Alien 3: FAQ/Walkthrough by obishawn
Version 1.3, Last Updated 2006-10-09 View/Download Original File Hosted by
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Game: Alien 3
Platform: Super Nintendo Entertainment System
FAQ type: Complete Walk-through
By: Obishawn
"My mommy always said there were no monsters ... no real ones ... but there
are ..." - Newt
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Do a search and enter any specific word or phrase found in the Table of
Contents to go directly to that information.
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-----------------
Table of Contents
-----------------
I - Introduction
II - Story
A - Alien
B - Aliens
C - Alien 3
III - Controls
IV - Enemies/Weapons/Ammo & Health
A - Enemies
B - Weapons
C - Ammo & Health
V - Walk-through
A - Stage 1 - Corridor #12
Objective 1 - Hunt or be Hunted
Objective 2 - Pressure Point
Objective 3 - Heat it up
Objective 4 - Power Link-up
Objective 5 - Crossed Wires!
Objective 6 - Closed Doors
Objective 7 - Power Plus+
Objective 8 - Total Control
B - Stage 2 - Corridor #10
Objective 1 - Power to the People
Objective 2 - Depths of Despair
Objective 3 - 360 Degree Action
Objective 4 - Mercy Mission
Objective 5 - On a Short Fuse
Objective 6 - Mission Impossible
Objective 7 - Watch Your Back!
C - Stage 3 - Corridor #17
Objective 1 - Ready and Waiting
Objective 2 - Operation Rescue
Objective 3 - Slaughter 'em High
Objective 4 - Operation Neptune
Objective 5 - System Failure
Objective 6 - Down Town
D - Stage 4 - Corridor #26
Objective 1 - Machine Mania
Objective 2 - Free and Fry
Objective 3 - Super Search
Objective 4 - Electric Storm
Objective 5 - Salvage and Scorch
Objective 6 - Fit to Burst
Objective 7 - Hot Toast
E - Stage 5 - Corridor #20
Objective 1 - Multi-Rescue
Objective 2 - Electro-Shock
Objective 3 - Burning Desire
Objective 4 - Tip Toe Special
Objective 5 - Hunt High and Low
Objective 6 - Amp Camp
F - Stage 6 - Corridor #35
Objective 1 - Black Out
Objective 2 - Rapid Rescue
Objective 3 - Secure and Torch
Objective 4 - Smash and Grab
Objective 5 - Confused
Objective 6 - Red Hot
VI - Secrets
A - Passwords
B - Push-Button Cheats
C - Game Genie Codes
VII - Version History
VIII - Credits & Thanks
IX - Legal Disclaimer / Contact Information
A - Legal Disclaimer
B - Contact Information
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I - I N T R O D U C T I O N
-----------------------------
"A perfect organism ... Its structural perfection is matched only by its
hostility. A survivor ... unclouded by conscience, remorse, or delusions of
morality." - Ash
"It's an eight foot creature of some kind, with acid for blood... And it
arrived on your spaceship. It kills on sight and is generally unpleasant."
- Superintendent Andrews
If you look at this FAQ, please contact me. If there are any other fans of
this game or movie, I would love to know it. So why make a FAQ for this long
forgotten game? Two reasons:
1 - No one else has done so.
2 - I'm pretty passionate about the game and the movie.
-----------
Game Basics
-----------
The game is loosely based on the movie. They are both set on Fury 161 at the
prison, there are aliens running around, and Ripley is bald. As far as
similarities go, that's about it.
Unlike the movie, Ripley actually has weapons, there are many, many more aliens
roaming around, and you, as Ripley, have to fulfill certain objectives before
moving on to the next stage. Long story short, if you are looking for plot
consistency for the over all story, do not rely on this game.
At certain points in a stage, you will find a computer terminal from which you
can choose from different objectives before you can move on to the next stage.
The layout of the walk-through will be divided by stages, then those will be
divided by each mission objective in each stage.
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----------------
II - S T O R Y
----------------
Before I explain the game's story, I'll provide a bit of back story, based on
the movies.
---------
A - Alien -
---------
A ground breaking movie for the horror and sci-fi film industry back in
it's day, the crew of the Nostromo are returning to earth when the ship
picks up on unidentifiable beacon that repeats itself. On company
orders, the Nostromo sets down on LV-426, a small planet of no
significance.
The crew find the source of the beacon, a derelict space craft. After
entering and searching the derelict ship, one crew member found a cargo
of alien eggs. After it attaches itself to him, the crewmen return to
the Nostromo and evacuate the planet.
Once on board the ship, the crews worst nightmares are realized when the
alien is born. One by one, crew members die until the final showdown
with Ripley.
----------
B - Aliens -
----------
Fifty-seven years after the events of the first movie, Ripley's escape
pod is discovered and recovered by a deep space salvage team. She is
still alive after being kept in stasis in cryosleep. During this time,
The company, Weyland/Yutani, set up a colony on LV-426 to set up
atmosphere processors.
