Andere Lösungen

Alien Earth (e)

Cover
Alien Earth
 Instructions

Basic Controls

Move Finn - cursor keys

Move cursor - mouse

Use weapon or item - left mouse button

Climb (vines, ropes, ladders) - use the minus key (-) or A to climb up, the plus key (+) or Z to climb down.

Attack - move cursor over enemy until you see the cursor become a crosshair, then press the left mouse button to attack with your currently selected weapon.

Examine/Search/Talk/Get  - move cursor over person/object and press right mouse button. 

Access Items - click on shield icon located in the upper left-hand corner of the screen.

Access Weapons - click on crosshair  icon (same as above).

Access Automap - press the Tab key. 


Using the Menu

Left click on one of the tabs at the top of the menu to select that option. Right click to return to main menu

Click on hand icon to access the Items screen.
 --The "Add" option allows you to combine two items. Click on an item to highlight it, click "Add" and click on the item you wish to add it to.
 -- The "Use" option allows you to use an item, either on Finn or an object in the world. Click on an item to highlight it, then click "Use". The menu will disappear and the object will replace the cursor. Position the item with the mouse over an object. If a blue box appears around the item, it can be used on that object (though it may have no effect).

Click on target icon to access the Weapons screen. Click on a weapon to select it. Once a weapon is selected, exit the menu and that weapon will be equipped. You can only have one weapon equipped at a time. If the weapon uses ammunition, it will appear in the upper left-hand corner of the screen next to the crosshair icon.

Click on hourglass icon to access the Psionics screen. Select and use psionics as you would any other item/weapon. Some psionics are offensive, and some are defensive (if used on Finn).

Click on disc icon to access the Options screen. Here you can access the Help screen, adjust sound options and load a saved game. Note: you can load a game at any time, but you can only save in specific locations (where there is a bed). These locations are revealed in the walkthrough.
		   
		   


Alien Earth Walkthrough
Version 12/23/97

Part One - Jungle

Robb

Head north and talk to Robb, the village sentry.  Ask him about any keywords available, but in particular use the following keywords to get the new ones listed to the right.

'Yourself' to get Robb
'Village' to get Outsider
'Raksha' to get Hunt
'Hunt' to get Escape
'Help' to get 'Temple

Temple

Walk south to the phone booths/temple.  Get Mat, Blade, 2 Wooden Poles, and Food.

Use Pole on Blade to make Halberd.

Use Halberd on the Sentinel Plant to kill it.

Search the dead Sentinel Plant to get Sentinel Leaves.

Collect Rock and Crowbar

Head east to new map.  Then head south (ignoring the next two exits on the right) until you reach the clearing area with the car wrecks.  Use the Halberd to kill off any critters that cross your path along the way.

In the upper part of the clearing kill the Spinecaster then pick up the Rocks that are lying here.  They are yellow-ish looking and stacked in a small pile on the ground.

Head to the bottom of the clearing and pick up the Crowbar lying on the left-hand side of the car wreck.

Head north back up the path, ignoring the first exit to the right and exit the second one.

Rescue Jack

You enter the map around the middle of the left edge of the map.  Collect the Stuffed Bunny Toy immediately down from here.

Head south to where Old Jack is fending off the two Spearheads at the lower left of the map.  Kill them both to rescue the old guy.

Pick up the Rubber Tubing lying on the ground nearby.

Old Jack tells you to follow him to his hut. Don't do this just yet. This will make the game more difficult for you if you do.

Pick up the Spray Can plus any Bottles, Rags and Tin Cans you see. It's not vital to grab these now, just convenient. Get them after talking to Jack if you prefer.

Near the bottle, there is a toilet, search it and there is a possibility of finding an item.

Kill the Sentinel Plant in the upper left hand corner of this map as well. Search it and you will find some more Sentinel Leaves.

The Cinema

Kill the Sentinel Plant in the upper left hand corner of this map and search it for some more Sentinel Leaves.

Use the Crowbar on the Boards blocking cinema door, then enter.

Walk up the corridor a short distance (not too far or you'll run away) and then go to your weapons menu.  Select the Rock and then throw it at the Projector to the Mantis's left side.  The Projector will stop working and the mantis will disappear.

Follow the corridor, turn right, go down the stairs, and enter the cinema lobby.

