Alien Isolation

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Walkthrough - Version 2.0

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Written by dcruze ([email protected])

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Table of Contents
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Controls .......................................................... (CTR1)
Background ........................................................ (BKG1)
Walkthrough .......................................................
Mission 1 - Closing the Book ....................................
Mission 2 - Welcome to Sevastopol ...............................
Mission 3 - Encounters ..........................................
Mission 4 - Seegson Communications ..............................
Mission 5 - The Quarantine ......................................
Mission 6 - Outbreak ............................................
Mission 7 - Seegson Synthetics ..................................
Mission 8 - Haven ...............................................
Mission 9 - Beacon ..............................................
Mission 10 - The Trap ...........................................
Mission 11 - Hazard Containment .................................
Mission 12 - A Synthetic Solution ...............................
Mission 13 - Consultation .......................................
Mission 14 - The Descent ........................................
Mission 15 - The Message ........................................
Mission 16 - Transmission .......................................
Mission 17 - Desolation .........................................
Mission 18 - Tomorrow, Together .................................
Mission 19 - Isolation ..........................................

(WKTH)
(MI01)
(MI02)
(MI03)
(MI04)
(MI05)
(MI06)
(MI07)
(MI08)
(MI09)
(MI10)
(MI11)
(MI12)
(MI13)
(MI14)
(MI15)
(MI16)
(MI17)
(MI18)
(MI19)

Crew Expendable ................................................. (DLC1)


Last Survivor ................................................... (DLC2)
Survivor Mode .....................................................
The Basement ....................................................
Corporate Lockdown ..............................................
Trauma ..........................................................
Safe Haven ......................................................
Lost Contact ....................................................
The Trigger .....................................................
Endurance Mode ..................................................

(SRVR)
(SRV0)
(SRV1)
(SRV2)
(SRV3)
(SRV4)
(SRV5)
(SRV6)

Advanced Techniques ............................................... (ADV1)


Collectibles ...................................................... (COL1)
Archive Logs .................................................... (ARL1)
Nostromo Logs ................................................... (NOL1)

ID tags ......................................................... (IDT1)


Blueprints ...................................................... (BLP1)
Achievements ......................................................
In-game Playing Tips ..............................................
Log Transcripts ...................................................
Archive Logs ....................................................
Nostromo Logs ...................................................

(AZT1)
(TPS1)
(SCR1)
(ARL2)
(NOL2)

Version History ................................................... (VSN1)


Legal ............................................................. (LEG1)
Credits ........................................................... (CRD1)
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CONTROLS
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(CTR1)
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|HH%%%%%:::::.....___________________________________________________________|
Xbox Controller:
LT: Aim/Focus Vision
RT: Melee/Fire
(Motion Tracker)
(when aiming)
|
|
LB: Peek
RB: Raise Motion Tracker
|
(hold)
| _ Open Map
Pause
_ |
_.-'` `-._ |
|
_,-' `'-._
,-'
`-.|___________|,.-'
.-. `-.
/ .---.
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___
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( Y +--------- Toggle
/ ,' ,-. `.
_| / X \ |_ .-. `-` .-. \ Flashlight/
Move/ ------------ | |
(__) | / \ | (__) ( X ) ( B ) \ Reload
Sprint
/
`. `-' ,'
__
\___/
`+` ,-. `+`
\ Flashlight
(click)
|
`---` ,-` `-.
.---. | ( A ) |
| (hold)
|
/ -' `- \
,' . `. | `+` |
|
Weapon ----+-----------------| | - - | | | |
|
cycle
!
\ -. ,- /
`. | ,' | | '------+-- Radial
|
`-.__,-'
`-+-` | |
|
Menu
|
_____________|__ | |
|
|
_,-'`
| ``-|_ '----------+-- Interact/
|
,-'
------------'
| `-.
|
Pickup
\
,'
|
|
`.
/
`.__,-'
|
|
`-.__,'
Look/Crouch (click)
Reload (hold)
Playstation Controller:
L2: Aim/Focus Vision
R2: Melee/ Fire
(Motion Tracker)
(when aiming)
|
|
L1: Peek
R1: Raise Motion Tracker
|
(hold)
|
|
Toggle
_,.--.,_
Open Map
Pause
_,.--.,_
Flashlight/
| _____ |
|
|
| _____ | Reload
|-'
`'._______|__________|_______,'`
`-| Flashlight
,'
__
`.
|
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,'
.,.
`. | (hold)

/
| |
\
| SONY
|
/
(/_\+--------'
! __ \/ __
| |
| ! ,-. `-' ,-. |
Weapon --+--|__ > < __| !__SELECT START__| ([] )
( O +-+-- Radial
cycle !
/\
___`-.
,-'
`+' ,-. `-' | Menu
|\
|__|
,' `. \
/ ,' `. | ( X )
/|
| `.
/
\ |
| /
\| `+'
,' |
| `-.____,-. \ | / |____| \ | /|,-. '--------+- Interact/
|
,'\ `._|_,' /
\ `._|_,' |`.
| Pickup
|
/ `-._|_,-'
`-._|_,-'| \
|
\
/
|
|
'---------------- Reload
\
/
Move/Sprint
Look/Crouch
\
/
(hold)
`.__,-'
(click)
(click)
`-.__,'
Keyboard Controls:
Move Forward
Move Back
Move Left
Move Right
Sprint
Crouch
Aim/Change Focus
Fire/Throw/Melee
Use
Close/Radial Menu
Reload/Activate
Peek
Select Revolver
Select Shotgun
Select Flamethrower
Select Bolt Gun
Select Stun Baton
Next Weapon
Previous Weapon
Select Motion Tracker
Select Flashlight
Map Menu

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W
S
A
D
Shift
C
Right Mouse button
Left Mouse button
E
Q
R
CTRL
1
2
3
4
5
Mouse Wheel down
Mouse Wheel up
Space
F
TAB

____________________________________________________________________________
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``:::%%%%%%HH|
|:..
BACKGROUND
`:::::%%%%|
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(BKG1)
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Final report of the commercial
starship Nostromo.
Third officer reporting.
The other members of the crew Kane, Lambert, Parker, Brett,
Ash and Captain Dallas are
dead.
Cargo and ship destroyed.
I should reach the frontier in

about six weeks. With a little


luck, the network will pick me
up.
This is Ripley, last survivor
of the Nostromo, signing off.
You are Amanda Ripley, the daughter of Ellen Ripley, who went missing 15
years ago, in the year 2122, somewhere in deep space.
While you are working as an engineer in the same region your mother went
missing, Samuels, an exec from the Weyland-Yutani Corporation approaches you.
He tells you they may have found your mother. A commercial vessel, the
Anesidora has found the flight recorder of the Nostromo, the ship your
mother worked on. It has been taken to Sevastopol Station, a freeport in the
Zeta Reticuli system.
The company wants it to be collected as soon as possible, and transit has
been arranged aboard a courier ship called the Torrens. Samuels offers you a
place on the Torrens, if you want to come along. Maybe it will bring you
closure?
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WALKTHROUGH
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(WKTH)
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Before you start a new game, you have a few things to consider. If you only
plan on playing the game once and still want to get all the achievements, then
you should select Hard difficulty. It is the easiest way to get the "Survivor"
achievement.
There is an achievement for never dying, "One Shot", which can be difficult
to get on your first playthrough, but it is still possible. Consult the
achievements section of this guide for more information.
You can get an achievement for completing the game without killing any
humans, "Mercy or Prudence?" so that can dictate your playing style.
Nightmare difficulty is for veterans who have played through the game before
and are looking for a new challenge. It has a number of restrictions: There
is no map system; there is less game feedback (no health bar, ammo counter or
flashlight indicator). Your Motion Tracker will be broken and unreliable. You
will have a hard time finding crafting material and ammunition. The Flamer
burns fuel faster and the enemies move faster and are deadlier.
It is possible to change the difficulty in the game settings at any time if
you find a section to be too hard, except if you are playing Nightmare.
__________________________________________________________________________
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Mission 1 - Closing the Book (MI01)
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Archive Logs : 3
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The game starts when you wake up in the Hypersleep Chambers of the Torrens,
as it is approaching Sevastopol Station. The first thing you need to do is

walk over to the nearby console and sign in. After you have done that, search
the lockers with green lights for some crafting items you will need later.
Objective: Explore the Torrens
Explore the ship before you arrive at Sevastopol Station
Get Dressed []
Speak to Taylor []
Speak to Samuels []
--( TIP )--------------------------------------------------------------Xbox 360 | Xbox One | PS3
| PS4
| Keyboard
====================================================
Open Map back
| view
| select | touchpad | TAB
Press the appropriate button for your system to bring up the map menu to see
where you need to go next. This walkthrough will refer to compass directions
at times, when that happens use the map to get your bearings.
The map menu will also pause the game, so you do not have to worry about
being killed while it is open.
On Nightmare difficulty, the map data will be unavailable, which complicates
things. You can still use this guide since it will give you the compass
direction you are facing before it refers to another direction.
-----------------------------------------------------------------------The next order of business
enter the Bunk Room, there
read the first Archive Log
bunks, and go over to your

is to head to the Bunk Room to get dressed. As you


is a computer terminal to your right. Access it to
in the game. Now search all the lockers above the
locker to put on some clothes.

[] Archive Log 001 Just Missed You


You can save your game at the Registration Point here, which looks like a
phone booth. Grab the components from the lockers on the opposite side from
it.
Now head to Medical to speak to Samuels, after you have finished talking to
him go to the Galley and speak to Taylor. When the conversation ends, the
captain of the ship announces that you are approaching Sevastopol Station and
everyone needs to get to the bridge. Before you go there, search the cupboard
then access the terminal for the last two Archive Logs of the mission.
[] Archive Log 002 RE: Nostromo Incident
[] Archive Log 003 Torrens Manifest
Go to the Bridge for briefing []
When everyone has arrived on the bridge. The captain, Verlaine, fills you
in on the boarding procedure. Then, Samuels asks if everyone has their
briefing documents.
Collect your briefing document []
Pick up your briefing file from the nearby table, and watch the cutscene
where you unwillingly separate from the others as you all try to enter
Sevastopol Station.

__________________________________________________________________________
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Mission 2 - Welcome to Sevastopol (MI02)
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Archive Logs : 15
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ID tags
: 2
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Blueprints
: Medikit (V.1)
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Tools
: Maintenance Jack, Flashlight
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|:.________________________________________________________________________|
When you get back on your feet, head through the door that opens in front of
you.
Objective: Find Help
Search the Spaceflight Terminal for help
Change out of your Extra-vehicular activity (EVA) suit and then go through
the door to a four-way junction with a Registration Point. Pick up any
components you find here, then exit the Primary Airlock area and follow the
corridor until you see a gas blowout in front of you.
--( TIP )--------------------------------------------------------------You are now able to run by clicking the left stick once on your controller
or by holding down 'Shift' if you are playing with a keyboard. Running is
very loud, so it will attract attention if there are enemies nearby.
Xbox
| Playstation | Keyboard
=================================
Sprint LS
| L3
| Shift
Crouch RS
| R3
| C
You can crouch down by clicking the right stick once on your controller or
by pressing 'C' on the keyboard. It will allow you to move around quietly,
but it is slower than walking. While you are crouched down you can reach
places you cannot enter while standing up.
-----------------------------------------------------------------------Climb into the vent to the left and crawl to the other side. When you
reemerge on the other side, keep following the corridor into another four-way
junction. Access the terminal to read an Archive Log.
[] Archive Log 004 Decommissioning
Start walking across the planks, which collapse causing you to fall down to
another corridor. Pick up the nearby flare and follow the instructions to
light it. This will make it easier to see.
Go around the corner, crouch down and crawl through the opening to the right.
Follow the path until you find another opening. Crawl through it to a pile of
suitcases with some more crafting material for you to pick up.
Turn around and go back the way you came until you find a button on the
fence to the right. This lowers a luggage ramp, go up the ramp and get the
components from the crate before you climb up the ladder. When you get to
the top, pick up everything you can find and then exit through the door.
Objective: Search the Spaceflight Terminal for help