After a trial is held in an attempt to place the responsibility of the
destruction of the Nostromo on Ripley, Burke, a representative from the
company, sends a survey team on LV-426 to search out the derelict space
craft.
Like Kane 57 years before, the survey team discovers the alien eggs and
after a face-hugger attaches itself to one of the people, they bring him
back to Hadley's Hope, a settlement made by the colonists. When contact
between Gate Way Station and LV-426 is lost, the Colonial Marines are
sent as a precaution to investigate the situation.
The Marines, along with Ripley and Burke, find the colony deserted and
after further searching, they find out why. All hell breaks out as the
Marines fight for their lives against an army of vicious aliens.
Few survive, but they manage to escape the planet.
-----------
C - Alien 3 -
-----------
Picking up where Aliens left off, and in consistency with the movie,
Ripley ends up on Fury 161, a planet reserved for a maximum security
prison, when she is automatedly put into an E.E.V. (Emergency Escape
Vehicle) and jettisoned into space.
And thus, the game begins with a gun in your hand . . .
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III - C O N T R O L S
-----------------------
Y - Flame Thrower
B - Jump
A - Machine Gun
X - Grenade Launcher
R & L - Scroll through your ammo.
Select - Motion Tracker
Start - Pause
D-pad:
Up - Aim up, climb up ladders
Down - Aim down, climb down ladders
Left & Right - Move in that direction
Note: You can also aim diagonally.
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------------------------------------------------------------------
IV - E N E M I E S / W E A P O N S / A M M O & H E A L T H
------------------------------------------------------------------
---------------------
A - Ripley's Bad guys
---------------------
1 - Eggs -
The pod-like eggs house face-huggers. If you do not destroy an egg, it
will continue to spawn more face-huggers. They only take damage when they
are open.
2 - Face-huggers -
These are the spider-like aliens that you will see crawling on floors and
ceilings. If a face-hugger attaches itself to you, press right and left to
shake it off or enter a near by door quickly so that you won't take damage.
Also, you can jump just before the face-hugger leaps for your head and
avoid the creature all together.
3 - Chest-busters -
These are small like the face-huggers, but look like their full grown
brothers. These move along the floors and stop to spit acid at you.
4 - Warriors -
These are the medium sized aliens. They are a bit larger than the
chest-busters and spit acid as well.
5 - Bambi-busters -
These are the larger aliens you see that sometimes travel on the ceilings.
This is THE alien from Alien 3. These also spit acid, charge at you, and
just like in the movie, they explode when they die.
6 - Queens -
Queens are the largest of the alien species. Make sure you have adequate
fire-power when confronting this bad mamma.
--------------------
Other harmful things
--------------------
1 - Acid puddles -
You will come across these occasionally. They drip from ceilings and
through the floors. Simply jump over the puddles on the floor and dodge it
as it drips from the ceilings.
2 - Hot lead -
Fury 161 was a lead works and you can still find pits of molten lead
throughout the stages of the game. You can jump across most of the pits,
but there will be times you must use the elevated platforms or monkey bars
to cross the larger pits.
-----------
B - Weapons
-----------
1 - Flame-thrower -
Press the Y button to incinerate the alien hordes with this trusty weapon.
2 - 30 millimeter pump-action Grenade Launcher -
Pressing the X button will fire off devastating grenades. They bounce off
of hard surfaces but explode when they come in contact with an alien.
3 - 10 millimeter M-41A Pulse Rifle-
Press the A button to send out a volley of bullets and make Swiss cheese
out of any alien in your path.
-----------------
C - Ammo & Health
-----------------
1 - Red, Green, and Blue containers -
These refill the fuel for the flame-thrower. The differnt colors represent
different strength. Red is the weakest, Green is the mid-range, and blue is
the most potent.
2 - Grenade Ammo -
These are what look like bundles of white capsules.
3 - Magazines -
These are green and add a clip of 100 rounds to your machine gun ammo
reserves.
4 - Health Packs -
These are red boxes with a large white cross, snag one to restore health.
===============================================================================
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V - W A L K - T H R O U G H
-------------------------------
------------------------------------------
A few pointers before we get started . . .
------------------------------------------
- This guide is based on the "Normal" difficulty setting.
- The main area in each stage has a name as seen when you look at the
blue-prints. It is always called "Corridor #__." I have used the names of
the Corridors in this FAQ. The name for Corridor is given next to the stage
number in each section and can also be seen in the Table of Contents.
- At any time, you can access a terminal to read the objective briefing again.
- At any time, you can access a terminal to view the blue-prints. This is
very handy since it is easy to get lost. And speaking of getting lost, I
will provide general directions to specific rooms for each objective. Do
yourself a favor and familiarize yourself with the area and be sure to plan
your path to the rooms using the blue-prints.
- Ammo and health pick-ups respawn when you begin the next objective.