Ask Brock about the following:
Yourself to get Brock
Outsider gets Ruins
Ruins gets Security Gate
Ask about Security Gate for more info
Ask him about Help and he will give you a Flash Light.

Give Brock the Bowl of Fruit, and you will gain some extra hit points.

Once you've done all that leave the cinema and then head back down to the large map where the house ruins and assorted junk is found.  (The one where you rescued old Jack.)  From there, head straight down the middle of the map and you will come to an exit on the bottom of the screen.  Through there and you are on the Crash Tree map.

Crash Tree

Head left along the Crash Tree map.  Kill the Spinecaster and then kill the Sentinel Plant, search it and then climb up the tree to the left of the Sentinel Plant. Use the letter 'a' or the '-' on the keypad to ascend the tree.

Use an Old Rag on the Fuel Cap to remove it.

Add the Rubber Tubing to the Glass Bottle.

Use the Bottle with Tube that is created from this on the petrol cap.  This will give you a Bottle Of Petrol.

Add to this new item to the Old Rags, and you will have created the Unlit Molotov. Do this with all your bottles as you will require them later.

Climb back down, using the letter 'z' or the '+' key on the keypad to climb down the tree.

The Hermit's Hovel

From the crash tree, go back to where you saved Old Jack and take the exit on the lower right hand side of the screen. Follow the path until you reach an old shack, enter it.

Talk to Sane Charlie.  Then give him the Stuffed Bunny and open the bird cage which will give you he Plastique Parrot.

Go back to where you rescued Old Jack and climb the ladder to his hut.

Jack's Place

As soon as you enter he will talk to you and give you the Gas Lighter.

Talk to Old Jack and ask about whatever keywords tickle your fancy, but in particular ask about the following to get more background information;
Yourself
Village
Outsider
Escape
Hunt
Help gets the word Healing.

Ask Old Jack about healing and he will tell you that you need Sentinel Leaves to cure poisons. Give him the Sentinel Leaves and he will produce several vials of Antidote from them, which is then given to you.  This should be used if you are poisoned by Darkcrawlers in the Mine.

You can save the game and recover your strength by using the bed here.

Exit his hut, the sound for the hunt has now begun. The Raksha Lord will be hunting you now.

Take the uppermost exit on the right side of the map (near the broken swings) and then continue up and to the right until you come to the mine entrance.

Abandoned Mine

Since you have the Flashlight you can now enter here and explore.  If you had forgotten to get the Flashlight from Brock and tried to enter, you would not be able to see a thing.

The Flashlight is automatically used and casts a glow all about you in the darkness.  Use your weapons to fend off the Darkcrawlers inhabit this area.
 
When a Darkcrawler bites you, there is a good chance you will be poisoned.  When this occurs, Finn turns green and will start taking damage at regular intervals.  To get around this you should use the Antidote given to you by Old Jack.

Follow the path until you encounter a T-intersection, then go right and follow this path. You will then encounter a web. Go to your inventory and add the Spray Can to the Gas Lighter.  This creates a Blowtorch that can then be used to burn away any webs in your path.

There are two key areas to discover in the mine, the 2 Brood Mother Lairs.

The first lair is found by following the path where the web you burned away is. That is due north-west. If you continue following this path, you will encounter a room with 2 Darkcrawlers. If you walk forward, the Brood Mother will start to attack you. The only way to defeat her is to blow her up, so open up your inventory and add the Gas Lighter to the Unlit Molotov. This will give you a new weapon, the Lit Molotov. Target the Brood Mother and throw. If you your aim is true you will kill it, if not make another molotov. Pick up the Detonator at the back of this map and leave.

Continue following the path until you reach a T-intersection. Go right from here until you reach another T-intersection. Turn right and follow the path up to the other Brood Mother's room. Do likewise with what you did to the other Brood Mother. At the back of this map is a Large Medikit.






Killing the Raksha Lord

Add the Plastique Parrot to the Detonator to create a Plastique Bomb.

Head out and find the Alien Lord (shouldn't be too hard, as it will have been following you) and then use the Plastique Bomb on him.  This will blow him up and you can then search the corpse.  This gives you the Raksha Head.

Escape!

Head to the Security Gate area and kill the Manstalker that is patrolling there, (Note: The Manstalker is very hard to kill, so be prepared to run back to Old Jack's place to recover your strength). Once the Manstalker is dead, use the Raksha Head on the panel to the left of the security door and the door itself will slide open, allowing you to escape from the jungle.

