, of course, will be used by the Xenoborgs and escape from the cages. The task has become more difficult, now you have to run after them throughout the base. Or maybe they won't have time to get far, so let's hurry. Return to the previously locked door (where you were warned about the presence of Aliens) and shoot the robots. I think you are already so adept at shooting Aliens that this work will not be tedious. After their death, return to the elevator from which the task began.

ALIEN

It was not so difficult to become a real Alien.

TEMPLE

A quiet sigh broke the virgin silence, the whisper turned into clear screams that rushed about under the vaults of the thousand-year-old artifact. For the first time, the thunder of shots sounded in this abode of hidden fear. The dark creature in the corner stirred, the extraterrestrial light reflecting off the wonderfully painted walls flickering on the steel shell that covered the creature's entire body. Loud noises woke him from sleep; someone has disturbed the sacred peace of the Temple. Outsiders must be found and destroyed as defilers of memory.

Task number one is to destroy the aliens and block all entrances to the Temple. We will focus on the colors, because the way the Alien moves is slightly different from the human one. So let's get started; through a round reddish tunnel, get out into the next hall, called Fasehugger's Temple. Climb up the wall to the very ceiling and climb into the boardwalk corridor, which will lead you to a huge room with a yellow energy pillar in the middle. Go around it and climb on the opposite side of the hall After falling through the hole, after a couple of seconds you will find yourself in a room with a wooden grate somewhere under the ceiling. - to the right through another energy source, though smaller.A narrow hole is not a hindrance, behind it is a pink curved corridor that ends with large blockers suspended from the ceiling.A new task will come: knock them off the base so that they block the main energy flow, feeding, in turn, the elevators throughout the Temple. go to them from the side and break the fasteners with powerful blows.

After a while, go downstairs and quickly return back to the central hall (the one where you went around the huge yellow pillar). This time there will be nothing like this, a huge hole gaping in the middle of the floor. Jump there, bypassing all the red branches from the main tunnel; land on the square area. From this moment, the massacre begins with devouring the brain of the enemy and biting off hands and feet on the go. As soon as you land on the elevator platform, the security system will go off and all laboratories will be closed. It doesn't matter, go to East Guard and go up the purple stairs. Between the two exits, right in the center, in a small niche you will see a lot of ventilation grilles. Through the mines you can get to all the level points you need. You need to penetrate all the control centers, called guard "s, and break the huge red monitors. When the chain breaks, all the doors will automatically open, this is what you need. Remember, the enemy's brain is the key to health, Bite everyone right and left, tear up the disappearing corpses because every liter of blood brings you a little happiness.

Run to the laboratory and destroy everything that moves. In addition, you will have to break all the equipment (pipes) and free the eggs. After such vandalism, the central elevator will start moving, your task is to catch it. At the very bottom, you will encounter a whole detachment of soldiers who will raise a real alarm. Their goal is to keep you out of the "Incubator", or "anthill", to be more precise. Breaking the remote is the main method of opening doors on the Alien planet, because their clawed paws are not designed to press small buttons. Immediately after it, take the elevator down and enter the right door. A huge hall with bizarre crystals lurks in the dark. Who knows what he might bring you as a surprise in a couple of seconds... At the very bottom you will see a huge gate. It's better for you not to go out into the open - two machine guns will smash your little body to shreds. You will have to knock down the blockers, then the heavy doors will slam shut and block the access of foreigners to your Temple. You close the second door in the same way and enter the new hall through the hole that has opened in the floor.

The heartbeat of a huge statue gets on the nerves, the walls tremble at such a sound. It is better to leave this “unhealthy” place as soon as possible. On the wall opposite, find a tunnel hidden in the shadows. In the end, you will find yourself in your native place - Hive.

ESCAPE

Weyland-Yutani Field Laboratory

The meaning of the task coincides with the title of the episode - to escape from the base; but it’s not interesting to run away just like that, you also have to kill all the inhabitants along the way. Trust me, the trail of blood will follow you all the way to the exit. At the top, find an opening that leads to another hall, there will be a secret exit. To open it, you have to tap on the wall panel with your paw. There are a lot of soldiers here, so you will basically hide under the ceiling and jump on the heads of poor residents and scientists. The hunting season for Xenomorphs has been announced, you will have a tight time this time. It is necessary to use ventilation shafts to protect yourself as much as possible. Through these same mines, make your way to the toilet and at the locker rooms move up again to the safe tunnels. Make your way to the Airlock doors and from there go to the laboratories. Go through the blue-edged doors to the incubator (where Alien eggs are stored). People realize that it is useless to fight you, and they will begin to evacuate.

Don't let them get away, because eggs are future babies, which means the future. Don't let the aliens destroy your nation and find the hidden germs. Jump into the elevator. When you arrive at the end point of his route, jump off the platform and break the glass. Finally, you will have the opportunity to mark the impudent invaders.

FERARCO

Crew complement 50.

Cargo - unknown.

Destination - unknown

At the very beginning, do not break the barrels behind which they were hiding during takeoff, otherwise a strong explosion will destroy everything in the room. Better quietly on the ceiling get close to the guard and deprive him of his head. And you feel good, and he doesn't hurt so much. Move along the yellow corridor until they tell you about the need to kill all the ship's personnel. Unfortunately, you are not expected here, so all the doors are locked again. Go through the tunnel to the engine room. Climb the stairs up and knock off the plugs on the contacts; In a minute, the main door will open. So you get access to the second level and, as a result, increased supply of “meat”.

Once on the Main deck, move forward - somewhere there is a computer room, you need to knock down the remote control in it. Then move to the right direction and into a small hole in the wall. Just break the glass more carefully so that the entire ship's personnel do not come running to the noise. This way you will enter the dining room. There is enough food here, but you won't get everything (no risk to your life), so climb up to the ceiling and into the hole above the table. The next goal of the search is a door with an “ankh” symbol on it. Behind it, you destroy a bunch of the enemy and machine guns (get up behind the latter, otherwise it will be bad).

The main road is ventilation shafts, with which everything is permeated through and through. Finally (I managed after 30 minutes of intense searching) you will stumble upon a hangar elevator, where a soldier named Jones will be warned by radio about the invasion of aliens. We return back to the opened door and to the captain's bridge. But you don’t need to reach it, just five meters from the door, go up the wide pipe. It's time to destroy the computer "brain", because only an extreme situation can force the team to leave the ship.

Enter the Control room and smash the small monitors scattered along the walls. After that, the emergency system will turn on - a complete evacuation has begun. Run back to the hangar. The round door is open and beckons you inside. Let's not keep her waiting and rejoin the team.

GATEWAY

vehicle dock

They are waiting for you, and that says it all. Jumping off the landed shuttle, you must quickly, quickly leave the territory of the hangar, because its gates will open in fifteen seconds and you will be pulled into outer space. Without panic, run to the grate upstairs and knock down the remote control, the grate will open and give you a chance to live a little more. Quickly run down the corridor on the left, because the machine guns are always on the alert. And there - to the end of the semicircular corridor, ending with a double lattice. Now the machine guns will be in front of you, but directed in the opposite direction, so now you can safely finish them off with your tail. Go through the side door and look for the grate behind the green barrels. The tunnel will lead you to a huge hall with a crane under the ceiling. You will see a hole in the wall that leads to new rooms. The people are in a panic, great!

Enter the left door and run upstairs, then you will be given the task of destroying three generators that look like boxes with fans on the lid. To break them, you will have to crush the red control panels. Not as difficult as it seems. After this sabotage, the main generator will turn off for good, then you need to go to the very top. Thanks to your actions, two doors will be opened. After them, dive into the elevator shaft. On the next floor there will be a slaughterhouse, a real slaughterhouse. Knock down the fuses again (this level generally differs in different fuses and plugs, you knock down an average of one every three minutes). A fan located nearby will freeze, the blades will stop and make it possible to slip past them. Favorite fuses again! This time the central fan depends on them. Visit all four rooms, and then tear off the grate in any of them on the ceiling and jump into the very mouth of the ventilation shaft. On the ceiling, climb into the next hatch and quickly, quickly to the very top. "Anthill" is nearby, it's time to hurry up. Through the laboratories, breaking glass and not turning anywhere, move forward, and so on until the last room where you have to go upstairs. Eh, the door is closed, and Khiv is so close! Break the two red remotes and that's it!

EARTHBOUND

Getway Docking Umbilical.

Earthbound shuttle craft approaching

The sacred mission is to find and save the eggs. From the very beginning, turn right and approach the huge elevator platform. It will start to rise up, but somewhere in the middle it will jam, then climb to the very top on your fours. What a beauty! Open space always has a strange effect on the consciousness of any living being, even if it is an acid Alien. But he also has negative sides - you look like this, and you won’t notice how the enemy crept up from behind. Therefore, I propose to continue the journey and not to stop in the future at each window. Further iditol along the corridor; if you survive the infantry attack, smash the remote control to your right. He controls all the doors, respectively, without control they will all open. Around the corner you will find a hall with two weights hanging from the ceiling. Again we knock down the fuses (they are behind the doors on the sides of the recess). The right door will not keep you waiting and will open. I don’t even know if this is good or bad, because a powerful guard can deal with you in two seconds. Here it is necessary to take cunning and lure out one at a time.

After the victory, crawl into the ventilation that has become native and crawl forward until you are completely exhausted. At the exit (be careful) you need to slip into the tunnel opposite, and so quickly that the machine gun does not have time to react to movement. Another machine gun is waiting for you on the other side, but it is not dangerous because it is pointed in the other direction. Take care of the fuses again; however, this time they regulate the operation of a large fan. Once it stops, go inside. At the end of the tunnel you will have to make a choice - where to go? Try in the move that is on the ceiling; through it you will enter a room with two soldiers. One quick flick of their tails and all that's left of them is tattered meat on the wallpaper. Crawl into the hatch with "danger" written on it. After slipping through the entire ventilation system, you will find yourself in the last room in which you will be told the location of the eggs - the fourth dock. Do not leave future descendants unattended, go there as quickly as possible. Move from one hole to another, and so on until you meet a room with two large fans. Knock down the last fuses and get into the restricted area. In the hall with the inscriptions "dock 3-4" open the door - you will meet two unexpected guests, Predators. I assume that you will give away your skin dearly ... Especially since this is the end (of the official part). And now the nightmare begins for professionals.

BONUS 1: INVASION

The first task is actually not very difficult, in vain I intimidated you. It is necessary to explore the entire base and find a way out. After splashing in a puddle, go upstairs and start killing and causing destruction, but this is a little later, you still have to reach the intended object. Immediately after the ascent, do not turn anywhere and go straight until you fall into a yellow hole. Already at the very bottom, turn left and go along the shiny pipe until you come across a small square hole. We turn there and, with difficulty squeezing through a narrow tunnel, crawl out into the cabin. Gut the soldiers and go out to the door, which can be reached via a suspension bridge. After, having already entered it, jump to the very bottom; Judging by appearance, this is a hangar. You need it in it. On the side you will see an armored door, but the whole point is that you must get here with full health(eat female brains - they are more nutritious and almost safe). The bottom line is that this is the shortest way out. Directly outside the door is an automatic machine on a stand, it takes two seconds for it to splash you on the wall, so get ready to slip into its rear as quickly as possible. But that's not all: a couple of soldiers are walking there, so it would be better to lure them out in advance, otherwise they will interfere with the rapid advance.

Everything should work out; It doesn't matter that health is spoiled, it will quickly be replenished around the next turn. In one of the corridors, if you look up at the right moment, you will see a huge hole, and in it - moonlight, an exit.

BONUS 2: DERELICT

It's time to mark all the heads of the corporation that invaded your home planet. The back is: kill the bosses of the campaign, who, by a lucky chance, gathered at the base all together. With sharp claws, clinging to the walls, climb under the very dome of the hall. There will be three holes to your right, you need to go to the middle one. After a while you will stumble upon a door, which, unfortunately, will be closed, but this is not a hindrance either: go upstairs again and accept a challenge from soldiers armed with miniguns and flamethrowers (this is where you will have to run at great speed along the walls).

After passing through the hall, after three turns you will come across a strange unit, resembling a huge luminous pillar with a small arch in it. Pass through it and move on, now the most important thing is to find the right people, and not admire the architectural excesses.

In the next hall (to the right of you there will be two necessary pot-bellied barrels that explode and turn off the protection system on contact with your tail) crawl into the ventilation shaft on the ceiling. And there - in the last exit.