- Once you have completed an objective, you will hear a continuous beeping
similar to that of R2D2 until you access the terminal again. This beep
signifies that you have completed the objective.
- Many of the objectives require you to make repairs, seal doors, and do some
welding. All of these functions are performed by standing in front of or
next to the object you wish to work on. Then press and hold the Y button
until the percentage meter shows 100%.
- In every stage, there are objectives where you must locate and release the
prisoners. To do so, once you find one, simply touch the prisoner and he
will fall to the ground, then move on to the next prisoner. To help you
locate the prisoners, you can do three things:
1 - Review the blue-prints. The prisoners are pin-pointed in each area.
2 - Use the motion tracker. Prisoners show up as a red dot.
3 - Listen for their cries for help. If you are close enough, they will
call out to you.
- After completing all of the objectives in a stage, return to a terminal to
proceed to the next stage.
- Explaining where to go in this game is rather difficult. You will have to
rely on using the blue-prints, or you can use Orpheus314's maps found on the
FAQs and Guides page, or just use this link:
http://www.gamefaqs.com/console/snes/game/8827.html
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A - S T A G E 1 - C O R R I D O R #12
-------------------------------------------
Number of Terminals: 3
Password to this Stage: It's the first Stage, so there isn't one.
===============================================================================
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Objective 1 - Hunt or be Hunted
-------------------------------
Ripley's briefing -
The scanners have picked up a quantity of
PDT's (Personal Data Transmitters). Some
prisoners must be trapped in Cell Block #3
and Cell Block #4. Let's get down there
and rescue them all!
Directions and notes -
Go through Assembly Hall #1 to reach Cell Block #3. The door to Assembly Hall
#1 is to the right of the first terminal, just past the duct work. To reach
Cell Block #4, from the first terminal, drop through the duct work, ignore the
path to the right, follow it to the left and down into the second level. Cell
Block #4 is to the right, next to the terminal.
-------------------------------------------------------------------------------
----------------------------
Objective 2 - Pressure Point
----------------------------
Ripley's briefing -
Multiple pipe fractures are being reported
from Mine Area #22. Their repair is vital
to the entire cooling system. We need to
locate and repair them all ...
Directions and notes -
Make your way to Mine Area #22 and locate the 4 pipes that need repairing. The
pipes will have a yellow crack. Stand in front of the cracks and use the Y
button (Flame-thrower) to weld the pipe back together until the meter reaches
100%.
To get to Mine Area #22, go down the duct work next to the first terminal. It
will branch off to the right and to the left, take the left path. As soon as
you drop out of the duct work, take the door in the side wall on the left.
-------------------------------------------------------------------------------
------------------------
Objective 3 - Heat it up
------------------------
Ripley's briefing -
It's a blasted nursery down there! We've
gotta fry all the alien eggs in Waste Area #3,
and Alien Corridor #1, before they hatch.
Directions and notes -
To get to Waste Area #3, you need to go through Mine Area #22. Alien Corridor
#1 is located at the top left of the main area, near the terminal where you
first start the game.
In Alien Corridor #1, you can use the over head vines to pass over or keep
away from the aliens.
-------------------------------------------------------------------------------
---------------------------
Objective 4 - Power Link-up
---------------------------
Ripley's briefing -
There's an ignition unit in Waste Area #2.
Let's grab it and connect it to the generator
in Assembly Hall #1.
Directions and notes -
Waste Area #2 is in the right side wall on the top level.
The ignition unit looks like a mushroom with a blue top. Be sure to search the
wall to the right of the ignition unit for a hidden passage that leads to some
valuable ammo.
Now, head to Assembly Hall #1, which is on the top level, to the right of the
first terminal. Climb the first ladder. Head right and climb the next ladder.
Head left and use the monkey bars, then drop to the floating platform when it
is underneath you. Ride it to the next ledge. Go down the next ladder and
head right. Simply walk in front of the generator to install the unit.
-------------------------------------------------------------------------------
----------------------------
Objective 5 - Crossed Wires!
----------------------------
Ripley's briefing -
There are two blown fuse boxes and a broken
junction box in Waste Area #2. This place
is falling apart! We'd better get down there
and repair them before we lose all power.
Directions and notes -
Waste Area #2 is located in the top right corner in the main area.
The fuse boxes and the junction box are repaired just like the pipes were in
Objective 2 - Pressure Point, simply stand in front of the boxes and hold the
Y button until the meter reaches 100%.
You can jump through the wall to the left of the junction box as a short cut.
-------------------------------------------------------------------------------
--------------------------
Objective 6 - Closed Doors
--------------------------
Ripley's briefing -
Things are getting out of control. If we
don't secure Alien Corridor #1 quickly,
they'll totally colonize it, but if we seal
this door with the torch, their movement
will be limited.
Directions and notes -
You may want to save this objective for last. If you complete it, you will cut
off access to Weapons Room #11, which is loaded with 2 fuel containers for the
flame-thrower, 5 packs of ammo for the grenade launcher, and 4 magazines for
machine gun.
