TRICKS & TIPS

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Those tips not credited below are those I have used myself to progress through the levels. There is no right or wrong way to play the game and each individual has their own style. My background is in role-play and strategy gaming and so my approach to Alien Breed is more cautious and patient than that of a shoot 'em up expert. If you disagree with what is presented below please feel free to contribute to this page and use the form at the bottom.

GENERAL TIPS & TRICKS

1 SIDE-STEP: If you master the use of the sidestep keys then you are halfway to finishing the game. Side-step is crucial, when used simultaneously with either 'turn left' or 'turn right' keys it will allow you to "skid" or "slew" your body around corners allowing you to bring your weapons to bear on your enemy far quicker. Another use of the side-step is to take quick glances from behind a corner. Alternate pressing the left and right side-step keys whilst simultaneously holding down the run key, you can quickly rock left and right. You can now keep tabs on what the enemy are up to (and fire a shot) whilst instantly returning to cover should the need arise.
2 AMMO: Manage your ammunition, wherever possible use weak weapons on either a helpless foe or an easy shot. Keep plenty of the big blasts back for later levels (you'll need 'em).
3 GRENADE LAUNCHER: Get used to the trajectory characteristics of the grenade launcher. The ability to fire a grenade so that it bounces under the feet (claws ?) of a moving target is an essential skill (if firing from cover use the aliens footsteps to help judge your timing), don't be tempted to hang around and watch the result (though rather satisfying) return to cover. You'll know you've hit if you hear a sickening squishing sound. Use the bounce of the grenade to fire around corners.
4 COVER: Always be on the lookout for cover. In a dark 3D environment it's not always easy, so use the auto-mapper to judge where the best covering situation will occur.
5 STAND: Always be on the lookout for areas to make a stand. This is an area where you can be confident of holding back the enemy due either to (a) higher vantage point, (b) excellent cover, or (c) knowledge that you've cleared all areas behind you (what you don't need is a suprise ambush!!). From such a strong position try employing tip 2 (AMMO) or tip 6 (HONEY-POT LURE).
6 HONEY-POT LURE: Once you've found a STAND (see above) you can really start to make some trouble. Providing you know the layout of the level (you don't want to be caught in a dead end with this one) run straight through the level, dodge enemy fire and return to your stand. This will drive the aliens absolutely nuts, like poking a stick into a hornets nest they will swarm after you. Lead them back to your stand where you now have the luxury of picking them off one by one (HINT: this works really well on levels C and E), or if they are concentrated in one area it may be more efficient to use a grenade, missile, or mine.
7 TRAP: Whilst the aliens show some signs of intelligence (by working together) their enthusiasm for pursuit can be used against them. Larger aliens (Red Robot, Tall Blue Insects, Green Insects etc.) can become stuck in corridors or stairways too small for them to fit through. Find another route to sneak behind them and deliver a killing blow. Other traps and ambushes can be applyed to smaller breeds.



LEVEL TIPS & TRICKS

A Just use brute force. If you get into trouble retreat into the tunnels or head for a cleared room (the robots can't open the doors).
B The initial encounter can be a little hectic. Take the fight to each group of blue robots (this will buy you a little time before the other group of blue robots sneaks up behind you) and quickly dispatch them. Once the crescent has been cleared you can make inroads into the lair. Cautiously ascend the stairs if you hear an approaching foe quickly retreat back to the crescent corridor and pick off the alien from a safe distance. Once the main stairs are clear take a side passage and clear out a quarter, then progress to the next, and so on. Alternatively you can head straight for the exit (no collectables are needed to finish) but that takes the fun out of the level.

Franck Aniere (aniere@univ-mlv.fr): suggests to kill the Red Robot try sneaking up behind it, drop a mine, and retreat to a safe distance. Fire the shotgun, and it'll head straight for you across the mine. Good bye Red Robot!!. Nice clean kill, good suggestion Franck.

However if you want to conserve your mines for later try this: in the vicinity is a small room where if you're having trouble with Red you can hideout there. The Robot is too big to enter and if you keep right at the back it can't quite get the angle to fire at you. After a few moments it gives up and heads a few steps down the corridor where it decides to turn to it's side and walk into a wall. Sidestep out of the room, fire, and quickly sidestep back. A few attempts later you've got one dead robot and you haven't wasted a mine.

C Start by running clockwise around the central block, then enter the central room. You should have stirred up the Tall Blue Insects who'll follow you into the room. Jump up onto the high platform, duck down, and stay right at the back. The Blue Insects can't follow you up the step and congregate at the bottom. Inch forward along the platform until you can just get 'em in your sights then plug away at them with the blaster (no reason in wasting anything stronger). This is a good stand (see tip 5), another is the short bridge over the stairs in the narrow corridors at the top end of the map (jump on the bridge from the topmost stair, don't open the door that leads to this bridge otherwise you could be overrun).

Use all available cover to sneak right up to your enemies, this can be used to great effect against the Red Floaters. There are two of these who you can sneak right up to whilst still in cover behind a corner. From here you can use hit and run tactics, or for an easier life jump out, dump a mine, and run away.

The Priest is a bit of a tough cookie until you've sussed out the grenade launcher (see tip 3). You can kill the Priest alien without even getting a scratch. Listen!!. Just before the Priest will fire you can hear him charging up for his next blast, now I'm sure you don't need me to tell you this is a good time to quickly side-step to your right out of harms way. This is why I like this game so much, what you hear is just as important as what you can see and certainly increases the tension. Use the grenade launcher on the Priest. Wait for it to makes it's clockwise circle of the room. Just after it passes the entrance it's back will be turned, fire the grenade (make sure the trajectory is right) to soften him up, and get back into cover. From here you can now carry on with the grenades or the shotgun, just make sure your near to the corner for protection.

D This is a real git of a level. Make sure you've completed the previous level to the best of your ability as your health can be seriously effected here. Whatever you do don't drop down into the large room until it is absolutely nessessary, stay in the corridor. You have to defeat two waves of Breed: small Blue Robots and the Tall Blue Insects. They have ample cover but you can lure them to the front of the room. Dodge what fire you can and then fall back, with any luck several will have congregated at the front, a grenade should do the trick (works best with the Insects). Mop up the rest with shotgun fire. This is where the fun really starts. A red insect from a secret door to the left of the tunnel will appear. This guy is one bad mother, but you can deal with him in two ways. Either plug it one with the assault rifle as it passes in front of the tunnel (this will take several shots and is quite dangerous) or wait for the first oppurtunity to jump into the room and dash left to the side chamber (avoiding the lava pools and teleports). Here you'll find the missile launcher, use it or DIE!!.
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Updated 22nd November 1996

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