Keep moving through the terminal to find help


It is dark in here and all the doors require power to open, so your next job
is to find a way to restore the power. Head up the stairs on either side and
update your map at the glowing terminal when you reach the top. These map
terminals adds unexplored areas to your map screen.
Go into the small control room nearby and restart the generator, then access
the terminal to read three more Archive Logs before you select the "Power
Junction" option from the utility menu to restore the power. One of the
Archive Logs contains a code. There is a Registration Point here you can use.
[] Archive Log 005 Moved Our Stash
[] Archive Log 006 Goodbye from Seegson
[] Archive Log 007 Kill the Power
The doors open and you see some people running across the room downstairs
from one door to the next. Head back down and check where they came from and
where they went for some more items, then enter the passcode "0340" on the
panel to open the locked door to the southwest. Inside, pick up the crafting
materials and your first blueprint, which is lying on top of a crate.
____________________________________________________________________________
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|
Medikit
10 Scrap
The Medikit can be used to partially heal
(V.1)
1 SCJ Injector
yourself in moments of need. It takes
1 Compound B
careful precision to use the Medikit so
1 Bonding Agent
make sure you have time to use it.
|____________________________________________________________________________|
--( TIP )--------------------------------------------------------------Xbox
| Playstation | Keyboard
=================================
Radial Menu B
| Circle
| Q
Crafting Menu/Craft Item LB
| L1
| LMB
Commit Component A
| Cross
| LMB
Now you can put some of the stuff you have picked up to good use, hold the
appropriate button for your system to open up the Radial Menu. Select Medikit
and press the button to bring up the crafting menu. Commit components with
'A', 'Cross' or clicking them with the left mouse button.
When you have committed all the components you need, press 'LB', 'L1' or
click the box on the top with the left mouse button to create a Medikit. When
you commit components, you cannot change your mind and use it for another
device instead.
Until you start to get a message that a certain component is maxed when you
try to pick something up, it is a good idea to only craft what you know you
are going to use straight away.
There are two achievements you can get for crafting items: "Build to Survive"
for constructing your first item, and "A True Engineer" for constructing one
of each craftable item.
It is also possible to learn Blueprints from picking up devices, but it is
not beneficial. You should have found the Blueprints long before that.
------------------------------------------------------------------------

Now head back up the stairs and enter the new area. Crouch down to go under
the electrified wire and check the benches for more items. If you did not pick
up the Medikit Blueprint earlier, you will get another chance here.
[] Blueprint - Medikit (V.1)
Go through the door into the Passenger Lounge. Go up the stairs to the right
and keep moving towards the other side. You get a quick glimpse of the Torrens
outside before the windows shut.
Objective: Contact the Torrens
The Torrens is looking for you. Find a way on the station to contact the
ship.
Check the nearby benches for some more items, then go down the stairs on the
other side. Turn left and enter the Cred-Op Amusements. Inside you will find
another generator you need to restart. This opens the door to a nearby
restaurant. Enter it. Inside is a Registration Point, an audio recorder and
another terminal with three Archive Logs.
[]
[]
[]
[]

Archive
Archive
Archive
Archive

Log
Log
Log
Log

008
009
010
011

Terminal Riot
Pulling the Plug
To all Spaceflight Employees
What is APOLLO?

When you have finished exploring, open the floor vent in the middle of the
room and enter it. Follow the vent to the other side, and you will find
yourself in a long corridor. Go down the corridor a little bit and use the
cleaning robot to move it out of the way. Now you can crouch down and enter
the tunnel. Keep moving south until you enter the Baggage Claim area.
When you get to the middle of the room, turn right and go through the door on
the west side. Inside you will find another generator, restart it and then go
back into the Baggage Claim area. Turn right and go south towards the large
set of doors and listen to the audio recorder on top of the wheeled table.
[] Archive Log 012 Last Power Coupling
Objective: Get through the main door
Find something to open the security brace with.
Turn left when facing the doors and head up the stairs straight ahead. Enter
the Immigration Office. There is another Registration Point here, and an
audio recorder in the control room to the north.
[] Archive Log 013 Another Break-in
Now go through the door next to the Registration Point and turn right, then
head south into the evidence lock-up. Through the grating, you see a dead man
holding the tool you need, a Maintenance Jack. Climb into the vent in the
corner and follow it until you drop down on the other side of the fence.
Pick up the Maintenance Jack, listen to the audio recorder and then collect
the first ID card you can find in the game. If you find all 50 of them, you
will get an achievement, "The Taken".
[] Archive Log 014 Dead Soldiers
____________________________
| NAME __________________ ID |
| Z. Watson
6132 |

|____________________________|
Remove the brace on the door and get out of the cell. Exit the evidence
lock-up, then remove the brace on the door in the corridor and enter the room.
Inside you will find another audio recorder and some more items on a table.
[] Archive Log 015 Interview: Heyst
Now head back to where you restarted the generator and remove the brace on
the door in the back, you will find some more components inside. Now go back
to the main door and attempt to remove the brace there, which will trigger a
cutscene. You meet Axel, who agrees to help you get to Comms in exchange for
a place on the ship.
Objective: Head to the transit with Axel.
Axel has agreed to guide you through the terminal to a transit link
that will take you to Comms.
Remove the brace on the door and proceed into the next room. Check the dark
rooms on the sides for some components then go further into the room. Some
other survivors are about to leave in an elevator, after they are gone keep
moving south. Axel unlocks an elevator next to a Registration Point. Enter
the elevator and press the button to go down to Freight Shipping.
On your way there, Axel tells you there is some kind of monster aboard the
station. When you arrive, go down the corridor a little bit until you see
some armed people ahead. Crouch down behind cover and wait for them to pass.
Then Axel says you will need to go around them as he unlocks a nearby vent.
Follow him inside to his hiding place.
Follow Axel into the vents []
Axel tells you it gets pretty dark around here, so you will need a flashlight.
Pick up the flashlight that is lying on top of the cooler, as well as the
batteries and any other components you can find.
--( TIP )--------------------------------------------------------------Xbox
| Playstation | Keyboard
=================================
Toggle Flashlight/ Y
| Triangle
| F
Reload Flashlight (hold)
|
|
Hold down the button to change the batteries in your flashlight. Pressing the
button once will activate it. Be careful using the flashlight if you are close
to enemies since they will react to the beam.
-----------------------------------------------------------------------There is a Registration Point here you can use. When you have finished follow
Axel into the next room.
Stay close to Axel []
He needs you to look for a vent that he has marked with red paint. There are
three more packs of batteries in here, and another ID tag in front of a
blocked vent at the south part of the area.
____________________________
| NAME __________________ ID |
| A. Fielding
8841 |

|____________________________|
Use your flashlight to find the vent entrance []
You will find the vent Axel is looking for in the northwest corner. When you
have found it, Axel opens it and climbs in. Follow him inside. Halfway
through the vent, you see the armed people from before, you need to hide for
a bit before you exit. Save your game at the Registration Point, then catch
up with Axel.
Inside the Cargo Hangar, you see a whole group of armed people, hide and wait
for a little while. Axel suggests you disable a generator to distract them.
Objective: Find a way to distract the looters
The looters outnumber you and Axel. Find a way to distract them so you
can both sneak past them.
Shut off the generator []
Crouch down and hug the wall to the right and head into the Power Generator
room. Turn off the generator by using the console and then open the floor vent
next to it so you can escape. Start making your way to the other side of the
vent. When the looters leave to check on the generator, climb out and make a
run for it through the doors.
--( TIP )--------------------------------------------------------------A faster alternative to crouching to get by the looters is to use a technique
called "Moonwalking" (Thanks to PsychoHypnotic for this).
While standing up, move forwards and to the right at the same time. You will
float without making any sound. It only works if you move to the right.
It is easier to pull off if you play with a keyboard, but it is possible to do
with a controller as well if you hold the stick all the way in the upper right
corner. You can use this technique throughout the game when you need to move
fast without making sound.
You can also combine it with running, but it is a little bit more involved,
and will only work on a keyboard. Look in the 'Advanced Techniques' section
for more information.
-----------------------------------------------------------------------Objective: Escape with Axel
Continue with Axel to the Transit Station
Save your game at the Registration Point, then go into the next room. Access
the terminal to read the last three Archive Logs of this mission.
[] Archive Log 016 A Blind Eye
[] Archive Log 017 Two-Man Rule
[] Archive Log 018 Inventory
There is another chance to pick up the Medikit Blueprint from the wall
if you missed it before.
[] Blueprint - Medikit (V.1)
Hit the power at the same time as Axel []

To open up the next door, you and Axel need to hit buttons on two different
consoles at the same time. Go to the other side of the glass and hit the
two-man switch.
Save Axel []
The door opens and you see a man attack Axel from behind on the other side.
Quickly run back to save him, press 'RT', 'R2' or 'LMB' to hit the man with
your Maintenance Jack. Axel shoots and kills the man, and the rest of the
group come to investigate, forcing you to run away.
--( TIP )--------------------------------------------------------------You can now use your Jack as a weapon if you attack without aiming. It can
also be used to hit walls or hard surfaces to attract attention. It does
not work while you are crawling in a vent, though.
-----------------------------------------------------------------------Escape with Axel []
You make it into the Cooling Tower, which triggers a cutscene. You are
shocked that Axel killed the man, but Axel explains that it was done in
self-defense. The Alien creature appears, abruptly ending the conversation
as it kills Axel before it goes back into a vent with his dead body.
Objective: Reach the transit station
Escape the area and take the transit car to the SysTech Spire
This is the first time the Alien can actually kill you. Do not run since that
will alert it for sure. Instead, keep walking calmly towards the transit
station to the north. Call the transit by using the button on the right side,
then wait.
This part is stressful the first time you play, since the car takes what seems
like a small eternity to arrive, and the soundtrack just keeps building
tension. When the transit car finally does arrive, enter it immediately and
take it to the Lorenz SysTech Spire, ending the mission. Phew!
__________________________________________________________________________
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':|
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Mission 3 - Encounters (MI03)
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Archive Logs : 4
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ID tags
: 3
|
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Blueprints
: Smoke Bomb (V.1), Flashbang (V.1)
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Tools
: Security Access Tuner Level 1
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Weapons
: Revolver
|
|:.________________________________________________________________________|
Objective: Get to Seegson Communications
Axel said the SysTech Spire houses Seegson Communications.
Find a way to get in there.
Find an elevator to Seegson Communications []
Turn right and climb up the stairs to the west. Walk around to the other side
and go down the stairs. Search the dead body for the Medikit and remove the
brace on the door. Walk to the other side of the Transit Station and save

your game at the Registration Point. Go up the stairs and enter the door
ahead. Turn left and walk through the door into the Lobby.
Take the elevator up to Seegson Communications []
Start to go up the stairs, but be prepared to crouch and move back. You hear
a woman complaining loudly about something. When she notices you, she fires
two shots at you before she runs off to warn her friends.
Now, somewhat counterintuitively, you have the whole area to yourself until
you trigger a new event by approaching the elevator where the woman was
standing. Feel free to search the entire Lobby for items before you do that.
Listen to the audio recorder on the counter in the center of the lobby, and
then collect the ID tag from the floor directly underneath it.
[] Archive Log 019 Leave Work Now
____________________________
| NAME __________________ ID |
| A Hutchison
1453 |
|____________________________|
Climb the stairs to the left of the elevator, turn right and climb into the
vent straight ahead. Pick up all the components in the room on the other side.
Now, go to the entrance to the elevator where you find an Access Tuner, some
kind of hacking tool you can use to access locked doors and terminals. It is
broken, so you will need to find a new Data Cell for it.
Find a Data Cell to repair the Security Access Tuner []
The woman and her armed friends return now, so quickly climb the opposite
flight of stairs from the ones you took before. Hide in the first doorway you
see and wait for them to pass you. Crouch down and turn left. Now go directly
south towards your map marker. Look out for another man wearing a white coat.
When you can, sneak by him around the corner to your left.
Go through the doors and walk down the stairwell. You will hear the woman's
friend saying he thought he saw you go downstairs, but she convinces him
there is no point in following you down there. Update your map at the terminal
on the way down, and when you reach the near bottom, you get a quick glimpse
of the Alien ahead, before it disappears into a vent!
Search Tech Support for a new Data Cell []
Go towards the Facility Control room where the Alien went. Update your map at
the terminal before you enter the room. There is a Registration Point inside,
use it to save your game. Turn around and pick up the Revolver and keycard
from the console.
--( TIP )--------------------------------------------------------------Xbox
| Playstation | Keyboard
=================================
Aim LT
| L2
| RMB
Fire RT
| R2
| LMB
Reload X
| Square
| R
Now you have your first ranged weapon, to use it you need to hold the aim
button and then press the fire button. You can press the reload button once
to load a single bullet, or hold it down to fully reload.

