Aliens: Colonial Marines Walkthrough

Table of Contents

  • Mission 1: Distress
  • Mission 2: Battle for Sulaco
  • Mission 3: Sulaco Falls
  • Mission 4: No Hope in Hadley’s
  • Mission 5: The Raven
  • Mission 6: For Bella
  • Mission 7: One Bullet
  • Mission 8: Rampart
  • Mission 9: Hope in Hadley’s
  • Mission 10: Derelict Reclaimed
  • Mission 11: Home
  • Mission 6: For Bella

  • Phew. After running in fear from that giant mofo, the opening of this level is easy. Follow the path, watch out for xenos, don’t get ahead of your homies so you’re not hung out to dry…It’s pretty straightforward.
  • Once you enter a cave, one of your cronies will draw your attention to some glowy things on the walls. They’re aliens, ones that spit acid. Equip a good distance weapon. They’re not too tough, thankfully, but they can be squirrelly, and your body doesn’t enjoy acid damage.
  • Once you escape the cave, you’ll reach a facility. Head on in.
  • If you’ve been paying attention so far, no big challenges coming up. Watch for some armor on your right that you won’t be able to pick up until you go through two more doors. You may need it.
  • When you come out into the open again, be careful, there are spitters above while some standard bugs attack.
  • This area of the level is dicey, but not too hard. When you’re vulnerable, you will likely get attacked. There are a spitter or two around. Mostly the challenge is keeping on the path, as the building is canted and tilted. Keep an eye on your marker to determine the best path.
  • When you enter the building, there will be a turret on your left. Duck to get past it, then circle around and turn it off. There’s an audio log in here as well.
  • There are two more auto guns coming up. Head straight through and look for a vent entry on the left. Enter it, then climb up the “stairs” of platforms to cross over, open the next door, and deactivate the gun you find there.
  • Cut through the door next to the gun you just turned off to turn off the other one, so your pals can join you.
  • In the command center, look for tags on a console facing the windows.
  • Turning the lights on drew some attention, so now you’re facing the masked military again. Heads up!
  • When a big garage door opens, you’ll face xenos and marines together. Not too many at a time, but a nice assortment, and then spitters start showing up. At the end of the space you’ll see a guy with a freaking grenade launcher, so keep your head down. Beyond him is the elevator that you’re looking for.
  • Join the Conversation   

    * required field

    By submitting a comment here you grant GameFront a perpetual license to reproduce your words and name/web site in attribution. Inappropriate or irrelevant comments will be removed at an admin's discretion.

    No Comments on Aliens: Colonial Marines Walkthrough