Part Two - The Wasteland

Starting Out

When you start out in the Wasteland, you will hear gunfire and see a man in green being attacked by a Scavenger. The Scavenger will kill the man in green and flee the scene of the crime. Go and aid the man by talking to him. He is beyond help so his last breath of life are about the Resistance. When he has finished talking, search his body and you will find a Pistol and some ammo for it. This will be your new weapon for the time being so enter your weapons inventory and select the Pistol for use.

NOTE: The Pistol has a limited amount of ammunition.  When it runs out of ammunition you will have to kill Scavengers with the Halberd or search some of the areas in the Wasteland for some Pistol Bullets. 

A place to Rest

Along the wall of the buildings there is an alley way, enter this alley at the back you will see a bed which you can rest, recover your strength and save the game.

South Side Of Road - Scavenging Area

On the south side of the pedestrian crossing is an area of twisted junk and rubbish.  It is currently occupied by several Scavengers.  There are one or two items here that can be picked up by searching certain areas of the map and sold later at the resistance junk shop.

Abandoned Warehouse

Follow the road along to the left.  When you reach what looks like a pedestrian crossing (white zebra stripes across the road) you can enter a building recognizable by the words "Block 4:  Restricted" stenciled in white by the door.  Along the way you will encounter several scavengers.  Shoot them to death, along with any others you may meet in this part of the game.

The 'Block 4: Restricted' building  is the abandoned Warehouse, one of the two main hideouts for the scavengers that populate this area of the world.   It has two levels, both of which can be visited.

This place has several scavengers out to kill you, some of which can be searched for junk and ammo, once they're dead.  

One of the scavengers on the top floor of this building will be carrying the Notepad which is important to your quest.

Pass Colonel's Bunker, Travel To The Scavengers Hideout

Head back up onto the street form the scavenging area and walk left/down onto the next map.  This is the Colonel's Bunker area (notable for it's collection of already-dead scavengers lying on the ground here), which is described further on in this walkthrough.  At this point, if you approach too closely, the Colonel will insult/abuse you and finally shoot at you. There is a door to the bunker which is also locked.  For now, continue along the road, kill the Scavenger and follow the path behind the lamp pole to the Survivalist's Bunker.

Survivalist's Bunker

This screen contains a green canal of toxic waste that runs diagonally across the screen.  To get across it, Finn must construct a makeshift bridge to get across the canal without being killed.  There are several  large gaps in the wooden fence that runs along the toxic canal.  Go to the right-hand one and examine the fence section on the right of the gap. Use the Crowbar on this section of the fence to create the bridge.

Walk across the temporary bridge and kill the Scavengers on the far side, search both Scavengers as one will have a Battery which is vital for later on.
 
Go down the steps to the bunker entrance.  Use the Keypad at the right of the entrance to bring up a larger version of it that can be operated.  Input the numeric code found in the Notepad (7512) and then click on Execute to open the door and gain access to the bunker.

Once inside the bunker, there are several things to do:

Search all the grates, lockers, boxes for items. Make sure you get the Rubber Gloves, Shot Gun, and Military Flak Armor. The armor can be worn by using it on Finn, this is reflected in both Finn's on-screen clothing and on the 'shield' icon at the upper left of the screen, which is now partially filled in.

Use the bed here to recover strength and save the game.

Scavenging/Combat Area 2

From the Colonel's Bunker map go south from the corner with the striped pole and drums and you will see a gap in the fence that leads to Scavenging Area 2.

This is a large map distinguished by pipes, industrial waste, and the occasional  wooden plank stretched over sunken pits filled with glowing yellowish liquid.  This area is filled with Scavengers to fight and bits and pieces to scavenge and sell for money. Kill all Scavengers on this map and search the bodies. Make sure you get the Antenna, which is important for completing the game.

There are a few barrels and crates that you can search for junk and ammo.

There is also a pipe trickling fuel, so fill up any spare Bottles you have by using them on the fuel 

Scavenger Hideout

From the Colonel's Bunker map, go to the bottom left hand corner of this map and you will enter the another scavenging area. Kill the Scavengers on the street and search their bodies. The Scavengers Hideout, is the building to the upper-right of the screen.

There are two entrances to the scavenger's hideout, the main entrance door at ground level and the fire-escape ladder that leads to the first floor window.