Whenever you do decide to complete this objective, Alien Corridor #1 is located
in the top left of the main area. Go to the door that leads to the weapon room
and stand in front of it. Press and hold the Y button to use the torch until
the meter reaches 100%.
-------------------------------------------------------------------------------
-------------------------
Objective 7 - Power Plus+
-------------------------
Ripley's briefing -
*** Complete power failure ***
All fuse boxes in Bug Wash #12, and Medic
Bay #9 have gone down. I have a bad
feeling about this one.
Directions and notes -
Bug Wash #12 is located on the top level in the main area. From this direction
you can reach two of the fuse boxes. You will have to enter from another way
to reach the other fuse box. Luckily, the other entrance is through Medic Bay
#9.
To reach Medic Bay #9, while in the main area, go through the air ducts until
you reach the second level of the main area. After climbing down the ladder,
it will be the first door on your right.
-------------------------------------------------------------------------------
---------------------------
Objective 8 - Total Control
---------------------------
Ripley's briefing -
These blue-prints are a life saver. It
seems we can isolate Medic Bay #8 by
sealing this door from Corridor #12 and
this door from Cell Block #4. If we seal
these doors, with the torch, it will
seriously curtail their movement.
Directions and notes -
Assuming you are at the terminal near the door to Cell Block #4, enter Cell
Block #4. The door to Medic Bay #8 can only be sealed from the Cell Block #4
side. Stay on ground level in Cell Block #4 and run to the right, use the
torch to seal the door, then return to the main area.
The door between Corridor #12 and Medic Bay #8 can only be sealed from the
Corridor #12 side. Using the blue-prints, make your way to the door and seal
it up with the torch.
The easiest path would probably be to go through the air ducts in the floor.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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B - S T A G E 2 - C O R R I D O R #10
-------------------------------------------
Number of Terminals: 2
Password to this Stage: QUESTION
===============================================================================
---------------------------------
Objective 1 - Power to the People
---------------------------------
Ripley's briefing -
We need to collect the power pack from
Hangar Bay #4 and hook it up to the
generator in Weapons Room #8.
Directions and notes -
The power pack is located at the top of Hangar Bay #4. Go as high as you can,
and as far left as you can. A long, thick chain will be hanging there, use
that to climb up to the upper level.
When you enter Weapons Room #8, simply climb the first ladder and the go left.
Walk in front of the generator to install it.
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-------------------------------
Objective 2 - Depths of Despair
-------------------------------
Ripley's briefing -
That's strange... The pressure is down
in Bug Wash #8. Some of the pipes must
have burst. Let's get down there and
repair them.
Directions and notes -
Bug Wash #8 is located on the top level of Corridor #10. In side the Bug Wash,
you can stay on ground level or jump on top of the pipes.
-------------------------------------------------------------------------------
-------------------------------
Objective 3 - 360 Degree Action
-------------------------------
Ripley's briefing -
Check out Alien Corridor #2. It's wall
to wall in there. Let's torch the eggs
and weld this door shut. They'll infest
the whole complex.
Directions and notes -
Alien Corridor #2 is located in the middle and far right of Corridor #10.
After entering the corridor, turn around and weld the door. Wipe out the eggs
and exit stage left.
-------------------------------------------------------------------------------
---------------------------
Objective 4 - Mercy Mission
---------------------------
Ripley's briefing -
Those poor souls in Furnace Area #7! We've
got to free them all before any more of
those things are created.
Directions and notes -
To get to Furnace Area #7, you will need to pass through Cell Block #5, which
is located at the top and far right of Corridor #10.
-------------------------------------------------------------------------------
-----------------------------
Objective 5 - On a Short Fuse
-----------------------------
Ripley's briefing -
There's an electrical short in Medic Bay #3.
The fuses must have blown. We'll need to
repair all fuse boxes.
Directions and notes -
There is a wall dividing Medic Bay #3, meaning there are two entrances. One is
located on the bottom level of Corridor #10, on the left side. The other is at
the very top and left of Corridor #10.
-------------------------------------------------------------------------------
--------------------------------
Objective 6 - Mission Impossible
--------------------------------
Ripley's briefing -
These things are like machines! More
prisoners are being held in Furnace Area
#6. Time to waste some more aliens.
Directions and notes -
Furnace Area #6 is located on the top level and to the left in Corridor #10,
near the door to Medic Bay #3. It too has a second entrance that you must use.
Luckily, it too is located on the top level, but on the right side, just after
the terminal.
-------------------------------------------------------------------------------
------------------------------
Objective 7 - Watch Your Back!
------------------------------
Ripley's briefing -
That's all we need, a power outage in
Assembly Hall #2! We'll have to repair
the fuse boxes!
Directions and notes -
The Assembly Hall #2 is located on the middle level of Corridor #10 on the left
side of the terminal. When you enter the Assembly Hall from the right side,
to the left of the levitating lift is a secret wall leading to some goodies.