As always, “turn off” two turrets behind and exit into the hall with a column in the center. You can take the elevator, or you can use your hands to go down; the point is to find a door leading to a room with a huge swirling pipe. There is an exit there, but it is well camouflaged in the dark, so turn on hunting mode and run around the perimeter. At the end of the corridor, open the ventilation hatch and get in there. The first boss didn't even offer proper resistance, but I almost choked on his skull.

There are two more adversaries left, but they are not far away. After leaving the incubator (through the same ventilation), go a little further. In the last room, the second general is eagerly waiting for you. It is still unknown who will kill whom, because he is with security.

BONUS 3: TYRARGO

Full crew complement.

Hangar deck security system active

Despite such a terrible preface, the meaning of the task is no different from the previous mission: kill three officers who showed special zeal in destroying the Alien masonry. On one of the three turns, fall into the open hatch of the ventilation shaft, so you can easily get to warehouse, where the unloading of huge rockets is taking place. The first officer is hiding in the corner. After you deal with him, go through the door that is on the rise, and take the elevator to the second floor. Pass by the hangar and two rotating generators - in the last room is the second target. The last enemy remains.

Quickly run past the machine gun (once I happened to have a soldier shoot the turret himself, and I freely passed by), and you will find yourself in a room with a long table and a huge knife, tightly driven into the lid of this table.

Go through the door (with stairs) and go forward, but it's better to stop before the next door - there are a couple of machine guns guarding the corridor. As always, we break the ventilation grate and use it to penetrate the hall. The last officer is killed, but this is not the end: now he wishes you with

1 2 All

Built in such a way that the player can choose to campaign as an Alien or Predator, or as a paratrooper. But first things first.

Paratrooper

The colony

Waking up, listen to everything the girl tells you. Get out of the hangar and explore the area. Overcome the obstacles, shoot the gas bottle and open the door to the restroom. There you will see a dead man, you need to lower the switch and follow the radar arrow to the exit from the hangar. Next, you need to climb into the center and follow the complex and the labyrinths. Once in the center, restart the system.

Cut down the switch in the room on the right side, as soon as the countdown ends, cut it. Open the door and close it as soon as you see the enemy. Your partner, using the remote control, will turn on the steam supply to the corridor outside the door. Exit through the doors on the left side, which are nearby, and finish off the enemy. Next, follow the meeting with the corporal in the control room, follow the arrow.

Along the way, you will meet the enemy, as you finish him off, the door will open. We enter it and collect useful items from the dead. Go to the control room and find the energy cell. Insert one cell and insert in the indicated place near the door. A corporal girl is waiting for you outside the door. Go inside and take the rifle. Then the girl will send you to save another squad. Go back and on the way shoot from a rifle at the enemy.

Follow the arrow, take the elevator up. Your goal: you need to explore the top floor of the club. Climb another floor above, another military man rises to you, one of the opponents did something with the cable and the elevator does not rise. Fight your enemies as hard as you can until the tether problem is fixed. Take the elevator down and exit the club. Go to meet with the paratroopers.

We go up the stairs, immediately you are given a task. You must go back for support. Go back and find the laptop, it is on the floor below, with the help of it you need to chop off the sentry gun. Then the enemy will get out of the wall, you need to finish him off and follow further, in the direction of the arrow. Join the paratroopers and complete a new task, you will have to neutralize the "xenomorphs".

Kill a few enemies and return to the blocked tunnel. There you will have to help Charlie's squad. You will see that the detachment will be dead, there will be a lot of mutants here, run to the elevator as soon as possible and shoot back from opponents along the way. Once in the elevator, you will receive the next task, you will have to retreat to the landing site. Head to the extraction point and follow the ventilation back to the hangar. Shoot back from the enemies when there are too many of them, run very quickly through the tunnel, there you will be grabbed by one of the enemies.

Factory

You need to take the gun from him and shoot him. Follow the radar and kill opponents along the way. You need to be on the roof, there is another antenna there. Enter the building and pick up a shotgun in one of the rooms, you will also find an energy cell and cocoons, spiders will crawl out of them, eliminate them immediately. We pick up the energy cell and call the elevator, on it we rise to the guard post and exit to the roof. There, activate the antenna and return back to the bridge.

Once you get there, a bunch of mutants await you there, blow up gas cylinders and fight off enemies. Go straight ahead and you will reach the upper level of the mines. Next, you will need to get to the factory, follow the elevator and start the hacking system, prepare for battle. It will take some time to break in, mutants will attack you, kill them and go into the elevator. As you find yourself at the factory, go to the control room, it is upstairs and turn on the computer there. Go through the plant and pick up ammunition and other useful items. On the way, shoot back from opponents. Pick up a flamethrower and go down to where there is a hive, in which Major Van Zandt will still be immured, kill him, you will not be able to help him in any way.

Now your task is to survive now. Fight off the enemies and run into the elevator as soon as it rises. Run and shoot, it's all the same. When you are near the hall, you will need to eliminate the cocoons that are located on the floor, then, firing back, turn on the stove and fry the uterus. Then destroy two installations with cylinders, they will be on both sides of the uterus, then turn on the stove again and watch the video

Jungle

Climb the stairs and use the computer to open the entrance to the swamps. Now you must find the transmitter and get on the air. Follow the signs, you need to find the checkpoint and hack the system. Fight off opponents and leave the swamp. You will be contacted by a girl named Katya, she worked as an administrator, look for an energy cell and restore power to the main building.

You can find it in one of the outbuildings, activate the building. Climb to the floor above and activate the network. Leaving the room, a predator will attack you. Make your way through the jungle and exit. There you will find another battle with opponents, kill them and jump into the pit, it is behind them.

Ruin

Further, your goal will be to find the crashed boat, fight off opponents along the way. Once at the ruins, try to hack the system on the door. Enter and immediately eliminate several "androids". Go out to two team members and take a machine gun. You must survive until the allies arrive. Now you need to find Corporal Tekkila. Watch the video. Follow along with your comrades through the ruins and destroy the creatures. Put the hacking system on the closed door and attack the enemies. Search the cabin, and then eliminate the predator that will attack you. Go to the cockpit and read the information from the computer. Follow further and kill opponents along the way. You will find Corporal Tekkila, she will be infected, deliver her urgently to a friend to help. Release her and take her out of the ruins, kill the enemies in the same way, as you get to the rescue door, Tekkila will open it for you.

Laboratory

You will find yourself in the laboratory, your task is to take Tekkila to Katya. Go to the building, kill the "android" there and go upstairs. Tekkila will open the doors for you, follow on, then Tekkila will open all the doors. On the elevator, go to the station "Main Platform", as you exit, finish off the "androids" that will attack you. Follow to the operating room, put the corporal on the table there.

Weiland will come out on the video link, he will accuse Katya of sabotage and forbid helping Tekkila. Put it in a capsule and go to the room next to it, talk to Katya there. Then go back and fight more mutants. Next, you need to find an elevator that leads to a closed area. Follow the sign and shoot at the androids until you reach the door you need. Opponents are also waiting for you there, there will also be the desired elevator. Follow to the control room and activate it.

Next, go up the stairs and in the corridor there is another bunch of opponents, what to do with them, you know, then go into the elevator and go up to the room with the elevator control panel. Start the elevator, which will help you get to Wayland. Make your way back through the tunnels to the elevator, kill the enemies along the way. In the very last room you will meet a mutant, eliminate him and go into the elevator.

Pyramid

Your task is to find Weiland. In the center, activate the machine gun and shoot back at the enemies. After the doors will open and two mutants will come out, finish them off and go inside. Watch the video. Deal with opponents and follow into the room nearby. Weyland will attack you, take about four shots and he will be dead. As you pick up his communicator, he will attack you from behind, do not move, shoot him right in the head. Leave the building as soon as possible and watch the video. Walkthrough Aliens vs. Predator for the paratrooper completed.

Stranger

Laboratory

Do all the tasks that they tell you, how they finish, run, you need to survive. Jump into the ventilation shaft, but it will be gassed and you will be trapped again. There will be some kind of failure, you will be released. Get out of the prison as soon as possible and jump into the ventilation. You will find yourself in a nearby room, free your allies from captivity and kill opponents. After that, get over through the ventilation to the next room and go to the aid of the queen. Get into the cell to her and save her. Watch the video. In one of the rooms, open the doors of the monorail station and free the queen.

The colony

After the video, get out of the sewers and move through the ventilation. Destroy the shield and turn off the electricity. Destroy a few opponents and move on. Get out of the sewers and get to the hangar. Your task will be to eliminate or take alive everyone in this hangar. Better of course, eliminate. Go further to the large door and so you will find yourself near the factory.

Factory

Open the closed door, push it, you will find yourself in the hall. Follow the engine room through the ventilation. On the way there, we destroy the enemies that will stand in your way. Open the door and follow on. In one of the rooms you will gain access to the control room. Then go down the ventilation shaft, from which a stream of hot air will beat. Quickly jump into cover in the ventilation. You will find yourself in the hangar, destroy the opponents there.

Jungle

You can get inside through the ventilation, kill the enemies there and neutralize the machine guns. After turn off the transformer and get out through the ventilation. There we eliminate the guards and turn off the antenna on the tower. Then kill the paratroopers and climb into the checkpoint through the gate, which will be slightly ajar. Find access to the Bo3 building through the ventilation, and then climb into the Bo4 building, an ambush awaits you there, the doors will suddenly close, and then the paratroopers will open from there.

In order to hide, break all the lamps in the room, and then eliminate the paratroopers. Then turn off the generators of the building Bo2, break the two transformers. Then you need to get to the bottom floor of the Bo2 building and eliminate everyone who will be there. Through the ventilation, get into the building B1, we will also eliminate everyone there. Use the computer to open the gates of the factory and return back to the hive. We leave the building through the gate.

Ruin

Kill everyone on your way and activate two plates in the water, you will open the way to the sewers. Next, climb into a closed building and destroy the human energy source. Then go to the next area. There we will neutralize two predators, how to finish them, a warrior predator will come out, exhaust him so that he no longer has the strength to fight you and take him alive, then victory will be on your side. Walkthrough Aliens vs. Predator for Alien completed.

Predator

Education

We are watching a video, in which you are going to be initiated into the warriors. Follow the instructions, it will count as your training. First, learn the types of attacks and movements, try to test on opponents. Then examine the features of the organism of the predator. After that, take the "plasma gun" from the table and test its firing modes, first try it on the statues, and only then on the enemies. Then go with your allies on your first mission.

Jungle

It all starts on a tree, jump right in and watch what people are doing, and then just destroy them. Follow further to the closed door and kill the watchmen. The door can only be opened with an energy cell. There you will see your dead friends. Collect all useful things from them, and at the same time fight with opponents. Enter the complex and make a jump through the gate. Immediately break the transformer and you will gain access to the main building, in the meantime, destroy people. Follow the top of the building, you will need the retina code from the officer's eye. You need to soak it and tear off its head. Next, break the laptop that controls the sentry guns in the same place. Then cut off the power of the security fence and use the officer's head to enter. Defeat the enemies and put your head on the scanner. We follow forward and kill opponents. Then we watch the video.

So yes. Detailed walkthrough all campaigns in the game. under spoilers. If you are interested. If you are not interested - immediately read the end of the post, there is something that even you might like.

Walkthrough AvP 2

Walkthrough AvP 2

Stranger

1 mission

Immediately turn back and climb up the wall. Further - two times to the right and forward. Be careful with steam! We turn on night vision and go further to a room with a fan on the ceiling. While everything is obvious - we climb the wall into the ventilation. We go along it until one of the turns to the left will lead us to a broken grate. Here you can listen to a conversation between two scientists, or you can immediately jump into a red-glowing shaft. Yes, get used to it. Twice to the left, carefully go around the jet of steam on the left wall, go further. After a few more turns, you will see a constantly beating electric charge. Carefully go around it to the right - and again into the mine. Get ready to run. After diving into the hole in the ceiling, immediately run to the right. Don't try to attack the soldiers or you'll fail the mission. Quickly jump into the next ventilation hatch (in the ceiling, right above you), turn on night vision and calmly move on. In the next room, turn left near one of the doors - hello again, ventilation! Having got out, immediately run (or rather jump) to the right, to the broken doors. They can't get here, hehe. We turn right, look for an open door - and here it is, our victim! We jump on the face of a sleeping soldier - that's it, the facehugger mission is completed successfully.

Walkthrough AvP 2


Walkthrough AvP 2

Don't, well, don't sleep at work!

