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RETURN TO 2000'S GAMES
RETURN TO 2000'S GAMES
ALIENS VS. PREDATOR 2 (2001)
Aliens vs. Predator 2 (2001) cover art

Overview

Aliens Versus Predator 2 isn’t just a shooter it’s an all out clash of legends. Released in 2001 by Monolith Productions, with Fox Interactive and Sierra On Line bringing it to PC and later Mac, this sequel took the foundations of the 1999 classic and supercharged them into a cinematic, terrifying, and pulse‑pounding experience.

The stage is LV‑1201 a hostile world scarred by ancient ruins, infested with Xenomorphs, and stalked by Predator clans hungry for honor. Into this cauldron of chaos steps humanity, clinging to survival with pulse rifles, flamethrowers, and sheer grit. Three campaigns Alien, Colonial Marine, and Predator interlock to tell one story of carnage and survival, each perspective revealing a different truth behind the nightmare.

Online, species collided in ruthless multiplayer battles where every encounter could turn predator into prey. Though official servers have long since fallen silent, fan communities keep the hunt alive with patches and restored networks.

The saga continued with the 2002 expansion Primal Hunt, and the Gold Edition (2003) bundled the full arsenal into one definitive package. Aliens Versus Predator 2 remains a landmark in sci‑fi horror shooters where fear, power, and honor collide in the ultimate survival showdown.

Campaign

Aliens versus Predator 2 tells a single, interwoven story from three perspectives on LV‑1201 the colony and the surrounding Weyland‑Yutani facilities. Each campaign Alien, Marine, and Predator overlaps the others, letting you witness the same crisis from different angles.

Alien

Begin as a Facehugger in a containment lab, slip your restraints, and find a host. As a Chestburster you escape into the ducts, grow into a mature Xenomorph, and turn the colony’s corridors, hot‑labs, and processing plants into hunting grounds. You’ll sabotage power, free clutch mates, and answer the Queen—whose liberation transforms LV‑1201 into a true hive.

Marine (Cpl. Andrew Harrison)

As Colonial Marine Corporal Harrison, you respond to a deteriorating situation at the colony. A routine sweep becomes a running evacuation through Forward Observation Pods, terraformer sections, and research complexes. Fighting alongside scattered survivors, you uncover Dr. Eisenberg’s experiments and clash with corporate security and hired mercenaries, culminating in a desperate push through hive infested sectors to reach extraction.

Predator (“Prince”)

As a young Yautja nicknamed Prince, you hunt worthy prey and retrieve stolen technology. Your path cuts through jungle approaches, colony streets, and deep industrial interiors, against Marines, corporate guards, Rykov’s mercenaries, and evolving Xenomorph castes. Master cloak, vision modes, and plasma fire to reclaim honor and trophies before confronting the heart of the hive.

Tip: Many players go Marine → Predator → Alien for a difficulty ramp, or Alien → Marine → Predator to follow the timeline more closely.

Aliens vs. Predator 2 - Multiplayer Modes

Six modes shipped at launch: Cooperative, Deathmatch, Species Deathmatch, Alien Tag, Predator Tag, and Last Man Standing. Servers support up to eight players with a wide range of host options. Skirmish mirrors co-op as an endless horde mode for solo play. Modern Classic builds enable cross-play between digital storefronts and include native multiplayer without external services.

AVP2 Multiplayer Game Modes

Deathmatch

Free-for-all mode. In Deathmatch, players can choose any race permitted by the server settings. The objective is to achieve the highest number of frags. Deathmatch maps are typically identified by the prefix “dm_”.

Team Deathmatch

A team-based version of Deathmatch. Teams are aligned with the races of AVP2, allowing players to choose between four factions. Each team competes to achieve the highest number of frags or score. Team Deathmatch maps often use standard Deathmatch layouts, though some are designed specifically for this mode.

Hunt

In Hunt, players are divided into two groups: Hunters and Prey. Only Hunters can score points by fragging Prey. However, if a Prey kills a Hunter, they switch roles and join the Hunter team. The number of Hunters is controlled by a server-defined ratio, and the game automatically adjusts teams to maintain balance. Hunt maps are the same as Deathmatch maps.

Survivor

In Survivor mode, the objective is to remain alive as long as possible as part of the Defender team. Defenders earn points for every second they survive. Players killed by Mutants grant the Mutant team additional points. At the start of each round, all players begin as Defenders. A “Tag” phase begins the round, where one Defender frags another to initiate gameplay. When a Defender is killed, they respawn as a Mutant unless fragged by another Defender in Survivor mode. Survivor matches are played on Deathmatch maps.

Overrun

A two-team mode similar to Survivor, except players may choose their side: Survivors or Mutants. Survivors must outlast and eliminate Mutants, while Mutants aim to wipe out Survivors. Players are given limited lives, and once eliminated, they enter free-fly spectator mode. A round ends when one team has no remaining players. Points are awarded based on the number of survivors alive at the end of each round. Overrun maps are specially designed for this mode and are identified by the prefix “over_”.

Evacuation

Evacuation pits two teams—Attackers and Defenders—against each other. The attacking team must reach and hold an evacuation point for 10 seconds, while the defending team tries to stop them. Both sides have a limited number of lives determined by the server. If one team is eliminated, the other automatically wins. Rounds are timed, and if time runs out, the Defenders win.

Attackers are guided by a HUD arrow pointing to the evacuation zone. Some maps include sub-missions before evacuation is possible (e.g., evac_alley requires rescuing a hostage before extraction). Players who are eliminated enter free-fly spectator mode until the next round.

Life Cycle (FaceHuggers)

Life Cycle is a special Alien-focused mode inspired by the complete Xenomorph biological progression seen in the films. Instead of spawning as a full-grown Alien, players evolve through multiple stages of the Alien life cycle as they survive and successfully infect hosts.

 

Capture the Flag & Domination (Master Server Patch)

Capture the Flag: Two teams compete to capture the opposing team’s flag and return it to their base while defending their own. Points are awarded for successful captures, and the team with the highest score wins.

Domination: Teams capture and hold designated control points on the map to accumulate points over time. The team with the highest score when the timer ends is declared the winner.

System Requirements

Minimum System Requirements

Recommended System Requirements

Multiplayer Features

AvP2 Developer Diaries/Interviews

Evac - Get Out Now! Lead Designer Aliens vs. Predator 2 July 27, 2001 By William Westwater
Evac - Get Out Now!

By William Westwater
Lead Designer
Aliens vs. Predator 2

July 27, 2001

It's late July now. This week, we finally put our new multiplayer maps to bed, and that happily includes a few new ways to play.

Not to say that the basic Deathmatch isn't a blast. Actually, we started there, tuning the weapons and characters speeds to get a decent balance. This is tricky because of the three species: Alien, Predator, and Marine.

Take the Predator. Against humans, Predators tend to hide in the corner, cloak, switch into thermal vision, and then strike from a distance. (Well, most do; Brice, one of our artists, likes to hide in the rafters and then drop down and cut me in half with his two-handed spear.)

Against Aliens, Predators prefer to stay away from corners and tight spaces since the Aliens are fast and can sense cloaked Predators. It's best to see the Alien at a distance and take him out as he approaches - either with a shoulder cannon blast or a well-timed spear slice.

In most Deathmatch games, these two styles collide. If you stay in thermal mode and hide from the Marines, then half the time, you don't even see the Aliens coming. You just hear the crunch of their jaws smashing through your skull.

