------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Game Name: Aliens: a Comic Book Adventure (V1.03US) Platform: PC Developer: Cryo Publisher: Mindscape FAQ Author: RichardJ1978 Emails: FAQ@smee1978.plus.com Version: 1.0 Version release: 17/7/2012 ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ============================================================================== TABLE OF CONTENTS ============================================================================== 1) Introduction.......................................................[ACBA100] 2) Overview of the game ..............................................[ACBA200] 2.1) Playable characters . . . . . . . . . . . . . . . . . . . [ACBA201] 2.2) Equipment. . . . . . . . . . . . . . . . . . . . . . . . .[ACBA202] 2.3) Time Limits. . . . . . . . . . . . . . . . . . . . . . . .[ACBA203] 2.4) Combat . . . . . . . . . . . . . . . . . . . . . . . . . .[ACBA204] 3) Walkthrough .......................................................[ACBA300] 3.1) Act 1 - Landing the ship . . . . . . . . . . . . . . . . .[ACBA301] 3.2) Act 1b- Preparing the team . . . . . . . . . . . . . . . .[ACBA302] 3.3) Act 2 - Exploring B54-C. . . . . . . . . . . . . . . . . .[ACBA303] 3.4) Act 3 - Exploring the Lab. . . . . . . . . . . . . . . . .[ACBA304] =============================================================================== 1) INTRODUCTION [ACBA100] =============================================================================== I was aware of this games existence since the late 90s but never actually got round to playing it at the time. Being a big fan of the movies, and after watching Aliens again recently, I thought I would give the game a play and see whether I could put a detailed FAQ together. Anyway... The game design itself is a cross between a Monkey Island style point and click object driven game with a Myst style navigation around pre-rendered screenshots. The game is relatively short and comprises of a few acts which can be run through quite quickly, however there are a lot of optional elements that provide a detailed back story and really bring the game to life, and reward detailed exploration. Unfortunately, this only goes on to highlight the major design fault in the game. .. Each of the key acts has a time limit imposed on it, in which the objectives must be completed or a cut-scene occurs that kills the crew off and ends the game. The idea was probably to create a sense of tension in each of the acts and make the game seem like an adrenaline packed roller coaster ride, which it does to some extent, but it also makes the game frustrating to play and encourages players to skip key areas of the story. The developers obviously had a lot of big ideas to incorporate RPG elements into the game, which for some reason or another were left incomplete or poorly implemented. The best illustration of this is that there are four characters in the ships crew, and each character has five energy barsÂ￾ for their key statistics, being Life, Fighting, Armor, Hunger, Morale; and in addition when speaking with characters, further bars are revealed to show how much they like other members of the crew. This all looks promising at first and creates the impression that you need to look after the crew and build relationships between them, but it soon becomes apparent that these statistics have absolutely no impact on the game whatsoever, with the exception of the Hunger statistic. The hunger level slowly depletes over the course of the game, and if a characters hunger level drops too low, they will start to moan how hungry they are. Nothing else bad happens as a result of this and characters wont starve to death or be prevented from doing tasks, but it is sufficiently annoying to make you ensure that they are all well fed before embarking on the main mission; a task which bizarrely seems to require each character needing to eat 5 main meals in one sitting to achieve. Even given the game's faults, it is still a pretty decent game, with graphics and animations well in advance of what was normal in 1995. Sadly however it appears to have faded into obscurity, and there is very little information out there on how to complete it. A detailed FAQ is therefore long overdue, and I decided I would have a go at trying to write one. In the walkthrough below I have highlighted sections that are optional and aren't required to be completed by the player, but doing these sections reveals more of the story of the game and, in my opinion, makes the game a better experience. =============================================================================== 2) OVERVIEW OF THE GAME [ACBA200] =============================================================================== Playable characters [ACBA201] ------------------------------------------------------------------------------- There are 4 characters in the crew, with the player initially starting off controlling Heriksen in Act 1, but then taking full control of the entire crew when they suit up