Playing a chestbuster is harder. And very boring. He does not know how to jump sharply and far, as well as climb walls. But for some reason he knows how to bite. We jump into the window on the left and further down. Cling to the wall on the left and quickly go along it. We run across the open space, again we press against the wall, remaining in the shade. We pass further, turn right (quietly and along the wall, remember?), then left. The truck on the right does not carry any semantic load - run to the left, keeping in the shadows. Across the road, into the shade, again to the left. And now - to the right, and straight to the meow! Look for a hole in the grate - that's it, enough of the chestbuster. It's time for the real game.

2 mission

We quickly catch up with scientists and kill them with tail blows. We kill the soldiers as quickly as possible - do not bother with their heads, just tear them to pieces. You can always bite off the heads of already dead scientists. We turn left and calmly go further - the gate in front of us will open. 2 soldiers behind them are no problem, but try to bite off the head of at least one. With the next pair of soldiers (straight ahead) we do the same. The guys near the bar are not dangerous, but they will attack us from behind, so climb the wall and attack first. After biting the brains of the victims, move on. The open area near the landed transporter is an unpleasant place, so we hide behind the containers, wait for the soldiers to come closer and, after stunning them, attack. There is a scientist hiding in the transporter - feel free to use it as a first aid kit. Then we go to the broken truck. You can sneak up on a lone soldier and immediately bite off his head, or you can play it safe and pre-stun. Red lights are burning in the corridor, hinting to us that the turrets are on. It's not scary - just get under the turret and break it with a jump kick as soon as it opens. The woman near the cages seems like easy prey, but don't be fooled - a soldier is waiting for us in the corridor on the right. After killing both, we leave into the next room. A scientist shaking with fear can be eaten right away, or you can leave it for later. We climb to the second floor. In the next room, three unfortunate scientists and a soldier with a smartgun are waiting for us - pretty easy prey. We climb on the ceiling, go to the ventilation.

It is not at all necessary to attack people in the room - another hole into which we must crawl is located in the right corner. But in this room you have to fight. We quickly and, if possible, unexpectedly kill a soldier with a pistol, we do the same with the two who ran into the room. Having had a snack with scientists, we climb the stairs. We kill the guy repairing the ventilation grate, break it down and climb inside. Two soldiers on the exit can be killed immediately, the rest is better to wait around the corner. In the room right on the course you can eat scientists. It’s better to leave another one in the corridor for now - two soldiers with shotguns are waiting for us. The shotgun is the main enemy of the Aliens after the flamethrower, so you need to get rid of the guys quickly and cruelly. After freeing your comrades, go back and jump into the opened mine.

A soldier with a pistol is easy prey, unlike the guys with rifles waiting for us further down the corridor. Plus another one with a shotgun and (Damn!) Flamethrower. One piece of advice - be faster than them. Then you, in theory, should run forward, knock out the door and stuff like that.

But if you stay and kill your pursuers, you can see the Predator. Carefully, along the wall, without touching the fence under tension, climb onto the roof of the room from where you just left. You can get pretty close to him, but he just disappears.

Walkthrough AvP 2


Walkthrough AvP 2

Kagbe proof

We turn left, go along the corridor, have a bite to eat periodically meeting civilians. Oh, they beat us! I do not advise you to pay attention - get under the raised truck and crawl into the tunnel. A soldier with a minigun at the exit is, of course, a problem. Sort of a miniboss. You can try to stun him from below, from a place inaccessible to his fire, or, having guessed the time between bursts, quickly climb up and bite off his head. But the ventilation grill above it is our way to the next level.

A soldier standing with his back to us and setting up a turret is easy prey. Unlike his two comrades running out from the left. Having dealt with them, jump into the ventilation above the passage. Further - to the left. Of course, you shouldn’t climb into the working fans, but it’s easy to turn them off - rip off any of the two cables from the wall. Jump down. We lie in wait for a soldier around the corner, have a snack for scientists, return and destroy the hated turrets. We go into the tunnel opposite the one on the left. At the exit, jump into the channel and go left. Another grate is waiting in the last branch to the right. Soldiers with pistols at the exit do not pose a great danger, but if anything - the guy behind the big fan will help us restore health. Even against your will. We go further along the tunnel near it, at the exit we demolish two shields on the right and left, respectively, and return back. Then we go down the corridor, quickly deal with the turret, turn left and climb up the stairs. Here we are waiting for a fitter (snack), a cable (need to be torn off) and another tunnel (climb in). Once in the next room, we go to the left into the next tunnel.

The soldier at the exit is just waiting to be bitten off his head. Let's live up to his expectations. Now we are waiting for the descent down the wall. On one of the levels we will meet a repairman and a soldier - we kill a soldier, have a snack with a repairman and wait out the elevator with two heavy soldiers. We go down below. A soldier and a turret on the ground can cause problems, but a peaceful civilian will always help restore health. We go down, quickly deal with the soldier, move on. The scientists in the room are not dangerous, unlike the soldiers following us, one of whom is armed with a shotgun. However, you can generally score on them - just break the glass and run through the opened door (the soldiers who opened it will have to be killed). A little further - and here it is, our first Predator. Fall on top of him and hit with claws, preventing him from getting a spear. If you're lucky, the battle will not be very difficult. No luck - well... Try again.

Walkthrough AvP 2


Walkthrough AvP 2

bad result

When the Predator starts to fall with a nasty laugh (any movie fan knows what happens next), run and hide in the corner near the far door. That's it, the Predator is dead. And the path to freedom is open to us.

Up, two times to the right, up. We kill the first soldier on the move, it is better to ambush the rest. Right, then left. Up the stairs, into the corridor, at the end of it we knock out the grate at the top, we climb there. The path seems winding, but leads to the only way out. There are 4 soldiers waiting at the exit - be careful. We turn into the room, jump into the hole melted in the floor. At the exit, we jump to the scientist on the bridge - one of the doors will hospitably open in front of us. Only meet a soldier with a rifle. Further - straight up, and we release the first relative. The doors closed, but are we getting used to it? We knock out the grate on the ceiling, we climb into the ventilation. Here we are again in front of the stairs - but now one of the doors is graciously broken. Why can't our xenomorph do this? Okay, let's go there. A left turn leads to a room with soldiers and 2 scientists. After lunch, we turn to the right stairs. In the next room (guess what?), we knock out the ventilation grate and ... well, you understand, in general.

Walkthrough AvP 2


Walkthrough AvP 2

eisenberg

At the output, everything is as per the standard - a couple of scientists, the same number of soldiers. Eisenberg fled - never mind. Climb up the stairs in his office. 2 soldiers, one with a shotgun, the other with a smartgun. Serious opponents, so I advise you to set up an ambush. Having cleared the room, we climb into the ventilation at the top, right in the center. We have a snack on civilians, go into the tunnel, turn right, jump down. The next move is straight ahead. A scientist and two soldiers won't cause any problems. You can not touch them at all - immediately jump into the ventilation in the room behind the scientist. We pass, we fall, we land. Pay attention to the hole in the grate - expand it with your claws and jump down. A couple of soldiers are waiting for us further, but there will be a lot of scientists, so there will be no problems. We climb up, break the control panel - the acid from the containers will burn through the floor - we jump into the hole. We jump to the lowest level (be careful with the jet of steam!) and free the hive with one stroke of the claws on the panel. Two soldiers will immediately come running - one of them with a shotgun, so be careful. We go into the corridor on the left, jump into the tunnel. Our comrades are dying under turret fire - it's a pity, but it gives us the opportunity to run under them. We go to the left, we eat scientists, we break the shield - the door is open, we go inside. The next move is right under the stairs. At the end of it is an exit to the elevator shaft. Now just climb up - where there is no fan.

5 mission

Go forward to the smoking entrance to the hive. Make your way down. To our left, the turrets are calmly holding back the onslaught of the xenomorphs. In order not to fall under their fire, we make our way into the pit on the left and go through it from the rear. Synthetics must be killed quickly before they kill us. Then we destroy the bomb (claws) and eat the brains of a scientist.

Thanks to fellow xenomorphs, the next bomb can be taken with a normal swoop. There is only one Synthetic near her, and the soldiers do not present any particular difficulties. We jump into the hole, climb to the left along... hmm... a big nonsense in the middle, dive under it and further into the smoking passage, near which a lone xenomorph is waiting for us. In the next room we go into the passage that is lower. Oh, the queen has already been kidnapped. Take revenge on at least the two remaining soldiers. What follows is a rather difficult section. Despite the help of their comrades, they will first shoot at us. Therefore, climb to the ceiling and from there jump on everyone's heads. Quickly kill one soldier, try to kill the other more carefully, leaving the head intact. Well, xenomorph brothers will help you with synthetics. And yes, don't forget the bomb! Further, oddly enough, you can simply walk along the edge of the abyss without climbing anywhere.

Walkthrough AvP 2


Walkthrough AvP 2

No, no, the picture does not apply to the mission. But the lower jaw is clearly visible.

6 mission

We climb onto the ceiling, from there we quickly attack the soldier. Carefully jump down, break the turrets. We go further, turn left. The guy with the gun is not an enemy, but rather food. Not far from him in the floor is a half-broken grate - we break it, jump down. A soldier of a lower level before death may not notice us at all, unlike two mercenaries nearby. They will not be easy to deal with - I advise you to ambush. We break the shield in the place where we killed the first soldier - and two more will meet us behind the open door. Having dealt with them, jump to the lower level - two more enemies are waiting for us here, so it's better to land on their heads right away. We break the shield, we enter the open door. We turn left - here we are waiting for 2 mercenaries and a lot of ventilation grilles. The correct one is the one on the left above the passage to the right of the place where we meet the mercenaries (damn, bent the same ...). We climb into the ventilation, turn left at the fork, go down. So, the path goes up again. To stop the fans, break 3 shields on the wall. At the top, 2 soldiers are waiting for you - the position for the attack is rather uncomfortable, well, there's nothing to be done.

Walkthrough AvP 2


Walkthrough AvP 2

Alternate Alien Vision Mode

Try to bite off at least one head. Damn, also a synthetic with a smartgun! You can, however, slip past him - to us in the other direction. Turn left and knock out the grate in the floor. Jump down. The next tunnel will eventually lead to a guy with a pistol (meat) and two soldiers with a rifle, one of whom cannot hit us, as he is standing on the bridge. Sobsna, we climb in and bite off his head on the move. We break the shield, climb into the cave formed after the explosion. We leave at the first turn to the right - there will be a lot of enemies, so try not to disturb them all at the same time. Did you manage? Great, let's move on. We climb up, break the shield near the door to the left, kill the enemies who did not expect us (2 soldiers and a civilian with a pistol). Next, a mercenary with a smartgun awaits us - the enemy is rather unpleasant, given the distance. But there's nothing you can do about it - try to lure him out if you can't take him in a swoop. In the end, restore health on the soldiers who will come running when you open the door already known way. A synthetic with a minigun in the next room will serve us as a kind of mini-boss, and 2 more mercenaries - something like his retinue. Having dealt with everyone, run to where the mercenaries came from.

A lone soldier is not a problem, given that a lone fitter is working nearby. Then we climb up the elevator shaft, to the left of the place where we started the mission. Upstairs are two soldiers, one with a shotgun. a little further on the ceiling - a grate that directly asks to be knocked out. We do, we climb into the ventilation. The exit from it is just above the head of two soldiers, so it will be possible to catch them by surprise. Don't forget to break the shield that says Warning - this will disable the turrets. We go further, turn into a room with an exoskeleton, jump down. Here we are waiting for a synthetic and another fitter. Having dealt with them, we return back and go upstairs - there are three heavy soldiers, be careful. Further in the corridor there is another shield that controls the turrets - its breakdown will attract synthetics nearby, but it will be easier to ambush. We go further (you can go downstairs and have a snack with scientists, but this will attract the attention of a soldier, so choose). So, another Predator is frolicking here. He is not our friend, but he left two whole corpses with whole heads. After lunch, we climb up. On the right, some soldiers are making their way forward - it is quite possible to kill them quietly and accurately. Further - a rather difficult section: we need to climb up under the fire of two soldiers. You can try to kill them, or you can jump upstairs with one big jump. Next we go to the cave. It will be difficult here - the Predator and the machine guns of the car blown up by him will cover us with crossfire. Try to ignore them - our path lies in the outgoing steam pipe on the left. The soldier standing with his back to us at the exit will help restore health.