On the other hand, if you get out in the open and keep moving, smart gunners and other Marines will lock onto your motion. Predators that stand still in the open face another threat - a secret Alien attack move - you'll hear more about that one later :-)

Our best Predator players know the cost of playing to only one style. They mix the two styles - moving in bursts. They watch the Marines carefully, approaching them from behind when their backs are turned and the Marines can't detect motion. They also use tracking modes sparingly - snapping into thermal mode to lock onto targets and then back into normal mode to scout for Aliens. When one races isn't playing, Predators can change their tactics dramatically.

For fans of the first Aliens versus Predator, most of this isn't a big surprise - although you may be shocked at how powerful Aliens have become with their new attack move. Even one-on-one, AvP2 is feeling pretty balanced at this stage.

Of course, we wanted to give you much more than a rehash of the old game. That's where modes like Evac come into the mix. When we sat down to design Evac, we had thee goals: create the sensation of panic that you saw in Aliens, increase the tension of our Deathmatch, and keep the rounds short.

For the first goal, we came up with a simple objective. If you're a Marine, you want to evacuate. If you can get to an evac zone and stay there for a short time, your team wins.

To meet goal two, we focused on limited respawning. This made each death count more and felt right for Marines. For Aliens though, one life felt wrong. Aliens attack in masses. They don't care if one or two of them die as long as they reach their enemies in the end.

Sure enough, when we played Evac with even lives, the Marines would most often bust through to the evac point and win. Even when they didn't, the Aliens had to play in a restricted fashion, hiding in the shadows and on the ceilings, and waiting for Marine mistakes.

The solution here was simple. We gave Aliens more than one life each. Now, the Aliens cared about dying, but they still felt free to rush the Marines - sacrificing one or two Aliens to kill a single Marine.

Finally, to meet the third goal - keeping the rounds short - we focused on linear maps. After all, the Marines are running out of the Alien infestation, not around it. We also added a second rule - the Marines only have a short time to evacuate. This rule combined with smaller, focused maps created a fast-paced, high-energy unique and totally Alien/Predator team mode. 

Having made the basic Evac fun, we turned to scoring. Initially, we wanted to encourage the entire Marine team to go to the evac zone. More team focused. Ideas included making a percentage of the Marines reach the zone, speeding up the evacuation time for multiple Marines (so that two Marines in the zone would evacuate faster than one) and awarding points based on the Marines in the zone. Surprisingly, when we played, we found the more complicated scoring ideas only confused people. At the heart of it, the Marines either got out or they didn't - so that's just how we scored it. 

Lastly, you might wonder, why does this guy talk only about Marines and Aliens, what about Predators? Don't worry, Marines can run from Predators just as well. You can even simulate a lab escape with Aliens breaking out - to mention just two choices that AvP2 also allows.

Anyway, it's time for me to focus on the single player game again. I hear rumors that someone out there actually wants us to ship this game so that they can buy it. :-)

- William Westwater - Lead Game Designer, Monolith 7/27/01
Game Vs Movie Lead Designer Aliens vs. Predator 2 August 31st, 2001 By William Westwater
Game Vs Movie

By William Westwater
Lead Designer
Aliens vs. Predator 2

August 31st, 2001

Today I wanted to talk a bit about whether Aliens look like men in suits and whether Predators are sadists. That is to say, I wanted to talk about being consistent with the movies.

When we started AVP2, we took pains to research the films and even the books and graphic novels. FOX also provided a lot of material for us – stock footage and behind the scenes images that they'd gathered from Stan Winston's studio and other sites. Then on top of that, we pulled together books and articles – stuff on Giger's artwork and on the making of the movies. After all, if we couldn't make it right, we didn't have the right to make it.

From this point, you probably think the game made itself. We just follow what has been done before and then we're all fine. Sort of…

Movie franchises, especially franchises with multiple films, plus games and books, are not always clear or consistent. Take just two examples – the Alien body and the Predator personality.
When you see an Alien on film, you're pretty much seeing one of two things: an actor in a suit or a rod puppet. When you watch the films, you see only quick glimpses of the Aliens, so you may not notice any differences between the two. If you pull up research footage, however, you'll discover that the rod-puppet Aliens are considerably thinner than the actor-in-suit Aliens – especially the arms and the legs.
This makes sense. With someone in a rubber suit, the arms and legs are at least as thick as the actor's limbs plus the rubber surrounding them. The rod puppet, on the other hand, can conform exactly to its designer's imagination. Similarly, with an actor in a suit, the feet must conform to the actor's feet plus rubber boots. The rod puppet's feet can look any way the filmmaker's desire.

So, will the real Alien please step forward? Are Aliens thick and bulky with boot-like feet? Are Aliens thin and spindly with more reptilian feet? Or to put it another way, do Aliens look like men in suits?
I can't say whether our lead artist's affection for puppets (he's a puppet maker himself) influenced the decision, but after debating it, we fixed on the more puppet-like appearance. We reasoned that with the puppets, the artists could fulfill their vision without the limits of putting a guy inside a suit – and so puppets created the most accurate Aliens.

Taking a quick change of topic, let's consider the mentality of the Predator.

The Predator is generally viewed in one of two ways: as a hunter or as a sadist. On the one hand, the Predator is drawn to conflict. Predators avoid killing unarmed civilians and prey on the trained soldiers and bloodthirsty criminals. In fact, when Danny Glover manages to kill his Predator enemy in Predator 2, the other Predators emerge to congratulate Danny on his kill. They respect him as a great warrior.

That's the first view.

The second view is more controversial: Predators are sadists. Remember, Predators don't just hide and strike like a deer hunter – they taunt. They record human lures and play them back to strike fear into their victims. They laugh as they kill. They let their victims know that the hunt has begun, the terror started, the slow torture commenced. Do we really think that in the first Predator film, the Predator would have removed his cloaking if it hadn't shorted from falling into the water? 

What then of the famed tactic of only hunting armed opponents? In the subway car, the Predator is shot a half dozen times in the chest by revolver. He laughs at the wounds. Glover only defeats him by using the Predator's own disc against him. In fact, for most of the third act, the Predator runs around after losing an arm. Pistol bullets are no threat to him. And what do we make of the gift that Glover receives from the Predators at the end – an antique revolutionary war pistol. Most assume that this means Predators were hunting humans two hundred years ago. A modern soldier with an AK-47 could demolish a Revolutionary War soldier. If a Predator hunted Paul Revere, was the Predator really putting his life in any danger?

Having said all that, let me add one other thought.

I loved being a Predator in AVP. I loved it, but it was a guilty love. I snuck around the world, waiting for the clueless soldiers to walk right up to me before I'd decapitate them with my wrist blades. I sat cloaked in a corner with my speargun, zoomed onto a soldier's head, and speared it happily against a wall. I thought to myself: they're only alive because I let them live – and then I killed them. It felt like power, but hardly heroic.
Perhaps though, a third position exists. Perhaps, I simply needed to get deeper into the soul of the Predator to understand them – they are not murderers; they are fishermen. A fisherman may catch young fries, but does he keep them? No. He throws them back to grow stronger. They are too easy to catch – too common. He wants the large fish, the whopper, the catch to end all catches. So too, with the civilian and the soldier. Although neither may possess the ability to kill the Predator, one is common; the other, rare. Which lets you boast of your prowess?

Still, even this thought did not console me. I wanted to feel heroic – even as a Predator. I wanted to feel that I was accomplishing something larger – facing a stronger enemy with more at stake. For AVP2, that meant creating a story, a world around the Predator's hunt that provided the Predator with an enemy larger than a mere hunting target. A villain. In all of the Predator movies, the humans had to win. The humans were the heroes. Sometimes, it's better not to be a movie.