The doorway will only take Finn into the lowest floor of the building, as the stairs within are blocked by a large pipe which has fallen them.  There are several scavengers in here to be killed who have various items on their bodies.

To get to the higher floors (and more importantly, the 'boss' Scavenger who has an important item), return to the street and follow the building wall to the right, where you can find and climb a ladder leading upward.

Inside there are two separate floors, joined by an internal staircase.  Kill the Scavengers on this floor and then go up the staircase. Kill the Scavengers on the upper floor, walk across one of the beam that spans the hole in the floor and search the Scavenger on the far side to get the Psionics Key. You can also search the box at the top left hand corner of the screen to get the Auto Pistol which is a terrific weapon.

Exit the building via the same window you entered by, then climb back down the ladder to ground level.


The Security Doors

Head back to the Colonel's Bunker and he will call out to you, because you are wearing armor which makes you look like a soldier. You can now enter his bunker by opening the side door, but don't do this yet.

Continue past the bunker door and you will find yourself on a map where two Scavengers are guarding a Security Door. Kill the Scavengers and examine the door. This will add the keyword Security Door to your conversation list. Head back to the Colonel's Bunker and enter it.

Colonel's Bunker 1

Pick up the Small Medkit.

Talk to the Colonel to get some more background info.  Ask about Yourself to get the keyword War.  This keyword is found under the Raksha heading. Ask him about the Security Door and then give him the Psionics Key. He leaves the map to open the Security Door, so follow him.

When you get to the Security Door, the Colonel will stand by the lock on the right side of the door.  Use the Psionics Key on the left lock. The door opens and he then gives a short speech.  It's up to you to enter alone.

The Psi CrŠche

Walk through the bloodstained corridor and into the main crŠche office area. Use the Mips computer and an FMV will be played. After it has finished, get the Wire and go through the door that leads into the Children's Room.
 
In the children's room (complete with smaller-than-adult beds and lotsa toys) walk over to the Game Console next to the television in the lower-left corner and open it.  Inside is a CD, which should be taken.  This CD contains some very important information about your past amongst other things.


Part Three - The Underground Resistance

Entering the Underground

Once you have the CD go back to the first screen you started out on in the Wasteland.  Use the Crowbar on the manhole cover., step onto the hole to drop down into it.

Climb down the ladder and you will be placed in an underground corridor.

First Level

The first level of the underground consists of a long, L-shaped corridor with another corridor leading down a short flight of stairs about halfway along the first stretch of the 'L'.  There are also two doorways leading off the main 'L' to other maps.  One is on the first stretch of corridor, just before the ninety-degree bend in the 'L', and the other is around the corner at the far end.

Thorne's Place

Going down the short flight of stairs first, you follow a short stretch of corridor that leads to a room.  This is the home of Thorne the psionics master, who is to be Finn's teacher and adviser. Talk to him and be sure to ask about the following:

Weapons - He gives the Psionics keyword.
Security Doors - He gives a little hint about his past.
Psionics - He will give you your first spell.

Thorne's the guy to see if you want to learn your spells. Once you have cast your new spell several times, return here and ask him about Psionics. He will tell you if you are ready for a new spell.

When you encounter enemies that are too difficult to kill with a weapon, get a more powerful weapon or use psionic spells on them.

The Generator Room

This is found by going through the doorway just before the right-hand turn in the first 'L' corridor.  This takes you into a room with a ladder-well.  Step onto that and then climb down the ladder.  Then walk out the doorway in the right-hand foreground.

You now find yourself in the Generator Room. This place is where you must help another character (Sam) to repair the generator and thereby gain her trust.  With this trust gained she will vouch for you when you try to enter the area of underground controlled by the resistance.

You can examine and open the Fuse Box which is found here.

Walk around the back of the inoperative generator (the big metal thing with water falling into it) by going around the left side.  It's a but fiddly, but you can thread your way around there.  At the rear, pick up the pliers on the ground and enter the tunnel here.

Continue through the tunnel maps and be wary of the Darkcrawlers infesting this area. Eventually you will reach a doorway, so enter it.
 
The Dweller's Lair

You are now in the Dwellers Lair, a region inhabited by thin, pale creatures that may have once been human.  Kill all the Dwellers and Darkcrawlers and search the Dweller bodies to get the Cage Key. 

Talk to the girl languishing in the cage.  She will tell you that she is a member of the resistance and begs your help.  

