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The Best of Select: Games 15
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Best of Select, The - Games 15 (1997)(Select)(M4)[compilation].iso
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alien
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missionu.txt
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1996-11-06
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11KB
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477 lines
1.1.1 Entrance
--------------
*
&0You are advised to clear the entrance
&0for the marine drop crew by removing
&0crate and barrel barricades and
&0dispatching any &1xenomorphs&0 you may
&0encounter.
#
&0Note that due to the protective design
&0of the &1barrels&0 [for transportation],
&0your 9mm will be ineffective in their
&0removal. Search out alternative means.
*
Icon: Crate & barrel
1.1.2 Outer Complex
-------------------
*
&0You must locate the main junction room
&0and activate all three control panels.
&0This will allow further penetration
&0into the colony.
#
&0Pick up any &1seismic survey charges&0 as
&0they are essential for the removal of
&1temporary walls.&0
*
Icon: Survey Charge
1.1.3 Ammunition Dump 1
-----------------------
*
&0You may re-arm your arsenal here but
&0we can only hover for &160 seconds&0 as
&0the area is about to self-destruct.
#
&0Ensure that you arm up before we pull
&0you out.
*
1.2.2 Recreation Rooms
----------------------
*
&0The recapture of the colony is
&0progressing well. However, as we have
&0feared, our &1security&0 people have been
&0infected and must be eliminated.
#
&0Power up &1all of the lights&0, destroy
&0anything that lives, and pull out so that
&0we may remove any carcasses and
&0secure the area for re-habitation.
*
1.3.1 Medical Laboratory
------------------------
*
&0Once again, an area of the colony
&0has been totally infected.
&0Retire all &1enemy lifeforms
&0so that the marines may enter and
&0secure the area and remove any
&0suspect biological samples for
&0destruction.
&0#
&0Collect all &1ID tags&0 so we can confirm
&0that no samples have been removed
&0without our knowledge.
*
Icon: Security tag
1.1.4 Ammunition Dump 2
-----------------------
*
&0You may re-arm your arsenal here but
&0we can only hover for &160 seconds&0 as
&0the area is about to self-destruct.
#
&0Ensure that you arm up before we pull
&0you out.
*
1.4.1 Garage
------------
*
&0Before the mass infection, some
&0colonists sought to smuggle samples
&0out for personal gain: allegedly on
&0behalf of the Company.
#
&0The garage area was the central point
&0for crates entering and leaving the
&0colony. It is imperative that you
&1destroy all crates and their contents
&0to ensure that this illegal trade does
&0not resume.
*
Icon: Crate
1.1.5 Ammunition Dump 3
-----------------------
*
&0You may re-arm your arsenal here but
&0we can only hover for &160 seconds&0 as
&0the area is about to self-destruct.
#
&0Ensure that you arm up before we pull
&0you out.
*
1.5.4 Atmosphere Sub-level
--------------------------
*
&0This entire section is the beginning
&0of an ideal cocoon storage area for the
&0xenomorph and is the outer reaches of
&0what we believe to be the Queen's nest.
#
&0Previously, &1Synthetics&0 were dropped in
&0to protect the colonists, but it seems
&0that all colonists &1have been infected.
&0The &1Synthetics&0 are still guarding.
&0Remove them to gain access to the
&0xenomorph lair.
*
1.5.5 Security Catwalks
-----------------------
*
&0You may re-arm your arsenal here. The
&0heat from the processor is extreme and
&0may cause the craft to stall. We can
&0only hover for &130 seconds&0.
*
1.6.1 Atmosphere Sub-Basement
-----------------------------
*
&0You must seek out all the remaining
&0colonists and retrieve their &1ID tags&0 so
&0that we may assess the speed and level
&0of infection.
#
&0We believe that these &1colonists&0 are
&0alive. We must insist that you
&0perform a thorough search of the area
&0to check for nests, where the colonists
&0may be stored.
*
1.6.2 Queen's Lair
------------------
*
&0It appears you have found the &1Queen&0.
&0Eliminate her so that any traces of life
&0may be removed from the area and we
&0can re-populate the colony once again.
#
&0Good luck.