After knocking out the grate, climb up, ignoring the fire. Under the stopped elevator there will be a ventilation grate - we knock it out, we climb in. Another grate is waiting near the exit doors. A soldier and two scientists are no problem. The problem is where to go next ... And we go to the left - right into the arms of three soldiers. Try to deal with them quickly and brutally. A little further down the corridor - two more, then another. It's hard, but in the end, if we run into enemies all the time, then we're on the right track, right? Finally, here it is - another shield. By breaking it, we will open all the doors. We go further, to the right, we break another one. We go back, we go into the room exuding bluish light on the left, we break another shield. We kill the soldier who came running, we go back - sooner or later we will meet a room guarded by two synthetics - we go there. We knock out the grate, climb into the ventilation, knock out another one, bite off the scientist's head, rip everything under the inscription Flight Telemetry Relay. We go back - a soldier with a minigun and a kindly open door to the landing site are waiting for us.

Dealing with Predators is not an easy task, but not impossible. You need to attack by climbing through the long side of the landing area in order to quickly run to the center, where the Predator is waiting for us. If you do everything right, he will not even notice you until the attack. Having dealt with one (remember - swoop in, attack without letting him get a spear!), Wait for the other - he will jump from above. Deal with him the same way.

Walkthrough AvP 2


Walkthrough AvP 2

But this is a good, suitable result

Then leave the area as quickly as possible, otherwise you will become an excellent target for the run-out soldier. Get close to him from below, kill him, move on, knock out the grate on the right, climb up. Two soldiers with pistols - no problem. Break the control panel and go back. One hit on Eisenberg and that's it, goodbye. Enjoy the final video - you deserve it. The evil doctor too.

Walkthrough AvP 2


Walkthrough AvP 2

Predator

1 mission

Get down and, sobsna, collect heads. Panic scientists can be pursued - they will lead you to the soldiers, but for now this is not a problem. We climb the stairs, we kill one more soldier. Next - acid swamps and 2 more skulls in our collection. Go to a nearby colleague (if you can't see him, turn on vision mode 4). Oh, he gave us a spear! Healthy. We go further, we jump to the tree, then to the tree on the right, then to the rock. Grass and trees hide 3 soldiers - you can ignore them, but you can't wait to use your spear, right? Be that as it may, the path further lies according to the scheme "earth - tree - up the tree - earth". Swim calmly through the water, but note that it (like many other things) disables your disguise. Four soldiers on the way are a problem even for the Predator, so I advise you to wait until they find you - since the guys go in twos. After dealing with them, move on. For some reason, the soldiers in front see the Predator, but that's okay - the brother on the rock will kill them. And give us a disk. And the Predator's harpoon is perhaps one of the best weapons in our arsenal. But use it carefully: additional charges for the whole game will give you good if a couple of times.

Walkthrough AvP 2


Walkthrough AvP 2

One of the Predator's vision modes allows you to see other Predators very clearly.

Three soldiers a little further away will help you practice with your new weapons. The mountain path leads up - go, do not be shy. The soldiers on the "bridge" are not a problem, you don't even have to waste cartridges on them. Move on. The 4 soldiers below can be a problem if they spot you, so climb up the trees and take them out carefully with your harpoon. Don't forget to collect heads and ammo! Then go to the left of the gate. Here a small detachment of people fights off xenomorphs. They are not our rivals, but we will have to kill everyone. Then go into the water... Here is the first boss! The fight with the Praetorian can be quite a hassle, but there is one hint here - it does not touch you until you are in the water. This can be used: we come close to the water from the side of the cave, the praetorian runs out for a couple of seconds - we beat with a disk. Repeat until desired Praetorian condition.

2 mission

We go to the left, then behind the truck. Along the way, you will meet a couple of soldiers, but they should not be particularly difficult if you do not aggro them all at once on yourself. From the big tree, go left and down, then left again. We carefully kill the soldiers with a harpoon, not forgetting to collect heads and ammunition.

Walkthrough AvP 2


Walkthrough AvP 2

Finding a severed enemy head is greatly helped by this mode of vision.

Go around the turret, carefully pressing against the rock. Bypassing, just in case, you can smash it (and 2 more turrets nearby) with a spear. A lone soldier is no match for us. Further down the course there are two more - again, it is not difficult to deal with them. Now we jump onto a tree, and from one of its branches - onto a rock with a lone soldier. With a spear it can be smashed in flight. Further in front of us is a glorious clearing with a bunch of soldiers. Here you can hunt nicely, shooting them one by one with a rifle. But if you feel sorry for precious charges - you can use, for example, a disk (do not forget to turn on infrared vision). Having dealt with the soldiers, we continue our jumps through the trees - to the cave to the left of the gate. Here is another field. Only here there are already synthetics that can reveal our disguise. The recipe, however, is the same - if you don’t feel sorry for the charges for the rifle, we use it and shoot off everyone’s heads; otherwise, use the disk. Having dealt with the enemies, find the tallest tree and use its branches to get to the next cave.

Players who were careless about the amount of ammo in the first missions will now regret it. Anyway, we need to get inside. You can jump over the fence anywhere, but you need to do it from the side of the river (to the right of the mission start point), otherwise you will immediately become a victim of the turrets. By the way, do not turn off invisibility and do not climb into the water! Synthetics - snipers on the tower are not in vain. We make our way to the elevator, simultaneously shooting soldiers. Try to kill them before they see you. A river separates us from the elevator - jump onto the truck stuck in it, and from it - to the other side. The elevator, as soon as you land on it, will go up.

Walkthrough AvP 2


Walkthrough AvP 2

This head has already been flying for 50 meters and does not intend to stop.

When the elevator rises, immediately run forward! Two soldiers behind the crates can be killed with a spear. On the second floor we jump on a pile of boxes on the left. There are 4 soldiers at this level, but in general they are not a hindrance to us, since they are poorly armed and walk in twos. To the next level - again through the boxes. Here, be careful with the patrol (appears on the right) and the turret. The turret is best bypassed and broken with a spear. Next - attention, acrobatics! Approach the left control panel and use it. A container will go from below - jump on it, and you will almost automatically find yourself on the next level. There is only one soldier here and does not pose a threat, but it is better to break the turret at least with the help of the same disk. Next, hack the panel on the locked elevator. We climb inside along the stairs that kindly appeared behind us. Of course, it was a trap - two soldiers and a synthetic are waiting for us at the exit. It's annoying, but there's nothing you can do about it. Then look for a small elevator and take it to the next level. Having dealt with all the soldiers here, go to the iron doors - they will open themselves, and there 2 more soldiers are waiting for you.

We go up the stairs. Behind the next doors you can turn in any direction. In any case, you have to kill a couple of soldiers. Go around the platform and jump up. Jump to the ledge in the wall and onto the left beam. Jump up from it again. Then we go to the left, remove the synthetic at the top and jump into its place. Go to the elevator shaft, turn right and run as fast as you can - if the synthetics - the snipers upstairs manage to aim properly, the Predator is finished. After climbing the stairs, quickly cut the first two synthetics with a spear. Turn back and go straight - the first you should meet is a synthetic with a rifle. After killing him, climb up the stairs. And further from us, alas, does not depend.

Left with nothing but claws and a hacking device as a weapon, not a very pleasant prospect, is it? Go left, hack the panel. Rise upward in the elevator. Approach the door behind which voices are heard. Jump up, and when the soldiers come out, calmly attack from behind. Then go to the passage they opened. Now - to the left and down the stairs. At the exit, two soldiers are waiting for us, but at least one of them can again be killed with a backstab. In the room further down the corridor, jump onto the wall between the two pipes, directly opposite the entrance. We use the hacking device - voila, the door directly below us is no longer locked. Behind her, further along the corridor, 2 soldiers are waiting for us - and only swiftness will save us here. In the next room, a new weapon awaits us - bombs. And another object for hacking - on the wall to the left of W. One of the doors has opened - two soldiers are waiting behind it, as well as a mask and a net as a reward for their efforts. It is worth saying that the net is a rather useful weapon, however, charges for it for the whole game will be even less than for a rifle. We return - here is another door opened. The soldier behind it is a perfect first target for our new weapon. We climb up the stairs, then - into the tunnel.

The soldiers below are the perfect target for bombs, especially if you throw one right between them and immediately detonate. Jump down, turn both levers, move away. The next move is a hole in the wall. Turn right behind the next door and quickly grab the invisibility generator and spear. If you're lucky, the 2 soldiers following you won't notice you. We go further along the only path - the soldier in the room again does not notice us. After killing him, we open the doors to the next room. And here it is - a gentleman's set of an endless first aid kit, an energy source and a rocket launcher is waiting on the left. The soldiers who run into the room will have something to meet. Having met, we go into the room to the right of the entrance, open it, go in, open it again - 2 more soldiers are not a problem, right? We go to the very end of the corridor, jump up, break open the shield over the door - yes, now they are all open. We go back, we go into the room on the left - our harpoon is with us again! Ammunition, however, significantly decreased. Soldiers are running at us from another opened door - we kill them, move on, jump.

Walkthrough AvP 2


Walkthrough AvP 2

And this, by the way, looks like, hmm, the Predator's invisibility generator. Reminds me of some artifact from Stalker.

At the exit from the elevator, two mercenaries and a turret are waiting for us, so get out carefully. Take the rocket launcher and use it to slowly clear the lower levels. Watch out for synthetics with rocket launchers! They need to be killed from a place where they can't reach us. As an option - carefully approach the edge and launch the rocket first. The effect will be a little unexpected - jump down, go to the hole made, wait for the landing ship and jump on it.

5 mission

The grate on the right opens quite freely and leads down. after swimming, we get out on land, prepare a rocket launcher and the "anti-aliens" vision mode. We go further, up and forward. Once in a large cave, make sure that your health and energy are at the maximum. Jump down. It will take a long time to run here. Run and shoot. The main thing is not to stop and not let the xenomorphs pinch themselves into a corner. The exit from here is just opposite the entrance. Leads to rocks sticking out of the water. We jump on them, then even higher. Oncoming xenomorphs can be shot on the way. The next move is on the right. Then to the left and up... Oh, hell! Swim out of the water and look for a passage - it is in one of the walls. Further iditol along the pipe to the left. Your mother, two whole predalien! But they are not as scary as they seem. Run forward, spraying the first one with the flare gun. After killing him, turn back and retreat, shooting at the second. Nothing complicated. But it was creepy, right?

Walkthrough AvP 2


Walkthrough AvP 2

Predalien!

Further down the course - eggs with facehuggers (it's better not to jump onto a concrete platform at all) and a lot of evil Aliens. A little further - we need a turn to the right, but not to a large skeleton, but just where his skull points. Oh the elevator! To turn it on, pull the lever to the left of the cabin. We break open the microcircuit that has opened behind us, go to the elevator - and go upstairs. The opened view should cause you unpleasant associations with the arena. But for now, we're not there. And to the left and down. Then into the broken doors on the left, to the lever on the wall. Let's use it and go back. Now we are in the arena, yes. Hack the panel right under the antenna and wait for the xenomorphs. They certainly won't leave us for long. Again, don't let them stop you and pinch you. Especially the praetorian. In principle, a full supply of energy should be enough, but if anything, charge on the go. After standing, wait for the landing ship. He will open the door further. The predator at the small bunker touchingly returns the disk to us - we take it, thank you, we go inside.

We jump up, into the ventilation. After walking a little, we jump down, go down the stairs. We immediately kill the enemies standing with their backs to us, open the cage, go down, go straight to the panel, break it open, return, jump into the opened door. A soldier on the way is not a problem. To the right is another one, and to the left of it are two more. Everyone should be beheaded, of course. Then you can go along the corridor and break into a room full of soldiers and turrets through the main entrance, or you can open the hatch in the floor on the left and approach unnoticed (below, to the right of the hatch, by the way, you can get hold of a couple of harpoons). Either way, it's going to be an uphill battle. It is better to kill the soldiers with a harpoon, and after they are finished, the rocket launcher will help us with the turrets. By the way, it is much more convenient to destroy the turrets if you enter from the main entrance: two of them are near the wall to the left, another one is directly opposite the entrance, another one is to the right of it, and the last one is right above them. Having dealt with everyone, we go into the passage in the left wall, go up the elevator, destroy the scientists, press the lever. Which will cause a sickly kneading from below. As you understand, we simply must take part. We return, show everyone who the dad is here, jump down and again jump down into the opened hatch.

Walkthrough AvP 2


Walkthrough AvP 2

Ship of Predators, drag.