Use the Cage Key on the cage door to open it.  The girl says thanks and then walks away.  Follow her back to the generator room.

Generator Room 2

At the generator room the resistance girl (Sam) asks you to get several items for her, so that she can fix the generator.  She needs Wire, Pliers and something to insulate her from the current.
 
Give Sam the Pliers, Wire and Rubber Gloves and she will repair the generator. She then walks out so follow her. She will take you to Karl, the Resistance leader.
 
Walk down the corridor that leads off to the upper right.  The corridor leading off here contains a guard and Sam.  The guard and Sam have a conversation that centers around your admittance to the resistance.  When it is completed, you can go through the door into the resistance.

The Main Ladder-Well

This connects all the different levels of the underground.  The ladder itself is near the rear wall on the left side.  Behind or near the ladder is an alpha-numeric code which will be used for reference to the different levels.  As a quick guide:

	44 - The initial level you enter on.  Checkpoint, Communications (Tamara).
	23 - Main Checkpoint.  Tavern and Accommodation (Boris), Resistance HQ (Karl).
	D71 - Weapons (Shannon), Junk (Harry) and Healing (Rumiko).
	IRLE - Weapon chopper (Roscoe).

Ignore the current level and go down the ladder to level 23.


Level 23- Resistance: Tavern, Accommodation and Resistance HQ

After passing through the doorway you are placed in a short corridor.  Follow this down to the right and you will be in the Tavern.  On the far right back wall there is a door.  Open that to enter the Resistance HQ.

Once in here, Sam explains to Karl (the resistance leader) that you saved her and helped restore the generator.  Because of this you are accepted into the resistance (but not actually a member) and Karl tells you as much. To join the resistance, simply ask Karl about Join.

Talk to Karl to gain the following keywords:
	Raksha gets Head Controllers
	Resistance gets History
	History gets Join
Join gets Mission

Click on Mission to get your first mission.  

On the way to your first mission site, check out the following characters and services:

Boris the bar man. This is the man to see when you want to save your game, simply ask him about Rest  which is located under the Help keyword, you'll need 15 credits though so you'll have to sell something to Harry first. You can also buy Food by clicking on the Food/Drink keyword. Boris also has some information on most of the people in the resistance so why don't you ask him about them.

Sam the girl you saved from the dwellers is in the bar as well. Ask her about the various keywords you've obtained.

You'll need money before you go on your mission so head back to the stairwell and go down.
 
Interlude on Level D71 - Shannon, Harry and Rumiko

This is the next level accessible directly down from level 23.  From the corridor with three closed doors leading off it you can visit the following at any time during the game.

Shannon the Weapon and Armor dealer.  Situated behind the left door, this is where to come when you want to buy, sell and trade anything that's weapon-related.  If you've got some spare cash you can stock up on weapons/ammo and armor.

Honest Harry the junk man.  This guy is the man to see when you want to buy or sell anything that doesn't involve weaponry. To sell an item, select Trade form the keyword list and then Sell.  The trade system will appear on screen, which is self-explanatory.  Harry is found behind the middle door.  Feel free to get rid of any items that you no longer need, though you can always buy things back (at an inflated price) if you discover that something is needed. To get extra credits go back to the scavenging area and kill scavengers and sell the items that are on their bodies to Harry.

Rumiko the healer is found at the resistance hospital, behind the right door. Ask her about Healing and she will restore your strength. If you ask her about Psi-Healing she will teach you about healing spells. They are different from Thorne's spells in that they are blue colored, compared to Thorne's red colored spells. When you cast several blue colored spells, return to Rumiko and ask her about Psi-Healing and she will tell if you are ready for the next spell.

Mission One - Varmint Hunt

Before you start this mission make sure you've saved the game by asking Boris about rest.

The varmints in this mission are a group of scavengers who've broken into the resistance tunnels.  To complete this mission go up the ladder well to level 44 and go through the exit on the right of screen. You should be in a room with 3 doors and a resistance guard. Open and go through the door immediately after the checkpoint guard.  Follow the tunnel system, killing scavengers on the way, until you reach the area containing the dead resistance guy. The body is that of a dead resistance fighter, the one that HQ had lost contact with.  Search the body for the Com Device and then return this to Karl (Use it on him) to complete the mission.

Save the game.