-----------------------------------------------------------------------Walk into the corridor to the left of the Registration Point and then unlock
the door with the keycard. Walk through the door to enter Tech Support. On a
desk in the southwest corner, you find another ID tag.
____________________________
| NAME __________________ ID |
| C. Ward
2265 |
|____________________________|
Turn around and pick up the blueprint from the table.
____________________________________________________________________________
|
|
Smoke Bomb 10 Scrap
This device which detonates on impact
(V.1)
1 Ethanol
will release a cloud of smoke that
1 Sensor
obscures visibility. As a modified
1 Bonding Agent
proximity device, it can be placed as a
trap that will trigger when enemies are
near.
|____________________________________________________________________________|
Search the rest of the room for components, then head down the corridor to
System Monitoring where there is a dead man sitting in a chair. Search the
body and then pick up the blueprint from the wall.
____________________________________________________________________________
|
|
Flashbang
10 Scrap
A non-harmful device which detonates on
(V.1)
1 Bonding Agent
impact, stunning nearby humans and
1 Blasting Cap
blinding humans and synthetics looking at
1 Sensor
the detonation. As a modified proximity
device, it can be placed as a trap that
will trigger when enemies are near.
|____________________________________________________________________________|
--( TIP )--------------------------------------------------------------The Smoke Bomb is not very useful, but the Flashbang is effective to stun
humans allowing you to get by looters without them shooting at you. It can
be useful if you are trying to get the "Mercy or Prudence?" achievement for
completing the game without killing any humans.
-----------------------------------------------------------------------Go back to Tech Support, turn left and go through the door that reads
"Sevastopol Works Archive". Inside you find the flight recorder from the
Nostromo, but there is nothing on it. An alarm starts sounding and you find
yourself trapped inside the room.
When it becomes active, press the button on the server bank to your right to
move it. Do this with three server banks allowing you to reach the Data Cell,
which is on a shelf in the southwest corner. Pick it up and then hack the door
to get back out.
Hack the elevator to Seegson Communications []
--( TIP )--------------------------------------------------------------To solve the Access Tuner minigame, you need to use the left stick
(LMB + Mouse) to move the fine-tuning marker until you receive a signal, then

use the right stick (Movement keys on keyboard) to select the corresponding
callback code. Then you use 'A', 'Cross' or 'E' on keyboard to enter one
code at a time, left to right.
When you have performed 10 successful hacks, you get the "Seegson Security
Bypass" achievement. If you are playing on Nightmare difficulty, the systems
are harder to hack.
-----------------------------------------------------------------------Return to the corridor where you found the last blueprint and hack the door.
Inside you will find some components, an audio recorder and an ID tag.
[] Archive Log 022 Empty Box
____________________________
| NAME __________________ ID |
| J. Williams
9744 |
|____________________________|
Exit the Tech Support area and save your game at the Registration Point. When
you leave Facility Control, you discover that a shutter is now blocking access
to the stairwell back up to the Lobby.
Disable Security Lockdown []
Climb into the vent on the right side of the shutter, pick up the crafting
material inside and then follow the vent all the way to the other side. Walk
down the short stairs and hack the door leading to the Tech Workshop. Once you
are inside, access the terminal straight ahead to read the last two Archive
Logs of the mission.
[] Archive Log 020 Archives
[] Archive Log 021 An Outpost of Progress? #1
On one of the desks you will find the Blueprint for Medikit (V.1) if you have
not picked it up yet. Search the suitcases and pick up any other items you
can find and then use the console to disable the security lockdown.
[] Blueprint - Medikit (V.1)
The Alien drops down from a vent in front of you and you quickly hide under
the console. It then walks out of the room and disappears into another vent!
Hack the elevator to Seegson Communications []
Leave through the same doorway the Alien went into and remove the brace on
the door to the left. Go through the door, then straight to Facility Control
to save your game once again. Now make your way back up the stairwell, hack
the door at the top and go back into the lobby.
You witness the Alien killing all the looters you ran into earlier. Crouch
down and stay out of sight until it heads back into a vent! If you are feeling
extra adventurous then you can try to loot the dead bodies, you will return
here later but the bodies will be long gone by then.
Get to the elevator and hack it with your Access Tuner. Enter the elevator
and press the button to go to Seegson Communications, ending the mission.
__________________________________________________________________________

|
':|
|
Mission 4 - Seegson Communications (MI04)
|
|
Archive Logs : 12
|
|
Nostromo Logs : 1
|
|
ID tags
: 4
|
|
Blueprints
: Noisemaker (V.1), EMP Mine (V.1)
|
|
Tools
: Motion Tracker
|
|:.________________________________________________________________________|
Objective: Make your way to Comms Control
Comms Control will handle external communications. Find it and send a
message to the Torrens.
Make your way to Comms Control []
Step out of the elevator and update your map at the terminal to the left.
Approach the reception desk and talk to the Working Joe android. Go down the
stairs and access the rewire panel to your left. Deactivate the camera feed
and air purification and then activate the door access. This unlocks a door
behind you. Once you have accessed ten different rewire points you will get
an achievement, "Power Games".
Exit the rewire panel and then turn around, go down the small stairs and enter
the room. Get the components from the suitcase inside. Now, exit the room then
turn right and search the suitcase in front of you. Follow the corridor until
you get to another Working Joe.
--( TIP )--------------------------------------------------------------This is a good opportunity to get the "My Turn Now" achievement, which
requires you to kill an android using nothing but the Maintenance Jack.
To get it, sneak up on the android from behind and hit him a couple of times
with the Maintenance Jack. Then run all the way back to the elevator in the
Reception and wait there for a little while until he stops chasing you and
goes back to his post.
Now, repeat this process until he is dead. It takes 8-10 hits before he goes
down, do not get too greedy or he will grab you. Just hit him twice each
time to be safe.
Note that if you are trying to get the "Just Out of Reach" achievement you
cannot allow him to grab you at all. If he does reload and try again.
-----------------------------------------------------------------------Follow the corridor all the way to the other end. Enter the Comms Control
Access room and collect the Motion Tracker inside.
--( TIP )--------------------------------------------------------------Xbox
| Playstation | Keyboard
=================================
Raise Motion Tracker RB
| R1
| SPACE
Focus Vision LT
| L2
| RMB
You bring up the Motion Tracker by holding down 'RB', 'R1' or 'SPACE' on the
keyboard, and you can shift focus by holding down the aim button at the same
time. You can also use the Motion Tracker to guide you to your destination.
The marker on the edge of it points you to the next waypoint.

It has its limitations, the range is limited and it does not tell you if the
target is above or below you. Since it detects motion, a target that is
standing still will not show up as a blip. Later in the game, if you are
close to any enemies, they might hear the beeping coming from the Tracker.
Use it with caution.
** On Nightmare difficulty, the Motion Tracker is broken and gives you a
distorted and unreliable signal.
After you have detected 30 targets with it, you get the "I Admire its Purity"
achievement.
-----------------------------------------------------------------------Pick up all the other components in the room and then access the terminal to
read four Archive Logs before you select the "Door Access" option from the
utility menu. This unlocks the door to the stairwell nearby.
[]
[]
[]
[]

Archive
Archive
Archive
Archive

Log
Log
Log
Log

023
024
025
026

Door Override
Our Manifesto
Tomorrow, Together' #1
Please Understand

Climb the stairwell and then save your game at the Registration Point at the
top. Go through the door and look to your left. Remove the brace on the door
then step inside. In this area, you will find some more components as well as
another blueprint.
____________________________________________________________________________
|
|
Noisemaker 10 Scrap
This home-made device continuously emits
(V.1)
1 Charge Pack
a high-pitched noise when triggered which
1 Sensor
will attract a lot of attention. If
1 SCJ Injector
placed, the device has a handy 4 second
delay before it activates.
|____________________________________________________________________________|
This is one of the more useful items in the game; you will rely heavily on
these later in the game to distract the Alien.
When you have finished exploring, go to the other end of the area where you
find a door with a lever. Pull the lever to open the door and then go back
into the main corridor. Turn left and you will see some short stairs with
conveyors on the sides. Use the conveyors to get some more components. Then
climb the stairs and talk to the android behind the glass. You tell him you
need to get inside, but he says it is a restricted area and refuses to open
the door.
Find another way inside []
Go back down the stairs, turn left and hack the door to the left. This is
a new hacking minigame where you simply need to get the timing correctly by
matching the frequency fluctuation.
Walk inside the room, search the suitcase below the table and pick up the
flashlight batteries. Climb into the vent and start to crawl to the other
side. Halfway there, you witness an argument between a man and a Working Joe.
It ends badly for the man when his gun goes off by accident, provoking the
android. The android kills the man by bashing his head against a wall.

Gain access to the elevator. Avoid detection. []


The androids in this area will be hostile towards you from this point on, so
do not let them see you. If they do spot you however, quickly climb into a
vent and hide inside until they lose interest. Unlike the Alien, they will
not follow you.
--( TIP )--------------------------------------------------------------There is an achievement for this mission, "Just Out of Reach" which you get
if you can contact your team and escape Comms without being attacked by an
android. If you are trying to get it, and find yourself in a position where
an android is about to grab you, quickly pause the game before it happens and
load your current save to try again.
Later in the game you will come across androids that are not hostile. You can
tell if they are friendly by looking at their eyes. If they have white eyes,
they are friendly and if they have red or orange eyes they will be hostile.
-----------------------------------------------------------------------Exit the vent and be careful not to step into the beam from the security
camera, if you do then it will trigger an alarm. Turn left and search the
dead body. Enter the Security Surveillance area, and look to your right.
Access the terminal to read two more Archive Logs.
[] Archive Log 029 Your Logged Message
[] Archive Log 030 APOLLO's Eye
There are two androids nearby, crouch down to stay out of sight. Turn around,
climb up the stairs and then search the suitcase on the desk in front of
you. Turn right, disable the security camera at the terminal ahead and then
turn around and collect the ID tag that is on the table to the left.
____________________________
| NAME __________________ ID |
| T. Curwen
1569 |
|____________________________|
Go back to the elevator and call it. Wait for it to arrive, then enter it and
press the button to take the elevator up to Comms Control.
** If you do not care about the ID tag and the Archive Logs, you can call
the elevator right after exiting the vent. The elevator will arrive
before the androids inspect the alarm raised by stepping in the beam
from the security camera.
Contact Verlaine and the Torrens []
When you arrive, step out of the elevator to hear a broadcast from Verlaine.
Enter the door to your left, climb the stairwell and then go to your right
into the room with the sign that says "No Access". Get the components and
hack the terminal to gain access to it. There are three Archive Logs on it.
[] Archive Log 031 Torrens Hail
[] Archive Log 032 Torrens Damage
[] Archive Log 033 RE: Torrens Hail
Now turn around and go into the External Communications room. As you attempt
to access the External Comms Link, you discover that APOLLO, the central
artificial intelligence (AI) of Sevastopol Station, has disabled external

communication.
Find an alternate Communications Terminal []
Go back down the stairs and update your map from the terminal straight ahead.
Turn around and save at the Registration Point. Turn right and walk east a
little bit until you get to the ramp, then crouch down and sneak around the
corner to your right. Get the components from the nearby suitcase and then
open the floor vent and drop down. Approach the door nearby door to open it.
The android nearby has a set routine where he will check a terminal, then
move on to the next one. Carefully exit the vent through the door and hug
the wall to your right. Sneak into the corridor to your right when he has his
back to you.
When you go through the doorway marked "Internal Communications", you hear a
repeating broadcast from Samuels calling for help. Keep heading down the
corridor to the south. When you get to the corner, you see an android going
through a door. Follow him inside but keep your distance.
In this next room, there is an android lying on the floor behind a counter.
Be careful, he will grab your leg if you get too close to him. If you did not
pick up the Flashbang Blueprint in Mission 3, you get another chance here.
[] Blueprint - Flashbang (V.1)
If the android grabs you, you can hit him with your Maintenance Jack until he
is dead, allowing you to search him for components. It is better to stay clear
of him, though, since the fight might alert the other androids.
Reactivate Samuels' communication []
Exit the room through the other door and turn left. Head east to the end of
the corridor and climb into the vent. Follow the vent to the other side and
get out. Access the terminal in front of you for another Archive Log.
[] Archive Log 034 Receipt of Transmission
Turn around and search the wheeled cabinet, then access the rewire panel on
the left side of the door. Press 'RB', 'R1' or 'TAB' on keyboard to switch to
Int. Access and then deactivate the alarm system and activate the door access.
This will unlock a door in the corridor.
Now turn left and climb into another vent on the west wall. Make your way to
the other end and exit the vent. Pick up some more items then walk through
the doorway into the next room. Get the blueprint on the table in front of
you.
____________________________________________________________________________
|
|
EMP Mine
25 Scrap
The EMP detonates on impact to release an
(V.1)
1 SCJ Injector
electromagnetic pulse that temporarily
2 Sensors
disables non-industrial Synthetics. It
3 Charge Packs
can be placed to become a proximity
2 Bonding Agents device.
|____________________________________________________________________________|
--( TIP )--------------------------------------------------------------The EMP Mine will disable a Working Joe for a short time giving you the
chance to escape or to hit him repeatedly with your Maintenance Jack until

you deactivate him for good.