At the exit from the tunnel, we deal with the xenomorphs that have come running, climb up the stairs, jump to the left. We pass over the grate, jump into the water. We go forward, periodically reflecting the raids of xenomorphs. Further down the course are soldiers with sniper rifles. It would seem that we are finished without disguise, but the problem is solved easily: just stand on the wall on the right - you can go forward along it without turning off invisibility. Now we unrestrictedly destroy the soldiers with the same harpoon. Or completely ignore and go to the right. Xenomorphs will run up a couple of times - with a rocket launcher, of course, this is not a problem. We enter the tunnel, at the exit we fight off xenomorphs, we jump down - carefully, one ledge at a time. At the open doors, the soldiers fight off Aliens - we kill them all, move on. More soldiers, more Aliens - you can score on them, just jump into the pit and go down the ventilation.

7 mission

Rykov, of course, ran away again. Go to the corridor to the right of the closed door. At the end, bend down and crawl further along the cable. Near the corpse of the Predator, we will meet a lone facehugger and a plasma pistol. We kill Facehagger, take the gun and crawl further into another passage. Another facehugger at the exit, with a fairly quick reaction, does not present problems, but he opened the passage for us. We jump into the ventilation, go further. To the right of the exit, we break open the panel, go through the opened doors and further along the tunnel. Here we will be waiting for a couple of xenomorphs. And in the next room - no longer a couple. To the right of the entrance, on the other side of the pit, you need to press the lever. Now we can go further. At the exit, two synthetics defend themselves from xenomorphs. to go further, you need to kill them, and here an unpleasant bug can arise: they are practically indestructible. If this happens - well, we take a gun, lean out of cover, discharge the entire supply of energy on them, go into cover, recover, etc. Having dealt with synthetics and turrets under them, we go down into the passage under the pipe with the inscription Steam. After a while, we will enter the hive, immediately meeting with a bunch of xenomorphs and a praetorian. Get ready.

Walkthrough AvP 2


Walkthrough AvP 2

Valve promotes its products long before the release.

We go along the right wall and jump up the ... damn, what do you call it? In short, you will understand when you see it. Be careful not to fall, otherwise you will boil in acid for "one". After jumping to the outgoing ferry passage, go inside. Then just go forward, shooting xenomorphs. In the room with eggs, go to the tunnel directly opposite the entrance. A little further the tunnel splits into two; go left and in the next room with eggs again into the tunnel opposite the entrance. At the fork we go left again, shooting back from xenomorphs along the way. Having reached the remains of an unknown spaceship (or what is it?), go to the passage filled with black biomass. The exit from the next room with xenomorphs is traditionally opposite the entrance. We go further along the tunnel, in a vertical shaft we jump up the ledges, we go further. Oh, another arena! This time our enemy is either a young Alien queen or an overgrown Praetorian. In any case, the battle will not be difficult: just retreat, facing the enemy and fire from the rocket launcher. You can even heal and restore energy completely on the go. When the enemy is defeated, a bunch of xenomorphs will run out at you - by this time it is highly desirable to have a considerable supply of energy for the rocket launcher. Having dealt with them, restore energy and health and step into the punched passage.

Rykov as a boss is not particularly dangerous even at a high level of difficulty. Try to hit in the head - a successfully launched harpoon can remove a third of the life bar, and a bomb - even more. But if you no longer have a weapon that could be used in stealth mode - well, move away and shoot with a plasma pistol, trying not to fall under Rykov's fire. In any case, nothing complicated. Having defeated him, we observe a predatory happy ending - that's it, the campaign is over!

Walkthrough AvP 2


Walkthrough AvP 2

Marine

1 mission

Go forward, break open the panel near the door, go inside. Oh God, we've been blocked! Go through the door to the left, open it, go further. Go through the door to the left again, open the hatch in the corner of the room, jump down. The door is opened by a switch on the right side. Oh, the Predator is playing tricks again. Don't be afraid - it's just a hassle for now. Go further along the bridge, then to the right. When you see a truck, back off to the left. Move on. To the right of the gate we break open the panel, we go inside.

Go down the stairs (directly opposite the entrance), then go down the corridor to the lever and click on it. Go back the same way and go through the doors on the left. Go further along the corridor. In the room with broken doors, call the elevator and go upstairs. Go straight ahead and use the control panel to turn on the beacon. You can watch the landing of fellow soldiers, or you can immediately go back. Further iditol to the left from the major.

In the room with the transport worker, go right up the stairs and through the door. Then along the tunnel two times to the left. Right left. Then we jump down into the melted hole - first one level, then one more. Having opened the door, we go along the pipes to the left, then again to the left. And solemnly crack the security system. It is symbolic that it is after this that we will finally be attacked. Having dealt with the attackers, crawl into the broken ventilation. At the first turn, go left and further - along the ventilation. Don't forget to turn around when the disturbing music starts playing! At the exit, a ladder and a first-aid kit are waiting for us. In the room with the corpse, break open the locker with armor and move on. An Alien sits near the next door we need. Behind the door, climb up the stairs and enter the next door. Here, be prepared to repel the attack of xenomorphs from two sides. But to us, if anything, to the right. Actually, go along the corridor, periodically repulsing the attacks of Aliens, until one of them opens the passage for you. We go up and back along the already familiar road to the transporter.

Then go to the red dot on your motion detector to the gate. Open them and go down. Further - yes, in the hive. And how did you want? In the hive, never touch the prisoners - the result will only be a nasty little chestbuster. After reaching the locked door, take the first aid kit and enter the door on the left. find the elevator, go down on it, destroy the egg at the door, go inside. Here you will periodically come across other eggs - destroy them from afar. Having found Hall, disturb her - alas, we lost the sergeant.

Walkthrough AvP 2


Walkthrough AvP 2

By the way, for 2001 it was very scary.

Now run back as fast as you can. Just do not forget to periodically be distracted by the xenomorphs running behind.

2 mission

Climb up the big red pipe to the left of the door. After passing through 2 doors, climb the stairs and go further. In the first section of the tunnel we go to the control room on the left, we press the lever. The BMP passed, the door opposite opened - we go there. We turn right, go inside - oh, we are being stormed! Move away from the door and when the xenomorphs break in, treat them with a grenade. Hack the control panel and pull the lever. We open the next door, go further, shoot a couple of xenomorphs along the road, press the lever. Now more xenomorphs will come running, so get ready. After fighting off, go to the next door. Once in an open space, run back under the protection of the BMP cannon, otherwise you will be eaten. Only the gun is slow, so don't forget to shoot yourself. After fighting off, go to the next control room. Yes, now you are a happy owner of a smartgun! Enjoy. And press the lever, yes. At the exit, be prepared to fight off a couple of Aliens. Go right to where you came from. The door is not locked - we go inside, take the autogen and use it on the locks from the hatch behind us. Having fallen down, immediately change the autogen to some weapon - they are already waiting for you. Go straight - yes, to the first aid kit! - Then go up the stairs. We continue to the left. Yes, Aliens again. Yes, back to our ventilation. At the exit - immediately to the next staircase, then straight ahead and down - we are again in the control room! We clean it from xenomorphs, go outside, shoot back. We go further behind the BMP, then through the door to the right of it. A couple of xenomorphs will attack us in the corridor, so be careful. Go further along the tunnel, then through the door to the left of the approaching BMP, then down. Right along the corridor, to the right, again to the right, we shoot Aliens, straight, up, we shoot back. To open the next door, shoot the explosive containers near the wall. Hack the console, go outside - the mission is completed.

Walkthrough AvP 2


Walkthrough AvP 2

Nasty black biomass has always been a hallmark of the universe.

3 mission

We go right, right again, then left. Oh, they took us with giblets. Well, you won't have to walk around with a knife for a long time - kill the guard, and the gun is ours. Go forward. At the exit, kill the guard, collect the ammo. Go through the door down the corridor, then up the stairs. Further along the tunnel. When you get to the end, wait for the elevator, go inside. After rising, again iditol into the tunnel. Then to the right, raise the autogen near the door, knock the lock off the hatch above, climb up. Next up is ventilation.

With the help of an autogen, we open the hatch, climb inside. Let's go straight. There is a first aid kit upstairs, but in general - we go further, then to the left. Then down and into the only unlocked door. We go to the left - oh, Predalien! Although the effect of his appearance is rather psychological, do not relax - retreat and release clip after clip at the creature. Luckily it's easy enough to get in. Then, in the very corner of the corridor to the right of the place where the Predalien jumped out, crack the lock with an autogen and crawl further.

From the damned ventilation we will get out in a rather interesting place. Find a small switch on the wall, use it, and then climb right under the cage. Leave the room, shoot through the ventilation grate, climb inside. get rid of the hatch with the autogen, move on, use the autogen again. Go right to the security room. After listening to a message from a stranger, turn on the conveyor, bring the facehuggers out of hibernation. Go to the conveyor. The conveyor must be driven carefully - avoid jets of steam. Well, at the exit, hold your breath and dive into the hole in the left corner, hmm, of the incubator. Swim straight. After opening the first door (autogen, yes), climb up and press the lever. Climbing up the stairs, you will find an ammo box. Break autogenous. We dive again, open the second door, swim out and immediately run to the right to the stairs. 2 guards will be waiting for us. We go inside, to the left, climb the stairs, enter the door. We go to the main elevator, go up.

Left, down, right, kill the guard, one more, go left. Again to the left, up, in the room with the scientist we select a hacking device, we fight off the guards. We return to the living rooms, break open the panels on the wall - in one of the rooms is the guard badge we need. Let's take it. Opposite the living rooms there is a dressing room - we go inside, we collect everything that is there. We return to the bridge, we pass through it, we go straight, we clean the room, we go into the elevator on the right. We grab the disk from the table, we return. There will be many enemies below, but with the help of a shotgun, it is easier to deal with them. We go to the main elevator (straight, right, up, right, left). We go down, break open the panel, climb into the tunnel.

We turn right, kill the guards. Use one of the consoles, jump down, hack the panel. We jump down, open the first door, kill the guards, go along the bridge, turn right, kill the guards. Behind the next door - two more, and behind the next one a bridge awaits us. We climb up the stairs to the left, go straight to the giant number 3. Now we turn right and go around the entire structure along a thin cornice.

Walkthrough AvP 2


Walkthrough AvP 2

Not Prince of Persia, but elements of aerial acrobatics are present.

The hatch will kindly open before us, but we ourselves will open the door under it. Next - to the left, then to the right. We go into the elevator, we go down. At the exit from the elevator, we go down even lower down the stairs and grab the equipment. We kill the run-up mercenaries. And... (drumroll) here he is - IVAN!!! Defeating a pilot in an exoskeleton is not an easy task, but there is no special trick here: just run around the arena, hide, shoot back, collect rockets. With a certain amount of dexterity, patience and luck, the battle will sooner or later end in your favor.

4 mission

Go straight, then a little to the left - Aliens will break the hatch for us, all that remains is to fight back and climb inside. Inside we open the door and go further, destroy the eggs and go to the right along the pipes. Fighting off rare (but well-aimed) xenomorphs along the way, sooner or later we will come to a whole pool of nasty green water. Having swum a little, we get out on the stairs to the left and climb up. A little straight along the corridor, then to the right. The locks on the door with the help of an autogen need to be cracked as quickly as possible - the xenomorphs will run from behind, so get ready. After escaping, go left (although you can climb the stairs for a box of goodies). It takes a long time to clear the room with eggs, but it is necessary. Climb up after clearing the stairs on the left. After fighting off the Aliens, go to the far end of the room and go down. Now you just need to go along the corridor, turn on the power and return. And everything would be fine, but only a bunch of xenomorphs makes the task not so easy. Use flashlights and a rifle - that's all I can advise. But the way back will be easier thanks to the smartgun. After going upstairs, run to the far door, open it and go inside.

Walk along the corridor. Go down the stairs to the second floor, turn behind the stairs and enter the door. We cut off the lock on the grate with an autogen, go inside, press the lever. Now we jump on the boxes to the second level and press the next lever. Do not forget to uncover your smartgun - there will be a lot of unwanted guests. We jump down, go to the door freed from the containers, go inside. We go along the corridor, shooting Aliens. In the security room, we press the lever directly opposite the entrance. The turrets are on, you can go back to the stairs and go down. After passing under the turrets, we break open the panel on the left and go, no, we run further. We break open the grate with an autogen, we crawl inside.