To get to the other side of Assembly Hall #2, you will need to go in the door
right next to the terminal in Corridor #10, which leads to Hangar Bay #4. You
must pass through this area to get to the other side of Assembly Hall #2.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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c - S T A G E 3 - C O R R I D O R #17
-------------------------------------------
Number of Terminals: 1
Password to this Stage: MASTERED
===============================================================================
-------------------------------
Objective 1 - Ready and Waiting
-------------------------------
Ripley's briefing -
There is a Mother Alien in Surface Area #6
preparing to nest. We'll have to take care
of her before the whole area is infested.
Stay cool!
Directions and notes -
Surface Area #6 is located at the top and left most corner in Corridor #17.
After you enter the area, stay on ground level and run to the left. The Queen
Alien will be obvious because she will be the largest Alien you've encountered
yet.
-------------------------------------------------------------------------------
------------------------------
Objective 2 - Operation Rescue
------------------------------
Ripley's briefing -
There are prisoners trapped in Cell Block #6
and Assembly Hall #7. If we don't get them
out, they'll be impregnated by the face-huggers!
Directions and notes -
There are two doors to Cell Block #6, one is located just left of the terminal
on the top floor of Corridor #17 and the other is located to the right of the
same terminal, two doors down. But, there is a door in the main corridor that
you cannot open or pass through. Enter the door to the left of the terminal,
that way when you finish freeing the prisoners in Cell Block #6, you will be
at the air ducts on the other side of the impassible door to head towards
Assembly Hall #7.
Assembly Hall #7 is located at the bottom most level of Corridor #17. You will
have to travel through the air ducts to get to it. If in doubt about which
path to take in the air ducts, go down and left. Use your blue-prints!
-------------------------------------------------------------------------------
--------------------------------
Objective 3 - Slaughter 'em High
--------------------------------
Ripley's briefing -
A Mother Alien has visited Surface Area #7
and laid a large batch of eggs. Let's get
over there, fry the eggs and destroy the
Mother Alien!
Directions and notes -
To reach Surface Area #7, you will need to pass through Cell Block #6 again.
Surface Area #7 is located on the top level and to the far right in Corridor
#17.
-------------------------------------------------------------------------------
-------------------------------
Objective 4 - Operation Neptune
-------------------------------
Ripley's briefing -
The pressure's down in Mine Area #3. Looks
like we have more pipes to repair!
Directions and notes -
Mine Area #3 is located at the bottom level of Corridor #17 and on the right
side. Be sure to use the blue-prints to confirm which door is the one you
want.
Again, you must pass through Cell Block #6 to reach the air ducts that lead to
the bottom of Corridor #17.
-------------------------------------------------------------------------------
----------------------------
Objective 5 - System Failure
----------------------------
Ripley's briefing -
Not again... The power's down in Medic
Bay #5 and Bug Wash #14! We need to
repair the blown fuse boxes, otherwise
we'll be fighting by torch light.
Directions and notes -
Once again, pass through Cell Block #6 to reach Bug Wash #14. It is the door
to the immediate left of Cell Block #6, once you exit. Be prepared to
encounter her royal majesty. Then, to get to Medic Bay #5, take the air ducts
down, then left, then down again. Once you are out of the ducts, take the door
on the far left.
-------------------------------------------------------------------------------
-----------------------
Objective 6 - Down Town
-----------------------
Ripley's briefing -
Ok, Let's secure Alien Corridors #3 and #4
by welding these doors shut. It won't be
easy though... The corridors are all
covered with resin and the aliens will
be well camouflaged.
Directions and notes -
Alien Corridors #3 and #4 are both located on the bottom level of Corridor #17.
Alien Corridor #4 is on the left side and Alien Corridor #3 is on the right.
No matter which Alien Corridor you choose to do first, when you are finished
with your welding job, as soon as you step out of the Alien Corridor, go
straight until you come to a side door. Enter this door and pass straight
through. This will lead you to the other side putting the next Alien Corridor
directly in front of you.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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D - S T A G E 4 - C O R R I D O R #26
-------------------------------------------
Number of Terminals: 2
Password to this Stage: MOTORWAY
You start off Stage 4 no where near a terminal. There are two in this stage,
and from this point, one is about as equally accessible as the other. This
first path is probably the easiest way.
One can be reached by taking the air ducts above you. If you do, go up until
it turns to the right. Keep going right until you have no choice but to go
down. If you go down at the other two points, you will make a circle. Once
you drop out of the ducts, you will be next to a terminal. For the sake of
reference, I will call this one "Terminal A."
The other path to take from the starting point is to take the air ducts down.
Follow the path until you have no choice but to go up. Keep following the path
until you can resurface into the main area. Once you step out of the air ducts
run to the left to find the terminal. For the sake of reference, I will call
this one "Terminal B."