-----------------------------------------------------------------------Walk into the main room and then solve the minigames at the center console.
If you get the inertial damping minigame, you need to match the top and bottom
numbers. Later in the game, when you have solved 10 minigames like these you
will get the "Seegson Systems Expert" achievement. When you have finished, a
cutscene is triggered where you get back in contact with Samuels.
** If you get here before the androids deactivate Samuels' broadcast,
you do not have to do the minigames.
Objective: Return to Samuels and Taylor
Samuels and Taylor are in SciMed Transit. Samuels has sent a transit
car to collect you.
Return through Seegson Comms to escape []
This sets off an alarm, and the androids are coming to check. Quickly, go
back to the previous room where you picked up the blueprint and save at the
Registration Point. Avoid the androids completely by using the vents to get
back to the corridor.
Before you exit the vent, use your Motion Tracker to get a reading on where
the androids are. When you feel safe leave the vent and go into the room to
the right. Here you will find more components as well as an ID tag on the
floor.
____________________________
| NAME __________________ ID |
| D. Turner
7637 |
|____________________________|
Exit this room and go back to the room with the android on the floor. Go up
the stairs in the short adjoining corridor, but be careful as you reenter
the main corridor since there is a Working Joe nearby. Crouch down and enter
the doorway slightly to your left. Hug the left wall to get back to Comms
Control.
Open the small door you used to exit the vent earlier and enter it. Now go to
where you entered the vent earlier and use your Motion Tracker to see if
there are any androids nearby. When it is clear, climb out of the vent and
head towards the elevator.
If there is an android blocking the elevator, get his attention and when he
moves in, climb into the vent near the ramp. It will take you back to
External Communications upstairs. Run down the stairs and get back into
the corridor.
** You can also run at him and shoot him with the Revolver just before you
pass him, stunning him allowing you to get by without getting grabbed.
Either way, get into the elevator and take it back down to Comms Security
Surveillance.
--( TIP )--------------------------------------------------------------You will have to be careful in the next part since the Alien can attack you
from the ceiling vents. Avoid going directly underneath them. It is a good
idea to stay crouched so you can see them easier. If there is ooze dripping

from a ceiling vent, the Alien is there.


-----------------------------------------------------------------------Sneak past the android who refused you access earlier and get to the
Registration Point at the top of the stairwell. Save your game and then
head down the stairwell.
Get back into the main corridor and turn left. The nearby android will move
from time to time, sneak into the nearest room on the right side when you
have the chance. You will find the Blueprint for Smoke Bomb (V.1) in this
room if you missed it earlier.
[] Blueprint - Smoke Bomb (V.1)
Hug the right wall and go down the stairs into a room that contains some
components and a vent. Take this opportunity to get in the vent and climb the
ladder inside. At the top of the ladder, open the door to the other side of
the vent. This will be useful later on in the game.
Climb back down the ladder and exit the vent. Go up the stairs
the right wall until you get to the next doorway. Enter it and
terminal to read the final two Archive Logs of the mission. On
in the corner, you find an ID tag. Search the lockers for some

and then hug


access the
a nearby table
more items.

[] Archive Log 027 Call Log AM


[] Archive Log 028 Call Log PM
____________________________
| NAME __________________ ID |
| P. Brophy
5529 |
|____________________________|
Climb the stairs in front of the table and climb into the vent on the right
side of the short corridor. Follow the vent to the other side and open the
door before you exit.
Stay hidden from the android nearby when you do the next part. Walk down the
short stairs and then through the doorway to your left. Turn left and climb
the short stairs in front of you then walk through the doorway straight ahead
into the Relay Facility. Access the terminal in front of you to listen to the
first Nostromo log you find in the game.
[] Nostromo Log 001 An Initial Report
Keep going clockwise around the room and collect the ID tag from the mid
console on your right side as you move along.
____________________________
| NAME __________________ ID |
| T. Armer
7938 |
|____________________________|
Exit the room through the southernmost doorway and then turn left and make a
run for the elevator. Press the button to take the elevator back up to the
Lorenz SysTech Lobby.
Take Transit to SciMed Tower []
Be careful not to make too much noise here, since it will attract the
attention of the Alien. There is another Working Joe on the floor on the right
side of the counter in the center of the Lobby. He will grab you if you get

too close. It is better to avoid him altogether.


Head back down to the Transit Station. When you get there the transit car
Samuels sent for you will arrive. Enter it and take it to the SciMed Tower to
meet up with him and Taylor.
__________________________________________________________________________
|
':|
|
Mission 5 - The Quarantine (MI05)
|
|
Archive Logs : 6
|
|
ID tags
: 6
|
|
Blueprints
: Pipe Bomb (V.1)
|
|:.________________________________________________________________________|
Objective: Go to Samuels and Taylor
Taylor is injured. Talk with Samuels and Taylor to find out how you
can help.
Go to Samuels and Taylor []
Walk up to Samuels and engage in a short conversation about Taylor's
condition. Since he needs to look after Taylor, you volunteer to search the
Medical Facility for supplies. When the conversation ends, APOLLO shuts down
all transit leaving you stranded in this area for now.
Objective: Find help for Taylor
Explore the Hospital for medical supplies to help Taylor
Get to San Cristobal Medical Facility []
Turn around and walk towards the transit car you just used. Then turn right
and collect the ID tag from the bench furthest away from you. Turn around go
through the door to the west.
____________________________
| NAME __________________ ID |
| E. Koorlander
1685 |
|____________________________|
Climb the stairs, walk through the ticket gates and update your map at the
terminal to your left. Collect some more components from the trolley nearby.
When you approach the door to Medical you discover that it is locked.
Turn right and then go through the doorway to your new map marker. You hear
someone on the speaker system asking if you need some help. After you explain
that you need a doctor, the man opens an elevator for you. Step into the
elevator and take it to the Medical Staff Entrance.
Get into the San Cristobal Medical Facility []
When you arrive, the voice says the Marshals have locked the doors, and he
suggests you use a vent. Climb into the vent on the east side of this room.
After you have entered the vent, the man remotely locks it behind you. Follow
it to the other side and drop down into a new area. Look to your left and
update your map at the terminal. Climb the stairs to the west and walk into
the Visitors area.
You meet Dr. Kuhlman, who is in another room behind a glass window. Since you
both need medical supplies, he agrees to help you find them in the Medical
Dispensary if you can find a passcode for the service elevator. He suggests

looking for it in Dr. Morley's office.


Objective: Help Dr. Kuhlman
Kuhlman says he knows how to get to the Medical Dispensary downstairs,
but needs your help.
Find Morley's Office []
Turn around and climb into the vent on the north side of the room. Follow the
vent into the Assessment Room. Grab the components and collect the ID tag from
the desk, then update your map at the terminal. Exit through the door, go
through the waiting room and pull the lever to open the door at the end of
the short corridor.
____________________________
| NAME __________________ ID |
| F. Whitechapel
4928 |
|____________________________|
Head back to Dr. Kuhlman and press the emergency override on the left side of
the west door to open it so you can get into the Psychiatric Ward. Follow
the corridor around the corner, then south until it branches off to the west.
Stop to update your map at the terminal and then keep following the corridor
counterclockwise picking up what you can along the way. You will come to a
padded cell that contains a bloody corpse, search the body and collect the ID
tag in front of it.
____________________________
| NAME __________________ ID |
| C. Burrows
3309 |
|____________________________|
Exit the padded cell and head towards your map marker, getting confirmation
from Kuhlman that you are on the right track. When you arrive at the door
to Morley's office, hack it to open it. Before you go inside, head to the
closest Registration Point, which is in the Day Room to the west. Take all
the items you can find inside the Day Room and listen to the audio recorder.
[] Archive Log 038 Left Out of the Loop
Now SAVE YOUR GAME at the Registration Point. Again, save your game! You will
discover why soon enough.
Go back to Morley's office and access the computer terminal. You will find
three Archive Logs on it; one of them contains the passcode you were looking
for, which is "1702". A number you will possibly remember for a long time to
come.
[] Archive Log 035 Low on Meds
[] Archive Log 036 Hospital Quarantine
[] Archive Log 037 An Outpost of Progress? #3
Find Dr. Morley's Keycard []
Kuhlman reveals that knowing the passcode will not be enough; you will need
to find a keycard as well. An alarm system starts sounding and an automated
message warns that the system has detected a medical facility quarantine
breach.
Exit the office and make your way back towards the Day Room. Get ready to
crouch down behind the stretcher on the right side on top of the stairs.

The Alien drops down from a vent in the ceiling, and starts to patrol the
area! Pause your game so you can take a minute to think, and read the next
few paragraphs.
--( TIP )--------------------------------------------------------------The Alien will actively stalk you now, as if connected with an invisible
umbilical cord. From now on, the first thing you should do when you enter a
new room is to scan it for places to hide.
Sometimes the Alien will search a room, leave and then come straight back in.
It is very unpredictable, especially on Hard and Nightmare difficulty; the
best thing you can do is to beeline from objective to Registration Point as
best you can.
Try to rely more on your ears than by using the Motion Tracker, since the
sound of it can give you away. If the Alien is out of the vents and close to
you, you can hear the thumping sound from its footsteps and even feel it if
you are using a controller. There is a distinct sound if it is in the vents,
and if it is close, you can hear some eerie music.
This walkthrough will suggest the optimal route to your objectives and any
collectibles, but you will quite often have to improvise since the Alien will
be in-between you and your goal forcing you to hide or take an alternative
route. It also comes down to luck, save as often as possible.
There is an achievement, "Hide. Run. Survive", for finishing this mission
without being killed by the Alien. If you are attempting to get it, and the
Alien discovers you, quickly pause your game and load your current save
before it kills you.
If it kills you and you see the cassette tape in the corner of the screen,
it means the game has updated the current save to reflect your death making
you unable to get the achievement if you continue to use that save. If that
happens, load your previous save instead and try again.
-----------------------------------------------------------------------Now, use either a Flare or a Noisemaker and throw it as far as you can down
the corridor to the west. This will distract the Alien for a short time.
Turn left and move south. Enter the passcode to open the first door you get
to on your left side, about halfway down the corridor. Enter the room, turn
left, and then go into the next room to collect an ID tag from the desk. If
you did not pick up the Blueprint for EMP Mine (V.1) in Mission 4, it will
be on the desk as well.
[] Blueprint - EMP Mine (V.1)
____________________________
| NAME __________________ ID |
| T. Miller
3773 |
|____________________________|
Get back to the Registration Point in the Day Room and save your game one
more time.
--( TIP )--------------------------------------------------------------You will see a warning if there are hostile creatures nearby when you try to
use a Registration Point. If you save your game and you hear the Alien shriek
as it discovers you, let it finish saving. If you are lucky it will finish

saving before the Alien kills you, and when you reload, the Alien will still
be close, but not directly at your position. If you are trying to get the
achievement, avoid doing this.
-----------------------------------------------------------------------Turn around and head straight south towards the map marker. Enter the passcode
and go through the door. Update your map at the terminal on the right side
of the corridor, then get around the boxes and enter the small corridor to the
right. Follow this corridor to a small kitchen area where you will find
another ID tag on a counter to your right on the west side. You can also pick
up the Blueprint for Noisemaker (V.1) in case you missed it earlier.
[] Blueprint - Noisemaker (V.1)
____________________________
| NAME __________________ ID |
| L. Tart
1917 |
|____________________________|
From there, turn around and go east into the Staff Quarters, you will notice
a whiteboard on your right side. After you have scanned the whiteboard for a
few seconds, you find Dr. Morley's name and your objective updates. When that
happens, go hide in the nearby locker.
Investigate rooms on Dr. Morley's rounds []
--( TIP )--------------------------------------------------------------When you are hiding in a locker and the Alien is nearby, make sure you lean
back using the left stick or 'S' on keyboard. If it decides to inspect the
locker up close, you will need to hold your breath with 'LT', 'L2' or RMB if
using mouse and keyboard. Holding your breath depletes your health, and when
you run out of health, you cannot hold your breath any longer. Try to keep
your health up at all times by using Medikits. Avoid hiding in lockers unless
it is the only option.
-----------------------------------------------------------------------When you feel it is safe, exit the locker and turn right. Leave the Staff
Quarters through the north door. Turn right, go down the corridor, and then
enter the first room you get to on the right side.
This room functions as a bit of a sanctuary at this point. It has a couple
of islands where two desks have been pushed together, if you crawl under them
they are excellent hiding places. A blueprint lies on top of one of the desks,
and there is a Registration Point in the back that you should use to save
your game.
____________________________________________________________________________
|
|
Pipe Bomb
25 Scrap
The Pipe Bomb is an explosive device
(V.1)
2 Blasting Caps
which detonates on impact. It is lethal
1 Ethanol
to humans and non-industrial synthetics
2 Sensors
in close proximity. When placed as an
2 SCJ Injectors
explosive trap, it will trigger when
enemies are near.
|____________________________________________________________________________|
--( TIP )--------------------------------------------------------------This is the first IED blueprint you find in the game. The Pipe Bomb can be

