Alien 3 Walkthrought
Let’s take it from the top. You’re in the central block—the main hub where the terminal blinks and the mission timer keeps ticking down. Grab the first objective and immediately chart a line to the nearest lift: in Alien 3 on the Dendy/NES (carts often said Alien III or Alien-3), time is the real predator. Simple rule of thumb: before you set off, sweep the outer corridors, note which doors slide open with the Up button, where vent ladders stick out, and where the wall consoles are. Anything that opens fast and gives you a short route back is your banked seconds.
Terminal, first pass, and a safe corridor
From the terminal, it’s cleaner to work the “inner ring” first. Usually there’s a short right-hand corridor with two branches and a ladder down. Save that for your finish-line sprint: clear the enemies ahead of time, and stash the medkit in the niche so you don’t lose a single hit—or second—on the way back. Right after the start, don’t play the hero: pop the two or three xenomorphs hanging from the ceiling with the pulse rifle, and torch eggs with the flamethrower so facehuggers never spawn. Then ride the elevator down—it’s in the first side passage.
Rescuing prisoners: where they hide and how not to lose them
Prisoners usually sit in side cells with sliding shutters, sometimes behind unmarked doors. Look for a small window slit and try lifting the door with Up—it’s instant. In long blocks, cells can face each other: don’t sprint to the end, check every recess, especially spots where the floor “breaks” into short steps. There’s a classic gotcha: a cell sealed by a grille with a sparking panel next to it—“convince” it with a few precise bursts. When the panel dies, the door cracks open just enough to pull the person out. Once they’re rescued, the timer won’t refresh, so plan your route to grab the last captive near a lift and take the short run back to the terminal.
Vents and eggs: a fast clear loop
Don’t sprint yourself ragged in the ventilation shafts. Eggs love to lurk in shadowy knee-high alcoves. The rule is simple: step—short burst—step. If you spot a little domed lump on the floor, flamethrower it immediately—don’t hesitate. Facehuggers leap hard and knock you back, and any broken tempo on rescue missions hurts the clock. At vent junctions, watch the motion tracker: more dots and a faster beep usually means a nest nearby. Once it’s clear, don’t be stingy but do conserve ammo for corridors with heavy traffic. Ammo crates hide in “dead ends with a lamp”: step in, grab, turn around—no wasted jumps.
Lifts, shortcuts, and “locked” doors
Lifts are your friend—and a time trap. Solid tactic: on your first pass, drop two levels down and mentally mark return points: an open cross-door, a ladder with no spawns, a clear landing in front of a lift. If you hit a closed section with a gray shutter, there’s almost always a wall console nearby. Get right up to it and “turn the key” with a short burst; if you hear the click, the shutter retracts. To keep your bearings, use the right-hand rule: on recon, hug the right wall; on the way out, the left. It saves you in samey corridors with no signage.
Work zones: sparks, steam, and nasty angles
In workshops with steam jets and sparking panels, don’t jump straight in. First tag the alien on the ceiling, then take a step up the ladder, then dash through the plume. In the long hall with steam risers, there’s a safe “shelf” in the middle—land there, snag the medkit, then make the jump to the other side. Sparking door panels usually break under a series of short bursts—no need to hose them down, and you’ll save ammo for the next room. In a room with two floor levels and a central ladder, check the far alcove—that’s a favorite spot to stash the last prisoner on a mission that otherwise feels “clean.”
Timer: how to turn in a mission without the jitters
Once you’ve got everyone, don’t get dragged into fights—beeline to the terminal along the shortest path you cleared at the start. When climbing, it’s often better not to shoot: hitting a xeno on the upper landing knocks it back and buys you a second to slip past. Near the central corridor, pre-clear the “pocket”—the small room before the terminal. There’s often a medkit there; on the way back, grab it on the move and turn in calmly. Don’t forget that in Alien 3 on NES, finishing an objective means returning to the hub console and confirming. Then pick the next op and repeat the loop.
Ammo and weapons: what to grab and where
Pulse rifle for corridors and ceiling creepers. Flamethrower for eggs, nests, and tight vents. Save grenades for “piles” of three or four xenomorphs in a tall room: bounce one into the floor at an angle, step back, and let the blast take the pack. Ammo is usually in gray crates along the edges of rooms where “nothing’s happening”—looks empty at a glance. Don’t breeze past: a single crate tucked by a wall of pipes often covers your next block. If you see two branching corridors and one is noticeably brighter, that’s usually where the ammo stash is.
Mission order and a smooth clear
It’s optimal to alternate rescues with vent sweeps. First pull people from cells on B2 and B3, then take a nest-destruction mission in the upper shafts. That lightens the “hot” corridors and makes the return safer. In Alien 3 you’ll really feel it: once the upper crawls are clean, the run to the terminal is about half a minute shorter. One more thing: if you hit a long block of identical doors and the scanner reads “quiet,” still peek into every other one—there’s sometimes a cell with no indicator holding the final prisoner. It’s classic Alien 3 on Dendy, well known to anyone who played the “Alien-3” cart to death.
If you want to brush up on core shooting and jumping basics, swing by /gameplay/ — and we keep the pace. Ahead lies more doors, more vents, and the familiar rhythm: terminal — route — rescue — turn-in. The big thing is to keep the map in your head and save precious seconds for the sprint “home.”