Also, unlike the previous stages, there is only one level to this area, as
opposed to the three levels we have seen: upper, middle and lower levels. The
only paths off of this main level are air ducts that allow you to access parts
of the level that are blocked off. All of the doors to the different rooms are
found on this one level.
===============================================================================
---------------------------
Objective 1 - Machine Mania
---------------------------
Ripley's briefing -
Does anything work in this place? Some
fuse boxes in Waste Area #11 are damaged.
Let's get on it!
Directions and notes -
Now, to locate Waste Area #11, go back to the starting point of the level and
it will be the door just after the air ducts to the right.
-------------------------------------------------------------------------------
--------------------------
Objective 2 - Free and Fry
--------------------------
Ripley's briefing -
The aliens are breeding in Cell Block #10.
We've got to free all the prisoners in there
and destroy any eggs we find.
Directions and notes -
Cell Block #10 is just to the right of Terminal A.
-------------------------------------------------------------------------------
--------------------------
Objective 3 - Super Search
--------------------------
Ripley's briefing -
The generator has gone down. Our only
hope is to get an ignition unit from Mine #18
and connect it to the generator in Weapons
Room #14!
Directions and notes -
Mine #18 is in the side wall on the far left of this level. Weapons Room #14
is just to the left of Terminal A, past the air ducts.
-------------------------------------------------------------------------------
----------------------------
Objective 4 - Electric Storm
----------------------------
Ripley's briefing -
There are junction boxes down in Assembly
Hall #4! We need to get them back on line.
Directions and notes -
Assembly Hall #4 is located to the right of Terminal B. The door is there as
soon as you pop out of the duct work.
-------------------------------------------------------------------------------
--------------------------------
Objective 5 - Salvage and Scorch
--------------------------------
Ripley's briefing -
The generator in Assembly Hall #4 has a
blown power pack. There's a spare one in
Surface Area #2, we need to pick up the
power pack and get it back to the generator
in Assembly Hall #4, this is going to be tight!
Directions and notes -
Though you just came out of Assembly Hall #4, you have to get to Surface Area
#2 first. Go to Terminal A, then go in the door in the side wall on the right,
which is Alien Corridor #5. Surface Area #2 is on the other side of Alien
Corridor #5.
Once you snag the power pack return to Assembly Hall #4 install it. Again,
Assembly Hall #4 is located to the right of Terminal B.
-------------------------------------------------------------------------------
--------------------------
Objective 6 - Fit to Burst
--------------------------
Ripley's briefing -
Some pipes have burst in Bugwash #19.
Let's get over there and patch them up!
Directions and notes -
Bug Wash #19 doesn't branch off of Corridor #26, you'll have to enter either
Weapons Room #14 and pass through Medic Bay #1 to get to Bug Wash #19, or you
can enter Assembly Hall #4 and after passing through that room, you will be in
Bug Wash #19.
Weapons Room #14 is just to the left of Terminal A, past the air duct. And
Assembly Hall #4 is located to the right of Terminal B.
-------------------------------------------------------------------------------
-----------------------
Objective 7 - Hot Toast
-----------------------
Ripley's briefing -
There are a lot of eggs in Medic Bay #1.
Let's take care of them quick!
Directions and notes -
The fastest route to Medic Bay #1 is to enter Weapons Room #14 from the main
corridor (Corridor #26) and after passing through the weapons room, you will
be there.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-------------------------------------------
E - S T A G E 5 - C O R R I D O R #20
-------------------------------------------
Number of Terminals: 1
Password to this Stage: CABINETS
The game designers prove their hate towards you with this Stage. There are two
levels to this stage; one at the very top, and one at the very bottom. The
bottom level holds the only terminal. In between the two levels is a huge maze
of duct work, and as you might guess, the only things flowing through the ducts
are aliens.
The fastest way to get from the top to the bottom level is to drop down the
only duct entrance on the top level. Once you reach the bottom of the duct,
you will go left a short distance, then you will climb up. At the top, the
duct makes a 90 degree turn to the left. Not far past that turn is a path
leading down and one that keeps going left. Keep to the upper path and follow
it until it makes another 90 degree turn, which will be down.
Drop all the way to the bottom. You will see that in doing so, you will pass
up a path that leads to the right. Ignore this. It leads back to the other
duct you passed up a few seconds ago. When you reach the bottom of the duct,
just follow it out and you will exit right by the terminal.
===============================================================================
--------------------------
Objective 1 - Multi-Rescue
--------------------------
Ripley's briefing -
They've trapped more prisoners in Assembly
Hall #5 and Mine Area #2. Let's get them
out before they are used as alien incubators!
Directions and notes -
Assembly Hall #5 is on the top level in the left side wall near the place
where you start the Stage. Once you finish in this room, take the door in the
left side wall which brings you to Cell Block #12. You must pass through the
cell block to reach Mine Area #2.