and explore the Outpost in Act 2. The key playable characters are: Hericksen - An ex-marine, and responsible for security on the ship Williams - Captain, Engineer and Pilot of the ship O'Connor - The science officer on the ship, and expert on Aliens Lora - The ships doctor Equipment [ACBA202] ------------------------------------------------------------------------------- Each character can carry 8 items of equipment, and has unique skills that enable them to use items. Each character's equipment and statistics can be viewed in the Status screen by simply clicking on their portrait. Equipment can also be moved between characters by right clicking on it and dragging it from one character's inventory to another character's portrait. One item of equipment held by any member of the team can also be selected to be carried/used by the team when exploring, by left clicking on it in the Status screen and highlighting it with a white border. Some items can be eaten or viewed/read by the character. In order to do this the item needs to be selected in the Status screen and dragged over the portrait of the character carrying the item. A lot of items only have a single use and are then no longer needed in the game, but will still be held by the team and therefore use up valuable inventory slots. To get around this, the game gives you the option of permanently deleting items of equipment by right clicking on the item currently being selected for use by the team. A dialogue box then appears asking if you want to permanently delete it. Time Limits [ACBA203] ------------------------------------------------------------------------------- Each key act of the game has a time limit attached to in, in which time you must complete the objectives and move to the next stage. As far as I can tell the timer is of a pre-determined length, but only counts down when you're in the main point and click exploration screen. If you are watching a cut-scene, or playing around with a character's inventory in the Status screen then the timer stops counting down until you start exploring again. As the timer counts down three cut-scenes are triggered. The first one showing you the danger your in, the second one showing the danger developing and the final one being the death sequence. Where possible, I've tried to indicate the time limit in each section. Although you may appear to have longer than this when you play the game, for the timer stopping reasons mentioned above. Combat [ACBA204] ------------------------------------------------------------------------------- There isn't much fighting in the game, and combat is relatively straightforard. The game cuts away to an siometric view in combat, and you can move around and target the bad guys using a targeter icon. To move around just click the left mouse button where you want to go, similarly to fire your weapon just right click where you want to fire it. If you need to change weapons, just select the inventory item in the bottom right corner of the screen and change to another one. Most bad guys can be killed with the laser gun, but eggs and aliens themselves can only really be killed with explosives - grenades and mines. =============================================================================== 3) WALKTHROUGH [ACBA300] =============================================================================== Act 1 - Landing the ship [ACBA301] ------------------------------------------------------------------------------- The game starts in the flight deck of the USS Sheridan space ship with the crew having reccently awoken from Cryo stasis and the ship in orbit around Outpost B54-C. The ship is in danger from an asteroid field surrounding the planet, and if the ship isnt taken out of harms way within a certain time limit it will be destroyed by a collision with asteroids and it will be game over. Hericksen begins the game with a Green Passcard, but all other inventory slots are empty. Overall time limit - 6 minutes approx. 1st cut-scene - after 1 minute approx. cut-scene shows an asteroid field moving through space 2nd cut-scene - after 2.5 minutes approx. cut-scene shows asteroids flying towards the ship 3rd cut-scene - after 5 minutes approx. cut-scene shows the ship getting smashed to pieces by asteroids [Optional] Go down the steps to the pilot area and talk to Williams. This will give you some background details on Williams and also give you the detaols on the first two tasks of the game i.e. How to land the ship to avoid the asteroid field and the need to feed the crew. After getting as much information from Williams as required, return to the main Flight Deck. [Optional] Go up the steps to the mezzanine level and talk to O'Connor. This will give some background about the Aliens, O'Connor and Hericksen. O'Connor will also give you a clue as to how to open the hatch to the other quarters of the ship. Go down the steps to the MOM room and open the glass screen/door. Look at the VIDEO-CD device and you’ll notice a button to the left of the VIDEO-CD