Climb up the stairs and turn on the elevator. When it stops, jump onto the beam ahead. The next staircase is on your left. We get up and go outside. Ahh, I'm fucked, it's a Predator! Run under him as fast as you can until he takes aim. Then we run to the far door, enter and go along the corridor. Directly in front of us is a room with a bunch of lockers. To the right is the way forward. We go there, go up the stairs, go right again ... yes, bummer. We turn off the electricity with the lever, go further along the corridor. After leaving the platform, we jump down and go to the gate on the left. We open, we go inside. Let's go straight. Yes, yes, no matter how much the tooth hurts, it will have to be pulled out. While the Predator is jumping back and forth, just follow him, unobtrusively disturbing the smartgun. Do not overdo it, otherwise he deigns to pay attention to you. The real battle will begin when our scary-faced friend lands. Here, ideally, it would be necessary to shower him with EMP - grenades, but rockets will also come down - the main thing is to stick out of cover less often and do not let him come close. If you miss or protrude a lot - start again until you can kill Predators properly, damn it! After the death of our hunter, we move on. The required door will be indicated by Aliens.

Walkthrough AvP 2


Walkthrough AvP 2

For some reason this screenshot seems funny to me.

Get down, go forward, go up again. Go through the door on the left. Go down the stairs, go left, then right. After opening the door, go down and go right again. Walk a little forward and turn into a corridor glowing with a menacing red light. Climb up the stairs. The Marines on the landing site will kindly open the doors for us - we go inside, go to the right, go down in the elevator. From the elevator, go to the right and further along the corridor, already habitually shooting Aliens. Walk to the left, grab the minigun, use the panel, accelerate the barrels and go back. The Praetorian, of course, is big and scary, but he dies from the minigun for "one time".

Walkthrough AvP 2


Walkthrough AvP 2

Visual illustration of the statement above.

Then we jump down, break open the panel, rob the arsenal and go down the already familiar corridor. We rise again, clear the landing area from the Praetorian with the help of a minigun or a sniper rifle, jump into the plane that has flown up.

7 mission

Yes. Exoskeleton. The next 20 minutes will be your favorite in this game, my young friend.

let's jump down. Accurately, according to the performances. Then we go along the road ahead, for some time just enjoying our combat capabilities. Having reached the elevator, turn it on (the lever is right behind the cabin) and go down. Now we are in the hall, from which there are 3 passages, one of which is closed. Our task is to open it, for which we will have to go into the other two in random order and start 2 generators, shooting off the growths that covered them. Well, that's not counting the killing of a bunch of Aliens.

Walkthrough AvP 2


Walkthrough AvP 2

Something like this.

Having done this, we go into the opened passage, destroy a bunch of Aliens and jump down. More precisely, we fall ingloriously.

Then go through the tunnel. Cross the room and go through the tunnel again. Yes, another arena. Quickly collect everything you find here, pay special attention to the minigun. Then retreat and pour fire on the monster. The difficulty is not in the clumsy boss, but in small xenomorphs that periodically look into the light. Get rid of them with a smartgun. When everything is over, a passage will open in the wall especially for you - run there and further, periodically shooting back from the Aliens running behind. Near the landing ship you will need to hold out for a couple of minutes, but with sniper rifle it's not that hard to do. As soon as you see the running Praetorians, turn around and jump inside.

And now - attention! Who will tell me that not this way on this wonderful picture, he will receive from me a plus thrower for all posts and 2 comment highlights! Not Magistrum, of course, but still not bad.

Walkthrough AvP 2

Walkthrough AvP 2

Options are in the comments to the post.

The game has three different campaigns, each of which is unique.

Paratrooper.

We play for an ordinary cadet. It all starts with the fact that our ship is knocked out. Waking up in the room, the beautiful voice of the girl brings us up to date. Our job is to get outside. We shoot at the gas cylinder, we pass through the rubble. Next, we go forward, unlock the toilet door, pull the switch. We follow the arrow of the radar and find ourselves on the street. Sticking to the right side, we go towards the center. We pass the maze (you can not be afraid of the dark, there are still no enemies). We go to the center.

On the right there is a knife switch, pull it, wait for the countdown, pull it again. We go to the door. We open it, we see someone else, we close it. Our partner turns on the supply of hot steam. Through the next door we pass forward and finish off the freak. We are moving towards the goal. We are at the closed door. There are sounds from the other side. And here comes another monster. We kill him and the door opens. We go to the control room. In the room we look for an energy cell. We insert it into the corresponding opening. The door opens, in front of us is a girl (corporal). Grab a pulse rifle. We receive a signal for help from the second detachment. Let's go there.

It is much easier to kill strangers with a rifle, so this should not be a problem. We follow the arrow of the radar. We take the elevator up to the club. We get the job and move on. We are informed that another soldier is going up in the elevator. It just won't work on the first try. The rope is broken by enemies. And while it will be repaired, you will have to fight off strangers. We leave the club. We go up the stairs, and again we are called for help. We return and with the help of a laptop we turn off the sentry weapon. An enemy appears from the wall, after killing him, move on.

We meet with a group of paratroopers. We get the task to kill xenomorphs (strangers). We kill several creatures and go to the tunnel to help another squad.

Unfortunately, by the time we arrive, they are all dead. There are too many strangers and therefore we run to the elevator and wait for its arrival, at the same time firing back. We run towards the hangar until strangers grab us ...

We kill someone else dragging us. We run to the building, inside we find an energy cell and a shotgun. We activate the elevator and go up to the guard post, then to the roof. There we activate the antenna. We go back to the service bridge. And there is an ambush. The easiest way to deal with enemies is by shooting at balloons. We go to the upper level of the mines. Now we must find a way to get into the plant. We go to the elevator and start the hacking system, now there will be a battle, it will take time to hack the system, and all this time we will be attacked. We fight back, go into the elevator, and penetrate the plant.

You need to turn on the main computer in the control room, which is located upstairs. In one of the rooms we turn on the computer. We go through the factory, after a while we select a flamethrower. We go down to the hive. We kill the major, for the sake of his salvation. We shoot back from enemies, we go into the elevator, we shoot again. Then we find ourselves in the hall with the uterus. The fight will be tough, but we're used to it. We destroy cocoons on the floor. We turn on the oven. Naturally, we will constantly be attacked by strangers. We shoot at the gas cylinders to the right and left of the uterus and turn on the stove again. Let's watch the video.

The jungle is a little easier. We go up the stairs, we open access to the swamps. Our goal is to find the transmitter. We go forward until we reach the checkpoint. We hack the system there. We leave the swamp. Kate will contact us. We need to find a power cell and restore the power supply to the main building. The power cell is located in one of the buildings next to the main building. We rise to the top floor, activate the network. We leave the same way we came. Along the way, we meet the Predator. A very strong and cunning enemy. Having dealt with him, we meet another new enemy - cyborg soldiers. After the fight, jump into the hole behind them.

We need to find a boat. We go in the direction of the arrow of the radar. We hack into the system in the ruins and, of course, at this time they want to kill us! Inside, we destroy the androids and meet with the team members. We need to wait for reinforcements. Therefore, we take a machine gun (the most powerful weapon in the game, with homing) and fight back as much as we can. We need to find Corporal Tequila. We meet the assistant and follow him. We pass through the ruins, we reach the locked door, break open it. When you try to get into the office, the Predator is right there. As usual, it is difficult to kill him, but knowing the tricks, this task becomes not so difficult. In the office we connect to the computer. Then we go along the lair, fighting off enemies, and find a corporal. We go with her to the laboratory.

We need to deliver Tequila to Katya. We kill the enemies, and the corporal opens the doors. We take the elevator to the main platform. Killing enemies along the way, we get to the operating room. We are contacted by Weiland, who is dissatisfied with the fact that Katya is helping the corporal. I put Tequila in a capsule. In the next room we talk with Katya. We go back.

We urgently need to find Wayland. A cloud of enemies, to make it easier, we immediately turn on the machine gun. But then the doors open and two huge creatures come out. We kill them and go to the door. Let's watch the video. Next, we destroy all androids. Wayland attacks in the next room. Killing him is easy, the main thing is not to expose yourself to his weapon, it is much more powerful than ours. We select his communicator. And then he attacks from behind again, the bastard turned out to be tenacious. Just hitting him in the head, we run out of the building as quickly as possible. Let's cut the final video.

Stranger.

We train under the supervision of people. At the end of the day, we try to escape, we penetrate the ventilation shaft, and, as luck would have it, they let gas in there. We are again in captivity. But here at random there is a failure and we still manage to escape. All enemies are highlighted, this is a great alternative to the radar. We climb into the ventilation. We jump into the room and free other monsters. We kill all enemies. Again, through the ventilation we reach the room where the queen is kept. We free her. We open the doors of the monorail and let the queen escape. Let's watch the video.

We continue our way through the ventilation. We destroy the electrical panel. We get to the hangar. We kill all the soldiers. We go to the factory.

Force open the big door. Through the ventilation we reach the engine room. We destroy enemies. We open the door, in one of the rooms we get access to the control room. We carefully go down the ventilation, using shelters, because the air flow will kill quickly. In the hangar, we kill a couple of opponents and go outside.

We go inside through the ventilation, we clean the room, and we neutralize two machine gun installations. Then we cut down the transformer, thereby de-energizing the security fence, and get out through the ventilation to the outside. There we destroy a couple of guards and cut down the antenna on the tower. Then we destroy the arrived paratroopers, and penetrate into the checkpoint through the huge slightly opened gates. We find access to the B3 building through the ventilation, after that we penetrate the B4 building, there is a trap, the doors close and when they open, there will be several paratroopers. We destroy all the lamps in the room to hide, and then we destroy all the paratroopers. Next, turn off the generators of the Bo2 building by simply breaking 2 transformers. Then we penetrate the lower floor of the B2 building, we clean the room and through the ventilation we move to the main building B1, we also clean it up there and use the computer to open the gates of the plant. Now it remains to return to the hive. We just go through the gate. The episode is over.

We kill enemies, we stand on two plates in the water. We go further. We destroy the source of energy. We need to kill two predators that were waiting for us. And only then take alive the main predator, which is very strong and dexterous. We exhaust him. Let's watch the final video.

Predator.

Let's watch the video. We go through training, mastering the techniques of a predator. This is perhaps the most interesting character in the game. We pick up the plasma gun from the table and test it on the statues and strangers. We get the proud title of warrior. We leave with partners on a mission.

We jump down from the tree and kill everyone. We reach the door, destroy the guards, use the energy cell to open the door. We enter the complex through the gate. We destroy the transformer. We go up. We kill the officer so that we can tear off his head, because we need his retina to open the door. We go further, we break the laptop. We turn off the power. And so, with the help of the head, we open the doors and, in the end, we find our relative and free him. Let's watch the video.

We penetrate the factory through obstacles. There we kill all the enemies. We turn on the generator. On the roof we destroy the laptop. Through the top floor we get into the engine room. In the room of the uterus we find our brother and collect information. The building is collapsing, quickly leave it. You can get through the flames by shooting the top pipes.

Activate the columns: left, right and in front. Climb up and activate another column. We take the mask and put it on. We need to find a microcomputer. And then we easily reach the arena and kill a rare kind of alien. We go to the observation room for a reward. We kill enemies, turn off the electricity. In one of the rooms we tear off the officer's head and with the help of it we pass to the monorails. In the station, we kill everything that moves, and then turn off the security system with the help of the head. We pass through the door and find ourselves in Vader's trap. After destroying the shield, we get out of the trap. We kill enemies. We destroy the computer in one of the rooms. On the freight elevator we go up to the laboratory. We find a microcomputer there, kill the enemies and go down the elevator into the pyramid.

Inside the pyramid, everything is simple: kill the enemies, activate the statues, go through the door. Let's watch the video. Now you need to kill the main alien to do this is not easy. He is constantly moving, so we try to attack him as often as possible. Having won, the pyramid will begin to collapse, quickly leave it. Let's watch the final video.

“I don't intend to harm you. I'll just eat you.

R. Sheckley, "Ghost-5"

In 1999, Rebellion released the action movie Aliens vs. Predator. At the time, the game was an event and a one-of-a-kind attempt to look at one conflict from three points of view so different that they changed the genre itself.

Marine Campaign - survival horror. Monsters lurk in the darkness, the motion sensor squeaks, and only a faithful automaton separates from death. For the Alien, the game turned into stealth action - the xenomorph ran along the walls and ceilings, jumping out of the darkness to bite into the brain. And the Predator - he just hunted everyone in a row, combining stealth, blade fighting and shooting.