- William Westwater - Lead Game Designer, Monolith 8/31/01
The Dave Stalker Interview - Conducted by Sadogoat, April 2001
DAVE STALKER INTERVIEW
Conducted by Sadogoat, April 2001

Dave Stalker is a very elusive individual - and even when cornered, he's as cryptic as a top-level Weyland Yutani transmission. But still, we managed to hijack one of Fox's infamous black vans and drag Dave kicking and screaming into one of our virtual interrogation booths. With the threatened physical application of our facehugging mascot, Gordon, to Dave's "ain't gonna tell" expression, we managed to worm some information out of him about the highly-anticipated Aliens Vs Predator 2.

A huge thanks to Dave for taking time out to answer our questions, and also to Pezman for making it happen.


SG: Hello again, Dave – I believe it's been at least since late 1999 that we last chatted and now we find you still effectively 'joined at the hip' to the AvP gaming franchise.AvP2– to all reports – is coming along nicely. Are you happy with it's progress so far, and is everything still on track?

DS: Everything's going along swimmingly! We're moving along as we've intended and are hoping for a good showing when E3 rolls around.

SG: What made Fox decide on bringing Monolith in as the development crew for AvP2? Amusingly, I seem to recall a Predator's trophy room (with Alien skulls) making a 'cameo' appearance in Monolith's old Blood 2: The Chosen title. Almost prophetic, you might say?

DS: Heheheh! You can't throw a rock in this industry without finding people that LOVE Aliens and Predators…that's because we all have incredibly good taste in our sci-fi action movies! While Rebellion busied themselves with AvP Gold and the downloadable levels, we sought a team with the right kind of technology and the right kind of energy to bring AvP2 to reality.

SG: Looking around the AvP community, it seems Aliens Versus Predator 2 is constantly (and inevitably) being weighed up against Monolith's last FPS, No-One Lives Forever. Aside from the fact that NOLF used an earlier version of the LithTech engine, in what other areas do you feel that AvP2 will improve dramatically on its spy-shooter predecessor?

DS: Well…I think it's hard to improve on a game that has such an impressive Scotsman in it :) but we've certainly tried to come up with goods for AvP2! Seriously, NOLF isn't really a predecessor of AvP2; I don't think the two games can be fairly compared. I mean…it's not like Cate Archer was ever going to start climbing walls or using thermographic vision now is it! Hahahahahahaha…
(Note to self: talk to Chris Miller re: Cate being able to walk on walls with thermographic vision)

SG: It's been said that AvP2 will be a lot less 'hectic' than it's predecessor – in other words, it will have a lot more pacing and less constant 'in-your-face', Quake-style gameplay (which seems to have divided the AvP community in terms of preference). So does this mean we can expect a pace not far removed from other story-based shooters like NOLF and Half-Life?

DS: I don't think it's going to be SLOOOOW but I think you will find there's more of a ramp up in hectocity and inyerfaciousness. William Westwater and the gang at Monolith are very conscious of the fact that AvP lost some people by being WAY too steep with its curve.

SG: Some concern has been raised over NOLF's multiplayer facilities, which some have stated were somewhat lacking. The original AvP also had it's own share of problems. Can we expect a much-improved multiplayer facility in AvP2? And what priority is it receiving – in terms of attention – in contrast to the single-player game? There's been talk of ten playable character types across the three species and other new features. Can you elaborate on some of these?

DS: Monolith has spent (and is continuing to spend) a lot of attention to the multiplayer side of things. Improvements that have been made to NOLF will find their way into AvP2 as well as new requirements and improvements necessitated by the game.

SG: Will we see the return of original AvP multiplayer modes such as Co-Op, Skirmish, Alien & Predator Tag, and Species Deathmatch?

DS: Some will make it this time…some won't. We've got some cool new stuff cooking as well.

SG: NOLF introduced a lot of fancy gadgets in addition to the range of weaponry. Now it seems AvP2 will enjoy similar additions – such as the Marine's hand welder, an electronic lockpick, the shoulder lamp (much missed from the first AvP) and other goodies. Will these play an important role in the game? And can you tell us about some of the gadgetry that the Predator will receive?

DS: Well…all the Marine stuff you mentioned is going to be TOTALLY crucial. There will be situations where you need to use the torch to cut through to gain access…and that's gonna get puh-retty hairy if there's Aliens coming towards you at the time. Likewise you're going to have to seal doors and vents behind you using that welder to keep them from piling up at your back.

At this point we don't really want to say too much about Preddy's gadgets…but I think you'll dig 'em!

SG: The story picks up not long after the Hadley's Hope incident and sees a scientist named Eisenberg establishing a research base on LV-1201 where an ancient Alien Hive has been discovered. Then, in time-honoured fashion, the Aliens escape and go on the rampage again. I assume since early reports indicated that the storyline would receive a higher prority in this sequel that there will be many unexpected plot-twists and developments to enhance the basic premise?

DS: Monolith has crafted a single story told from three different perspectives that takes place at the same time in the same place. We're thrilled with how this has come together. As much as I love it, AvP1 was kind of invent-your-own-story. This time we're really trying to tell you a cool tale of these three species.

SG: Will Eisenberg be a Dr Wren-ish style character who will be the chief (human) villain and opponent in the game?

DS: Well…he IS very driven and intense and he is trying to study Aliens but does that make him a bad guy…?

SG: Some of the screenshots that have been floating around suggest that elements from the Alien quartet of films have been merged in with the new and original content. For example, one shot has shown a very Nostromo-ish interior. Will there be many direct movie references in the game? Maybe there will be some movie-based multiplayer levels as well?

DS: Monolith has approached the art style with a view to making it cohesive so it seems like the world you see in this game is the same world that you've seen in the movies. There are some features and styles that are reminiscent of things that you've seen before to give you the feeling that all these tales take place in the same universe.

SG: How will the levels be laid out in comparison to the original AvP? I understand that this time around, they will effectively 'overlap' each other at certain points. Can you elaborate on this concept?

DS: The three 'campaigns' start at different times and in different places but they sometimes overlap in time and location as they all move towards their end points.

SG: I understand there will be seven levels for each species – but with each broken down into "chapters" as in NOLF? I always felt that the original AvP somehow felt a little 'short'.

DS: It's the ole "3-for-1" deal. We don't have time (or money) to make 3 full-sized games in one package. The differences in weapons, abilities and styles of gameplay of the three species make for a lot of challenges along the road. We're never going to try and con you that this is three big games but I definitely think it's one nicely proportioned game with three incredibly cool characters that you get to play as…which is good, right?

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SG: There seems to be a lot more variety in environments this time around. We've seen the surface of LV-1201 and the interior of the research base – but there's also been mention of an assault cruiser, a volcanic plateau, the obligatory Alien Hive and other hinted locales. Will we perhaps see underwater areas this time too? AvP had wonderful water effects – but they were never used for much more than mere paddling pools.

DS: Yes, there are some VERY different environments in the game that I think people will really get of on and, yes, we have water plans!

SG: NOLF was noted for the often humorous tones used in the storyline and dialogue. Will AvP2 contain any of the dry humour from the films perhaps? Biting one-liners? Maybe the sort of comical heroics and gung-ho bravado shown by Hudson in Aliens?

DS: Although very different in tone from NOLF, Aliens has some of the coolest, funniest, most enjoyable lines I've ever heard in a movie. I think you'll find…let's say…'appropriate' amounts of humour in AvP2.