labelled as Door Off/On - Press this to provide power to the exit hatch on the Flight Deck. Leave MOM and return to the main Flight Deck area. You should now be able to operate the Exit Hatch from the Flight Deck by clicking on the control panel next to it. Go through the hatch and turn right to view the entrances to the crew quarters. [Optional] Enter the first door on the right hand side and talk to Lora to get more information about Lora and Hericksen. Leave the room and return to the corridor. Enter the second door on the right hand side and open the desk draw to get the Reversi game. Leave the room and return to the corridor. Enter the third door on the right hand side and open the desk draw to get the Keyboard. Leave the room and return to the corridor. Enter the fourth door on the right hand side and open the desk draw to get the Raw CD. Open the right hand cabinet above the bed and take the Yellow Passcard. Leave the room and return to the corridor. Return to the Flight Deck and go back to the MOM room. Use the main MOM screen, and when prompted use the Yellow Passcard on the MOM screen. Use the Raw CD on the VIDEO-CD device to download the Landing Infos. Return to Williams and speak to him whilst holding the Landing Infos to land the ship. Act 1b - Preparing the team [ACBA302] ------------------------------------------------------------------------------- As far as I can tell, once the ship has landed you have time to explore the ship and a new timer won't start until you depart the ship and start exploring the colony. Most of the bits below can be done before you land the ship, but I've listed them below as i's nice to do them without a clock ticking over you. [Optional] Go to the MOM room and look at the network connection on the left hand side of the console. Use the Reversi game on the Network connection to access three pieces of information about the mission, colony and political situation on Earth. In order to get each piece on info, you'll need to win a game of Reversi which can be annoying. There is another way of getting the same info later on in the game without having to play Reversi, so depending on your Reversi skills, it may be worth waiting until later. Go back to the area near the crew quarters, and you will see a door tucked away on the left hand side opposite the 4 crew quarter doors. Go through this door into the kitchen. On the right hand side of the kitchen is the Plasmatech machine, look at the machine and then click on one of the food items to get this food delivered to you. Then go into the status screen, and drag the food onto Hericksen's face to make him eat, and increase his Hunger meter. Repeat the feeding process until Hericksen's hunger meter is full, and then select the other crew members and do the same thing to fill their Hunger meters. Leave the kitchen and go to the lift round the corner from the crew quarters. Use the Green Passcard on the lift control panel to the right of the lift to access the Cargo Bay. Click on the control console on the right hand side of the cargo bay to go over to it. The view will change. Click the console again to change the view again, and click it a third time to look at it. Click the lever on the console to move the laser gun container into the storage room. Change the view a few times until you can see the storage room, then click on it to walk over. At the end of the storage room is a red lever. Click on this to change the view. Click on the lever again to look at the level panel. Click the on/off lever to get the laser gun. You're now ready to leave the ship. Leave the storage area, and select the control console to change the view. Click Change View from the top of the screen to move the view again so that you can see the airlock. Click on the airlock to walk over. Click on the panel to the left hand side of the door to gather the crew and enter the airlock. Act 2 - Exploring B54-C [ACBA303] ------------------------------------------------------------------------------- Shortly after you enter the airlock, a new invisible timer starts and you move into the next section of the game. This involves trying to explore B54-C and gain access to the research section of the complex. Overall time limit - 15 minutes 1st cut-scene - after 1 minute cut-scene shows aliens bashing on an external door 2nd cut-scene - after 10 minutes cut-scene shows aliens smashing the glass panels on the doors and beginning to claw their way inside 3rd cut-scene - after 15 minutes cut-scene shows the aliens breaking the door down and flooding through The Green Passcard, Yellow Passcard and Landing Infos are no longer needed, so can be destroyed if you want to unclog your inventory. Click on the main doors at the end of the airlock to get everyone to suit up into their power lifter exo-skeletons. The view will flip round, so turn around and then click the main doors again to exit the ship and enter the B54-C complex. As soon as you enter the complex, you will be attacked by a maintenance robot. Make sure you have