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RETURN TO 2000'S GAMES
RETURN TO 2000'S GAMES
ALIENS VERSUS PREDATOR 2: PRIMAL HUNT (2002)
Aliens vs. Predator 2 (2001) cover art

Overview

Aliens Versus Predator 2: Primal Hunt is the 2002 expansion to AvP2, developed by Third Law Interactive, published by Sierra Entertainment, and distributed by Fox Interactive. It later shipped alongside the base game in the Gold Edition (May 2003). The add‑on layers in new weapons, additional multiplayer maps, and a fresh single‑player arc that intersects the events of the main game.

Gameplay

Primal Hunt retains AvP2’s three‑perspective formula. You’ll play as Human, Alien, and Predator across separate campaigns—each with unique tools, senses, and movement—while their storylines collide with the timeline of the original game.

Plot

The expansion returns to LV‑1201 but spans multiple time periods. The Alien and Predator threads begin roughly five centuries before AvP2 and pick up again in 2230; the Human story plays out in September 2230. Key locations include the Forward Observation Pods and the Zeta Site, where ancient technology and Xenomorph hives overlap.

Corporate (Human)

Major Dunya of the Weyland‑Yutani “Iron Bears” is ordered by General Rykov to recover a mysterious artifact from the Zeta Site—home to a Xenomorph hive and remnants of both Space Jockey and Predator technology. After fighting through the complex, she extracts the artifact, only to find Pod 5 compromised by Aliens. A Predator steals the prize, the pod is evacuated under siege, and Rykov ultimately collapses its supports, sending it crashing into the valley below.

Predator

Centuries earlier, a Yautja hunting party discovers LV‑1201. Your Predator tracks creatures across the planet before confronting the Alien hive and activating an artifact that repels Xenomorphs. Months later, with a camp built around the device, the field fails—the hive overruns the site. While repairing a stasis field around Alien eggs, your hunter is facehugged and both are frozen in stasis for five hundred years. He awakens when Dunya disables the artifact, raids the research pods, reclaims the relic, and summons other Predators—before the implanted embryo ends his hunt.

Predalien (Alien)

Beginning shortly after the Predators establish themselves at the Zeta Site, you first control a facehugger seeking a host. It attacks the Predator who is then trapped with it inside the stasis field. Five centuries later—inside Pod 5—the chestburster emerges as a Predalien. You grow to adulthood, prowl for food, and battle human security for the artifact, ultimately escaping amid Pod 5’s collapse and fighting through armored androids to rejoin the hive.

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: Primal Hunt?

Aliens vs. Predator 2: Primal Hunt (AvP2PH) is an official expansion pack to Aliens vs. Predator 2, developed by Third Law Interactive and published by Sierra Entertainment. Released for PC in 2002 through Fox Interactive, it serves as a prequel to the events of the main game, adding three new story campaigns (Predator, Alien, and Corporate), new weapons, new multiplayer maps, and expanded lore.

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

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

I downloaded the AIO Edition. How do I install Primal Hunt?

You can install it using either the ISO method or the simplified EXE installer.

Option 1 — ISO method

  1. Download the ISO files from the AIO page.
  2. Right-click an ISO and choose Mount (Windows 10/11) or use your preferred ISO tool.
  3. Run setup.exe and follow the prompts.
  4. When asked 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.

Need help? Watch The Immortal Moo’s installation guide: https://www.youtube.com/watch?v=xLQXY6bmBpQ

What versions of Windows does Primal Hunt support?

The expansion was originally built for Windows 2000 and XP. It can run on Vista, 7, 8, 10, and 11 including 64-bit versions using the AIO installer or minor compatibility tweaks.

I installed Primal Hunt, but it won’t launch. Where can I get help?

Start with KingKenny’s Ultimate AvP2 Tech Support Guide, which covers installation, compatibility fixes, and troubleshooting: https://kingskins.avpunknown.com/ultimateguide.html

Prefer a video? Try the Support Playlist: https://www.youtube.com/watch?v=7z60BlN5LMk&list=PLGPOb-WQxoiV_WJEOoogNCVI2o9gC6lh7

Does Primal Hunt support Linux, Unix, or macOS?

I’m getting graphical issues or a black screen. How can I fix them?

Use dgVoodoo2 to modernize the graphics API while preserving vision modes: http://dege.freeweb.hu/

Quick setup:

  1. Download and extract dgVoodoo2.
  2. Copy D3D8.dll (and DDraw.dll if present) from MS\x86 into your Primal Hunt folder.
  3. Run dgVoodooCpl.exe and configure video card, VRAM, VSync, and scaling.
  4. Launch the game.

Video walkthrough: https://www.youtube.com/watch?v=6BauFpoxQpg

My mouse is zig-zagging or too sensitive. How do I fix it?

