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Description
Alien Trilogy is a 3D first-person shooter based on the first three movies in the Alien film series. It was released for the MS-DOS, PlayStation, and Sega Saturn platforms.
Recommended difficulty Advanced / Expert.
EXTERNAL MIRROR contains the Special Infected Skins in a Separate VPK if you want to see them on other campaigns.
Tested this old campaign, & cleared in about 1 hour & 50 minutes. Actually this campaign is good for those who love doing somw objectives to clear a map. All maps have similar objectives like collecting batteries & turning on power to access the locked doors. Bot navigation is fine. Some hints are helpful.
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There are only 2 serious drawbacks here: lack of weapons & supplies & lack of clues. The lack of weapons & supplies happen even in the beginning of map 1. Normally, players will only find lots of pistols, & defibs. Some tier 1 weapons like smg & pumpshotgun will only be found later as players explore further. During my tests twice, one of them had a tank when bots & I only had pistols & melee weapons. I had no other choice but to run back to the places where there were barrels & burned the tank there & then kept running until he died burning out to crisp. For personal use, I decided to change some scripts on map 1 from "any_pistol" to "any_rifle", just to replace any pistols found during exploration to decent primary weapons just in case when a tank came.
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Most maps are simple, like, I'll give you a tips like this, "If you can't open a locked door or two, you need either to turn on power somewhere or get some batteries to turn on power". Only few clues are provided, & it's just as I said in the quotation, & this is the 2nd serious drawback. Normal players who don't get used to item searching & exploration will get frustrated, as most maps are like mazes of corridors & boxes. Even I solved most mazes just by my usual trick, by "keeping turning left" at the junctions as I'm bad at solving a maze :D .
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& prepare your patience on map 4, as I spent most of my time on map 4. Map 4 is the combination of maze & puzzles of switches. Some switches can only open the secret rooms once, so make sure that you take all supplies inside before leaving the secret rooms. The rest of the switches are related to the paths. My usual tactic to always turn left met a dead end here when a locked door required more power to unlock, & I had to put some extra thoughts about the possible paths by looking around. Well, I'll give some little clues to help from frustration on this map. Pay attention to the paths & a control panel on a high place, & find a way to go there. There's a hidden tricky elevator that can lead to that place. Once you solve that one, the rest of paths are just pieces of cake.
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Map 5 also has similar mechanisms, but shorter. The locations where the control panels & batteries aren't as difficult as map 5.
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The finale also has such mechanisms, but with the camouflaged doors. At first, you may only see a dark cave, but actually some walls are camouflages. If you're confused, just try to shoot around with rifles or pistols. Once you get the power on & unlock the gate, the defense finale is waiting. Somehow, during the finale event, the tank often gets stuck behind a locked room. & the finale is kind of disappointing, because when I looked into the vpk, I saw something like alien queen & I expected to fight a final boss, a real alien. But well, in the end it was just a normal defense finale.
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In overalls, it would be a fun campaign if those 2 serious drawback didn't exist. It's still challenging for those who love a campaign with some objectives required to clear the maps & those who love solving mazes. For those who only want to play for fun & refreshment, it's not recommended to play this one, as you'll get more frustrated & much less refreshed when trying to figure out where the batteries & the paths are. But I'll keep this campaign, because I also like to play campaigns about puzzles & objectives once for awhile.
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Posted this review
Good, but kind of frustrating without clues