used to chase away the Alien. The only problem is that it takes a lot of
components to build, and you probably only have enough to build one at this
point of the game. Unless you are playing on Novice difficulty, it is better
to build the IEDs and save them for much later in the game.
-----------------------------------------------------------------------Leave this room, turn right and then follow the corridor until you reach
its end. Now go through the door into a circular corridor, and update your
map at the terminal to your immediate right. Get to room A-29, which is the
next room to the south. Inside you will discover Dr. Morley dead on the floor.
Search his body for the keycard, and get everything else from this room.
If the Alien is right outside, you can access the rewire panel to deactivate
air purification and activate the alarm system, which distracts the Alien
allowing you to leave.
Return to Dr. Kuhlman []
Exit room A-29 and enter the room directly across from it. Access the terminal
to read the last two Archive Logs of the mission.
[] Archive Log 039 RE: Recovery Rooms
[] Archive Log 040 Medical Record 1
You are almost done with this nightmare. There is just one more room to check
before returning to Dr. Kuhlman. Turn around and go back to the circular
corridor and then turn left and head to room A-27. If you did not pick up the
Blueprint for the Pipe Bomb (V.1) earlier, you can find it on a gurney on your
way there. Enter room A-27 and collect the final ID tag of the mission, it is
on a table in the back.
[] Blueprint - Pipe Bomb (V.1)
____________________________
| NAME __________________ ID |
| A. Lynch
4326 |
|____________________________|
Exit the room, turn right and then walk up to the locked door straight
ahead and use your keycard to unlock it. Return to Dr. Kuhlman and give him
a piece of your mind for sending you into danger. He primes the elevator and
says he needs to gather his things, but of course...
...the Alien gets him.
Take the elevator to the Lower Hospital []
Follow your map marker to the elevator and enter it. Use your keycard to
activate it and then press the button to go to the Maintenance and Morgue.
** An alternative way of completing this Mission is to run straight from
Morley's office to the door south of the Day Room. Quickly enter the
code and run to room A-29 to get the keycard. Then run to the door
on the other side of room A-26 and use your keycard to open it.
When Dr. Kuhlman leaves the room to prime the elevator, the Alien goes
away temporarily. You can then explore the area at your leisure.
__________________________________________________________________________

|
':|
|
Mission 6 - The Outbreak (MI06)
|
|
Archive Logs : 15
|
|
ID tags
: 3
|
|
Blueprints
: Molotov (V.1)
|
|
Weapons
: Stun Baton
|
|:.________________________________________________________________________|
Objective: Explore the San Cristobal Medical Facility
Taylor is injured. Search through San Cristobal for a Trauma Kit and
return to the Transit Station with it.
Find a Trauma Kit []
Step out of the elevator and walk into the corridor ahead, get the components
from the suitcase to your right, then go to the middle of the large corridor
and get the Stun Baton that is stuck in the door to Environmental Control.
--( TIP )--------------------------------------------------------------Xbox
| Playstation | Keyboard
=================================
Aim LT
| L2
| RMB
Use RT
| R2
| LMB
Reload X
| Square
| R
The Stun Baton is a melee weapon that will knock out humans and temporarily
disable Working Joes. It is easier to hit with it if you aim for the torso,
but you have to get the timing right with the androids to avoid them grabbing
you.
-----------------------------------------------------------------------Go inside and access the computer terminal to read two Archive Logs, and
select the "Activate Cooling System" option from the utility menu.
[] Archive Log 042 Urgent: Marshal Investigation
[] Archive Log 043 Environmental Controls
Pick up the components next to the terminal, turn left and engage both
coolants. This opens up Cold Chamber 2 to the south. Go there and collect the
canister. Return to Environmental Control, then insert and engage the coolants
on the other side.
Go to Cold Chamber 1 to the north and access the rewire panel to deactivate
air purification and activate vent access, which unlocks a vent in the
corridor across from the door to Environmental Control. You inform Samuels
that you are going to check Dr. Lingard's office for more information on how
to obtain the supplies.
Investigate Lingard's Office for information []
Before you exit this room, collect an ID tag from the morgue drawer to the
left of the rewire panel.
____________________________
| NAME __________________ ID |
| C. McCormack
4237 |
|____________________________|
Save your game at the Registration Point next to the elevator, then climb

into the vent and follow it until you drop down in a new area. The Alien will
begin to stalk you now, so be careful. Search the suitcase in the middle of
the room and leave by going through the doorway to the west.
Turn right and follow the circular corridor clockwise until there is a gas
explosion. Quickly turn around and enter the Security Desk straight ahead.
Access the terminal to select the "Emergency Valve Shutoff" option from the
utility menu. This shuts off the gas and stops the fire.
Collect the blueprint to the left of the terminal and save your game at the
Registration Point.
____________________________________________________________________________
|
|
Molotov
25 Scrap
The Molotov is an incendiary device which
(V.1)
2 Sensors
detonates on impact. It is lethal to
2 Ethanol
humans and other organics but synthetics
1 Blasting Cap
are very resistant to fire. As a modified
2 Compound B
proximity device, it can be placed as an
explosive trap.
|____________________________________________________________________________|
There are four more Archive Logs on the computer to read, one of them contains
a passcode, "2505". Use the passcode to unlock the security locker and collect
the keycard from inside.
[]
[]
[]
[]

Archive
Archive
Archive
Archive

Log
Log
Log
Log

045
046
047
048

Colonial Marshal Directive


Morley: Updates and Codes
San Cristobal Lockdown
An Old Friend

Now make your way to the map marker by following the corridor west. Once you
are inside Dr. Lingard's office, update your map at the terminal, then access
the computer terminal to read one more Archive Log and watch Dr. Lingard's
video log.
[] Archive Log 044 Dispensary is Empty
It turns out Dr. Lingard has been blackmailed by Chief Executive Ransome for
her involvement with a Patient Zero who was infected by an unknown parasite.
Search Operating Theater for Trauma Kit []
Before you leave the office, pick up all the items you can carry and then
head back to the Security Desk and save your game. Now, go into the room to
the north that you can see through the glass. Unlock the door with your
keycard and go through it into a large corridor. Look to your left and go
into the branching corridor that is almost completely dark.
Go to the very end of this corridor and enter
the door to your left. Pick up the trauma kit
Patient Zero. You get in contact with Samuels
Medical Reception, but he warns you that they
Alien most likely did too.

the Operating Theater through


from the wheeled table next to
and he tells you to get to the
heard gunshots and that the

Access San Cristobal Medical Reception []


Collect an ID tag from one of the hanging shelves behind Patient Zero, then
access the terminal to read two more Archive Logs.
____________________________
| NAME __________________ ID |

| K. Neville
2845 |
|____________________________|
[] Archive Log 049 Autopsy Report
[] Archive Log 050 Tape Off the Scene
Go back into the dark corridor and make your way back towards the Security
Desk. Look to your right when you get back into the main corridor and update
your map at the terminal. Now, go and save your game at the Security Desk.
Return to the large corridor, turn right and go around the corner to the
south. Be careful, since looters patrol this corridor. You have three options
now; wait for the Alien to kill them, speed things along by throwing a
noisemaker in their direction, or try to sneak past them.
Follow the corridor until you get to the first room on the left side, inside
there is a desk with a lot of controls and monitors, overlooking an MRI room.
On the same desk is an ID tag.
____________________________
| NAME __________________ ID |
| A. Sawers
4005 |
|____________________________|
Exit the room and look slightly to your left. Go down the adjoining corridor
towards your map marker. The Marshals have locked this door as well, but
Samuels suggests you find and initiate the evacuation procedure.
Initiate San Cristobal Medical Evacuation Procedures []
Now go back to the main corridor and follow it to the right into the Emergency
Room. Once you are inside, turn right and access the terminal in the corner
to read five more Archive Logs.
[]
[]
[]
[]
[]

Archive
Archive
Archive
Archive
Archive

Log
Log
Log
Log
Log

051
052
053
054
055

Human Touch
Duty Roster
Medical Record 2
Medical Record 3
The Incident

Turn left and exit the Emergency Room through the north door. At the four-way
junction ahead, turn right and go through the door into the Power Plant. Avoid
stepping under any ceiling vents from now on. Save your game at the
Registration Point and then restart the two generators to the north and south
of the Power Plant.
This will restore power to the main terminal in the Power Plant, but it will
also activate an android who will turn hostile if you try to hack the main
terminal. It is best to deal with right away, use your Stun Baton to disable
him and then beat him with your Maintenance Jack. After he's dead, search his
body for components. Now hack the main terminal to initiate the evacuation
procedure.
Escape through San Cristobal Medical Reception []
You need to get back
has locked the doors
route. Use a Medikit
ceiling vents, since

to the Medical Reception, but the evacuation procedure


to the emergency room, so you have to take the long
now if your health is low. Keep watching out for the
the Alien is lurking above.

Go through the Operating Theater, but do not forget to avoid the vent in there

as well. Now, follow the corridor directly to your map marker. You could save
your game at the Security Desk if you want. The Alien will sometimes come out
as well; if that happens, hide under a stretcher. Make the final push back to
the door to the Medical Reception.
Once inside, the Alien ambushes you, and just when it looks like your days
are numbered, an explosion takes place. The blast knocks you out and when you
wake up flames are engulfing the entire area. You need to find a way out
quickly since your health is slowly decreasing from the extreme heat.
Escape! []
Sprint over to Dental Surgery on the other side of the reception, go inside
and play the audio recorder on the counter in the back. Now quickly sprint
back to where you got back on your feet after the explosion.
[] Archive Log 130 Let Me Be a Friend to You
Climb the ladder to the top, then follow the vent all the way to the other
side and drop down to the room below. Finally, there is some calm music
suggesting you are safe, at least for now.
Enter the elevator and press the button to go to Seegson Synthetics.
** If you want to finish the Mission faster you can skip going to Lingard's
office to watch her video log, and later you can go directly from the
Operating Theater to the Power Plant instead of trying to enter the
Medical Reception when it is locked.
__________________________________________________________________________
|
':|
|
Mission 7 - Seegson Synthetics (MI07)
|
|
Archive Logs : 10
|
|
ID tags
: 2
|
|
Blueprints
: Smoke Bomb (V.2)
|
|
Tools
: Security Access Tuner Level 2
|
|:.________________________________________________________________________|
Objective: Return to Taylor with Medical Supplies
Make your way through Seegson Synthetics to find an alternate way
back to the transit where you left Samuels and Taylor.
Find an alternate elevator []
Exit the elevator and climb into the vent to your left. Follow the vent to
the other side and then drop down. You notice there is a piece missing in the
elevator in front of you. Save your game at the Registration Point.
Find a Compression Cylinder to repair the elevator []
Turn around and carefully sneak up to the dead body at the end of the
corridor close to where the men are standing. Stay in the shadows and you
should be fine. Search the body and collect the ID tag next to it.
____________________________
| NAME __________________ ID |
| O. Sans-Gomez
2497 |
|____________________________|
Now retreat to where you came from and climb into the vent on the right side.

