Alien Hallway 2 Walkthrough Part 1

Alien Hallway 2 Walkthrough Part 1 Rating: 4,2/5 5941 votes

Here, in Sigma's adrenaline-fueled game, players measure stamina with a never-ending stream of green creatures within the borders of a special military mission. The rules are severe and the fate of Humanity is put on the line.

Here, in Sigma's adrenaline-fueled game, players measure stamina with a never-ending stream of green creatures within the borders of a special military mission. The rules are severe and the fate of Humanity is put on the line. Control an entire army in a. Each one of them has their own field of specialization, unique features, as well as development possibilities. What you get: - Hours of gameplay in the campaign mode - Lots of maps for online. As for the best part, it's a Sigma Team game: - Monsters swarming the screen! Alien Shooter 2 - The Legend:: Alien Hallway 2.

Control an entire army in a tough single-player campaign mode with a simple click of the mouse. With an easy approachable interface, players can go through three-dimensional battlefields destroying the enemies with super-powered weapons, throwing various types of grenades, using air-strike skill, and upgrading both the base and the units.

The DeviceCheckpoint (5% Complete) Down the tunnel Kain will see the Glyph-wright transform into something more sinister (the Glyph-wrights are rip-offs by the way, of the freaky dead aliens that infest human bodies in Dark City ). The scientist is refined enough to wear blue robes while the rest of these freaks fight nekkid. The scientists again, are by far the weakest, with no unblockables, so have Kain charge the rage meter for immolation.The key to connecting Kain's claws is to listen for the scientist's last hit to connect (the fifth one usually) and then immediately release block and attack. If the scientist was winding up for a powered hit, Kain will be hit; however, most of the time, the claw strikes will connect and Kain comes out the winner. Try not to immolate the scientist if you can help it.

This dark gift is more useful against its tougher brethren, or when Kain is out-numbered. When Kain is finally victorious, operate the control panel to continue down the tunnel.Checkpoint (15% Complete) Stop for a moment when you lead Kain to the giant alien hallway with the odd protrusions on the wall. Take the time to notice the dark brown metal hooks that decorate the tunnel.

They are traps. If they are waving about and you hear a metal clanking nearby, that trap is active; otherwise, they are inactive.

Not being observant in this phenomenally easy game will get you killed. Just so you know.Kill any odd-looking fellows that come Kain's way and jump to the upper catwalks. In the next room, use both panels on the lower area and battle your way to the guarded room(s). Telekinesis will allow Kain to activate the elevator to the unlocked control room. The Glyph box sill be in the upper area, requiring a long jump to reach it. The way forward will now be quite evident (requiring Kain to back-track to the main hallway with the metal pincer traps). A spider demon will ambush Kain as he does head back, however.The next section of tunnel is partly covered by mist, so stealth kill the scientist (how's that for a wasting a good mind?) and use telekinesis to open the slave cages in the large room.

You are supposed to be at the end of the tunnel where you telekinetically twiddled opened the cages, so back up a bit and head down a side tunnel to the observation room and use Kain's charm to have the slave operate the Glyph box to continue on as Kain.Checkpoint (30% Complete) Deal with the spider demon that was sicced on Kain then proceed to deal with its master. The large room with a ramp Kain can go into has some enemies and a slave in a room that needs to be charmed - after Kain activates the Glyph box himself in the lower area of the ramp room. When the pistons are moving once again, Kain can normal jump the tops to the open catwalk on the other side. A lore coffer is a potent detour while on the pistons and is awarded to those players who can jump well.Checkpoint (45% Complete) Down the ramp are two enemies: a soldier and a scientist.

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The soldier will attack first. Be wary of the unblockable and try to grab the monster and throw it down the ramp.

Occasionally, it will die with one throw. If not, the axe at the end of the tunnel (behind the checkpoint) will be helpful. The scientist can be dealt with normally, or better yet, thrown into the water pit and kill it instantly. You can do the same with the soldier if you can manage two enemies at the same time.

Jump across the water pit and tk-twiddle the signia. The Glyph box is at the bottom of the now-dry water pit.Watch out for pincer traps in the next section. The next room has a Death Star-esque walkway blocked by a forcefield and a gleeful scientist. To get past, head down into the pits where a soldier is stupidly standing guard.

Immolate the fool and activate the switch down there. The claw will cut the scientist's grin in half. A pike staff is available on the lower area, for your information.Mist. This next area can allow stealth kills on both scientist and soldier while they are too preoccupied with the industrial process.

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Charm the slave at the end of the hall to do thy bidding and proceed out to the noisy area where large alien objects are being flushed down an alien toilet. A lore coffer is on the outer reaches of the catwalk, and the newly lowered portion of the wall can be normally hopped over by Kain.

Deal with the soldier and tag the checkpoint.Checkpoint (55% Complete) Go down the tunnel, avoid the pincer traps, and kill the soldier guarding the glass tunnel. Look down and twiddle the signia. Charm the slave to cross the bridge and twiddle the signia again (to move the boxes a second time). The slave can be charmed again to allow Kain access at the end of the glass tunnel.Checkpoint (65% Complete) 65% Deal with the spider demon again sicced on Kain and proceed to slay the master. Block the last survivor in the room to fill the rage meter for a future immolation. The scientist(s) on the top level will die instantly if thrown to the lower ground.

The scientist(s) on the lower ground can be thrown into the water pit - it will be drained soon enough. The Glyph box to power the next panel is atop the cell imprisoning the spider demon.Jump across the water to the platform with the control panel on it. There is a lore coffer nearby if you Kain wannabes have a pinache for jump. The panel will drain the water, allowing Kain to pull out the totally new and re-vamped bloody Glyph battery, opening the way forward and releasing the aforementioned spider demon. Immolate it and have a bloody B.B.Q.Where the Lesser Demon was imprisoned, Kain can now head into a large chamber. Use the panel at the end of the area to lower the yellow force field.

Return to the Glyph box and continue through the now clear path that leads into an incubation chamber. There are both weapon and lore coffers in this area, as well as the occasional 'surprise.' Navigate this hive like maze and head over to the next area, through a passage to another chamber to another central chamber.Checkpoint (80% Complete) Jump to get over to the large window where Kain can suck some lore.

Alien

The way onwards is on the lowest level, and a soldier stands guard. When you reach the bright tunnel with the bubbling water, select charm person before proceeding to head to the end of the tunnel.Nasty business, this is.

Charm the slave to free Kain and get medieval on the scientist who instigated this altercation. A battle axe in the lower floor may be helpful for those who suck. The heart-shaped elevator will access the dreaded 'Mass.' A soldier, a large area to traverse, and an elevator are to be dealt with before the next checkpoint.Checkpoint (90% Complete) The way onwards now will be very straight forward. This actually somewhat resembles the fish round-a-bout in the San Francisco Academy of Sciences. Basically, pounce, attack, and feed as Kain heads to the end of each section and ride the elevator. Jump and telekinesis comes into play once for two separate obstacles, but the mental effort of each puzzle is barely a challenge for even the lowliest of academic misfits.

Throw the switch at the top to finish off the Mass, and Kain will get on with it.