Years passed. The twenty-first century has struck, the affairs of bygone days have been forgotten, and angular graphics Aliens vs. Predator now it seems naive, like a black and white silent movie. But the developers Rebellion remembered one of their best projects and continued to dream. And then a decade passed, and then they slammed their palms on the table and said: enough! Predators and Aliens are now more alive than all the living, and we will return them to you!

They took the world from Hollywood again "Predator"- albeit without Schwarzenegger, but with demonically laughing aliens, with their branded thermal imagers, laser sights and flying blades. They added to it a universe of starships, hissing from the dark, leathery eggs, white-blooded androids and crazy drawings. H.R. Giger.

And they came up with new plot, which included distant planets, scientific laboratories, ancient shrines, unprincipled Weyland Yutani scientists, and brave space marines. They called Lance "Bishop" Henriksen and he came to the call.

But game process they didn't touch. And the atmosphere toy game developers carefully transferred to 2010.

No one in space can hear...

A dim speck of a flashlight rushes along the walls of the station, immersed in darkness. The corners sunk in the dark glow red for a few seconds while a lighting cartridge thrown into a particularly suspicious place burns. Measured "tick-tick" of the motion sensor soothes, but not much - the scanner monitors only what is ahead. You have to constantly turn around and press yourself against the wall to make sure that there is no movement within twenty meters. But when the screen lights up and the signal gets closer with every click of the scanner, the Marine can only hope for the trusty M41A1 assault rifle and that the flashlight will snatch the Alien out of the darkness before he pounces.

Fear, claustrophobia, frightening sounds, monsters running somewhere in the distance through the ventilation - all these attributes of survival horror accompany the Marine campaign in Aliens vs. Predator. The developers also took away our night vision device, which is why the game began to resemble Doom III- except that the flashlight is now, albeit weak, but eternal, and lighting cartridges allow you to disperse the darkness before you step there.

The Infantry Campaign is the longest of the three. Maybe it's because only the frail Marine moves slowly, cautiously, and "afraid to run into the middle of the room." The levels here are the same as in the other two campaigns: colony, treatment plant, jungle, ancient ruins, science lab, pyramid. However, we will have to not only fight the Aliens and Predators, but also bring to light the Weiland Yutani company and its boss Carl Bishop Weiland, who is played here by film actor Lance Henriksen - the second star of the series about Aliens and Alien vs. Predator."

It is not necessary to go through three campaigns in sequence, one after the other. So that the player is not too scared in the dark, after each mission he is offered, for a change, to complete a task from another campaign - for example, for the Alien.

He can't be killed

"Weyland Yutani". They thought they could experiment on xenomorphs with impunity. They were wrong. It always happens that way.

After a training mode in which our Alien pretends to dance to the tune of scientists, the accident gives us a chance to throw off the shackles and deal with the scientists who quickly lost their courage. From somewhere far away, a captive uterus gives us instructions, and we rush to her aid. But people's weapons and especially their automatic guns sting painfully, so we have to be cunning, holm!

Enemies are blind. Where everything looks gray to us, it is complete darkness to them. But we can smell them from afar, even through walls. People don't know that we're running through ventilation pipes. Of course, they have radars, and they sometimes shout: "Attention, I have traffic - twenty and coming!" - but it is worth hiding in a dark corner under the ceiling, as they lose their vigilance. They are stupid. Our hissing from the dark attracts them. Many Marines, brandishing cannons, followed the sound and disappeared - quickly and silently.

And how funny scientists are running from us, falling on the go and screaming! They think they can get away from us - and yet we rush many times faster than them and are able to catch up with the fugitives with one jump. You can leave these stupid scientists alive, or you can not leave them. We used to bite through their heads just like that, but now we grab them and hold them while a facehugger who happens to be nearby turns them into incubators. It’s a pity that some, when they see us, prefer to grab a gun and blow their brains out, and someone even tries to harm us by blowing themselves up with a cry: “This time you chose the wrong incubator!”

We sneak in the dark, and on the way to the womb we can not be stopped. From our claws, even the Predator can fall, along with its claws and deadly plasma cannon.

Get to the choppa!

The colonists found and desecrated our Pyramid on the planet BG-386. They must be killed so that there is no more about the base and memory.

The easiest way to get around here is by long jumps from tree to tree, from rooftop to rooftop. People are walking downstairs. They don't see me under the disguise, but I see them in the thermal spectrum at a glance. I don't need a plasma cannon on my shoulder to deal with them. It consumes energy, although this is not a problem - there are a lot of human batteries around. Worse, after seeing the three laser dots, people get worried.

No, you don't have to shoot. Much easier to lure them one by one into a trap, forcing them to go to the ghostly voice. The whistle of blades is the last thing they hear when they go behind a tree.

Running through their bases are creatures we call Serpents. The Snakes themselves are not very dangerous - we use them to train the young. But there are a lot of them here, and sometimes it’s not easy to fight them off - you need to combine fast blows with slow ones, set up blocks, break through defense ... It’s only a pity that when there are a lot of Serpents, you can’t grab them and kill them in style - while you break one on the knee, two more come up. You have to cut them with ugly, but quick blows.

Close combat is my forte. Plasma guns, mines, a flying disk - for aesthetes. Only a spear is the best way to quickly and reliably kill prey from afar.

It will be a great hunt!

Not the last cry

Three heroes pass their campaigns in the same places, but they see them from different angles. The predator jumps from rooftop to rooftop. The alien rushes under the cover of darkness along the walls and ceilings, overcoming dangerous places through ventilation pipes. The Marine, on the other hand, wanders in the dark, listening, looking around nervously, scattering flare rounds and monitoring the motion scanner.

The developers managed to catch the game atmosphere by the tail in all three campaigns, and for this they can be forgiven a lot. Slightly outdated graphics are not very striking, because for a Marine it is too dark around, for the Alien the darkness turns into a gray picture, and the Predator most of the time sees the world in a rainbow of the thermal range or in gray-green colors of the "anti-xenomorphic" filter.

Only the strange clumsiness of the faces of some of the characters is slightly discouraging - especially against the backdrop of the beautiful virtual double of Lance Henriksen and the perfectly modeled faces of the Marines, which the Alien often has to look at up close before biting into the soft tissues of the head.

The plot is also not very memorable. There is only one interesting twist, in the Marine campaign. Everything else is predictable and slightly stamped. Alien wets everyone to save the uterus. The predator wets everyone so that they know how to desecrate the ancient Pyramids. And the infantryman is also not very rich with motivation: he is trying all the way to escape from the station, connect with his squad, find other marines, save them, shoot those who can no longer be saved, and so on. Only along the way, in the meantime, he exposes Carl Bishop Weiland and his sinister corporation.

But the plot flaws of Aliens vs. Predator shouldn't be blamed on the writers of Rebellion. They pretty much squeezed out of, frankly, insufficiently developed universes, where, apart from "Weiland Yutani" and the canonical set of characters, their skills and weapons, consider nothing. Except we never made it into space. But who knows - maybe we'll be lucky next time, because the game ends with a bold hint of a sequel.

Ten years after Aliens vs. Predator developers successfully "rebooted" the series, managing to reproduce the atmosphere of the 1999 game. And it means a lot - that Predators are still hunting, Aliens are laying eggs serenely, and Marines in painted bulletproof vests are brandishing M41A1s.

So, quite possibly, we are now witnessing a renaissance of these two intersecting universes. Ahead - new games in which aliens again give people primer pistols, where Helen Ripley is now more alive than all the living, and Weyland Yutani always needs new scientists.

Aliens vs. Predator It's three games in one. In each of the three campaigns, the player is given different abilities and a set of weapons, so the tactics of passing are also very different. It's the same with the enemies: if for the Predator xenomorphs are funny animals, then for the Marine they are terrible monsters to be afraid of.

So we need to talk about tactics and what we can do on the planet BG-386 separately for each character.

Marine

The Space Marine is very vulnerable, despite the fact that his weapons can take down almost any xenomorph in seconds. In close combat, he is the weakest of all, but if you let him aim and open fire, then green lumps will fly through the back streets!

Light

Our main problem when playing as a marine is blindness. In the original Aliens vs. Predator, he had at least a night vision device - here they decided to replace it with a dim flashlight. You must always keep it on - and do not forget to turn it on again in each new mission.

Illumination cartridges are endless, but now you can only throw one into a dark corner. The next one becomes available only ten seconds later, when this one burns out. At the same time, a space with a radius of five meters is illuminated. It is necessary to throw cartridges wisely, and not into every dark corner, but to where suspicious sounds come from, or to the place on which the motion scanner is straining. If the xenomorph is already visible and approaching, sometimes it will not be out of place to throw an illuminating cartridge near you, so that it is more convenient to shoot back.

Scanner

First shown in Aliens, the motion sensor hasn't changed much. Every second, it scans the space in the hemisphere ahead and detects movement within a radius of twenty meters. Since the rear hemisphere gets into the dead zone, when moving, the Marine should often look around and make a couple of "scans" to see if anyone is sneaking up behind.

Not always the signal on the scanner means that a xenomorph is approaching you. Sometimes he just runs about his business somewhere in the ventilation system, and his signal will be removed, and then completely disappear.

Other marines do not show up on the scanner or look like a cross.

The arrow that hangs on the edge of the scanner does not point to the north, but to where the plot tells you to go. Using this thread of Ariadne, you will never get lost. Only in a few places in the game does the arrow not tell you where to look for some necessary thing: a battery to power some unit or a mechanism that unlocks a door. Alien and Predator have the same arrows, only they look different.

Treatment

A Marine's health can be shaken by anything - falling, falling into a fire, shots, but, of course, the blows of Aliens' paws and tails, their death grip, splashes of acid, jumping facehuggers and similar troubles harm him first of all.

The Marine's health bar is divided into three sections. If a strip of up to two-thirds of health is removed, then over time it regenerates to full. If health drops to between a third and two-thirds, it will be restored to two-thirds. If it is close to zero, then over time it will recover to a third. This rule was introduced by the developers so that the player is not too worried about small splashes of acid or from a couple of missed hits with a clawed paw.

However, if health is shaken and has not fully recovered, it is necessary to be treated. Medical stimulants are found at levels, marked with a green cross icon, and you can carry up to three of them with you. The same rules apply to the Predator, except that his blood glows, first-aid kits look alien, and the healing process is accompanied by an interesting special effect and a loud scream.

As for the Alien, he is the easiest of all - he quickly regenerates, and he only needs to sit out in safety in order to fully recover.

close combat

The Marine does not know how to hide behind cover, as his dashing colleagues from consoles do. He can't peek around the corner either. Even to sit down is beyond his strength. True, he is able to give a good, albeit short-lived sprint from time to time, but sometimes you have to fight in close combat.

This can happen to anyone - for example, you notice a xenomorph too close, and he is already swinging to strike. Or ran out of ammo, and Aliens rod in a stream, and there is no time to reload. Or you need to stun the monster in order to jump away from him and avoid splashes of blood-acid (it accounts for a rather large share, by the way, in the causes of death of the Marines).

In a word, sometimes a combat situation forces you to use weapons in a manner that is not characteristic of him. The Marine's main move is the block. The fighter is covered by the barrel of the weapon from the blow. Having hit the machine gun, the Alien goes crazy for a second from such impudence, and here it is necessary to beat him with all his strength with the machine gun on the arrogant banana-shaped muzzle. Pushing a xenomorph away from you with a cannon that ran out of ammo is also a sacred thing. There is hardly enough time to reload, but quite enough to change weapons.

Weapon

He just likes your skull shape...

The arsenal of the Marine is rich and generally consistent with the Hollywood canon. But the developers, having seen enough of all sorts of Halo, decided to spoil us and allowed us to carry, in addition to the pistol, only two weapons. Automatic, sniper, flamethrower, shotgun - choose any two options. As for the machine gun with automatic guidance, it replaces all guns at once, except for the pistol. Luckily, this is a minor issue as it only gives you two in the entire game.

What can be called a problem is the amount of ammunition that can be carried with you. Not to say that the developers completely cheated us (probably not Silent Hill: Homecoming), but more than once in the game there were situations when the cartridges were back to back. So it’s worth saving the ammunition, and the “one” will help with this.

Pistol VP78

"One" - a guarantee that you will not be left without cartridges. It has infinite charges. This pistol is good. Against a lone (and not too nimble) xenomorph, he will also help, however, you will have to shoot almost the entire magazine with sixteen rounds.