selected the laser gun as the item in use and keep shooting the robot until you kill it. You'll then have a brief bit of dialogue with the pilot of the robot, and the team will chastise you for attacking him unprovoked (you don't actually have a choice as he'll quite happily kill you). Move down the corridor and open the doors at the end to enter the Docking Bay. Move right and click on the large hangar doors at the other end of the Docking Bay (but don't go through them yet). Turn around at the doors and go left to an area with a piece of Pipe on the floor. Pick up the Pipe and you'll be immediately attacked by three more maintenance robots. Keep moving to stop them getting too close, and shoot them one at a time. Turn around twice and you'll be back at the double doors. Click the control panel on the right hand side to open them and pass through and enter the Garage area. Look at the Jeep on the left hand side and take the X Scanner piece. Turn around and then turn left twice to face the car lift. Press the car lift control panel next to the car lift to lower the car. Take the 2nd X Scanner piece off the lowered carTurn right and click on the access lift to move to the Command level. Go up the steps and change the view to look over the Command area (ignore the two cabinets at the top of the stairs for the time being). On the side of the stairs in front of you is a very small. Press the switch and make sure its (1 pixel!) light turns red (This provides power to the keypad of the SOS computer in another area). Click on the door in the centre of the area a few times to get Lora to meet the Spy Robot. Take the Spy Robot. Go over to the benches at the far end of the room and take the Red Passcard. Go back to the lift and return to the Garage. Open the main doors of the Garage (using the control panel) and return to the Docking Bay area. Go up the step on the right hand side of the Docking Bay and you'll be at the SOS computer the colonists sent the SOS signal from in the games introduction. Click once on the number keypad below the computer (this opens a door behind you). Go right and use the Pipe on the right hand valve to turn it (this turns on the fuel supply to allow ou to escape later in the game). Turn around twice to face down the stairs. The (almost hidden) door to the right of the boxes marked TRPP11 will now be open. Go through this door and you'll find the remains of Colonel Crespi. Click on Colonel Crespi's hand to have Lora cut it off and take the Hand. Also take the CD, which will provide you with some further back story later on when you are able to play it, and is a key piece of evidence for what has gone on. Leave Crespi's body and turn around until you are facing the stairs leading to the SOS computer. Turn around again, and you'll face another set or shadow steps. Click on these to go up them to a room with chains hanging down. Change view, so that you can see a power junction and a network access point and click on the network access point to look at it. [Optional] If you didn't play Reversi earlier on in Act 1 to get the mission, colony and political information, you can do it again here by using the Reversi game on the network link. This time, however, due to a virus you have to lose at Reversi to get the information. This is really easy as you can just click End Game to throw the game. Use the Spy Robot on the network access point to download some background information and wipe the robot's previous programming. Proceed back to the garage area, and take the access lift to the Command area again. Go up the stairs to the two cabinets, and use the Spy Robot on the "wheel" on the left hand cabinet. This will open the cabinet. Take the third piece of X Scanner from the cabinet and Map B54C. You can look at the map by dragging it on to a character's portrait in the Status screen. This gives you a rough map of the area and Crespi's number code (I have no idea what this code is used for). Return to the garage and look behind the Jeep to find a cargo lift in the corner of the room. Use the lift to get to the get to the catwalk above the garage. Turn right and use the Red Passcard on the door at the end of the catwalk. Follow the corridor round to a junction with doors all around. Go through door SAS 6 to enter the control room Click on the main console in the centre of the room (the one showing a green planet) and take the fourth and final piece of X Scanner from below the keyboard. Give all 4 pieces of X Scanner to Williams to build the X Scanner. Turn round twice to see the exit to the room, and you'll see a pile of mines next to the door. You can take as many of these as you want for weapons, although each one gives you 5 actual mines and you'll only actually need 2 sets of mines to complete the game. Make sure the X Scanner is the item being used by the team and go through door SAS 9. Follow the corridor to another door, go through this, and then go through the double doors straight ahead of you. Follow the corridor to a second set of double