-------------------------------------------------------------------------------
---------------------------
Objective 2 - Electro-Shock
---------------------------
Ripley's briefing -
I don't know which is more dangerous; the
aliens or the electrical system! We have
to repair the fuse boxes in Furnace Area #8
and Cell Block #12.
Directions and notes -
Furnace Area #8 is in the right side wall past the terminal.
To get to Cell Block #12, you must pass through Assembly Hall #5, which is in
the left side wall on the top level.
-------------------------------------------------------------------------------
----------------------------
Objective 3 - Burning Desire
----------------------------
Ripley's briefing -
The sensors have picked up a lot of alien
activity in Waste Area #10. It looks like
a mother alien is getting ready to nest.
Let's take care of her before there are too
many aliens for us to handle.
Directions and notes -
I told you the game designers hate you. Waste Area #10 has to be reached by
passing through Assembly Hall #5, which leads to Cell Block #12, which leads to
Mine Area #2, which finally brings you to Waste Area #10.
-------------------------------------------------------------------------------
-----------------------------
Objective 4 - Tip Toe Special
-----------------------------
Ripley's briefing -
Look! They've spread to Bug Wash #15. Let's
take care of those eggs before the face-huggers
inside can hatch.
Directions and notes -
You have to pass through Medic Bay #15 to reach Bug Wash #15. The medic bay
can be found on the top most level in the right side wall.
-------------------------------------------------------------------------------
-------------------------------
Objective 5 - Hunt High and Low
-------------------------------
Ripley's briefing -
The generator in Medic Bay #15 is off-line. We'll
have to get the power pack from Surface Area #9
and take it back to the generator.
Directions and notes -
Before you venture to Medic Bay #15, you'll have to visit Surface Area #9. You
can reach Surface Area #9 by passing through Alien Corridor #6, which is
located just to the left of the terminal.
Again, Medic Bay #15 is on the top most level in the right side wall.
-------------------------------------------------------------------------------
----------------------
Objective 6 - Amp Camp
----------------------
Ripley's briefing -
The junction box in Weapons Room #10 has fused.
It's a good thing we have a torch to repair it!
Directions and notes -
To reach Weapons Room #10, first you'll have to pass through Medic Bay #15,
then through Bug Wash #15. Again, Medic Bay #15 is on the top most level in
the right side wall.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-------------------------------------------
F - S T A G E 6 - C O R R I D O R #35
-------------------------------------------
Number of Terminals: 1
Password to this Stage: SQUIRREL
As per usual, you start out at the top level and must work your way down to the
terminal on the very bottom level. Fortunately, the duct work is simple to get
through.
When you begin this Stage, run to the right. Take the air duct and drop all
the way down. You will land on so good pick ups. Climb back up to the
intersection in the duct work and take a left, follow it until it turns down,
then drop. You will land on the middle level. Keep dropping down the duct and
follow it out. When you land on the bottom level, run to the left to access
the terminal.
===============================================================================
-----------------------
Objective 1 - Black Out
-----------------------
Ripley's briefing -
We need to repair the junction boxes in
Furnace Area #1. Otherwise, we'll lose
all power in that sector.
Directions and notes -
Make your way through the duct work to the top level. Once you reach the top,
run to the right. If you go left, there is a door that leads into Furnace Area
#1, but you cannot access all of the room. So, run to the right and it is the
second door from the duct.
-------------------------------------------------------------------------------
--------------------------
Objective 2 - Rapid Rescue
--------------------------
Ripley's briefing -
The aliens are relentless! they've trapped
more prisoners in Assembly Hall #10 and
Waste Area #15. Let's get on it!
Directions and notes -
Waste Area #15 is on the way to Assembly Hall #10. Go through the duct and
when you come out on the middle level, it is the door there in the left side
wall.
Assembly Hall #10 is in the right side wall right next to the door to Furnace
Area #1, the room you just came from on the top level.
-------------------------------------------------------------------------------
------------------------------
Objective 3 - Secure and Torch
------------------------------
Ripley's briefing -
We need to destroy all the eggs in Alien
Corridor #7 and secure this door before
they over-run the facility.
Directions and notes -
Alien Corridor #7 is on the top level, next to the door to Furnace Area #1.
There are two doors leading into the alien corridor, once on each side of the
top level, so it doesn't matter which one you use.
Once you are in there, you will need to weld the door shut on the right side of
the room.
-------------------------------------------------------------------------------
----------------------------
Objective 4 - Smash and Grab
----------------------------
Ripley's briefing -
As soon as we get most of the systems
back on line, the aliens trash something
else! We have to get another ignition
unit from Hanger Bay #2 and hook it up to
the downed generator in Furnace Area #1.
Directions and notes -
Hanger Bay 32 is easy enough to reach, it is on the middle level in the right
side wall.
When you are ready to bring the ignition unit to Furnace Area #1, use the door
on the left side of the top level (it is the second door from the duct).