Once you get the machine gun, you will not return to the pistol. Don't lure you back and his alternative mode of firing in short bursts. But when you find yourself in the same room with open Alien eggs, and facehuggers swarm under your feet, then you will probably remember the “one”.

Automatic M41A/2

By the way, the best fantastic machine of all time! But in this game, for some reason, he came out worse than in the original. And it looks baggy, and the dispersion of bullets does not allow using it at long distances, and there is no mode of looking through the scope. However, it is possible that the developers deliberately “misaligned” the machine so that it does not encroach on the sniper niche.

The M41A/2 is good in combat against a small crowd of xenomorphs. If the enemies are concentrated in one place, it makes sense to think about an alternative firing mode: an underbarrel grenade launcher. There are only four grenades, but the damage from them is notable. Alien explosion tears to shreds, like hamsters. The main thing is not to shoot next to you, otherwise not only your health will be shaken, but also the blast wave can knock you down. And why it is impossible to fall in the presence of hungry xenomorphs, I think it is not necessary to explain. They'll eat it!

Shotgun ZX76

Not a bad weapon - I would even say that the local boom stick will be better than most game shotguns. Of course, it should be used against xenomorphs, and only against them. Some Alien is running towards you, he has already spread his paws and opened both mouths, and you have him from a shotgun - n-on! Or even from both trunks with a doublet - booms! Xenomorphs burst so funny...

True, while they not sour doused with acid, and this can upset the alkaline balance - with a fatal outcome. So be careful.

Flamethrower M260

Strange thing, very strange. On the one hand, it is very cool to use against eggs and facehuggers. This is not only safe and convenient, but also in line with the canon - remember how Sigourney Weaver famously wielded a flamethrower in Aliens.

But against eggs and all sorts of small jumping creatures, a pistol works just as well - and certainly more economical. But against xenomorphs, the flamethrower is not very useful. Yes, having fallen under a stream of fire, Aliens light up, smoke for a while, and then explode. But “for some time” they are still trying to get to us, and during the explosion they just as famously scatter acid around the area.

The alternative mode of the flamethrower is completely strange: spraying a flammable liquid. You can then set it on fire, but will the Aliens let us do such things? It's easier to put salt on their tails.

M42 sniper rifle

The best weapon at long and medium distances. It’s not very convenient when Aliens are running at the hero in a crowd, but it also works quite decently - they shot the xenomorph in a pumpkin a couple of times, and you’re done. Unless reloading after every six shots can be a problem in crowded conditions.

But against Aliens spitting acid, the sniper works great, allowing you to conveniently and safely "remove" reptiles from the walls. And in skirmishes towards the end of the game, there is practically nothing to replace it with, especially if the enemy is disguised. This rifle also has a wonderful ability to "highlight" the silhouette of the enemy, and not only covered with camouflage, but also standing behind the wall. There is no better way to expose the androids "resting" on the floor and the xenomorphs sitting on the walls of the hives in time.

M59/B homing machine gun

This type of weapon is magnificent, despite the fact that it becomes effective only at a distance of twenty meters and closer. But the principle “let them get closer, Petka” works perfectly - the aliens turn into minced meat in a second.

Camouflage does not work against the M59/B - this machine gun also highlights enemies. But they will put it in your hands and give you plenty to shoot from it only a couple of times. You can turn off automatic aiming by pressing the alternate mode key. But there is no need to do this. The machine gun itself catches all enemies in the sight.

Stranger

A xenomorph with a playful "6" brand on its forehead is fragile, but deadly and secretive. He sees perfectly in the dark, smells enemies through walls, can move on any surface, can jump far, run fast and, quietly sneaking up, is able to silently end any person or android.

This determines the tactics of playing for the Alien: you have to hide, hunt down, lure, kill enemies in the darkness one at a time and never climb on the rampage. We can still somehow beat and kill one Marine if he finds us and starts shooting, but two are already a serious problem.

However, the worst of all, as in the original, are automatic guns, which give themselves out from a distance with a characteristic sound and a strip of illumination. Running in front of them is a bad idea, and it's not always possible to destroy such a gun. Even if the xenomorph has reached the blind zone, it cannot gnaw through the cannon, and only if there is a laptop next to it, do we have a chance to knock it out.

But if before the guns could only be bypassed, now we have a new opportunity to bypass the dangerous area by making a long graceful jump through the fire zone.

Movement

Back in the game ten years ago, Aliens amazed everyone by the fact that they could run on walls and ceilings. This concept was too original for many - it's not so easy to navigate the level if you look at the interior, hanging upside down from the ceiling. In addition, the Aliens had a very wide field of view and a specific night vision mode, which also scared the players a little.

In the new AvP, the field of view was slightly narrowed, and the special vision mode was removed, making the darkness just gray and faded for the xenomorph. But running around on the ceiling and walls has not gone away, and it will take some time to get used to it. It is not so easy to realize that if the Marines are coming in your direction, then you can not run and hide, but climb the wall and hide in a dark corner. If the sight has inverted colors, then you are sitting on the lawn and you are definitely not visible.

In order to approach the wall, climb on it and run, you must press the "change surface" key. If, while sitting on a wall or ceiling, you press the key again, the xenomorph will unhook its claws and fall in a bag wherever gravity calls.

If someone wants to get to the right place on the wall faster - if you please, why not. We press the "focus" button and jump. The xenomorph jumps onto the wall - exactly where the scope was pointing. So you can jump over fairly long distances and overcome dangerous areas - for example, protected by an automatic gun. And if you press "focus" and take a person into sight, then the Alien, of course, will jump on him, like the famous Tiger. In general, most of the story can be completed by climbing the walls on foot, but there are places where jumping is indispensable.

Climbing into secret passages is now a little more difficult. It is not enough to approach the hole leading to the ventilation - you also need to press the action button when the inviting inscription appears. To get out of the pipe, you will need to press the action button again.

Stealth Kills

However, it is very rarely required to jump on people. There is a much more convenient and safer way to kill them. To grab a person and quietly finish him off by piercing him with his tail or biting him in the brain, you need to quietly sneak up to him at a distance of a couple of meters and press the “action” key. You can sneak up, and often it’s just more convenient not on the floor, but on the wall or hanging from the ceiling.

Keep in mind that Marines often have motion scanners with them, and any movements not behind their backs can be detected - the soldiers are alert and start poking their barrels in our direction. The best way to lull their vigilance is to sit still for a few seconds. If a Marine said something like, "Don't relax!" It means he relaxed.

But what if there are a lot of Marines, for example, or they do not leave the illuminated space? Try to hiss. Upon hearing a suspicious sound, the Marines can go to find out who said "S-s-s-s-s-s-s!" They may, however, not go if they hiss too far, but you don’t want to leave the position in the dark. In this case, the Marine will say something like, “No, I'm not going there! You'd better come to me yourself, you nasty xenomorph!"

close combat

The Alien has two types of strikes: fast, but light paw strikes and heavy, but long "unwinding" tail swing. A heavy hit breaks through an enemy block, but light hits can "knock down" a heavy hit on an enemy. The xenomorph also has its own block.

However, there are not many places in the game where the Alien has to seriously fight. Usually, his whiskers, paws and tail are used for simpler purposes: it is convenient to eliminate lamps with the “a la Sam Fisher” style with his tail, break flasks and scatter boxes that block the entrance to secret passages with his paws. Marines and droids are always best eliminated secretly and silently, and unarmed scientists - to let in incubators.

Only when meeting with Predators will it be necessary to fight seriously. But even here there is a way to make life easier for yourself, if in battle you pretend to play “king of the hill” - to sit on a column, over and over again throwing the Predator to the ground with blows of its paws and tail.

Predator

The alien hunter is very strong and will not let the aliens down in close combat. The weapons of people, however, can harm him too - after all, people on the BG-386 are slightly better equipped than in Antarctica or Los Angeles. But in order not to shed glowing blood, the Predator has a bunch of abilities and a whole arsenal.

Movement and disguise

The most convenient way for us to move in this campaign is by jumping from height to height. The Predator cannot miss, because before each jump it highlights the place of the jump by pressing the "focus" key. You can also jump out of trouble. Strangers flew in, marines ran in, and we - jump-jump, and look for us, fistulas.

The Predator costume disguise can work indefinitely - it subsides only during active actions and in water. With the disguise turned on, however, you should not approach people close - they will notice. Strangers can smell us, and it is useless to disguise ourselves against them. You should not rely on invisibility even when you are next to an automatic gun.

View Modes

The Hollywood-famous thermal imager is very useful for tracking down people, androids, and vehicles. If desired, the picture can be zoomed in - the built-in binoculars do not play in the game big role, he is here mainly as an element of the surroundings, although with the help of a directional microphone you can sometimes hear a couple of dialogues from afar.

The problem with the thermal imager is that it does not help to track down the Aliens. Another vision mode, specifically against them, becomes available in the middle of the story. In it, the whole world turns gray, but xenomorphs, their eggs, facehuggers and even holes are brightly highlighted in green.

Stealth Kills

An approximate analogue of the xenomorph's hiss is the Predator's call. It is arranged, I must say, extremely cunningly. Firstly, it can be used to distract one single Marine (we select it by pressing the "calling" button). Secondly, you can not only attract him to yourself, but also lure him to a certain place, and not just where we are (we aim at the right point, press the “calling” again). And thirdly, succumbing to the call of the sirens, the marine is so engrossed in the process that he can walk past the Predator, who has turned on the disguise, and not notice the characteristic trembling of the air. The rest is a matter of technique. Approach the marine, press "action", look at his death.

However, it must be said that the call, like the hiss of the Alien, also does not always work, and sometimes the Marines loudly refuse to go where the unintelligible comes from: “Shhh, come here, freak!”

They take offense, don't they?

close combat

The combat system of the Predator is made, in general, according to the same rules as that of the Alien. The main weapon is the blades on the hands. There is a fast hit, a slow hit, a block (called by pressing both keys at once). The enemy block breaks through with a slow blow. A quick strike knocks down an enemy's attempt to land a slow one. After a successful block, you can quickly counterattack. If there is only one enemy, you can not stand on ceremony with him - we grab (the “action” key) and kill with a beautiful fatality. But if there are a lot of them (and Aliens do not walk alone here), there is a risk of missing a lot of hits or shots at the time of the trick.

And of course, you can attack while jumping, just like Aliens can do. To do this, press "focus", select the target - and jump.

And what do we have there with weapons? Everything is not so smooth with him.

Weapon

The main problem with weapons we have is that using a plasma gun and mines is spent, and very quickly, our energy charge. You can replenish it with human batteries (the nearest ones are highlighted by themselves or by pressing the "focus" key). It turns out that our Hunters are not so autonomous if their weapons work only where they can be recharged.

Plasma Cannon

It would seem that a thing of great power, especially if you hold down the fire button a little, accumulating a charge (and emptying your batteries). But it is not very convenient to use it against Aliens - the plasma does not fly instantly, and the beast may have time to run out of the affected area.

People are also a problem. One normal shot won't kill them. If the accumulated charge hits the marine, it will tear to pieces, but the trouble is - people see the laser sight, and while the charge is accumulating, they can start fussing, running, looking for the enemy. No to stay calm!

Mines

Mines are strange weapons. Of course, you can scatter them in front of you, defending yourself from Aliens. But isn't it easier to break these creatures with blades, saving electricity for yourself and people?

If you throw a mine at people in their presence, they will instantly realize what the matter is and jump to the sides. Of course, even here you can accumulate a charge, throw a particularly powerful mine, put it around the corner, call a marine ... But this is also uneconomical, and if a person goes to the call, what's worse than claw-blades?

Boomerang

And five is a weapon of dubious utility. The flying disk cuts, and not bad. But if you throw it, you need to keep the enemy in sight so that the boomerang hits the target, and then, if you're lucky, hit the target on the way back. But in quick combat, there is no time for this, and weapons appear so late that there is no time to test them against humans and droids.

A spear

The spear is the latest item in the Predator's arsenal. And this is perhaps the only type of weapon that cannot be complained about. You can throw it far, and if the enemy dodged, there is nothing wrong with that! The spear is "unchangeable", in a couple of seconds it will again appear in the arsenal, and it will be possible to throw it again. And ordinary xenomorphs, and droids, and even more so marines, it takes down with one blow, and the biggest danger when using it is to become lazy and forget how to use blades in close combat. True, we will not have time to do this - literally one mission separates us from the coveted spear to the final campaign for the Predator.

1 2 All