SG: It seems the Marine and Predator will be receiving buffed-up arsenals for this new title - how will the Alien be compensated? Many fans have suggested the option to "cocoon" enemies (first used in the original 1994 Jaguar game). Given that quite a few modern FPS titles (like the Thief series, for example) allow you to pick up and carry enemies, has this idea been considered for AvP2? In essence, how will the careful balance between the species be achieved this time?

DS: Let's just say that you DO get to do stuff as the Alien that you NEVER have before…maybe not exactly what you mention but some sweeeet stuff.

SG: One thing I noticed about the Smart Gun in the original AvP is that it had no vision-based infrared targeting (as seen in Aliens and described in the Colonial Marines Technical Manual). Many people also wondered about the lack of audio waveform analyser in the Predator's vision modes (ie. The 'distortion' of sounds from the Predator films). You seem to be opting for a more 'realistic' or 'faithful' approach to the Aliens universe this time around – does this mean features like this have made it this time around? Or at least have they been considered?

DS: Oh! Believe me ALL things have been considered…they may not make it IN but they have been bloody well considered to death :). The smart-gun wouldn't really make much sense against Aliens with the IR-tracking ("Maybe these things don't show up on infrared at all.") so we've always fudged that one a little.

SG: Will and yourself mentioned in the recent CGM interview that the Predator's netgun was the most requested weapon voiced by fans. I would have thought it was the Predator's spear (or "combi-stick") – at least according to opinions in the AvP community forums. I understand both will actually appear in AvP2?

DS: I don't think I remember talking about the combi-stick. Hey William! Did you mention the combi-stick? Hmmm…we'll have to see if we could squeeze that in there. :) 

[Interviewer's Note: Since this interview was conducted, the Predator spear HAS been seen in video footage of AvP2 as an actual player weapon]

SG: I also hear talk (some of it from Will himself) that the Marine won't be so alone this time around – he'll be able to communicate with other human characters in the game. Considering this seems to be a chief feature of Check Six's forthcoming Aliens: Colonial Marines on the PS2, to what extent has it been implemented in AvP2? In other words, how comprehensive will the ability to communicate be?

DS: Oops…it's plug-time!! The Producer on ACM is Chris Miller (formerly AvP1's Associate Producer AND, more recently, the Producer of NOLF) and the Associate Producer is former AvP1 Lead Test, Aaron Blean…so you KNOW that is gonna rock! Squad comms & behaviour is a special focus of ACM, so you won't see as much of that in AvP2…but we WILL see the main character interacting, helping and being helped by buddies. By the way…don't worry that those guys aren't directly on AvP anymore because we have Peerless Paul Pawlicki as AP and Groovy Glenn Dphrepaulezz as Lead Test…and Krazy Igor Krinitskiy always keeps his beady eye on us! Hmmm…how many more Fox Staffers could I mention in one answer???? :) 

SG: As you may remember, one gripe that often came up regarding the original AvP game (from myself included) was the omission of long-time Aliens universe staples such as Chestbursters and Eggs that hatched Facehuggers. This time around, will the full Alien life-cycle be represented in AvP2?

DS: Fuckin' "A"!

SG: On the subject of Facehuggers and Chestbursters, will it be possible for the Marine and Predator to be actually impregnated – as was done in Argonaut's Alien Resurrection on the PSX?

DS: Well yeah…but you'd die. Don't go looking for no fancy AutoDoc to help you out in AvP2. If you're impregnated…you're dead!

SG: I also understand that there are also more different strains of Alien in this sequel, other than the returning PredAlien from the original game?

DS: There sure are!

SG: A lot of people are asking about the strange arachnid-like creatures shown in the GDC tech demo footage, as well as the gas-spitting plants. Personally, I've assumed these were added to bring more variety to the game than just Alien, Predator, and Human opponents – was this the intent behind the decision to introduce them? And what exactly are these creatures actually called?

DS: They're one of the indigenous lifeforms from LV-1201. They're called 'Spindlicus Spideroficus'.

SG: In NOLF, you provided the voice for Scottish heavy, Magnus Armstrong (a nod to "Fat Bastard" from Austin Powers 2?). Will you be doing any cameo voice-work for AvP2 as well? Is there such thing as a Scottish Predator and what does it wear underneath its kilt?

DS: Oh shucks…you noticed that was me?? There are currently no plans for a repeat performance in AvP2 but I DID suggest that one of Armstrong's descendant's could put in an appearance! If Monolith would like me to consider that role, they know how to contact my agent.

SG: Anyone who saw the tech demo footage at Gamespot has seen the Custom Level screen in the game – which obviously suggests the unlike it's predecessor, AvP2 will be customisable from the outset. Will AvP2 ship with a level editor (like Unreal), or will that be released online afterwards? Or is that still dependant on time constraints at this point?

DS: It'll happen…not sure yet exactly when but it WILL happen.

SG: Is there any sort of plan to release a trilogy of game demos this time around, as with the first game?

DS: Stuff like this will be finalised with our whoever our co-publishing partner is but I'd kind of like to go that route again.

SG: Worries have been expressed about system requirements to run AvP2 – especially in view of the fact that NOLF could be quite resource-hungry. At a rough estimate, can you give us a set of minimal specs that would be needed to enjoy a decent game of AvP2?

DS: I'm don't think it's been announced but if you thought NOLF-like you probably wouldn't be far wrong…it IS LithTech after all…it's unlikely to change THAT much and it is one year on from NOLF's release.

SG: Although AvP2 is being developed for the PC at the moment, early talk suggested it would also appear on Sony's Playstation 2 console – and, to a lesser extent – possibly Microsoft's X-Box. Do you think there will be any ports to other formats, or is that still up in the air at the moment?

DS: Mmmm…next generation console… We'll see!

SG: Do you still keep up to date with goings-on regarding the original AvP game? Although all eyes are now hinged on the forthcoming sequel, several modification projects such as AMP and Invasion are still in development in order to inject a little life back into the first game. Have you watched these at all, or do your current projects demand your full-time focus?

DS: If I miss stuff, Pezman does a great job of bringing it to my attention. I love the fact that there are people who are still working with the admittedly tricky-to-modify AvP1! I love you guys!!! I hope you find the transition to AvP2 one that makes your lives MUCH easier and I look forward to seeing the cool stuff you put out there!

SG: Fox Interactive seems quite intent on really pushing the Alien franchise lately. We've had Aliens Versus Predator (PC), Alien Resurrection (PSX), Aliens: Thanatos Encounter (Gameboy), and we've got more titles forthcoming, including AvP2 (PC) and Aliens: Colonial Marines (PS2). It seems – like Capcom and their Resident Evil series – that Fox are trying to expose the Aliens to fans all modern gaming formats. Given that there's been no new Alien/Predator films for four years now, why do you think Fox has suddenly brought the franchises screaming back into production on the videogame front?

DS: It's a really simple and short answer: because they are SO effing cool! People love these characters and they deserve the GREAT treatment they've been getting in these games!

SG: Do you have any thoughts on Aliens: Colonial Marines at all? It's interesting that it's being developed by a team consisting of many ex-Activision members – given that Activision used to be the chief licence holder of the Aliens and Predator franchises before Fox Interactive came onto the scene. You have an advisory position of sorts on A:CM's development. Are you happy with the way it's coming along? Is it comparable in any way with what you're doing with AvP2?

DS: As mentioned above, ACM is in very capable hands, both at Fox and at Check Six. There's some really cool stuff coming in that game…just you wait!

