Toxic feud / Feature description and instructions home


Feature description and instructions


Xenomorph alert in the geothermal power converter complex on a dark and hostile planet. For several hours the whole facility’s personnel is at war with the alien race, that keeps invading the complex through dug tunnels. All combat synthetics have been used up and there’s no trace of the heavily armed marine defense squad. Critical damage to the processors has destabilized the entire complex. Meltdown is imminent. The remaining engineering and security personnel is advised to evacuate with all haste. Due to violent acid storms the use of dropships is impossible. Retreat to the only APC on the lower levels and leave the infested facility to self destruction.


For both human and alien players the following instructions detail the most important locations and provide hints on proofed strategies.

normal version



1.1: Ceiling lights




level: 1, 2
race(s): both
 
description:        

The ceiling lights illuminate the upper levels (1 and 2) and will plunge them into darkness upon destruction. Each ceiling light has three states: whole, cracked and destroyed.

 
screenshot: screenshot
 
remarks:
ALIENS They cannot be torn but must be clawed at several times. Pounce may also work.
MARINES    Avoid shooting these lights if you don't want to end up in a dark room.





1.2: HQ security door




level: 1
race(s): Aliens
 
description:        

The main door of the marine headquarters at level 1.

 
screenshot: screenshot
 
remarks:

To breach this door, tear down the grating outside of the HQ:

protective grating of maintenance shaft

Enter the maintenance shaft and tear down the control panel located at the end. This opens the security door to the HQ.

A similar control panel can be found inside the HQ. This also opens the door, if torn or destroyed:

protective grating of maintenance shaft





1.3: Holographic map




level: 1
race(s): Marines
 
description:        

A projector displays the whole complex as a strategic holographic map. The location of the HQ is marked green. The evac zone is marked red. Most vertical shafts of this industrial complex are fitted with motion sensors. These are linked with the HQ and can display their information in the holo map in real time. When movement is detected, the corresponding sector is displayed in red.

 
screenshot: screenshot
 
remarks: As with the standart motion tracker, a distinction between friend or foe is not possible. Lurking xenomorphs will remain undetected as long as they remain still.
(Turn off the holo map , if it taxes your machine's performance.)





1.4: Supply lift




level: 1
race(s): both
 
description:        

The HQ is fitted with a four-track supply lift, initially powered down. As long as it is powered down, the marines are denied their powerful weaponry.

 
screenshot: screenshot
 
remarks:
ALIENS

Tear down each control panel to shut down each of the four supply-lift tracks. Even if the lift has not yet been activated, the control panels can be destroyed to render the lift useless.

screenshot
MARINES   

A switch on level 3 activates the supply lift, providing the marines with any needed weaponry in their HQ. Protect the above control panels at all costs, once destroyed there is no way to reactivate the supply lift.

screenshot





2.1: Ventilator




level: 2
race(s): both
 
description:        

The first and most important station is the ventilator control at level 2. All marines should hurry to reach this location, before aliens can damage it. Inside the control room is a switch that activates a high power ventilator for 30 seconds. Once active, the vent blows any creature inside the tunnel right into the electrical discharge. As long as the vent is active it's impossible for aliens to reach the HQ.

 
screenshot: screenshot
 
remarks:
ALIENS

To disable the ventilator, access the ventilation system by tearing down the metal access door.

screenshot

It takes about five attempts to open the pipe. Enter and tear down the power ventilator engine controller.

screenshot

Several detonations will occur in the control room and the power vent will be off-line. You can escape down the ventilation shaft.

Tear down the three supports in the ventilator control room to bend down a cable, that will electrify the floor.

MARINES    All marines should hurry to reach this location, before aliens can damage it.





2.2: Teleporter




level: 1
race(s): Marines
 
description:        

Once unlocked, the marines can travel by means of this teleporter swiftly between level 1 and level 2. The simultaneous use of this device might cause fatal accidents. A one by one use is strongly recommended.

 
screenshot: screenshot
 
remarks:

Located on level 2, this switch unlocks the teleporter gates.

screenshot





2.3: Ceiling shaft




level: 2
race(s): Aliens
 
description:        

At level 2, one finds a shaft leading directly into the marines' HQ, that can only be accessed by Facehuggers.

 
screenshot: screenshot
 
remarks: Before this shaft can be entered, an evolved species must tear down the grating.





