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 &1pressurised 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. # &0Search for hidden lairs where &0they may reside and &1destroy these &0 &1xenomorphs&0. * 3.2.2 Pilot's Chamber --------------------- * &0Well done. You have arrived back at &0the central section of the ship and have &0opened &1another air-lock&0. # &0Do not delay. There are more areas to &0secure and time is against us. * 3.5.1 Secrets ------------- * &0The previous landing crew were &0caught and infected. Find these &0members and kill them so that they &0cannot spawn any more of their &0kind. # &0Remember to collect their &1ID tags &0as proof that each is &1eliminated&0. * 3.5.2 Inorganics 1 ------------------ * &0We have detected Inorganic Materials &0near an area known to be inhabited &0by adult xenomorphs. We believe that &0these are Munitions. # &0You have &145 seconds&0 &0to get in there and restock &0before we pull you out of this &0potentially dangerous area. * 3.2.3 Pilot's Chamber --------------------- * &0You are re-entering the &1main&0 &1chamber&0 of this ship. Your efforts &0have opened up another section that &0can be secured. # &0Unfortunately, you have inadvertently &0allowed some &1xenomorphs&0 back into &0these chambers. It would be wise to &1dispatch them&0 before moving on. * 3.7.1 Droplifts --------------- * &1Synthetics&0 have previously been placed &0in this area to &1deter&0 any potential &0sample &1smugglers&0. We are now unable &0to remove them. These synthetic &0workers will kill on sight. # &0After studying our data we feel that &0the company can sustain the credit loss &0of these... employees. &1Remove them&0 so &0the area can be accessed. * 3.5.3 Inorganics 2 ------------------ * &0We have detected more Inorganic &0Materials in the Boneship. We again &0believe that these are Munitions. # &0You have &145 seconds&0 &0to get in there and restock &0before we pull you out of this &0potentially dangerous area. * 3.2.4 Pilot's Chamber --------------------- * &0You are re-entering the main &0chamber of this ship. Your efforts &0have opened up another section that &0can be secured. Judging by the &0warrior presence, you must be very &0deep into the Boneship. * 3.8.1 Egg Chambers ------------------ * &0We believe that you are &1close&0 to &0the &1central&0 hatchery which contains &0enough eggs to infect any large &0colony. # &1Destroy&0 all of the &1eggs&0 to ensure &0the future of any visitors to this &0barren place. * 3.2.5 Pilot's Chamber --------------------- * &0You are approaching the last few &0sections of the &1Boneship&0. Beware as &0our information leads us to &0understand that a &1Queen&0 has been &0building a nest. # &0Make sure that you &1clear the main&0 &1chamber&0 of any threats so we may &0remove the dead pilot for study. * 3.9.1 Queen's lair ------------------ * &0The final task is at hand. # &0It ends where it once began. # &0You &1must&0 succeed. # *