Vous êtes sur la page 1sur 3

X E N O M O R P H

(Playing Guide)
NOTE:For the purpose of this guide, the whole ship is classed as Level 1.
You begin in the cockpit of the 'MOMBASSA OAK'. Behind you is a maintenance
panel. OPEN THE PANEL and (making a note of where you got them from) REMOVE
the SIX CIRCUIT BOARDS. As you remove them, EXAMINE them and you will see
that one or more CPU's are burnt out on each one.
Making notes again, WITHDRAW all the defunct CPU's and DROP them. Juggle
the remaining three CPU's until you have three full boards, one board with
one CPU and two empty boards. Put the three full boards back in the
maintenance unit and, as long as you have made notes, then it doesn't
matter if you mix them.
During your explorations you can get the replacement CPU's from the
maintenance units on levels 3, 5, 6 (Hospital Level), 7 (Laboratory Level)
and 9. Put them on the empty boards and leave them - when full - near a
ladder to pick up on the way back. You can then install them in the correct
manner back in the maintenance unit on the 'MOMBASSA OAK'.
The ANTI-MATTER FUEL for the three DRIVE UNITS on the ship can be found on
Levels 3, 5 and 9 - you need the POD to carrying them, though, as they are
highly radioactive!
Your INVENTORY at the start consists of 1 CREDIT CARD and 1 PAIR OF RED
SPOTTED BOXER SHORTS (worn!). You have no food or liquid. The CARD is good
for FIFTY CREDITS only and you will not find another until Level 9, so use
it to BUY COFFEE ONLY and use the FREE ISSUE FOOD on board the ship. Credit
Cards are used in KOPEK COFFEE MACINES, SNACK-O-MATS and DRINK-O-MATS.
ID CARDS are used in FIRST AID machines and in MAGAZINE/POWER MODULE
RECHARGE UNITS. Do not throw away discharged POWER MODULES or empty
MAGAZINE CLIPS as there are RECHARGE UNITS on Levels 3, 5, 7 & 9.
FIRST AID UNITS are operated by ID CARDS and offer HYPODERMICS or BOTTLES
of PILLS, COLOUR-CODED to match your STATS WINDOW. HYPODERMICS increase the
relevant STAT by about 25%, PILLS by 12.5%. Each FIRST AID KIT will supply
any combination of items, but your ID CARD will cover ONLY TEN PURCHASES.
It will, however, still give you UNLIMITED RECHARGE FACILITIES. Like the
CREDIT CARD, the next one will not be until Level 9 so use it WISELY!
CODE FOR KEYPAD ON FIRST MACHINE
0......YELLOW HYPODERMIC 5......YELLOW PILLS
1......WHITE HYPODERMIC
6......WHITE PILLS
2......RED HYPODERMIC
7......RED PILLS
3......BLUE HYPODERMIC
8......BLUE PILLS
4......GREEN PILLS
9......GREEN HYPODERMIC
Where possible, leave surplus equipment near ladders and remember or note
it's position as you may need it later.
A system of progressive SECURITY PASSES operates on the earlier levels and
each one must be found to open SECURITY DOORS on the next level. They can
be found on Levels 3, 4 (The ventilation system), 6 (the Hospital Level)
and 9.

FOOD/BEVERAGE, IT'S EFFECT ON YOUR STATS AND COST


SOURCE

TYPE

Found
Tin of Tuna
Found
Tin of Spam
Found
Tin of Sardines
Found
Tin of Beans
Kopek Coffee
Machine
Coffee
Drink-O-Mat
Beer
Drink-O-Mat
Cola
Drink-O-Mat
Mineral Water
Snack-O-Mat
Pizza
Snack-O-Mat
Burger
Snack-O-Mat
Banana
Snack-O-Mat
Ham Sandwich
Snack-O-Mat Cheese Sandwich
Snack-O-Mat
Choc Bar