doors and go through these. Follow the main corridor again (ignoring any branches off to the left) and go through the third set of double doors at the end. On the floor in front of you there should be a slightly raised square section, use the X Scanner on the raised section of the floor in front of you to use a secret lift. Enter the main room filled with eggs, and you'll be set upon by 5 facehuggers. Keep moving around to stop them getting too close and shoot them with your laser gun. Avoid walking to close to any of the eggs or more facehuggers will hatch. Once all the facehuggers are dead, select mines from the status menu and right click on each egg to destroy it. Once all the eggs and facehuggers are dead, you'll be back in adventure mode and can explore the area. At the back of the room are a number of shelves. Click on these and you'll them be able to pick up grenades for weapons. Take as many of these as you wish, but I usually aim for 3 sets for use later in the game Return to the lift you came down on and click Back Up on the computer to the right hand side to return to the corridor You'll now be back in the corridor facing the hidden lift. Turn around and go through the double doors. Follow the corridor along, ignoring any side exits on the right hand side and go through the double doors at the end. Follow the next short corridor and go through the next double doors at the end. Go through door SAS 11 to enter the sleeping quarters. There are 4 bed rooms on the right hand side of the corridor which are worth exploring in turn but only one of them is essential. [Optional] Enter the first room to find a dead alien body. The crew will banter for a bit, but no more information is obtained. Return to the main corridor. Enter the third room on the right, the one with a bed in it, and turn left (the second room can be ignored as its empty) Click on the space between the two panels on the wall to access the wall safe To open the safe you need to turn all the lettered buttons green. The easiest way is to click the buttons in the following sequence three times E,D,C,B,A Take the Battery Card and Microchips (they both get picked up together) from the safe [Optional] Turn left and look at the dark grey panel on the wall to open a hidden computer. Use the Microchips on the computer to see Chipster's log and get some information about the shady goings on in the site Leave the room and join the corridor again [Optional] Enter the fourth room on the right to find a cocooned survivor. You can talk to them a few times to get a few minor snippets of information. Finally, if you ask them about the "sickness" they will be killed by a chestburster and won't be any more help. Leave the room. Walk back down the corridor back to the door you entered it from (i.e. to orient yourself make sure the bed rooms are on your left hand side as you walk down the corridor). Go through the door at the end of the corridor and go through door SAS 10 and follow the corridor to the end. Go through the door. Open door SAS 7. Push O'Connor into the forcefield. Look at the control panel opposite, and use Crespi's Hand on the handprint reader to enter the lab section. Act 3 - Exploring the lab [ACBA304] ------------------------------------------------------------------------------- As soon as you're through the force field and into the Hub Area of the lab complex a new timer will start as the Space Jockey's seek to destroy the research outpost. The main task in this area is to further explore the lab and try and find a way to escape. There are a large number of chemicals scattered throughout the lab section, which can make you think you need to mix all manner of potions to complete the section. You don't actually need to mix any chemicals to complete the game, although making Royal Jelly gives you a cool cut-scene and a lot more backstory. The various checmical compound receipes that can be found in the lab are: BefaFortine - FOR + BE + KU + THINE + PI + XI creates a substance that acts as food and relieves hunger (not needed) Telepathine - CO + TE +H2O + PAT + THINE + PI used to neutralise alien blood and gives another way to get the grenades (not needed) Benoxidil - cannot actually be made – there is no CL in the game which is a key ingredient Royal Jelly - BE + NO + DIL + EGG SLIME a narcotic that gives a detailed halucination cut-scene There is also another way of getting the grenades from Act 2 in this section, which involves mixing a special chemical (Telepathine) to neutralise the blood of an alien blocking another entrance into the grenade room. This section puts a lot of pressure on you inventory slots, so it is harder to get the grenades this way. For this reason I have written the FAQ on the basis that the grenades are obtained in Act 2. If you do want to try the experiment yourself, all the chemicals to mix the Telepathine needed can be found in the chemical cabinets in the main lab. Overall time limit - 15 minutes 1st cut-scene - after 5 minutes cut-scene shows another space ship