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Last update:11 May 2016

After leaving the vent shaft, make your way to the near passage.

There are two levers to pull.

Move forward, listening to a conversation with O’Neal in the meantime.

Article image

Here’s where you’ll run into a new variety of aliens, as seen on screenshot 1.

Take the tunnel leading to the further parts of the sewers (the above screenshot).

Soon after going through another checkpoint you’ll find yourself in the section occupied by new dormant aliens.

PC

Pull the lever (the above screenshot) to power up a nearby pump.

As a result, each Xenomorph will run towards it and explode on contact with it.

You’re free to move forward without worrying about evading anything for the moment.

PC

Move forward and stop when you get to the new area with aliens.

Get on the metal gallery and start walking very slowly.

Find a door and use the welding torch to open it (without worrying about the noise).

PC

In the new area, approach the destroyed metal platform (the above screenshot).

Jump to the adjacent one and quickly reach and pull another lever.

Wait until the ground floor is “cleared” of aliens.

PC

Jump down and use the welding torch again.

Listen to a fruitless conversation with O’Neal and take the left tunnel.

Stop when you reach the above area; there’s quite a large pack of dormant aliens there.

PC

Carefully, make your way ahead, stopping every time you detect any activity from the aliens.

Take the ramp to the metal platform.

Both ways lead to the same place, the above passageway.

PlayStation

Use it and turn right.

Use the welding torch at the end of the corridor and you’ll receive an update on your objectives.

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Xbox

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Nintendo

Aliens: Colonial Marines