*
Icon: Queen's head/ Egg closed
2.1.1 Living Area
-----------------
*
&0The prison has been lost to a &1new&0
&0strain of xenomorph.
#
&0Destroy any living organism and &1seek
&0out any hidden weapons caches&0 that
&0were stockpiled by the former inmates.
&0Do not let anything stand in your way.
*
2.1.2 Canteen
-------------
*
&0This is a maximum security area.
&0
&0All of the prisoners are missing.
&0Their &1ID tags&0 are scattered throughout
&0this section.
#
&1Retrieve&0 all of these &1ID tags&0 so that
&0a thorough assessment can be made
&0of the capability of this new strain
&0of xenomorph.
*
2.1.3 Meeting Tower
-------------------
*
&0We must have access to the &1Central&0
&1Meeting Tower&0. The age and design
&0of the machinery within this area
&0has many of the control panels for
&0activating access-platforms away
&0from the vicinity of their
&0respective mechanisms.
#
&0Ensure that you &1lower all lifts&0 and
&1open all doors&0 to give free access
&0to the entire tower complex.
*
2.2.2 Leadworks
---------------
*
&0Due to the amount of time this section
&0has been without maintenance, many of
&0the &1pressurized gas-pipes&0 supplying the
&0leadworks have fallen into decay and
&0make entry very treacherous.
#
&0Find the control panels that activate the
&0gas supply to &1the flame jets&0 and &1stem&0
&1the flow of gas&0.
*
2.4.2 Tunnels and Ducts
-----------------------
*
&0We have managed to hold the fans for
&0a short period of time. You must get
&0in there and re-arm from the stockpile
&0hidden by the inmates.
#
&0We estimate that you have &160 seconds&0.
*
2.3.1 Mining and Smelting
-------------------------
*
&0Once again, we have information that
&0leads us to the conclusion that an illegal
&0operation was being set up to export
&0samples back to earth for personal
&0gain. This was totally &1against&0 the prison
&0religion.
#
&1Destroy any crates&0 that may contain
&0samples and any organisms that stand
&0in your way.
*
2.3.2 Furnace Controls
----------------------
*
&0The high level of heat and pressure
&0has caused steam pipes to burst,
&0making the area highly dangerous.
#
&0Get in there, find the control panels
&0for the &1steam&0 and make sure that
&0they are &1turned off&0 to allow a
&0follow-up crew safe access.
*
2.4.3 Tunnels and Ducts
-----------------------
*
&0We have managed to hold the fans for
&0a short period of time. You must get
&0in there and re-arm from the stockpile
&0hidden by the inmates.
#
&0We estimate that you have &160 seconds&0.
*
2.6.2 Lead Mould
----------------
*
&0You will be dropped into an area known
&0to be inhabited by a &1Dog strain&0 of the
&0xenomorph. This strain is highly
&0dangerous and has, so far, managed to
&0stop any attempt of securing the
&0area.
#
&0Get in there and &1access all areas&0
&0by opening all &1doors via control panels&0
&0in the main chamber.
#
*
2.6.3 Queen's Lair
------------------
*
&0The Queen has been located and has to
&0be destroyed if we are to rebuild
&0the prison for other offenders.
#
&1Destroy her&0 and &1her spawn&0 so
&0we may clean up and remove any
&0evidence of this thing.
*
3.1.1 Tunnels.
--------------
*
&0We believe the original xenomorph
&0infection came from within this
&0derelict &1Boneship&0. We must
&0investigate the area to find the origin
&0of the xenomorph on this planet.
#
&0Use the bio-mechanical &1lifts&0 and clear
&0the way to the main Pilot's Chamber
&0so that we may enter freely and
&0remove the carcasses for testing
&0and subsequent destruction.
*
3.2.1 Pilot's Chamber
---------------------
*
&0You now have free access to the entire
&0Boneship from these chambers. Find the
&1active airlock&0 to progress deeper.
#
&0You must secure each section of the
&0entire vessel from this central point
&0to ensure that our landing crews
&0may enter freely.
*
3.3.1 Canyons and Catacombs
---------------------------
*
&0In a previous attempt to hold this
&0area of the vessel, rogue &1dog&0
&0strains of the xenomorph escaped
&0captivity.
#