-------------------------------------------------------------------------------
----------------------
Objective 5 - Confused
----------------------
Ripley's briefing -
The power's off in Mine Area #5. More
fuse boxes must have blown. We'd better
check it out.
Directions and notes -
To get to Mine Area #5, you can choose between two paths: through Alien
Corridor #8 or Surface Area #10. Alien Corridor #8 is a straight and short
shot, but there are many, many eggs. The aliens aren't as numerous in Surface
Area #10, but the path is much longer. Either way sucks.
Alien Corridor #8 is in the left side wall beside the terminal.
Surface Area #10 is the first door to the right of the terminal.
-------------------------------------------------------------------------------
---------------------
Objective 6 - Red Hot
---------------------
Ripley's briefing -
You have to destroy the mother alien in
Surface Area #10. This is it... if she
gets past me here, it's game over. Let's
make this count!
Directions and notes -
Surface Area #10 is the first door to the right of the terminal.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--------------------
VI - S E C R E T S
--------------------
-------------
A - Passwords
-------------
Enter passwords on the password screen. After you enter it, select "OK" to
begin the game. You obtain the password for the next stage by completing the
one you are on. For example, you get the password for Stage 2 when you
complete Stage 1.
Stage 2 - QUESTION
Stage 3 - MASTERED
Stage 4 - MOTORWAY
Stage 5 - CABINETS
Stage 6 - SQUIRREL
To view the ending - OVERGAME
----------------------
B - Push-Button Cheats
----------------------
You will need two controllers to perform these. While playing the game (do not
pause the game), on controller 2 press A,B,Y,X. Do not hold them down, but
press them in that order.
Then with controller 1, press A for invincibility, B to increase the damage
dealt to the aliens, or X to give yourself infinite ammo.
You can use all of these cheats at one time, but they must be entered
separately.
Here they are again, just to simplify things:
Controller 2 Controller 1
-------------------------------------------
A,B,Y,X then A for invincibility
A,B,Y,X then B for increased damage
A,B,Y,X then X infinite ammo
--------------------
C - Game Genie Codes
--------------------
Sorry if it is an inconvenience, but I will not be posting the codes here.
Instead, I am providing a link to GSCentral.com. This link will take you
directly to the Alien 3 page.
http://www.gscentral.com/codes.pl?dev=gg&sys=snes&game=alien3
===============================================================================
-------------------------------------
VII - V E R S I O N H I S T O R Y
-------------------------------------
09-09-06 - Minor spelling errors fix and the guide was proof read just to keep
it up to date.
08-05-05 - Small editions made, clarifying a few things.
11-26-04 - Finished the guide, including spell checking.
11-25-04 - Finished Stages 4 and 5.
- Minor touch ups, including making the directions to locations more
specific.
10-15-04 - Finally found and bought the game!!!
- Began working on the walk-through.
===============================================================================
--------------------------------------
VIII - C R E D I T S & T H A N K S
--------------------------------------
CjayC - Do I really need to say why?
Ridley Scott - Directing the first movie and setting the standard for those to
follow.
James Cameron - Continuing the legacy, ushering in a whole new generation of
fans while catering to those won over by Ridley.
***David Fincher*** - He is the man! I am overly biased of course, but that
doesn't diminish his worth as a director at all. Alien 3
was his directorial debut, excluding many commercials and
music videos. He's gone on to direct many other
successful films, such as: The Game, Se7en, Fight Club,
and Panic Room. Alien 3 is by far my favorite of the
Alien films.
H.R. Giger - He introduced us all to the Necronomicon. Such a beautiful
creature.
Game Crazy - After years of searching for this game, looking in my local area
for up to 200 miles and even looking on line, I found the game at
this store only 20 miles away.
Orpheus314 - For his maps of this underrated, old school game.
Dark - Your email meant more than you'll ever know. Some may say, "It's just
a game." But to know that you benefit from this like you do is very
encouraging.
===============================================================================
---------------------------------------------------------------------------
IX - L E G AL D I S C L A I M E R / C O N T A C T I N F O R M A T I O N
---------------------------------------------------------------------------
--------------------
A - Legal Disclaimer
--------------------
This guide is intended for personal, private use and can even be printed and
distributed, but NOT for any amount of payment. Any reproduction of this
guide, in full or in part, other than for personal use, is illegal and a direct
violation of the copyright.
Copyright 2004
If anyone would like to use this guide on their site or other media means, then
you can contact me for permission using the information below.
The only site(s) with permission to use this guide are:
GameFAQs
-----------------------
B - Contact Information
-----------------------
I doubt I get any replies to this, but if for some reason you feel like you
need to reach me, my email address is:
[email protected]
If you do email me, PLEASE put "Alien 3" in the subject. I get a lot of spam
and junk mail so if you do not clarify the subject, your email will most likely
get deleted.
Alien 3: FAQ/Walkthrough by obishawn
Version 1.3, Last Updated 2006-10-09 View/Download Original File Hosted by
GameFAQs
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