SG: What are your thoughts on the recent explosion of Alien 5 and Aliens Vs Predator movie rumors? I assume you've heard or read Sigourney Weaver's comments on the current interest shown by Twentieth Century Fox in making an Aliens Vs Predator movie at long last. Do you think it'll make it this time around, after the failure of the "Briggs Project" almost a decade ago? Is there anything you'd like to see in it? And do you think – hypothetically- that an Aliens Vs Predator 3 game may even be a tie-in to an actual movie?

DS: I think there was perhaps a fear that it would be too cheesy to have a crossover movie. There was probably (and it's pure speculation on my part) a question of economics here as well. For example: if you make a Superman movie and a Batman movie and they both make tons of money wouldn't you keep making separate movies even though people would really love to see a Superman & Batman movie?

I think may have been the wisdom at the time of Peter Briggs script (which of course was based on the great Dark Horse comic book series) but I think things are different now... 

I think we've shown with the games that the crossover can be handled in a really cool way, not at all cheesy and that there's a definite shot in the arm for both of these franchises by putting them together.

SG: Is there any further comments you like to add? Any advice you'd like to provide to the slavering fans out there in the community?

DS: Check those corners!

SG: Well, I'd like to thank you for your time and input. From what has been seen so far, Aliens Versus Predator 2 is shaping up to be a very remarkable game – quite possibly the 'dream game' that many fans of the franchises have been waiting for. We wish you the best of luck.

DS: Well, we keep on trying. We may never make the 'perfect' game but we think we come a little closer every time. Spread the word!

Frequently Asked Questions

What is Aliens vs. Predator 2?

Aliens vs. Predator 2 (AvP2) is a first-person shooter developed by Monolith Productions and published by Sierra Entertainment. Released for PC and Mac in 2001 through Fox Interactive, it is the sequel to Aliens versus Predator (1999). An expansion pack, Aliens versus Predator 2: Primal Hunt, followed in 2002.

Where can I get Aliens vs. Predator 2 for PC?

There is currently no official digital release on major storefronts such as Steam or GOG. Your options are:

I downloaded the AvP2 All-in-One (AIO) Edition. How do I install it?

You can install the AIO Edition using either the ISO method or the one-click EXE installer.

Option 1 — ISO method

  1. Download the ISO files listed on the AIO page.
  2. On Windows 10/11, right-click an ISO and choose Mount (or use your preferred ISO tool).
  3. Run setup.exe and follow the prompts.
  4. When prompted for the next disc, mount the second ISO and continue.

Option 2 — EXE method (simplest)

  1. Download the EXE Edition from the AIO page.
  2. Run the installer (administrator recommended) and follow the on-screen steps.

For a full walkthrough of the ISO approach, see The Immortal Moo’s video guide: https://www.youtube.com/watch?v=xLQXY6bmBpQ

What versions of Windows does Aliens vs. Predator 2 support?

The game was originally built for Windows 2000 and Windows XP. In practice, it runs on Windows Vista, 7, 8, 10, and 11—including 64-bit editions—often with the help of modern installers or basic compatibility tweaks.

I installed AvP2 on Windows, but it won’t launch. Is there tech support or a guide?

Absolutely. Start with KingKenny’s Ultimate AvP2 Tech Support Guide—an all-in-one field manual for installation, compatibility, and troubleshooting: https://kingskins.avpunknown.com/ultimateguide.html

Prefer a visual walkthrough? Check out the Video Support Playlist: https://www.youtube.com/watch?v=7z60BlN5LMk&list=PLGPOb-WQxoiV_WJEOoogNCVI2o9gC6lh7

Between them you’ll find fixes for launch failures, crashes, black screens, and modern Windows quirks.

Does Aliens vs. Predator 2 support Linux, Unix, or macOS?

How can I get proper widescreen for AvP2?

Edit the autoexec.cfg file in your AvP2 directory. Find the screen widths and heights and set values to match your desired resolution (example below for 1920×1080):

"SCREENWIDTH" "1920"
"GameScreenHeight" "1080"
"SCREENHEIGHT" "1920"
"GameScreenWidth" "1080"

If that’s too involved, try these widescreen patches:

What is the best place to get the latest custom content for Aliens vs. Predator 2?

AvPUnknown’s front page features the latest news. For older content, visit sites like moddb, gamefront, nexusmods, the most complete database of AvP2 content on the web!

How do I install custom maps, mods, skins, etc.?

Follow this video guide by KingKenny:

Prefer a written guide with photos? Use: http://www.avpunknown.com/cgi-bin/YaBB.pl?num=1276745019

Does Aliens vs. Predator 2 have tools for skinning, modding, and mapping?

Yes. The official toolkit—SDK, mapping utilities, and related updates—is available in our Downloads → AvP2 page (scroll to the bottom). Be sure to grab the latest tool updates. If you’re using the AvP2 All-in-One (AIO) Edition, these tools (and their updates) are already included.

Is Aliens vs. Predator 2 still playable online?

Absolutely. Multiplayer is alive and active—even after the original master server shutdown.

Step 1 — Update the game

Install the latest official patch 1.0.9.6.

Step 2 — Choose your online method

For downloads, setup instructions, and player hubs, see our AvP2 Online / Master Server Patch page: http://avpunknown.com/avp2master/

I can see servers but can’t join them. What’s going on?

The most common culprits are:

VPN / proxy note: Some AvP2 servers have anti‑VPN protection enabled and will block connections from VPNs or certain proxies. If you’re using one, disconnect and try again.

Still stuck? Post details (error text, patch/mod list) in our tech support forum or join the official AvP2 community Discord: https://discord.com/invite/esPD62d

I’m trying to organize some multiplayer games. Where can I meet others?

The most active place for quick matches is our Discord server: https://discord.com/invite/esPD62d

I’m having a difficult time hosting an AvP2 server. Where can I go for help or support?

Use the AvP2 tech support board in our forums or join the community on Discord: https://discord.com/invite/esPD62d

What’s the best AvP2 map pack?

Ultimate Map Pack 3 (UMP3) — The community’s definitive multiplayer collection. Official site: http://www.avpunknown.com/ump. (2020 release, ~912 MB.) And the HHMP (Happy Hunting Map PAck) By kingkenny Download from his site https://kingksins.avpunknown.com

Does AvP2 have a co‑op (cooperative) mod?

Yes. Grab the co‑op mod here: https://avpunknown.com/avp2coop

Modding

The modding community for Aliens vs. Predator 2 continues to thrive more than two decades after release. Since the public release of the official tools, fans have produced an impressive library of custom maps, skins, and modifications. Even today, new content is still being created, keeping the game alive and evolving.