3.1: Exosuit assembly bay




level: 3
race(s): Marines
 
description:        

Down on level 3 this assembly bay provides exosuits in regular intervals. Intense heat makes survival during the assembly process impossible. Leaving the bay quickly after restocking is recommended. Up to 2 exosuits are supported.

 
screenshot: screenshot
 
remarks:

An emergency lever relays extra power to the machines, thus considerably increasing the assembly rate:

screenshot





3.2: Toxic waste processor




level: 3
race(s): both
 
description:        

It's in the marines' best interest to keep this facility intact. This machine is already heavily damaged and emits toxic fumes. The emergency control has kicked in and supports the machine with necessary energy, to maintain the process. The energy flow can be interrupted by destroying the conduit. Once destroyed, the whole level will be flooded with toxic, caustic gas. The emergency control boasts 7 such conduits that can be connected to the converter by the corresponding levers to reestablish normal atmosphere. If all conduits have been used up, the level remains flooded. In addition the machine is sensitive to explosives. Marines should avoid using explosive ammunition when firing at the machine's bulk. The internal spare conduits might be destroyed, causing gas leaks.

 
screenshot: screenshot
 
remarks:
ALIENS

The conduits can be destroyed by repeated clawing or pouncing. When the gas comes, keep at the ceiling and on the cables. Marines mostly use the lower parts of the tubes and suffer damage from concentrated toxic exposure.

screenshot
MARINES   

Use the emergency control levers to reestablish a normal atmosphere, once the conduits have been damaged. Avoid using explosive ammunition near the bulk!

screenshot





3.3: Alien hide-out




level: 3
race(s): Aliens
 
description:        

The spawning location on level 3 contains two useful "snacks". The skinless guy was high on stimpacks, when he was finally brought down by a Pretorian. The frightened scientist was dragged up for later use. When playing with Alien Lifecycle you can give her a hug.

 
screenshot: screenshot
 
remarks:





3.4: Sub-floor access




level: 3
race(s): Aliens
 
description:        

These accesses allow Facehuggers to travel underneath the floor in relative security. Thanks to good ventilation, there is no damage by toxic gas.

 
screenshot: screenshot
 
remarks:





3.5: Jump landing pad




level: 3
race(s): Aliens
 
description:        

Tear down the grating. Any marines who try to jump down from the hole above will have a hard time to catch the cables and might plunge to a painful death.

 
screenshot: screenshot
 
remarks:





4.1: Access to level 4




level: 3-4
race(s): Marines
 
description:        

Level 4 can be reached by marines using two access ways. The vehicle doors have been shut down and sealed due to xenomorph alert. To gain access to level 4 with an exosuit, the marines must unlock the door from the other side.

screenshot

Marines may reach level 4 alternatively through an access tunnel by removing the pipe, that blocks a door. Shoot at the pipe to remove it. Duck under the door to proceed.

screenshot
 
remarks:

This lever overrides the vehicle doors lock, which can now be opened anytime with the activate key.

screenshot





4.2: Quad gate




level: 4
race(s): both
 
description:        

To reach the APC, the quad gate on level 4 must be opened

screenshot

Once the quad gate has opened, a red blinking emergency console is revealed at the marines HQ in level 2. Installed to prevent excess xenomorph infestation, this shutter can close and seal the quad gate. When destroyed, the shutter closes the gate and cuts the marines' main escape route once and for all. Evacuation will be harder. Killing all xenomorphs might then be the only way to win.

screenshot
 
remarks:
ALIENS Tear the emergency shutter down (once the quad gate is opened) to stop the marines from progressing. If you have a timelimit for evac, you might have won the match.

MARINES   

Using this switch the quad gate can be opened. The cage offers some protection against aliens.

screenshot

After opening the gate, the telescope tube must be activated on the dome's other side. Caution: When activating the telescope tube, stay clear of the resulting blast as the cap must be detonated for further access.

screenshot

When done, the marines may jump down into the waste and press the telescope tube hatch, which takes about 10 seconds to retract.

Protect the emergency shutter, once the gate is opened!






4.3: Chemical container




level: 4
race(s): Aliens
 
description:        

Containing highly volatile agents this container can be dropped by tearing down the cables at the central support. The blast damage is high enough to destroy an exosuit. Although heavily armored, the container can also be shot down with sufficient firepower.

 
screenshot: screenshot
 
remarks:





4.4: Containment Box




level: 4
race(s): Aliens
 
description:        

A standard-issue containment box for high-danger xenomorphs.

 
screenshot: screenshot
 
remarks: Tear open the lock to release an angry friend.





4.5: Security systems




level: 4
race(s): Marines
 
description:        

Located on the far side of the waste basin, this switch initializes the last remains of the security system's turrets. These are located at level 3 on top the ceiling cables and on level 1 inside the HQ. This may bolster the marines HQ defense when they are not on watch.

 
screenshot: screenshot
 
remarks:



© 2002.