When you exit on the other side, stay out of sight of the armed men and make
your way to the floor vent in front of you, open it and drop down into the
Maintenance Vents. Eavesdrop on the conversation the men are having. They
suggest that a requisitions android could help to get the part needed to fix
the elevator.
Crawl to the north and then take a right, right, left, straight, right to get
to the other side. There are also some components in here if you feel like
exploring. Exit the vent and then climb up the nearby ladder.
Turn right and follow the corridor counterclockwise until you get to an office
on the right side. Update your map at the terminal, and access the computer
terminal to read a couple of Archive Logs.
[] Archive Log 056 WY are Years Ahead
[] Archive Log 057 Your Report
Pick up the items in here, then go back into the corridor and keep going to
the right. You will find another office on the right side, enter it and
access the terminal to read two more Archive Logs and then pick up the
components and the blueprint upgrade on the wall on the right side of the
doorway.
[] Archive Log 058 Working Joe Spiel
[] Archive Log 059 Storage Inventory
____________________________________________________________________________
|

|
This device which detonates on impact
will release a cloud of smoke that
obscures visibility. This upgraded
version creates smoke which lasts for a
longer duration. As a modified proximity
device, it can be placed as a trap that
will trigger when enemies are near.
|____________________________________________________________________________|
Smoke Bomb
(V.2)

10
1
1
1

Scrap
Ethanol
Sensor
Bonding Agent

--( TIP )--------------------------------------------------------------This is the first blueprint upgrade you find. When you find an upgrade, all
the devices you have already crafted will conveniently be upgraded to the
new and improved version.
-----------------------------------------------------------------------Save your game at the Registration Point, then go back into the corridor and
keep going to the right. When you reach the bottom of the stairs where the
wheelchairs and the small forklift are, the Alien comes out of the vent and
kills all the men. When this happens, keep moving straight ahead until you
get to the Synthetics Storage, and stay out of sight.
** If you are playing on Hard or Nightmare difficulty then this event does
not take place. It makes things a little more difficult, since you have
to sneak by the men on your way back to the elevator as well.
Find a way to open the door to the Warehouse []
Use the Requisitions Android to access the Components Warehouse []
When you enter Synthetics Storage, turn left and go all the way north to the
small room in the back. Pick up the Data Cell on the desk to upgrade your
Security Access Tuner and then collect the ID tag in front of the dead man

on the floor.
____________________________
| NAME __________________ ID |
| N. Brunswick
5530 |
|____________________________|
Find a way to power up the Requisitions Android []
Now go back to the ladder you just passed in the corridor and climb it to the
top. Go into the Facility Administration straight ahead and hack the terminal
to power up the Requisitions Android. Turn around and save your game at the
nearby Registration Point.
Activate the Requisitions Android at its booth []
Exit the room and hack the door on your right. Go through the door into
another office. Pick up the components on the desk and then access the
terminal to read three Archive Logs.
[] Archive Log 062 Requisitions Android
[] Archive Log 063 Elevator Out
[] Archive Log 065 Last Bidders
Now go back to the android booth in Synthetic Storage. Press the button to
activate the android.
Retrieve the Compression Cylinder []
Follow the android to the Warehouse and wait for him to unlock the door with
his keycard. When he has unlocked the door, a floor vent will unlock in the
corridor, which leads to an item. Parts of the floor have been electrified
inside the Warehouse, which means you cannot take the most direct path to the
Compression Cylinder. The android mindlessly walks off and electrocutes
himself, allowing you to search his body for components.
Go to the right row and use the controls to move the stack all the way down
so you can get past. Hug the right wall until you get to your map marker.
When you arrive, move the stack down one step so you can pick up the
Compression Cylinder. There is a switch on the wall behind you that turns off
the power allowing you to take the direct route back out of the Warehouse.
If you want to spend the time, you can find various items on the shelves when
you move them up and down.
Replace Component in the elevator []
Exit the warehouse, turn right and go into the office to your right. Pick
up the components from the desk and then access the terminal to read two
Archive Logs.
[] Archive Log 060 Tomorrow, Together #2
[] Archive Log 061 VIP Visit
If you did not pick up the Blueprint for Molotov (V.1) in Mission 6, you will
find it on the wall here.
[] Blueprint - Molotov (V.1)
** On Hard and Nightmare difficulty, you should climb up the ladder and
save your game at the Registration Point now, in case something goes

wrong on your way back to the elevator.


Go back to the three-way junction and crouch down behind the forklift,
then throw a noisemaker into the room with the men. Hopefully it will
attract the Alien and it will kill all the men.
When the Alien goes back into the vents walk into the main room and go
to the left side of the center. Crouch down in front of the crate and
stay hidden in the shadows for a while.
On Nightmare difficulty the Alien will really be hunting and will
unpredictably drop down from the vents all over the place. When you
feel it is safe, make the final push for the elevator.
** An even easier option is to get the men to follow you up the stairs,
without attracting gunfire. Then you can walk to the ladder, climb
down and walk straight to the elevator.
Replace the Compression Cylinder in the elevator and save your game. Enter
the elevator and press the button to go up to the Synthetic Fluid Plant.
Find exit to Synthetic Fluid Plant []
Exit the elevator and go into the Synthetic Fluid Processing. There are three
armed people on an Observation Platform above at the other end. The Alien
appears and takes one of them with it. While this happens, make your way to
the other side. With some luck, the Alien will distract the two remaining
people allowing you to get across unseen.
Enter the door to your left. If the people noticed you, they will come
looking for you now. In that case, use a Flashbang so you can either kill
them for their items or sneak by if you are trying to get the "Mercy or
Prudence?" achievement.
Follow the corridor until you get to a room on the left side, enter it and
collect any items you can find and then access the terminal to read the last
Archive Log of the mission. Save your game at the Registration Point if you
want.
[] Archive Log 064 Synthetic Engineer Request
Exit the room and go left. Go through the door into the Observation Platform.
If the people did not notice you earlier, they will still be here with their
backs turned to you. Sneak by them to the other side and go through the door
into a corridor that takes you to the Reception. Search the cabinets behind
the reception counter and then use the elevator to go to the SciMed Tower
Transit.
** If you are not interested in reading the last Archive Log, you can
run up to the ladder to the Observation Platform and climb it in the
midst of the confusion.
__________________________________________________________________________
':|
Mission 8 - Haven (MI08)
|
Archive Logs : 3
|
ID tags
: 3
|
Blueprints
: Flashbang (V.2)
|
Tools
: Gas Torch
|

|
|
|
|
|
|

|:.________________________________________________________________________|
Objective: Return to Samuels and Taylor
Samuels and Taylor are waiting for you at the Transit Station.
Return to them with the Medical Supplies.
Get to the SciMed Transit Station []
Step out of the elevator and walk into the doorway to your right, pull the
lever to open the door. Go through the door and walk down the stairs in front
of you. Turn left and then hack the door straight ahead. Now go straight to
the Transit Station, the same way you came at the beginning of Mission 5.
Your arrival at the Transit Station triggers a cutscene. Samuels and the
Colonial Marshal, Waits, are arguing about why you are on the station after
Waits sent a message ordering you not to land. You inquire about what the
Alien is, and Waits tells you it is something brought on station by Marlow,
the captain of the Anesidora - the ship that found the Flight Recorder.
Taylor needs medical attention and since it is not safe at Medical, Waits
says there is a basic life support unit at the Colonial Marshal Bureau you
can use, but there is no way to get there while the transit is down. He is
disgruntled that you triggered his trap at Medical Reception so he sends you
on an errand to reactivate the Transit System. His deputy, Ricardo gets a
lock on your radio so you can stay in touch.
Objective: Reactivate the Transit System
Find a way to reactivate the Transit System so that Taylor can be
taken to the Colonial Marshal Bureau.
Get to Transit Control []
Save your game at the nearby Registration Point and then climb the stairs next
to it. Walk through the door to your left and go to the end of the corridor.
Turn left and remove the brace on the door to your right. Call the elevator
and when it arrives, enter it and press the button to take it to up to the
Transit Control.
Reactivate the Transit at the Main Console []
As you leave the elevator, you notice loud banging coming from another door
nearby. Ignore it for now and pick up the blueprint upgrade from the table to
your left.
____________________________________________________________________________
|
|
Flashbang
10 Scrap
A non-harmful device which detonates on
(V.2)
1 Bonding Agent
impact, stunning nearby humans and
1 Blasting Cap
blinding humans and synthetics looking at
1 Sensor
the detonation. This upgraded version
stuns humans over a wider area. As a
modified proximity device, it can be
placed as a trap that will trigger when
enemies are near.
|____________________________________________________________________________|
You need to do this next part quickly, go down the stairs to your right and
activate the Main Console. This turns off the power and an armed man will
arrive.
Enable the Transit System's Power Back-Ups []

Now, turn around to your right until you are facing the elevator, and then
pull the lever slightly to the left of the elevator in the northeast corner
of the Transit Control.
Unlock Transit System Control []
Turn around, crouch down and hug the right wall, follow it counterclockwise
until you reach the first chair, look underneath it and collect the ID tag
from the floor.
____________________________
| NAME __________________ ID |
| K. Clarke
2961 |
|____________________________|
Continue to hug the right wall and move forward until you reach another
console. Use the console to open the door you heard banging from earlier.
This releases a hostile android and the man starts to panic.
The android murders the man, leaving you with only one hostile to worry about.
Disable the android with an EMP or the Stun Baton and then beat him with your
Maintenance Jack. Search the bodies and then use the Main Console one more
time to reactivate the Transit.
** On Nightmare difficulty you might not have any more charges for your
Stun Baton or any EMP mines. If that is the case, you will need to avoid
being detected by the android.
Waits sends a message on the radio telling you that the transit has arrived
and they are waiting for you. You tell him that they should go on ahead since
Taylor needs medical attention.
Objective: Regroup with Samuels, Taylor and the Marshals.
Waits, Samuels, Ricardo and Taylor are on their way to the Colonial
Marshal Bureau in the Solomons Habitation Tower. Rejoin them there.
Get back to the Transit Station []
The elevator you arrived on has broken down, so you need to find another way
back. Go into the room the android was trapped in, pick up everything you can
find and then access the terminal to read a couple of Archive Logs.
[] Archive Log 067 Restart Transit
[] Archive Log 068 Double Crossed
Turn right and head into the room in the back. Get the items and then pick
up the Gas Torch from the workbench. Go back to the main area and climb the
stairs. Then turn left and use the Gas Torch to cut through the panel
blocking the vent. If you cancel while you are cutting through a panel, you
will have to start from the beginning. After it is cut, you remove the panel.
** On Nightmare difficulty you can use a flare to distract the android
before you cut through the panel.
Climb into the vent and take two right turns, then climb down the ladder to
get to the other side. Exit the vent, and get the components, then play the
audio recording and collect the ID tag from the desk.
Access the rewire panel and deactivate air purification in the Gift Shop,
then switch rooms to Transit Access and deactivate the camera feed. Finally,

activate the door access and exit the rewire panel.


[] Archive Log 069 We Need Supplies
____________________________
| NAME __________________ ID |
| V. Nash
2961 |
|____________________________|
Pull the lever to open the door and turn right. Go down the stairs to the
Transit Station. Waits sends a message on the radio saying they heard voices
as they were leaving so you need to be careful.
Take the Transit Car to Solomons Habitation Tower []
Save your game at the Registration Point, then press the button to call the
transit to Solomons Habitation Tower. Some looters will come down from the
stairs to your right. You can either hide in one of the nearby lockers until
they leave, or kill them for their items, depending on which achievements you
are trying to get. When the transit arrives, enter it and take it to the
Solomons Habitation Tower.
** If you fire a shot with your revolver just before you press the button
to call the transit, the looters will not immediately come down the
stairs, which means you do not have to hide. (Thanks to PsychoHypnotic
for discovering this)
--( TIP )--------------------------------------------------------------You can farm kills for the "Self Defense" achievement here. Kill all the
looters, then reload your current save and repeat until you get the
achievement.
------------------------------------------------------------------------

Objective: Regroup with Samuels, Taylor and the Marshals.


Samuels, Taylor, Marshal Waits and Ricardo are waiting at Colonial Marshal
Bureau. It's time to regroup with them and figure out what to do next.
Get to Colonial Marshal Bureau []
Collect the items from the Transit Station and go up the left stairs. Hug the
left wall until you find another ID tag on a bench in the Galleria Upper
Concourse, pick up everything you can find on the way.
____________________________
| NAME __________________ ID |
| K. Lingard
6734 |
|____________________________|
Keep hugging the left wall until you get to the Colonial Marshal Bureau.
Update your map from the nearby terminal and enter the Bureau. Go straight
and then through the left doorway to meet up with Marshal Waits.
He tells you that Taylor is stable, and that fixing the transit has made you
even as far as he is concerned. Ricardo is away preparing for their next move.
Waits wants you to talk to Marlow to see if you can get him to reveal the
command codes to the Anesidora, since the codes will allow Waits to bring the
ship to Sevastopol.