At AvP Unknown, we also contribute with our own skins — you can explore them under the "XMX FILES" tab on the front page. For players looking to explore or join the wider modding community, the following sites remain the most active and reliable sources:

Aliens vs. Predator 2 – ModDB
Aliens vs. Predator 2 – GameFront
Aliens vs. Predator 2 – NexusMods

Aliens vs. Predator 2 - Single Player Cheats

CODE EFFECT
mpcanthurtmeInvokes "god mode" (invincibility)
mpschuckitAll weapons and full ammunition
mpsmithy100% armor
mpkohler100% health
mpstockpile100% ammunition
mpbunkerInfinite ammunition
mpsixthsenseNo clipping mode
mpxfilesOpens all levels (cannot save)
mpicuThird person view
mpbeammeTeleport to level start
mptachometerShows speed info
mpsizemeShows size info
mpgpsShows coordinates
mpgrsShows rotation info
mplightaddEdit light amplification
mplightscaleEdit light scale
mpbreachEdit weapon breach
mpwmposEdit weapon offset #1
mpwposEdit weapon offset #2
mpfovEdit FOV
mpvertextintEdit vertex tint
mpmillertimeWarp character speech
mpreloadbutesEdit reload attributes? (unconfirmed)
mptriggersEdit triggers? (unknown)
mpconfigEdit configuration (unknown)
mpdeathtoallKills all enemies? (unknown)
mpdoctordoctorReplenishes health (unconfirmed)
mpmphUnknown effect
MORPH CHEATS (Click to Expand)

mpmorph (species name) — Become selected species (may cause bugs). Example: mpmorph marine

apesuit
bloody_eisenberg
chestburster
combatsynth
convict
convict2
corporate
drone
droppilot
drunkardtechmale
dunya_ai
eisenberg
exosuit
facehugger
femalelabtech
grenadier
guard
harrison
hazmat
heavypredator
ivan_ai
laboror
lightpredator
malelabtech
marine
meanguard
mccain
merc1
merc2
merc3
merc4
mhawkpredator
minigunner
obrian
officer
pocguard
praetorian
predalien
predator
pulseriflegirl
pulserifleguy
queen
railgunner
runner
rykov
rykovjr
scientist
scientistchief
smartgunner
smuggler
tamiko
worker

LV-1201 FLORA & FAUNA

FLORA

Plant Description
Fluorescent plants cluster Bioluminescent plants that glow softly in the dark.
Fluorescent plant (orange variant) Variant of fluorescent flora with orange hue.
Tall cap mushrooms Tall mushrooms with wide caps providing natural cover.
Poison spore pod (closed) Closed toxic pod that releases spores when disturbed.
Poison spore pod (active gas) Active spore pod emitting dangerous green gas.
Red canopy trees Large red-leaved alien trees native to LV-1201.
Green toxic lakes Pools of corrosive green liquid scattered across terrain.

FAUNA

Creature Description
Flying bug The Flying Bug is a small but distinctive insect species native to the planet LV-1201, measuring around two feet in length with a wingspan of about three feet. Resembling a wasp or hornet, it has four wings that allow it agile flight and a sharply curved abdomen that gives it an aggressive, threatening posture even when idle. Unlike most insects, the Flying Bug’s head features vertically oriented, vertebrate-like jaws lined with sharp teeth, making its appearance more reminiscent of a Chestburster than a typical insect. These creatures are most commonly found in the planet’s swamps and dense forested areas, where they scavenge among plant life and organic debris, and they are only rarely seen within human or Predator-built structures.
Land beetle The bug (commonly referred to as a beetle-like insect) is native to LV-1201 and, despite resembling terrestrial insects through parallel evolution, can grow up to 1.5 feet long with a wingspan of about 2 feet, sporting a dark brown color that helps it blend into the ground; it scavenges in enclosed spaces like vents and ducts, moves using limited flight or leaping, and triggers motion trackers when it appears.

Aliens vs. Predator 2 - Multiplayer Weapons

Weapon Description
Knife The knife is the Marine’s last resort. When a Predator is in your sights or a Xenomorph is closing fast, and every round is spent this blade is all that stands between you and death.
Pistol The pistol is a standard-issue sidearm for all Marines. It’s reliable but limited—aim for the head to maximize effectiveness, as body shots rarely stop the target.
Shotgun The shotgun isn’t built for distance it’s a close-quarters weapon made for when things get personal. At point-blank range, it ends fights fast. I like to keep this handy for close encounters.
Pulse Rifle The pulse rifle is a versatile service weapon, effective at both long and short ranges. Its alternate fire launches an underslung grenade that delivers semi-wide splash damage, useful for suppressing grouped threats. A personal friend of mine relies on this platform for its balance of accuracy and explosive utility.
Grenade Launcher The grenade launcher provides explosive area damage at medium range — perfect for flushing out hidden enemies or controlling choke points. Use bounce shots around corners, but keep distance to avoid self inflicted harm.
Flamethrower The flamethrower is a short range area-denial weapon: it projects a sustained incendiary stream that stops or disperses charging alien masses quickly and decisively. Highly effective in close quarters, it demands disciplined use.
Smartgun The smartgun is a walking fire control system. Its auto targeting locks and tracks with surgical deadliness at range, but it drags your mobility to a crawl. Switch to free mode to regain speed and manual control, but do so at your own risk.
Rocket Launcher The rocket launcher locks on and delivers a single, decisive thunderbolt one direct hit will level any foe. Its blast and deadly backblast make it suicidal in tight quarters; fire from standoff and make it count.
Minigun The minigun is a walking thunderstorm—massive, ammo hungry, and built to end fights both up close and at distance.
Sniper Rifle (Railgun) The railgun delivers devastating pinpoint power from range, ideal for thinning the enemy before they close in. A patient trigger finger and steady aim make this weapon deadly in the right hands.
PREDATOR WEAPONS
Weapon Description
Wristblades The wristblades are the Predator’s trademark melee weapon—fast, silent, and lethal in close combat.
Combistick An extendable spear ideal for both melee and throwing. A versatile weapon prized by seasoned hunters.
Plasma Pistol Compact and efficient, the Plasma Pistol fires concentrated energy blasts that pierce armor and organic targets alike.
Speargun The Speargun fires razor-sharp projectiles with incredible accuracy and power. Perfect for stealthy, long range kills — each shot can pin enemies to walls for a trophy-worthy display.
Plasma Caster The shoulder-mounted plasma caster delivers powerful energy bolts with homing capability. Ideal for ranged combat while maintaining stealth.
Disc A razor-edged returning disc that slices through multiple targets. Highly accurate and deadly when thrown at clustered enemies.
Netgun Fires a high-tensile net that immobilizes prey, leaving them vulnerable to follow-up attacks or a swift finish.
Hot Bomb Thermal charge that adheres and erupts in a searing blast—great for traps and tight corridors where prey has nowhere to run.
Medicomp A self-healing device allowing the Predator to recover from heavy wounds mid-battle.
Netgun Ammo Special ammunition for the Predator’s Netgun. Each cartridge reloads the weapon with a fresh net for ensnaring prey.
Spear Ammo Energy reserves for the Combistick and ranged spear throws, ensuring maximum penetration and range.
Energy Shift The Energy Shift is the Predator’s ultimate tool for replenishing its life force. Channeling raw plasma through its armor, the hunter restores power at the cost of total vulnerability — a dangerous moment where even prey can strike back. Master its timing, or face the hunt’s end in the blink of an eye.
Cloaking Device The Cloaking Device bends light around the Predator, rendering it nearly invisible. Movement and water can disrupt the effect, revealing the hunter for an instant.
Bio-Mask The Bio-Mask enhances vision modes, targeting, and breathing in hostile atmospheres — an essential tool for any Predator on the hunt.
ALIEN WEAPONS
Weapon Description
Alien Tail Attack Tail Strike — A vicious sweep or impaling stab with surprising reach. Excellent for punishing targets around corners or holding choke points; heavy knockback and bleed potential at close–medium range.
Alien Claw Swipe Claw Swipe — Rapid slashing melee that shreds armor at point blank range. Silent, relentless, and the Alien’s core DPS tool in confined spaces.
Alien Bite Bite (Chestburster Only) — A close-quarters chomp that deals heavy damage and can help sustain the Alien during rushes. Use after a stagger or pounce to secure the kill.
Alien Headbite Headbite (Inner Jaw) — The signature execution at point-blank range to the head. Extremely lethal and rewarding; best used on isolated, stunned, or unaware targets.