Mission Two - Pizza Boy

Ask Karl about Mission to get another mission; courier some Raksha guns down to Roscoe to get chopped so humans can use 'em.

Take the ladder down to the bottom level (IRLE) and follow the path until you reach Roscoe.  When you get there, give him the Crate Of Guns and then return to Karl and get the next mission. Be wary of the Darkcrawlers and Dwellers along the way.

Save the game.

Mission Three - Ant's Picnic

Ask Karl about Mission to get another mission; clear the food storage building.
 
Go to the main ladder well and climb up until you reach the open air.  You will be standing next to a Raksha Transporter that the aliens do not appear to use any more.

Pick up the Small Medkit lying on the ground.

Walk into the transporter and select Use on the blue control panel at the right side.  Then click on the following colours from left to right: BYGG.

(Where Y=Yellow, B=Blue, G=Green and R=Red.)

This will transport you to a part of the city that contains the Raksha Food Storage building.

Walk upward, killing the Raksha you meet along the way, then open the large door at the upper part of the map and enter.  You are now in the Raksha Food Building.  Since your mission is to clear a path for the retrieval team to come, and kill the Raksha within the building. Make sure you search the building and find the Alien Workers Weapon, you'll notice that it goes straight into your inventory (no this isn't a bug) give it to Roscoe the weapon chopper at which point you can buy it off  Shannon the weapon seller. You should have noticed a strange device on the wall if you examine it you will get the keyword Teleporter. Return to Karl via the transporter and get the next mission. (The code to return to the resistance transporter is YYBB.). Be sure to kill the droids that appear when you exit the building, or the mission will not be completed. 

Save the game.

Mission Four - Butcher's Shop

Ask Karl about Mission to get another mission; get an inactive headset fitted so you can pass as a slave.
Go back to the transporter and enter the following code: RBBG.  This will put you in the city sector where Doc Sawbones' surgery can be found.

When you arrive at the new map, avoid the aliens and human slaves in the area and go into the building to the right of the teleporter.  You will see an alien guarding the doorway to the surgery, kill it and get the Alien Security Weapon (Remember to get the weapon chopped by Roscoe). Go through the right-hand doorway and you are in the surgery.  Pick up the Head Control Band by using the Antenna on the lower part of the operating table. Pick up the Dart Gun as well.

When you've done all this, use the YYBB code to get back to the resistance and Karl and get the next mission.

Save the game.

Mission Five - Jail Break

At the transporter enter YYGB to zap yourself to the correct area.

Make your way up to the left and kill the Raksha guarding the building, then open the door and enter the building. Use the red and green switches on the desk to unlock the doors. Fight your way through the building until you reach the corridor with the cell doors. One of the Raksha has a Alien Soldiers Weapon on his body, make sure you get this chopped when you get back to the resistance.  Open the second door on the left and inside you will find the Doc.

Talk to him and he will then make a run for the transporter.  It's up to you to kill any Raksha that stand in your way.  When you get to the transporter, use it to return to the resistance. 

Before you enter HQ, talk to the Doc and he will go to the hospital. Enter HQ, talk to Karl and he will tell you that you must go to the hospital to get your head messed with.

Get Yer Head Messed With

Go to Rumiko's hospital area and Doc Sawbones will be waiting there at the rear-right of the room.

Talk to him and he will say that he cannot perform the operation  until he has a head control device that has been disabled.  You should have picked this up in his ransacked office earlier, so give it to him and the operation will be performed, giving you a snazzy new slave uniform that allows you to move about above ground without arousing the suspicion of the Raksha.  Until you open fire on them, that is, or you enter an area where humans are not permitted.

Save the game.

Mission Six - Gum Flapper

Make your way to the transporter again and enter the following code:  RBBG.  This will take you back to the area where Doc Sawbones' surgery was, which is also where the slave bar is located.  Where previously you would have had to battle against near-impossible odds against Raksha troops to get to the bar you can now just saunter along the street in open view.

Walk up the road and then take the exit at the upper-left, to go to the screen that contains the bar.  The place is easily recognisable by the enormous 'Bar' sign and the neon sign reading 'Plasmorama'.  Go up to the girl standing in the center of the room towards the bar end and talk to her about Raksha Patrols.  She'll give you the Information Chip the resistance requires.

Take the chip back to Karl to complete the mission.

Save the game.

Limbo Stuff

From this point there are several things that need to be done before you get another mission.