appearing and entering orbit around the B54-C planet 2nd cut-scene - after 10 minutes cut-scene shows previous cut-scene with a few more seconds added showing the ship is full of space jockey's who are targeting a weapon on the research outpost 3rd cut-scene - after 15 minutes cut-scene shows previous cut-scenes with a few more seconds showing the weapon being fired and destroying the planet The Reversi, Map, X-Scanner, Spy Robot and Microchips are no longer needed, so can be destroyed if you want to unclog your inventory. Turn right in the main room, and go through both sets of doors (labelled "B3") into the egg room. Look at the control panel at the back of the room and use the Battery Card on the card slot twice. This will turn on the light (first time) and then produce a Print Out (second time). Open the Status screen and drag the Print Out over a characters face to read it. This will tell you the formula for Royal Jelly and also give you a passcode for later in the game ("MYYRMIDON"). Leave the egg room and return to the Hub Area. Go straight across the Hub Area and go through the door marked Underzone. Go down to the lowest level of the Underzone, turn round and take the Rope from the boxes. Go back up to the red doorway on level 2 of the Underzone and go through the door. Go down the stairs at the front of the screen and pick up the Electronic Map off the boxes. This is a map of the Alien hive (encountered later in the game) and can be viewed by dragging it over a characters face in the Status screen. Go down the next set of stairs and click behind the stairs to view under them. On the floor should be something that looks like a car wing mirror. Pick up the wing mirror, this is actually a piece of an Alien Protector and there are 6 pieces in total. I have to admit, I'm not sure what the Protector actually does, but I'm assuming it's essential as I haven't actually run through the game without it to test waht it does. Go back to the Underzone stairwell and climb back up to the door at the top. Go through the door to return back to the Hub Area. Turn left and go through the door marked Research Centre. Follow the corridor along and do a right turn at the T-junction and go through the door at the end to ender the Lab. Look at the chemical cabinet nearest you as you enter, and take a bottle each of the "No" and "Dil". Move around until you can get into the central part of the room between the two chemical cabinets. Look in the chemical cabinet beneath the rotating rendered image of an alien's head to get the second piece of the Alien Protector. Move round the lab, and you'll find three more pieces of the Alien Protector - the third piece is on the floor near the door you entered the lab through, but you need to have the view where you are looking at the door - The fourth piece is in a large vent near the big computer. To see the vent you'll need to approach the cold room door and turn around. (there is also a cool cut-scene when you get this one) - The fifth piece is next to the tanks/ducting on the left hand side of the lab when you first enter. The ducting has a valve wheel on it and is only visible from the view you get when you first enter the lab. Click on the ducting to walk over and you'll see the fourth piece of Alien Protector on the ground. Move round the lab, and you’ll see the cold room door against in one of the wall. Enter the cold room, and open the door on the right to get the sixth and final piece of Alien Protector. Give all alien protector pieces to Williams to make the Alien Protector. Leave the Cold Room and go back to the Lab. As you enter the Lab from the cold room, look at the chemical cabinet directly in front of you as you enter, and take a bottle of "Be". Leave the lab through the exit opposite the one you came in through (this one has a fire extinguisher next to it) and enter a corridor and proceed to the end of it. [Optional] The door straight ahead at the end of the corridor can be opened to meet Morlack. Morlack can be questioned on the various people of the colony and on "What happened?"￾, which will give you a lot of information on the backstory. Once you've finished with Morlack, leave the room and he'll then kill himself. This will prevent you from getting back into this room. Turn around to face the two doors again. Open the door on the left and enter the office. [Optional] Take the CD next to the computer and look at the computer to get the formula for Telepathine. Look at the door you came in through, and use the grey panel to the right of it to open and enter a secret chamber. Move around the room until you see the desk with test tubes on it and the vent next to it. Open the vent, and the view will switch to two tubes with facehuggers in them. Turn the dial next to the tubes and take the Dead Facehugger. Turn around and look at the desk with test tubes on it. Take the Bismuth and Caine (I don't actually think these are needed, but probably worth taking anyway). Move around and look at the device in the centre of the