Community

The Aliens vs. Predator 2 community remains strong, decades after release. The official AVP2 Discord, with over 5,000 members, serves as the central hub and heartbeat of the game. As the sole providers of the master server, we ensure that multiplayer continues to thrive, connecting players worldwide and keeping the legacy alive. Within the Discord, players can join organized matches, participate in community events, and share screenshots, videos, and custom mods. Dedicated technical support and resources are always available, ensuring smooth gameplay for both newcomers and veterans alike. For additional guides, discussions, and archives, the AvP Unknown site, forum, and Discord continue to stand as essential pillars of the community.

And Remember.... HAPPY HUNTING!

- x-M-x

Join the Discord

Join the official Aliens vs. Predator 2 - community Discord to find matches, tech support, share screenshots/videos, download mods, events, game nights, community chatter.

Aliens vs. Predator 2 - Official Community Discord

Aliens vs. Predator 2 - Monolith Event (2019)

Aliens vs. Predator 2 Monolith Event 2019

A Moment We’ll Never Forget

In 2019, Monolith Productions decided to reach out and reconnect with the communities behind the games they created, celebrating 25 years of game development! Eventually, they found us the Aliens vs. Predator 2 community.

They joined the official Discord, which they later officially endorsed after the event, and together we set up something unforgettable a huge game night featuring the AVP Unknown team and long-time veteran players facing off against the original Monolith AVP2 developers.

For over an hour, we played, laughed, and shared memories with the people who built the world we’ve loved for over two decades. It wasn’t just a match it was a piece of gaming history. A rare moment when developers and their community stood side by side again, 20 years later.

Below is the recorded match on YouTube   proof of that incredible night.


The End of an Era

On February 25, 2025, Monolith Productions officially closed its doors and ceased all operations.

It’s hard to put into words what that means to those of us who grew up with their games. AVP2 wasn’t just another shooter it was a masterpiece that shaped a generation of players and inspired a community that never faded away.

Monolith may be gone, but their legacy will never die.

Thank you, Monolith Productions, for everything.

Aliens vs. Predator 2 – Game Installation and Tech Support - KingKenny's Ultimate Guide

Experiencing issues with Aliens vs. Predator 2? You’re not alone.


Over the years, KingKenny has individually answered numerous questions players had to help get the game running. He has also run into numerous problems with getting the game to work on his own laptops and PC. KingKenny came up with various solutions to resolve these issues, and also consolidated all other solutions others have had with getting the game to work on their computer. Using all this information and his own modding experience of the game, KingKenny developed his "Ultimate Guide" as the one-stop solution to help all new and returning players get AvP2 and Primal Hunt working on their computer. This comprehensive resource covers everything needed to get the game running smoothly and is available in two formats: a detailed written guide and a full video walkthrough. The guide is still kept up to date anytime new issues or solutions are found concerning tech support as well. If you’re ready to eliminate the guesswork and return to the hunt, check out the Ultimate Guide today:

Presented by AvP Unknown

 

Aliens vs. Predator 2 Multiplayer Maps

A Lesser Fate map preview

A Lesser Fate

Description: This map features expansive environments with vibrant skies and a variety of weapons strategically placed throughout. Interconnected passageways lead players toward the central arena, creating opportunities for both ambushes and direct confrontations. Beneath the main area lies a submerged basement-like section, where a hidden switch allows players to disable the map’s lighting—plunging the battlefield into darkness and giving a tactical edge to those who thrive in chaos.

Alley map preview

Alley

Description: Widely regarded as one of the darkest maps in Aliens vs. Predator 2, DM_Alley combines relentless downpours with shadow-filled corridors to create a tense and atmospheric battleground. The map is filled with secrets and concealed pathways, ideal for ambushes, evasive maneuvers, or quick escapes. A central feature is the extensive sewer system connected to the main building. Accessing it requires speed and precision—you’ll find the entrance near a window, but hesitation can prove fatal when Aliens or Predators are closing in. Once inside, survival depends on swift movement and the careful use of your flashlight; without it, you risk charging headlong into danger lurking in the dark.

Auriga map preview

Auriga

Description: Inspired by the atmosphere of Alien: Resurrection and its infamous vessel The Betty, Auriga delivers a sprawling, multi-layered battleground within the Aliens vs. Predator 2 universe. The map features expansive corridors, hidden passageways, and interconnected ventilation shafts that provide both escape routes and ambush opportunities. At its heart lies a massive landing platform where a docked ship dominates the scene. While the ship cannot be piloted, players can climb aboard and explore its surface-though extreme caution is required. A single misstep can send you plummeting into the depths below, resulting in instant death. Auriga’s scale and verticality reward both calculated tactics and daring maneuvers, making it a memorable and hazardous arena for combat.

Bunker map preview

Bunker

Description: Bunker is a claustrophobic, atmospheric map that thrives on tension and close-quarters encounters. Its dimly lit corridors and confined spaces leave little room for maneuverability as Humans or Predators, forcing players into high-stakes confrontations. For Aliens, however, the environment offers a clear advantage: hidden vents and shadowed passages provide ample opportunities for ambush and swift hit-and-run tactics. While Predators and Aliens can both leverage the map’s design to their strengths, Human players must rely heavily on their flashlights to survive the oppressive darkness. Bunker exemplifies the unsettling, high-pressure environments that Aliens vs. Predator 2 is known for—though it is by no means the only map where the dark becomes your greatest enemy.

Colony map preview

Colony

Description: Colony is a tense and atmospheric battleground, blending tight interior spaces with multiple access routes to the surface. Inside, players will navigate vents, staircases, and winding tunnels that create both opportunities for ambush and challenges for escape. The maze-like design ensures that danger lurks around every shadowed corner, demanding constant vigilance. The map heavily favors Aliens, who can use the darkness and confined spaces to stalk their prey with deadly efficiency. Marines and Corporate players, on the other hand, must rely on quick reactions, teamwork, and steady aim to survive the relentless pressure. In Colony, hesitation can be fatal—stay alert, or risk being taken before you ever see what struck you.

Compound map preview

Compound

Description: Compound is a compact, fast-paced map built around three huts linked by a network of elevated walkways. Its tight design encourages close-quarters combat and quick engagements, leaving little room for hesitation. Beneath the surface lies an underground passage that provides an alternate route outside the compound, offering players a potential escape or flanking opportunity. However, caution is essential—careless movement may lead you straight into a trap set by an opportunistic foe. With its blend of vertical skirmishes and hidden pathways, Compound rewards both aggressive tactics and clever use of the environment.

Depot map preview

Depot

Description: Depot is a dangerous and unpredictable map where every corner could conceal a threat. Its layout demands constant awareness, as enemies can strike from unexpected angles at any moment. The map features two towering structures that dominate the skyline, but players—especially Aliens—should take caution when climbing to their peaks. What seems like a vantage point can quickly turn into a deadly mistake. Beneath the surface lies a grimy sewer system, its tunnels filled with murky brown water that slows movement and reduces visibility. Whether used as an escape route or an ambush point, these underground passages add another layer of tension to the battlefield. Depot rewards cautious navigation and punishes overconfidence, making survival a matter of both strategy and instinct.