Lower your polling rate to 125 Hz, or install the di-wrapper: https://avpunknown.com/avp2files/avp2fixes/d3dim700.zip

The cutscenes in Primal Hunt run too fast. What should I do?

Cap your frame rate at 60 FPS.

How can I enable widescreen support for Primal Hunt?

Edit autoexec.cfg and adjust screen width/height (e.g., 1920×1080):

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

Or use the primal hunt master server patch.

Where can I find custom content for Primal Hunt?

Check AvPUnknown for new releases. Older content is archived in the AvP2 Vault, the largest database of AvP2 and Primal Hunt content.

 

Are there tools for modding Primal Hunt?

Yes. The official SDK and mapping utilities are available in Downloads → AvP2. The AIO Edition includes all necessary tools and updates.

Is Primal Hunt multiplayer still active?

Yes! Multiplayer servers remain online thanks to community patches.

Step 1 - Install Primal Hunt MSP (1.1)

See: http://avpunknown.com/avp2master/

I see servers but can’t join. What’s wrong?

Common issues include:

VPN users: Some servers block VPN/proxy connections.

Need help? Join the official Discord: https://discord.com/invite/esPD62d

Where can I organize multiplayer matches?

Join the official AvP2 community Discord: https://discord.com/invite/esPD62d

I’m having trouble hosting a Primal Hunt server. Where can I get help?

Visit the AvP2 tech support forums or join the Discord for assistance: https://discord.com/invite/esPD62d

What’s the best multiplayer map pack for Primal Hunt?

Ultimate Map Pack 3 (UMP3) — the most complete multiplayer map pack. http://www.avpunknown.com/ump

Does Primal Hunt support co-op?

Not yet.

Modding

The modding community for Aliens vs. Predator 2 - Primal Hunt 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

NELNO - Artist (circa 2002)

Very little is publicly known about the artist “NELNO.” What is known is that he created the Aliens vs. Predator 2: Primal Hunt main menu background and produced several pieces of concept art, including the “Chameleon” creature. Over the years, he seems to have contributed artwork to a variety of projects and games, though details about his full body of work remain scattered. As of 2025, NELNO’s current whereabouts are unknown. His website domain, nelno.com, is still active but currently shows only a placeholder page. Below are two archived screenshots from his site circa 2002, offering clear evidence of his involvement in producing concept art and the AVP2: Primal Hunt menu artwork, along with the game menu for comparison. Although NELNO’s contributions aren’t widely recognized, discovering the work of lesser-known artists and developers is an important part of preserving game history and acknowledging the creative individuals behind it.

Aliens vs. Predator 2: Primal Hunt - Single Player Cheats

Code Effect
mpcanthurtme God mode / invincibility
mpschuckit All weapons and full ammunition
mpsmithy Full armor
mpkohler Full health
mpstockpile Full ammunition
mpbunker Infinite ammunition
mpsixthsense No clipping mode
mpxfiles Unlocks all levels; saving is disabled
mpicu Third-person view
mpbeamme Teleport to level start
mptachometer Show speed information
mpsizeme Show size information
mpgps Show coordinates
mpgrs Show rotation information
mplightadd Adjust light amplification
mplightscale Adjust light scale
mpbreach Adjust weapon breach
mpwmpos Adjust weapon offset #1
mpwpos Adjust weapon offset #2
mpfov Adjust field of view
mpvertextint Adjust vertex tint
mpmillertime Warp character speech
mpreloadbutes Reload attributes / developer command
mptriggers Trigger/debug command
mpconfig Configuration/debug command
mpdeathtoall Kill all enemies
mpdoctordoctor Replenish health
mpmph Speed/debug command
nelno Developer/debug command
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.
Tentacle The Tentacle is a subterranean predator native to LV-1201, appearing in Aliens vs. Predator 2: Primal Hunt. These worm-like creatures have pale, reptilian skin and a circular mouth lined with rows of backward-facing teeth, allowing them to latch onto prey and drag it beneath the surface.
Chameleon The Chameleon is a massive, reptilian creature indigenous to the planet LV-1201, With stout legs and long, muscular arms, it walks in a somewhat gorilla like fashion, shifting between quadrupedal and bipedal movement depending on its posture and environment. But its most dangerous capability is its camouflage/cloaking: when undisturbed, a Chameleon can retract, curl into a compact, ball-like shape, and alter its skin tone typically to a brownish or yellow hue—to mimic rocks, vegetation, or terrain.
Chameleon Cloaking The Chameleon is known for its remarkable ability to cloak itself and blend seamlessly into its surroundings. By curling into a compact shape and altering the color and texture of its skin to match nearby rocks, soil, or vegetation, it becomes almost invisible to the naked eye. This natural camouflage makes the creature extremely difficult to detect, especially when it remains motionless. Standard vision modes often fail to reveal it, and it even remains hidden from infrared scans, forcing players to rely on alternative detection methods, such as specialized Predator vision, to spot it before it strikes.
Bulagh The Bhuhlagh/Bulagh is a towering, moose/bull-like beast native to the wild landscapes of LV-1201, embodying both majesty and raw primal power. Usually a peaceful herbivore that roams the terrain undisturbed, it grazes calmly across the planet’s rugged plains. However, when threatened, this massive creature transforms into a formidable force lowering its colossal, horned head and charging with unstoppable momentum. Its sheer size and strength make the Bhuhlagh one of LV-1201’s most awe inspiring and dangerous native species, a living reminder that even the planet’s gentlest giants command respect.