Talk to Marlow []
Pick up what you can from the desks in the Bureau, then head over to Marlow's
cell and use the intercom to talk to him. He wants a way off Sevastopol and
agrees to tell you what happened to him and his crew on LV-426.
__________________________________________________________________________
|
':|
|
Mission 9 - Beacon (MI09)
|
|
|
|:.________________________________________________________________________|
In this short mission, you play as Marlow, as you tell your story about the
previous events on LV-426. Listen to your crew's banter while you wait for
the ramp to lower itself. When it is down, walk outside.
Objective: Find the Source of the Signal
Marlow and the crew of the Anesidora have detected a beacon signal coming
from somewhere on the planet. Find and track the signal to its source.
Scan for the signal using the Tracking Device []
The Tracking Device is similar to the Motion Tracker; get a fix on the
signal, which is a little bit to the right from the ramp.
Follow the signal []
Keep following the linear path until you reach a blockage. Then turn around
and get Heyst to help you get up to another path, which is on the right hand
side a little way back.
Find a route around the blockage []
Follow the path for a little while until it collapses, leaving you with no
other way to go than forward. Continue walking until you reach a fissure in
the rock. Place a bomb there and move back so you can detonate it.
Turn around and get Heyst's help once again to get further up. Walk up the
path until you see the Derelict spacecraft from the Alien movie in the
distance.
We jump ahead a little bit in time, with the crew much closer to the
Derelict. Walk along the linear path for a while until you are just outside
the spacecraft.
Enter the Derelict []
Explore the Derelict []
Enter the Derelict, and walk through the corridor until you get into the
large chamber with the Space Jockey in the middle. If you look slightly to
your left, you will see an opening in the distance.
That is your next destination, start walking over there and listen to the
conversation between the crewmembers. You are excited that you have found
what seems to be an alien spaceship, but the others discover that there is
equipment here originating from the Nostromo.
You decide to find the distress beacon and to shut it down so no one else can

find the Derelict and get the salvage rights. You order Foster and Heyst to
check a cavern below.
Locate the Distress Beacon []
When you get to the opening, wait for Meeks to arrive so he can give you a
boost. Walk inside and shut down the beacon at the end. Foster reports that
they have found something amazing. Get back to the Space Jockey to rejoin
them down in the cavern.
Return to the Winch []
Use the winch to be lowered into the cavern below. You enter a large chamber
filled with Alien eggs. Walk to the end of the pier to trigger a cutscene;
an egg opens up and Foster moves in too close and is attacked by a
Facehugger.
__________________________________________________________________________
|
':|
|
Mission 10 - The Trap (MI10)
|
|
Archive Logs : 29
|
|
ID tags
: 5
|
|
Blueprints
: Medikit (V.2), Noisemaker (V.2)
|
|
Tools
: Plasma Torch
|
|
Weapons
: Flamethrower
|
|:.________________________________________________________________________|
Marlow has finished his story and you are playing as Ripley again. He refuses
to give up the codes for the Anesidora unless you let him out of jail. You
tell him that it is not going to happen. Ricardo breaks in over the radio
saying he has located the Alien in the Tech Spire. You volunteer to help.
Waits says he has something you are going to need and opens up a door nearby.
Collect the Flamethrower []
Enter the room and collect the Flamethrower inside. Pick up any components
you can find in the same room then go back out. Waits says he has a plan to
trap the Alien. He wants you to take a transit to the SysTech Spire and meet
up with Ricardo while he coordinates everything from the Bureau.
--( TIP )--------------------------------------------------------------Xbox
| Playstation | Keyboard
=================================
Aim LT
| L2
| RMB
Use RT
| R2
| LMB
Reload X
| Square
| R
Try to conserve your fuel for the Flamethrower; it is optimal if you avoid
reloading it until Mission 14. It will become clear why later.
It is better to beeline to your objectives in the Missions where you face
the Alien, than to waste a lot of fuel chasing it away.
When you are in a situation where you have to use the Flamethrower, aim
directly at the Alien's head and only use short bursts. The Alien will pause
at first if you aim the Flamethrower at it and then move slowly towards you.
The Alien will sometimes run you down after you use the Flamer, especially

if you are in-between it and the vent it wants to use to retreat. If it does
this when you are low on health it will kill you. Keep track of where the
closest vent is and make sure you do not get low on health. Also, keep a
little bit of distance between you and the Alien.
Save often, that way you can explore and learn the layout of the various
areas and reload to finish them more efficiently.
-----------------------------------------------------------------------Objective: Trap the Creature
Waits has a plan to trap the Creature. Track it down in the Lorenz
SysTech Spire and isolate it.
Go to Lorenz SysTech Spire []
Turn left and go through the next door to your left, go through the short
corridor into an interrogation room. Inside you will find more components as
well as an ID tag lying on the windowsill.
____________________________
| NAME __________________ ID |
| W. Woodbury
7035 |
|____________________________|
Go into the Chief Marshal's Office where Taylor is lying on a stretcher and
play the audio recording on the table in the back of the room. Then access
the terminal next to the door to read two more Archive Logs.
[] Archive Log 102 Retirement Plan
[] Archive Log 103 Impounded
[] Archive Log 104 Some Kind of Parasite
Exit the office and turn right. Go through the door to the left of the
Registration Point, there is a terminal with two more Archive Logs inside.
[] Archive Log 070 First Trap Gone
[] Archive Log 071 Arrest Sheets
That is it for the Marshal Bureau for now. Make your way back to the Transit
Station. On your way there, Waits informs you that Ricardo is moving in ahead,
and that he has sent Samuels to Android Processing to get APOLLO to lift the
lockdown.
Get a transit to Lorenz SysTech Spire, when you arrive Waits warns you that
lots of systems are malfunctioning in your area.
Objective: Seal the Creature inside the Server Farm
Lock down all escape routes en route to the Server Farm before sealing
the creature inside.
Get to the Server Hub []
Turn right, climb the right set of stairs, and then update your map at the
terminal. Try to enter the room on the opposite side of the stairs leading up
to the Lobby. An explosion takes place and you need to find a way to put out
the fire before you can move on. To make matters worse there is a fiery
android with bad intent coming towards you.
Locate and activate the Fire Suppression System []

Get into the nearby vent and wait until the android burns to death, it will
take a little while. Then enter the room and find the button in the back
that puts out the fire. Now pick up everything you can find in the room and
head for the lobby.
When you enter the lobby, you find some friendly survivors for a change. Walk
up to the men at the counter and warn them about the creature. Climb the
stairs to your left and warn the woman in the Lounge to your left. Go back
down the stairs and search the dead body on the bench in front of the
elevator to Seegson Communications.
Make your way to Facility Control on the Lower Level (where you found the
Revolver in Mission 3), and go through it into Tech Support. Give the woman
in System Monitoring a warning, and she will give you the code to open the
door to the Transit Office, which is "0482".
[] Archive Log 149 Transit Office Code
You could save this for later, but it is much easier to do this now. Walk all
the way back to the Transit Station, but right before you walk down the
stairs to the right, use your newly acquired code to open the door to the
Transit Office, which is marked with a sign that says "Security". Inside
you will find some components as well as a blueprint upgrade. Access the
terminal to read another Archive Log.
____________________________________________________________________________
|
|
Medikit
10 Scrap
The Medikit can be used to partially heal
(V.2)
1 SCJ Injector
yourself in moments of need. It takes
1 Compound B
careful precision to use the Medikit so
1 Bonding Agent
make sure you have time to use it. This
advanced version restores more health.
|____________________________________________________________________________|
[] Archive Log 072 Removal of Transit
Exit the Transit Office and go back to Facility Control. Once you are there,
access the terminal to read three Archive Logs and to select the "Door
Control" option from the utility menu. This will open up the door. Now SAVE
at the Registration Point.
[] Archive Log 073 Pointless Requests
[] Archive Log 074 Hardware Problems
[] Archive Log 075 An Outpost of Progress? #4
--( TIP )--------------------------------------------------------------The Alien will begin to stalk you when you enter the stairwell; it is random
how intense it is going to be. Sometimes you do not see it at all, and other
times it will not leave you alone. Keep this in mind.
-----------------------------------------------------------------------Waits calls you up on the radio and tells you that Ricardo is finalizing
the lockdown. He tells you that you need to close the security doors all
around the stairwell, then the Supplies Storage, Maintenance Access and
Server Hub Reception.
Seal off the Stairwell []
Lock down Maintenance Access Corridor []
Lock Down Supplies Storage Corridor []

You can ignore the androids in this area; they are not hostile unless you
provoke them. Exit Facility Control, go down the stairs and turn right. Then
enter the stairwell and climb the stairs all the way to the top, making stops
at the map terminals to update your map. Enter the Supplies Storage area and
climb the short staircase to the right of the entrance to find a terminal
with two Archive Logs.
[] Archive Log 077 Taken
[] Archive Log 078 Scavenging
Turn around and follow the corridor to the south. Update your map at the
terminal on your right side next to a dead body. Pick up all the items you
can find in this area and then lock down the Supplies Storage Corridor at
the electrical junction in the south end of the corridor.
Get back to the stairwell and go down to the next landing, turn right and
enter the door to Maintenance Access straight ahead. When you are inside,
turn to your left and access the terminal in the corner to read two more
Archive Logs.
[] Archive Log 079 Security Shutters
[] Archive Log 080 The Camp
Turn around and enter Seegson Security through the door to your right after
going down some short stairs. Once you are inside, turn right and hack the
terminal on the desk. Access it to read two Archive Logs and to select the
"Cells" option from the utility menu. This unlocks the cells in this area.
[] Archive Log 081 A Warning
[] Archive Log 082 Truce
Back away from the terminal and look 45 degrees to your right, use the lever
to open a door leading back to the Lobby. Go back to the terminal and head
into the cells which are straight ahead to the south. Pick up all the items
you can here and then enter the cell to the east to collect another ID tag
next to a dead body.
____________________________
| NAME __________________ ID |
| R. Tafler
1337 |
|____________________________|
Exit the cells and go back to Maintenance Access through the door to your
right. Turn right after you have gone through the short corridor and initiate
the lockdown at the electrical junction. Before you go back to the stairwell,
listen to the audio recording that is on a crate near the junction.
[] Archive Log 076 I Can't Tell Who Escaped
Once you have returned to the stairwell, go straight ahead to find the final
electrical junction. After you initiate the lockdown in the stairwell, the
doors to the Server Hub Reception opens in front of you.
As you walk inside, you can see Ricardo in the next room through a window.
He sends you a message saying he needs you to access the terminal behind the
reception desk in front of you to run a bypass program so you can initiate
the lockdown.
Activate Ricardo's Override Command []

Access the terminal to read three more Archive Logs, one of them requires a
code, which is "7789". Do as Ricardo said and run the bypass program from
the shared menu and then select the "Initiate Lockdown" option from the
utility menu.
[] Archive Log 083 Hacked
[] Archive Log 084 Transmission Relay Archive
[] Archive Log 085 Folder Code
Lock Down the Server Farm []
Search the wheeled cabinets under the desk then get into the stuck elevator
to search the body inside. Climb back out of the elevator and turn right.
Go through the doorway marked "Server Farm" in front of you.
Proceed to the end of the corridor and go through the doorway on the right
side. Get around the glowing table and enter the room to the north. It has
a coil of cable on a table, and there is an ID tag next to a radio on a
counter on the side.
____________________________
| NAME __________________ ID |
| C. Gascoyne
3425 |
|____________________________|
Update your map at the terminal, then leave this room and go through the
doorway straight ahead into the Coolant Control corridor. Access the rewire
panel to deactivate door access and to activate air purification, this
removes the poisonous gas in the corridor. Follow the corridor south, then
turn right and remove the brace on the door.
Go back to the rewire panel and activate the door again. Head all the way
back to the Server Hub Reception, and go through the door you just opened.
Get through the short corridor and into the Canteen ahead. Pick up everything
you can find, then go into the little room to the north and hack the security
locker. Get the keycard from inside.
Go back to Reception, turn right and go back into the north corridor, now go
through the left door at the end of the corridor and down the short stairs.
Look to your left and you will find a blueprint upgrade on the glowing table.
____________________________________________________________________________
|
|
Noisemaker 10 Scrap
This home-made device continuously emits
(V.2)
1 Charge Pack
a high-pitched noise when triggered which
1 Sensor
will attract a lot of attention. This
1 SCJ Injector
upgraded version has a longer duration
and attracts attention over a wider area.
If placed, the device has a handy
4 second delay before it activates.
|____________________________________________________________________________|
Ricardo sends a message saying you need to trigger the emergency shutdown
from a terminal inside the Server Farm before you get out. He will keep the
exit open until you are through, then he will shut the trap.
Go into the corridor to the west to find another Registration Point, finally!
Use it to SAVE your game. Turn right, and go through the corridor to enter
the Server Farm.
Once you enter the Server Farm, the Alien will start to become much more
bothersome. Try your best to stay out of sight and avoid it.