Re-visit Roscoe and give him the CD ROM.  This nets you the keyword Tamara.

Ask Roscoe about Tamara, he will give you a set of Pass Papers.

While you are at Roscoe's, give him any unchopped weapons you have.

Go up to the level of the ladder-well that has the number 44 on it. Continue past the door to checkpoint one and go through the door at the end of this passage. Give the Pass Papers to the guard who is refusing you entry.

Enter the door and talk to Tamara.  She will give you the bum's rush, but you gain the keyword Transmissions.

Visit Andy about Transmissions to get Comms Centre keyword.  Then ask about the Comms Center.

Ask Karl about Transmissions to get Bomb keyword.  Then ask about Bomb.

Visit Roscoe and ask about Bomb.  He will give you a shopping list of things he needs; a Clock, some Batteries and some Explosives.  Go to see Shannon and buy the TNT from her then visit Harry. Ask him about Bomb and then buy the digital clock that appears in the buy menu. While you are here, buy the Pliers as well, you will need them later on. You should already have the battery.

Give these items to Roscoe and he will build and give you  a Bomb.

Go back to Karl and ask him about the Comms Centre and show him the Bomb, in either order.  This creates Mission Seven.

Save the game.

Mission Seven - Dialtone

Back up to the transporter and use the following code: GRRR to get into the right area.

Walk through the doorway at right and make your way through the building 'til you come to the room filled with aliens. Kill them all and search them, then plant the Bomb on the computers in the middle of the room and exit quickly. The room will blow up so return to Karl and get the next mission. Make sure you got the Alien Guard's Weapon from the body of the Alien Lord in the first room. 
 
Save the game.

Mission Eight - Tally Ho!

Use the transporter again, code GRRR again.  Go left on the main map and then head up the alley.  Enter the club and fight your way through to the back room.  Kill all Raksha in here and examine the guy hanging on the wall.  He'll fall to the ground dead, so search his corpse and get the Slave ID he was carrying. Give the ID to Karl to complete the mission, you will also get the keyword Security Pass.

Save the game.


Limbo Two - The Sequel

The missions again grind to a halt here, leaving you free to do whatever is necessary to get the ball rolling once more.

Give the CD ROM to Tamara.  She will use the CD in a computer, which plays another FMV which gives you the keyword West Street.

Use the transporter code RBBG, then use the Slave ID in the slot on the side of the electric fence, next to the Plasmorama. Go see Andy in the bar and ask her about West Street you will receive the keyword  Security Housing.

Enter the building on the other side of the electric fence and go to the basement.

Kill the dwellers in here and use the Pliers on the mesh fence next to the elevator. When you have cut the fence away, use the generator which powers the elevator.

Enter the elevator and go to the 7th floor. Search all the rooms off this hallway to find a Screwdriver hidden in a filing cabinet.

Go back to the lift and use the Screwdriver on the lift panel. This will show you the 13th floor button, press it.

Open the partially open drawer and search the alien body to get the Virus Dart. Open the box on the desk and then use the button revealed to open the doors behind the desk. Open the safe and take the Lab Papers inside. Use the Lab Papers on yourself to read them.

Go to Roscoe, and give him the Virus Dart, then give him the Dart Gun. You will get the Loaded Dart Gun.

Return to HQ and give the Lab Papers to Karl. He will ask you if you have the virus, so give him the Loaded Dart Gun. You will get the keyword Breeding Center.

Save the game.

Go to Andy (transporter code : RBBG) and ask her about Breeding Center. Return to Karl and ask him about Breeding Center, and you will get the next mission.

Save the game.

Mission Nine

Transport Code BRBY.
Go to the Breeding Centre and fight your way through vast, evil alien hordes.
Get the Teleport Key and give it to Karl and ask him for the next mission. Make sure you got the Alien Lord's Weapon chop it and make sure you have 250 pulse bullets. Also make sure you get 250 alien bullets for your Alien Guard's Weapon. It is also a good idea to buy Adamite armour from Shannon as well.

It is very important that you save the game here as there is no way to save the game whilst you are on the Alien Ship.

Mission Ten - The Alien Ship

To get to the ship in the first place, go to the Raksha Food Storage Building (Transport Code BYGG) and use the Teleport Key on the teleporter switch. This will warp you up to the start room on the ship.