Aliens vs. Predator 2 - Multiplayer Weapons

MARINE 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.

CORPORATE 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.
Dual Pistols Twin sidearms favored by Corporate security for tight corridors and rapid target acquisition. They trade precision for volume: burst down targets at close range and keep moving between reloads to avoid getting pinned.
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.
Sentry Gun SENTRY GUN
Automated defense turret used by Corporate forces. Deploy to secure areas and suppress hostiles autonomously.
Night Vision Goggles NIGHT VISION GOGGLES
Low‑light enhancement goggles allowing clear visibility in darkness. Exclusive to Corporate operatives.
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.
Flechette An iconic addition to the Predator’s arsenal in PH. Forged for precision and devastation, it fires searing green flechettes from its wrist-mounted launchers a silent storm of lethal energy.
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

Primal Hunt Associate Producer, Fox Interactive - Paul Pawlicki Interview (2002)

Aliens vs. Predator 2 - Primal Hunt Logo

Paul Pawlicki Interview (2002)

The 2002 interview with Paul Pawlicki focuses on the upcoming release of Aliens Versus Predator 2: Primal Hunt, where Pawlicki, representing Fox Interactive, discusses the new features and improvements in the standalone expansion, including fresh maps, new weapons, and enhanced gameplay elements.

He explains the team’s approach to balancing the three iconic species — Aliens, Predators, and Marines — and talks about the design challenges involved in creating immersive environments and smarter AI. Pawlicki also touches on the game’s updated visuals and sound design, shares insights into the development process, and reflects on fan feedback that helped shape the expansion.

You can watch the full interview (Below)

The interview wraps up with him expressing excitement about Primal Hunt’s release and hinting at future plans for the franchise, giving viewers a behind-the-scenes look at how the beloved sci-fi series evolved for its next chapter.

Aliens vs. Predator 2 – Ultimate Technical Support Guide

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

Over the years, many “tech support guides” have circulated—some outdated, some incomplete, and others simply inaccurate. To finally resolve this, KingKenny, a respected veteran modder and player, has created the definitive AVP2 Technical Support Guide.

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.

If you’re ready to eliminate the guesswork and return to the hunt, explore the Ultimate Tech Support Guide today:

Presented by AvP Unknown

 

Aliens vs. Predator 2 Primal Hunt Multiplayer Maps

Aizin map preview

Aizin

Description: A mysterious and treacherous battleground in Aliens vs. Predator 2: Primal Hunt. Twisting vents and a submerged water system weave through the map, creating deadly ambush points for every species. Tread carefully

Dropzone map preview

Dropzone

Description: Just as its name suggests, this map is built for incoming ships, featuring vast landing platforms, towering walkways, and a maze of ventilation shafts. Deadly automated sentry guns stand guard (server settings may vary), turning exposed areas into lethal kill zones a nightmare for Aliens and Predators alike. A ladder leads to the rooftop, but beware: up there, you’re nothing but a sitting target. The real chaos unfolds below... stay in the lower levels.

Predator map preview

Predator

Description: A true hunter’s domain. This map is a paradise for any Predator, offering unmatched vantage points and countless paths to strike from. Its design echoes the Predator 2 ship, cloaked in swirling steam and a haunting orange glow that sets the perfect stage for battle. Multi-tiered platforms and twisting corridors mean danger can come from any direction, and skilled hunters will vanish and reappear like ghosts. But stay sharp Aliens prowl the walls and ceilings, turning every surface into a potential threat. Only the most cunning will survive this arena.

Uvajed map preview

Uvajed

Description: A ruthless and unforgiving battlefield. Its labyrinthine design twists through dangerous layers and hidden passages, where one wrong move can mean instant death. Deadly traps lurk in the shadows, and treacherous lifts will crush the careless without mercy. Survival here demands focus and precision. And beware the upper levels skilled Predators armed with their lethal discs turn the high ground into a killing field. Chaotic, brutal, and undeniably classic, DM_UVAJED is a true test of instinct and awareness.

Screenshots

× Fullscreen Screenshot

Aliens vs. Predator 2 - Primal Hunt (2002 Official Trailer)

Aliens vs. Predator 2 - Primal Hunt 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

Primal Hunt Master Server Patch - Aliens vs. Predator 2 - Primal Hunt 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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