APPROX INCREASE IN STAT COST


90%
66%
50%
20%

40%
40%
33%
20%
20%
30%
15%
40%
30%
20%

2
5
4
1
5
4
1
3
2
2

The Armoury is on Level 9, together with the Snack-O-Mat, Drink-O-Mat,


Kopek and First Aid machines, along with a Recharge Unit. After here, there
is nothing much but creatures and no food or liquid sources (at least none
that we've found yet!), so you will need to return a few times to top up
your stats and recharge your equipment.
Starting on Level 2, you will find some small grenade-like objects of
various designs which don't appear to do anything. Take a few with you and
note the locations of others - they may come in useful. They are in fact,
missiles for the Rocket Launcher to be found on Level 11 (Lower Vent
Level).
Other items which will be of use later are large black Magazine Clips which
fit into the Assault Rifle from Level 12 (second Cavern Level). The various
Data Disks will tell the story of what happened to the inhabitants and give
some information about the Xenomorphs.
There is an Armoured Suit, Helmet, Gloves and Boots on Level 5 which offer
the best protection. Only wear it when necessary as it's use will
accelerate the lowering of your liquid stat.
CREATURES
You can simply run past the smaller denziens of the levels and trap others
in rooms by enticing them in and then running out and shutting the door.
The Vent System is the most dangerous, as you can be trapped in it by two
or more creatures. Use the Motion Tracker here.
On Level 3, destroy any Eggs you see before they hatch, and do the same to
any chrysalis' on Level 5. Remember that any creature left on the way down,
will still be there on the way back. The 'Blobs' are indestructable but
after being shot several times they will form a chrysalis and you can pass
them. However, after a while they will become mobile blobs once more and
now they are immune to the weapon you used to chrystalize them! .The deeper
you go down, the tougher they get, but you do find better weapons.
The best all-round weapon on the earlier Levels is a Magnum Pistol, on the
lower Levels, a Rocket Launcher and Assault Rifle. Mines are alright, but
creatures don't always oblige by stepping on them!
When shooting Aliens, ensure that you do so via the Inventory Window as

they take far less shots to kill and are virtually impossable to miss.
The Air Analyser and Personal Communicator are of no use to you.
Kill all the Sand-Spiders withn the Magnum and/or Hand Laser.
An example of dealing with a Tank Monster is:
|-----------------------------|
|:::::::::::::::::::::::::::::|
|:::::|-----------------------|
|:::::| 'B'
*
'A'
|:::::|
|----------------|
|:::::|
|::::::::::::::::
|:::::|
|::::::::::::::::
|:::::|
|::::::::::::::::
|:::::|
|::::::::::::::::
|:::::| 'C' |::::::::::::::::
|:::::|
|::::::::::::::::
|-----|
|::::::::::::::::
|DISCS
|::::::::::::::::
|------------|:::::::::::;::::
::::::::::::::::::::::::::::::

THE TANK WILL NORMALLY


PATROL BETWEEN POINTS
'B' & 'C'. HOWEVER IT
'D' WILL OCCASIONALLY COME
TO POINT 'A'. ENTER THE
TUNNEL AND DROP A MINE
AT *. RETURN TO 'A'. WHEN
THE TANK APPEARS AT 'B',
FIRE A ROCKET AND RETREAT
TO 'D'. THE TANK WILL
FOLLOW YOU TO POINT 'A',
CROSSING THE MINE AS IT
DOES SO. WAIT UNTIL THE
TANK RETREATS BACK INTO
THE TUNNEL, THEN REPEAT
THE PROCESS UNTIL THE TANK
IS DESTROYED. NOW GO AND
GET THE DISCS!

Thee are no really hard puzzles in this game. Once you have collected the 3
Anti-Matter Rods to power your ship, enough Microchips to replace the
faulty ones and two Master Discs to re-programme the ship's computer, you
should make your way back out. Don't forget to collect the White Pills from
the First Aid machines to combat the radioactive effect of the Anti-Matter
Rods!
When you return safely to the ship, put one Anti-Matter Rod in EACH of the
Drives, replace ALL the Faulty Chips and insert the TWO DISCS into the
Computer............then BLAST OFF!!!!!
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Vous aimerez peut-être aussi