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Aliens: Dark Descent Cheats, Codes, Hints and Walkthroughs for PC Games. | | |
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Aliens: Dark Descent | |
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Aliens: Dark Descent
Cheat Codes:
------------
Submitted by: David K.
Defeating The Cultists:
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Nades, Shotgun, Mines, Sentry Gun, APC and Snipe.
* Basicly try to use your abilities and kit to save on ammo.
* Otherwise you gotta huddle behind cover and do Brooklyn Crouch
Shuffle of popping out and down again for a few shots.
* They are indeed annoying to deal with. And it gets even worse
when they start fielding guns… and then there is the Guardians.
How to Defeat Queen in Dead Hills:
----------------------------------
I can say this for easy ways to deal with the queen. Note these
testings where done on easy and normal.
* Drop a turret a the door, one facing the door and one facing away.
these will be your life line do not leave their firing area as that
one facing the door will save you from face huggers.
* The moment she starts charging launch a grenade in her path, hitting
her with it stops the charge and stuns her.
* Flamethrowers are really good at just melting everything but their
deploy time means you have to enter in slow mo the moment the fight
starts and spam them.
* A single tech with a turret on offensive mode and fully supplied can
save you from the face huggers as long as you have spammed down the
queen with grenades.
* If you have a gunner put them on suppressing fire ASAP aimed at the
queen, note one of hte face huggers comes from the left lower area so
watch for that but he/she can easily wipe the queen on easy and normal.
* Ultimate cheese, start the fight retreat to the tunnel, have placed
enough landmines to kill god in that tunnel watch as the queen blows
herself the face huggers, and her guards up. mines OP if used smar.
* Sniper rifle, seriously that ability is really useful.
* Flare then grenades, that crit up makes things easier, also makes it
easier to see the face huggers
* So far in my testing, As long as you have prepped before hand, or have
full command points going in, you should be fine.
A recommendation is level your troops up don’t give them any abilities
until you know what they are, the moment you get a tech fully upgrade
that drone ASAP. having that 5th gun is always nice, especially as it is
an SMG and really good against smaller threats. also in none story areas
you can swap to manual control of it and move it in first to scout or
clean up.
Seriously that drone is really useful especially for things like egg
hunting later on. don’t risk your men just a single drone.. just make
sure to always have tools on you if you go this path.
Tips for New Players:
---------------------
Written by Artimise Flare
-=Am I supposed to avoid the aliens?=-
Yes, the game heavily discourages you from going guns blazing because all
resources you find on the map are finite. Once you pick them up, they’re
gone. (Extra ammo that you pick up during the mission that your marines do
not have the capacity to carry upon initial deployment will be lost upon
extraction. Ex. If your marines can carry only 4 magazines and you extract
with 5, that 5th magazine goes into the void.) The exception to this rule
is that any medical kits, tools, or sentry guns that you carry will be
placed into storage upon your return to the Otago.
-=Can I craft ammo?=-
No, you cannot. As you progress through the game, you will be given the
option to give your marines additional passive upgrades, such as pouches to
carry an extra tool or medical kit or bandoliers that allow them to deploy
with an extra magazine (Each marine by default carries one magazine loaded
into their weapon and one spare) Additionally, there is an attribute
(Resourceful) that you can potentially get when leveling up your marines
that will grant a single magazine to your squad each time they rest in a
safe room (this attribute stacks, so if 2 marines have this attribute, you
will receive 2 magazines per rest period). Only take what you need if at
all possible.
-=How am I supposed to play this game?=-
The tunnels can be tricky, especially if you have not unlocked special
classes on your marines (such as the recon, which gives you the option to
silently eliminate enemies via a precision shot + the suppressor upgrade
the class can get). However it is doable.
Tip 1: Strategically place motion detectors around the map. Abuse this,
because it can make a massive difference; not just because it gives you
awareness of where enemies are, but because you can use them to draw
enemies away from you by over charging them via the overview map (even
while you’re being hunted). They cost nothing other than a command point,
and those passively regenerate over time.
Tip 2: Sentry guns do NOT trigger hunts when they kill an enemy (nor do
landmines), you can use this to your advantage by luring an enemy down
a long hallway or tunnel that has the turret pre-setup.
Tip 3: Use your secondary weapons; they do not require ammunition to use,
they only require command points. Eventually you will unlock the flame
thrower, this is an incredibly useful tool. The AI for the is fairly
intelligent and will completely divert their pathing to avoid going through
the fire whenever possible. So if you have two door ways (and no tools left)
you can spray napalm in front of that door and force the enemies to either
run through the fire (taking damage as they do so) or funnel them through
a kill box of your choosing. Flamethrowers also do NOT trigger a hunt when
used to hard boil face hugger eggs (Just be sure to position yourself in
such a way that you can hose them down before they passively detect your
marine)
Tip 4: Do not be afraid to “sprint” to get away from enemies. Pay attention
to both your map and the radar, if they do not have LoS on you, and there
isn’t a xeno lurking in a vent, you likely will be able to sprint away to
get behind cover, run down an ajacent hallway to avoid detection.
Tip 5: Do not be afraid to extract and head back to the Otago if you’ve
angered the hive too much to reset their aggression. Resting in a safe room
does NOT lower hive aggression, extract, regroup, come back with a fresh
set of marines and with a fresh set of consumables when necessary.
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