room to see the interface port. Use the Keyboard (from Part 1 of the game) on the interface port and type in the password "MYYRMIDON" and press Enter - make sure you type in carefully and that each key press registers with a sound, as if you get the password wrong you'll be killed. Once the password is entered, you'll be rewarded with a Robot Alien. [Note Only] There is another exit from this room, which leads to a dead alien blocking a corridor with its acid blood. This is the alaternative route to the the grenades obtained in Act 2. You can get past the alien by mixing the Telepathine and using it to neutralise the alien's blood. The corridor then leads to the room with the grenades in it. Go through the big circular door and retrace your steps back to the Lab [Optional] There is a big computer system with a VIDEO-CD rom on it against one of the walls in the lab. This can be used to play back the two video CDs picked up earlier in the game. Crespi's CD (Blue one) gives a lot more backstory and also gives details of a possible conclusion to the game. Pass through the lab and return to the Entrance Zone. Go back through the B3 doors to the egg room. Put the Battery Card in the slot in this room again (just once) to restore power. Move around the room until you can look at one of the eggs. O'Connor will then make a comment about the alien egg slimeUse the Dead Facehugger on the egg to safely get some Egg Slime. If you don't use the Dead Facehugger, you will be killed. Leave the room and retrace your footsteps back to the Lab. Goto the centre of the lab room, and look at the Sace Technologies mixing machine on the right hand side of one of the Chemical Cabinets. Use BE, NO, DIL and the Egg Slime (in that order) on the machine and press the keypad to get some Royal Jelly. Eat the Royal Jelly by dragging it over a characters portrait to trigger a very trippy cut-scene and a lot more details about what's been going on. Leave the lab and retrace your steps back to the Hub Area and proceed back into the Underzone area. Go down to level 2 of the underzone and go back through the red door. Look at the giant alien egg structure in the centre of the room by clicking in the top left corner of the screen when you first enter. Use the Robot Alien on the top of the egg structure to open it. Use the Cable on the top of the egg structure to enter it and get into the alien hive. [Note] Both the Robot Alien and the Cable are removed from your inventory at this point, and if you save your game before escaping from the Hive when you reload it you won't be able to complete the game as you'll be unable to enter the hive. The Electonic Map can be used to navigate the maze although it is very easy to get lost. The map has three sections marked on it. The bottom left one is where you initially enter the hive. The top part is where you need to go to meet Church and escape, and the bottom right is where you can [Optionally] meet the alien queen although there is absolutely no benefit (that I can see) to doing this. To get around the maze to Church, use the following directions: F F L F F F R R F L F F L F R F L R F R F Along the way you'll encounter a number of Aliens, usually in pairs. The easiest way to kill these is to use grenades, and throw slightly in advance of the alien so it walks into the blast. Without grenades, taking on aliens is a tough business. Once you meet Church you'll be able to talk to him and ask a few questions. Church's initial account of events is a bit different to Morlack's. Once you finish your dialogue with Church, he'll reveal his true colours and try and get you killed by unleashing two aliens on you and making an escape in your ship. Once you've killed the aliens, take the Blue Passcard off the desk and leave the room through the main doorway. This will take you to the bottom of the spiral staircase in the Underzone area. Go up the spiral staircase to the Hub Area and open the Research Centre door. Follow the corridor to the T-junction and take the left branch. Use the Blue Passcard on the door to enter the Human Experimentation Room. [Optional] Click on the panel on the right hand side of the screen to encounter the disembodied head. Go to the left hand side of the area, where there are three bodies lying and look at them. Take the hand from the person on the right hand side (Vaskal - the crawler pilot). Leave the Human Experimentation room and return to the Hub Area. Leave the Hub Area through the door marked Entrance Zone. Leave the force field area and go through door SAS 8. Follow the corridor to the door at the end and open this door to get back to the Garage. Take the lift down and turn around so that you're facing the fuel pipes on the floor. Use the fuel filler on the half-track car to refuel it. Use the door on the half-track car to enter it. Use the ignition switch marked "Contact" to bring up the hand print reader. Use Vaskal's hand on the hand print reader to start the car. Sit back and watch the end movie of your escape and the end credits.