Evac Gauntlet map preview

Evac Gauntlet

Description: Evac Gauntlet lives up to its name, challenging players with a relentless, high-pressure environment designed to test survival instincts. The map funnels combatants through a series of confined corridors, chokepoints, and layered pathways that create constant tension and leave little room for error. Designed with intensity in mind, Evac Gauntlet rewards coordinated teamwork and quick decision-making. Ambushes are frequent, and the environment itself demands awareness—every turn can lead to either salvation or sudden death.

Fury 151 map preview

Fury 151

Description: Fury151 is one of the darkest and most unsettling maps in Aliens vs. Predator 2. Its sprawling tunnels span both upper and lower levels, all converging on a central complex that serves as the map’s focal point. Navigating these passages is as disorienting as it is dangerous, with limited visibility heightening the sense of unease. Adding to the atmosphere, players will occasionally hear eerie echoes and ghostly voices reverberating through the corridors a haunting backdrop that serves as a constant reminder of the isolation and peril within the facility. Yet these sounds are the least of your worries. The true danger lies in the near total darkness, where Aliens thrive, striking with devastating precision from the shadows. Survival in Fury151 requires sharp instincts, constant vigilance, and a readiness to face the unknown around every corner.

Hangar map preview

Hangar

Description: Hangar is a spacious, well-lit map that balances open combat with layered vertical gameplay. Its design features an underground system connected by multiple ladders, all leading up to the central complex, creating a dynamic flow between levels. While the wide spaces and bright lighting encourage direct engagements, players must remain constantly aware of their surroundings. Every doorway presents a potential threat, and the massive floor-mounted door—likely part of the landing pad—adds another element of unpredictability.

Leadworks map preview

Leadworks

Description: Leadworks is one of the most iconic and beloved maps in Aliens vs. Predator 2, long favored by players in Survivor mode. Inspired by the atmospheric foundry setting from Alien³, the map captures the same sense of industrial menace and claustrophobic danger. The arena is built around its infamous upper level, where molten lead or “lava,” as many players call it—poses a deadly environmental hazard. A single misstep into its glowing depths means instant death, forcing combatants to fight with precision and caution. Leadworks is as unforgiving as it is thrilling, offering a mix of open confrontation and tense survival that continues to make it a fan-favorite battleground.

Lucifer's Fate map preview

Lucifer's Fate

Description: Lucifer’s Fate is a strikingly atmospheric map that immerses players in a hellish environment. Bathed in intense red and orange tones, with a crimson planet looming ominously in the sky, the battlefield evokes an otherworldly sense of dread and intensity. Comparable in scale and layout to A Lesser Fate, Lucifer’s Fate trades underground passages for a more vertical design. Its network of corridors and pathways lead upward to higher levels, creating layered combat scenarios where control of elevation often determines survival. With its fiery aesthetic and unforgiving terrain, Lucifer’s Fate challenges players to adapt quickly, stay alert, and fight as though trapped in the depths of an alien inferno.

Outpost 4 map preview

Outpost 4

Description: Outpost 4 delivers a refreshing change of pace with its bright, clear skies and open daylight setting providing excellent visibility compared to many of the game’s darker, more claustrophobic maps. This makes it a favorite for fast-paced and varied encounters. One of the map’s standout features is the elevated upper room, where players can shatter the glass to gain long-range sightlines. From here, pulse rifles and explosives become especially effective for keeping enemies at bay or eliminating them from a distance. However, players must remain cautious: the openness of the map and its vantage points also make it easy for Predators to stalk and strike when least expected. Outpost 4 blends accessibility with tactical depth, making it both enjoyable for casual skirmishes and challenging for competitive play.

Quarantine map preview

Quarantine

Description: Quarantine is one of the most iconic and widely played maps in Aliens vs. Predator 2, particularly renowned for its popularity in Survivor mode. Alongside Leadworks, it has earned a lasting reputation but Quarantine stands out as the definitive Survivor experience. The map features a multi-tiered layout, with interconnected upper and lower levels, numerous vents for flanking maneuvers, and a sprawling basement area. This basement has become legendary as the “last stand” zone for Marines and Corporates, where players often make their final desperate defense against overwhelming Alien assaults. Survival in Quarantine demands preparation and firepower. Holding ground in the basement may offer temporary safety, but chaos is inevitable once the swarm arrives. The map’s design ensures fast-paced, high-intensity battles that keep players coming back for more.

Reservoir map preview

Reservoir

Description: Reservoir is one of the smallest and most compact maps in Aliens vs. Predator 2, designed for fast, close-quarters encounters. Cloaked in darkness, the map’s defining feature is the large central pool of water, which dominates the battlefield and limits maneuverability. Beyond the pool lies a secondary chamber—a spacious room cluttered with ammo crates and debris—that serves as both a resupply point and a potential ambush zone. Due to its limited size and circular flow, Reservoir often devolves into relentless chases and nonstop engagements, making it less ideal for large servers but perfect for small, high intensity skirmishes. Reservoir’s simplicity, tight design, and oppressive atmosphere ensure quick matches where reaction time and adaptability matter most.

Stronghold map preview

Stronghold

Description: Stronghold is a large, versatile map that offers a mix of open outdoor spaces and complex interior areas. Packed with weapons, vents, and an extensive network of underground tunnels leading to multiple exits, it provides countless opportunities for both ambushes and escapes. While the exterior may seem tempting, it leaves players dangerously exposed—especially on servers with maximum player counts. The smart choice is often to remain indoors, secure ammunition, and prepare for the inevitable onslaught. Stronghold rewards those who can balance patience with aggression, making it an arena where strategy and firepower decide who prevails.

Verloc map preview

Verloc

Description: Verloc is a fan-favorite map inspired by the iconic design of the Sulaco from Aliens. At its heart lies the central dropship, surrounded by expansive upper levels that provide commanding vantage points and flanking opportunities. Below, the lower decks house parked APCs, adding to the cinematic, military atmosphere. The map’s layered design encourages both vertical and horizontal combat, making it highly dynamic and engaging especially in matches with larger player counts. With its blend of nostalgia, scale, and fast-paced action, Verloc captures the essence of the Aliens universe while delivering a thrilling multiplayer experience.

Screenshots

× Fullscreen Screenshot

Aliens vs. Predator 2 (2001 Official Trailer)

Aliens vs. Predator 2 - Official Wallpapers

AvP2 Official Wallpaper 1 AvP2 Official Wallpaper 2 AvP2 Official Wallpaper 3 AvP2 Official Wallpaper 4 AvP2 Official Wallpaper 5 AvP2 Official Wallpaper 6 AvP2 Official Wallpaper 7 AvP2 Official Wallpaper 8 AvP2 Official Wallpaper 9
Aliens vs. Predator 2 Official Wallpapers 1600 x 1200 Resolution Download (Zip) 17.5MB

Downloads

Game Download - Aliens vs. Predator 2 (AIO Edition) - All In One

Master Server Patch - Aliens vs. Predator 2 Master Server Patch/Multiplayer Patch

Ultimate Map Pack - Aliens vs. Predator 2 Official UMP Site

Official Downloads

AVP2 1.0.9.6 (English)

AVP2 1.0.9.6 (German)

AVP2 1.0.9.6 (French)

AVP2 1.0.9.6 (Spanish)

AVP2 1.0.9.6 (Italian)

AVP2 1.0.9.6 (Korean)

Official Map Updates

AVP2 Single Map Update #1

AVP2 Multi Map Update #2


Official Tools & Extras

AVP 2 Tools

AVP2 Tools update #1

AVP2 Tools update #2

Winrez Tool 3.0 (DTX)

AVP2 - Strategy Guide

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