Start Room - Elevator Room

Note: Conserve your pulse bullets as you will find none on the ship, use the Alien Guard's weapon or Psionics as much as possible.

You start on the teleporter platform in the middle of the map.  There are two main things to be done here.  There is a elevator that takes you up to another level of the ship, and a stairway that leads down and out of this screen to another important zone.  Both areas are interconnected in purpose, and all have to be visited.

'Cog' Corridor and Switch

Go down the stairs at the bottom of the map and go through the exit. Follow the hallway, killing aliens and avoiding the shooting beams along the way. When you have reached the end of the hallway, use the switch on the wall, which will open the middle door of the hallway. Go through door. 

Three Door Room

Within this room there are three doors in the northern wall here which cannot be opened from here.  If you have not visited the machine room there is nothing that can be done here.

When you have created a symbol in the Machine Room that corresponds with one of the door symbols, and then return to here, that particular door will be open and you can pass safely through.  Behind each door is a short corridor that ends at a teleporter.  These teleporters take you to three separate areas of the ship, where you will have to fight monsters and acquire three special keys in order to open a particular door.
 
A security droid will rise up from the hole in the center of the room so destroy it. Note down the patterns on the doors so you can enter them on the machine. Return to the Elevator room.

Alien Elevator Room Again

To ride the Raksha Elevator up to the next level, walk onto it and move the cursor over the oddly-shaped raised center section nearer the wall (it's the bit in front of the dark circular hole near the left-rear wall).  Right-click on it to see your options in connection with it and you can either examine or use it.  Select use and the elevator will begin to move, taking you up to the next level.

Upper Chamber

You arrive here via the Elevator.  Kill the aliens here and head north-west to exit this map.

Machine Room

At the far end of this room, on the right, is an alien machine.  It has a purple symbol on the front and two levers on its left-hand side.  These levers can be used individually to cycle through a series of different half-symbols.  When two of the half-symbols combine to make one of the symbols that appear on a door in the 'Three Door' room, that door is opened and Finn can enter it if he returns there.

Make the symbol for the left door and go back to the three-door room. Enter the left passage which is opened now and step on the teleporter.

Mindlock Control Area

The Left Door leads to the Mindlock Control Area, which is distinguished by the giant spinning representation of the Earth that is to be found here. Kill the aliens and search the big blue alien to get the Yellow Key. Return to the Machine Room and make the symbol for the center door.

The Bridge

The Center Door leads to the Bridge of the alien ship, with a great view of space and the conquered Earth through the viewports. Kill the aliens and search the big blue alien to the Red Key. Return to the Machine Room and make the symbol for the right door.

The Alien Lounge

The Right Door leads to another area of the ship. Kill the aliens in this area and search both the big blue aliens to get the Blue Key. Return to the Machine Room. 
Take the exit that is found on the left side the map.  Following the pathway to the left leads to a set of sharply descending stairs, at the end of which is a doorway.  Passing through this doorway leads you to the Teleporter Room.

Main Teleporter Room

Walk through the teleporter room, killing any Raksha you meet.  Near the far end there is a machine situated on the right-hand wall that contains three different-coloured lights.

Use the three keys on this machine, and it will open the door to the teleporter and step onto it.

The Second Half Of The Alien Ship - Queen's Chamber

This is accessed via the teleporter that you must unlock with the three keys.  Make your way across the room to another teleporter platform. Step onto it.

You end up in a large room with a lot of aliens in it. Make your way to the arch on the other side of the room and enter it. Be very careful now, as this room contains the most difficult Alien in the game. 

You are now in the royal guard's room. This is filled with a lot of big blue aliens and a massive pink alien. Don't be afraid to exit this room and re-enter all the Blue Guards will have gone to the Alien Mothers room and you will only be left with the royal guard. Try and kill him as quickly as possible and make sure you heal up before you enter the next room. The best spell to use on him is a Mindtwist followed by a Neural Feedback. It also doesn't hurt to shoot him with your Alien Lords Weapon after you have cast these spells on him either.

This is the big one, the Queen's Chamber.  Once you have wiped out all the nasties protecting the queen, use the loaded Dart Gun on her to make her vulnerable, then blast the heck out of her with whatever you've got handy 'til she bites the big one. Then quickly exit the room through the door that just opened on the left hand side of the map.

Then sit back, watch the end cinema, and have a long, cool drink.  You've earned it!