Go down the short stairs and get to the other side of the room by navigating
around the servers until you get to a glowing table with a corpse lying on
top of it. Climb into the vent nearby and crawl to the other side.
After you exit the vent, turn left, then head to the other side of the room,
again navigating around the servers. Climb the stairs and go through the
short corridor to the east. Search the wheeled cabinets in the next room for
more components and then remove the braces on the two doors. Go back to the
Registration Point and save your game again.
Turn right and go back into the Server Farm. Once you are inside, turn right
and hack the door in front of you. Now head straight to your map marker. Pick
up the Flamethrower fuel next to the terminal and then hack the terminal to
lock down the Server Farm.
Quickly get out the same way you came in to get into the more open area,
since all the noise alerts the Alien, and it will drop down right next to
you if you stick around.
Escape the Server Hub []
Something goes wrong, and you are locked inside the Server Farm along with
the Alien. After some tense moments, Ricardo has to undo the entire lockdown
so you can escape.
Go back to the Registration Point to save your game. Turn left and go back
to the reception through the door you just opened. Then turn right and go
back into the stairwell. Climb the stairs to the Supplies Storage corridor
and enter it.
Waits is upset that the trap failed, and informs you that the Alien is still
on your tail. He tells you to take an elevator to Gemini Labs so you can trap
it there if it follows.
Objective: Take Elevator to Gemini Exoplanet Solutions
The Creature has escaped, but Waits thinks it can still be trapped by
luring it to the Gemini Labs.
Take elevator to Gemini Exoplanet Solutions []
Turn left and then go into the branching corridor to your left. At the end of
the corridor, use the keycard you found and enter the room. Search all the
lockers in this room for items. Then get back to the main corridor and go
through the door straight ahead to return to the Lobby.
Some looters have arrived in the Lobby, so be careful. You need to get to the
elevator, which is to the very south at the same level you are on now. There
is a woman nearby to your left, so turn right and go counterclockwise all the
way to your map marker. When you get close, sprint into the elevator and push
the button. This takes you to Gemini Exoplanet Solutions.

Once you arrive, Waits informs you that the whole facility needs to be powered
up. He says there is a Freight Elevator you can take, but explains that due to
lack of funding it has been decommisioned.
Objective: Restore Access to Distribution
Restore access to Distribution inside Gemini Exoplanet Solutions.

Once inside locate the Freight Elevator and take it to Project KG348.
Restore Access to Distribution []
There is a Registration Point here, but you just reached a checkpoint, so you
can skip it for now. Go through the door next to the Registration Point, then
climb the stairs and follow the corridor all the way to the other end. Update
your map at the nearby terminal and then go through the door into Ore
Synthesis. Waits sends you a message warning you that security is still
online. Pick up all the items you can find in here, and keep going straight
for a bit.
When you get close to the end of the corridor, be on the lookout for a
security camera. Make sure you do not step in its beam since that will sound
an alarm that alerts the Alien. Sneak past it and get to the rewire panel
below the camera. Access the rewire panel, disable the camera and then pick
up the Plasma Torch next to the dead body on the ground.
** If you already have the "Power Games" achievement for accessing 10
different rewire points, you can simply hit the camera with your
Maintenance Jack instead.
Use the Plasma Torch to cut through the panel on the door to your left and
then pull the lever to open the door. Go inside the dark room and then
update your map from the terminal to your left. Access the computer terminal
to read a couple of Archive Logs and select the "Service Request" option
from the utility menu. This will distract an android for a little while,
allowing you to get on with your next task.
[] Archive Log 087 Seegson Funding
[] Archive Log 088 Maintenance Systems
Turn right and then go through the short corridor into Product Storage. While
the android is away, access the computer terminal on the desk to read one
more Archive Log and to select the "Distribution Systems" from the utility
menu. This restores power and opens up a nearby door.
[] Archive Log 086 Surplus to Requirements
Once this is done, you ask Waits where you can find the power breakers.
He answers that there is one in the Analysis Labs and another in the
Decontamination Room.
Find the Breakers to bring Gemini Facility Online []
Trigger the Analysis Lab Breaker Switch []
Trigger the Decontamination Room Breaker Switch []
Search all the lockers in this room and then pull the lever on the door to
open it. Go through the door, turn left and go through the door that just
opened. At the end of the short corridor, turn right and climb into the vent.
Search the suitcase to your right, then turn around and crawl as far to the
south as you can get and then exit the vent.
Go around the corner to your left and slowly approach the south door, but be
careful since a security camera has come online since the last time you were
here. Sneak past it and disable it at the rewire panel. Go through the door
next to the rewire panel into a dark room and get some more components from
the suitcase on the counter to your left. Turn right and go west into the
Decontamination Room and pull the breaker.

Get back into the corridor through the door in the northwest corner of the
room. Turn left and go west a little bit and cut through the panel on the
first door to the right. Pull the lever to open the door and go through it.
Follow the short corridor to a control room and pick up everything you can
carry and then access the terminal to read two more Archive Logs.
[] Archive Log 089 What is KG348?
[] Archive Log 090 Gemini Exoplanet Solutions Manifesto
Since it is close, go back to the Reception area where you arrived and save
your game. Then go back to the short corridor south of Product Storage where
you climbed into the vent. Go through the door to Ore Processing.
There is another Registration Point here you can use next to the ladder on
the east side. Climb the ladder to get to the Analysis Laboratory. When you
get to the top, search all the lockers then go to the end of the short
corridor.
There is a security camera in the room to the left, so be aware of that. The
Alien will be more aggressive than usual in this area. Go into the room to the
right and then turn right and go into a small office area. Access the terminal
here for a couple of Archive Logs.
[] Archive Log 091 Sit Tight
[] Archive Log 094 Gemini Shutdown
You now have the passcode for the security locker in the previous room, which
is "2743". Open it up and get the components inside. Get into the room on the
other side of the corridor and sneak over to the rewire panel to disable the
security camera. Pick up everything you can and move west into the Toxic
Materials room. Remove the brace on the door and then pull the breaker switch
on the west wall.
Initialize the Distribution Conduit []
Turn around and follow the trail of blood into the vent on your left side,
inside you will find a dead body and another ID tag.
____________________________
| NAME __________________ ID |
| K. Lenton
3724 |
|____________________________|
Pull the lever above you to your right and climb into the shortcut back to
Product Storage. Go back to Ore Processing, save your game, and then head over
to the terminal in the center of the room. Access the terminal and select
"Service Request" from the utility menu; this will activate an android who
will assist you in the next part.
Turn left and go around the central cylinder to the closest breaker. Wait for
it to become active and then pull it. Now go to your left and pull the second
breaker. Waits calls in and tells you the elevator has come back online.
Take the Freight Lift to Project KG348 []
Save your game again if you want, then go through the doors that just opened
up to the south. Go up the stairwell to search a container for components,
then go down to the landing and update your map at the terminal. Go to the
bottom of the stairs and enter Quality Control.
Get everything you can from here and enter the right opening on the north

wall. Turn right and go up the ramp and search the dead body. Return to
Quality Control and press the right button on the north wall. Enter the left
opening, turn left and go through the next opening into Distribution.
Climb the stairs in the corner of the room and remove the brace on the door
at the top. As usual, pick up what you can and then go back down the stairs,
turn right and go through the doors to find the Freight Elevator to your
left. Enter it and press the button to take it to Project KG348.

You call up Waits and inform him that you made it. Waits asks if the Alien is
still after you. When you say you think it is, he says he has a plan and wants
you to head to the labs.
Objective: Access the Project KG348 Research Labs
Find a way inside the Lab and activate the Primary Alarm Systems
Access the Project KG348 Research Labs []
Get out of the elevator and then check all the small rooms and the vent for
components before you go through the door. Hack the panel next to the first
door to your left, then save your game at the Registration Point.
Turn
Then
into
door

right, then go through the east door to turn on the lights in the area.
turn around and go through the doorway to your left. Follow the corridor
a control room, and get everything you can carry. Then go through the
to the south and follow the corridor into an adjoining corridor.

Turn right and go through the door to your left into the Galley. Search the
dead body on the air hockey table for a keycard, then go into the small room
to the northeast. Ignore the civilian and collect the ID tag from the left
bunk. Turn around and access the terminal to read another Archive Log.
____________________________
| NAME __________________ ID |
| P. Ryniak
8540 |
|____________________________|
[] Archive Log 093 Clarke is Dead
Head back to the Registration Point and save your game again. Turn right and
go through the door straight ahead. Go down the short stairs then turn left
and follow the large corridor north until you reach a door on the left side.
Open it using the keycard you just found and enter the room. Turn left and
listen to the audio recorder on the nearby desk, then pick up everything in
this room.
[] Archive Log 092 Samples
Go back to the corridor, turn left and cut through the panel on the door to
the north. Pull the lever and go through the door. You call up Waits to let
him know you are inside. He tells you that he can separate the Lab from the
main station; he wants you to bring the power back online so the systems can
reconnect.
Restore Power to the Lab []
Update your map at the console and then climb down the ladder. Go through the
door and then follow the short corridor to enter the Hazard Laboratories.
Get into the floor vent in front of you and crawl as far south as you can,

then east. Climb out of the vent and go east to the next floor vent, and do
the same thing there, crawl as far north as you can, then west.
Climb out and enter the first doorway to your left, go through the short
corridor into the Synthesis Lab. Turn right and reset the breaker on the
north wall, then turn around and save your game at the Registration Point.
Waits informs you that he sees a power spike, and wants you to reconnect the
Lab's systems to Sevastopol from a console in the Central Lab.
Activate the Primary Alarm System []
Go back into the the circular corridor the same way you came. Turn right and
go through the next doorway to your right into the Analysis Lab. Go to the
center of the room and hack the terminal, then turn right and go through the
west doorway.
Escape the Lab []
Get back to the ladder you used to enter the Hazard Laboratories. When you
are almost there, Waits apologizes over the radio, then he remotely locks
the door in front of you and separates the Lab from the station. You become
weightless for a few moments before the gravity backup comes online.
Get to the Airlock []
Go through the nearby doorway leading into the Lab and save your game at the
Registration Point, then go through the other door and go right to make your
way to the Airlock.
Pressurize the Airlock []
Once you are there press the button to pressurize the Airlock. It takes a
while before it is finished so get back into the vent to wait it out.
Wait for the Airlock to Pressurize []
When the Airlock opens, run into it to trigger a cutscene. The Alien almost
manages to get into the Airlock with you, but you manage to hit the door
override at the very last second. You put on an EVA suit and miraculously
make it back to Sevastopol.
__________________________________________________________________________
|
':|
|
Mission 11 - Hazard Containment (MI11)
|
|
Archive Logs : 7
|
|
ID tags
: 2
|
|
Blueprints
: EMP Mine (V.2)
|
|
Weapons
: Shotgun
|
|:.________________________________________________________________________|
Objective: Find a way back to the Colonial Marshal Bureau
The Creature has been trapped outside Sevastopol in the jettisoned
Project KG348 Labs. Find the rest of the team and confront Waits.
The first order of business is to change out of the EVA suit.
Take the elevator to the Solomons Galleria []

You are furious that Waits left you to die in the Lab; you have a brief
conversation with him over the radio where he rationalizes his methods.
You say you will discuss it with him when you get back to the Bureau.
Go into the corridor, then through the door to your right. Pick up all the
items inside. Return to the corridor and cut through the panel on the door to
your right.
Continue down the corridor and go through the opening to the left, then take
the stairs down to the right. Pick up the Shotgun and the keycard from the
dead body here, then go east and use the keycard to open the door.
Enter the Baggage Claim area, walk across to the other side and cut through
the panel on the door. Pull the lever to open it and go inside. Pick up all
the items you can carry in this dark area and then leave.
--( TIP )--------------------------------------------------------------Xbox
| Playstation | Keyboard
=================================
Aim LT
| L2
| RMB
Fire RT
| R2
| LMB
Reload X
| Square
| R
If there are any Working Joes here, you have an opportunity straight away to
test out your Shotgun; wait for the androids to get close then shoot them
in the head. If you do it perfectly, they only take one shot to go down.
If you hit them in the head and they still do not go down, quickly hit them
with your Maintenance Jack. Hopefully that will kill them before they get a
chance to grab you.
-----------------------------------------------------------------------Turn left and go through the main door, then go into the elevator on your
left side. Push the button to go to Solomons Galleria.

When you arrive, Ricardo calls you and apologizes for messing things up with
the lockdown. You forgive him and tell him you will see him back at the
bureau.
Return to the Marshal Bureau []
Collect all the items you can carry in this area and then save at the
Registration Point. Turn left and walk into the corridor ahead. Update your
map at the terminal to your right. Run to the far end of the corridor, and
discover some looters on the other side of a shutter that remains closed.
Restore Power to the Galleria Security Shutters []
Inspect the nearby Harold cleaning robot and activate it. It will start to
head back to its recharging station, follow it there and crawl inside. Get
the components in this room and climb into the vent on the west wall. When
you exit the vent on the other side, pick up the blueprint upgrade on the
table in front of you.
____________________________________________________________________________
|
|
EMP Mine
25 Scrap
The EMP detonates on impact to release an

(V.2)

1
2
3
2

SCJ Injector
Sensors
Charge Packs
Bonding Agents

electromagnetic pulse that temporarily


disables non-industrial Synthetics. This
upgraded version has a wider area of
effect. It can be placed to become a
proximity device.
|____________________________________________________________________________|
Turn right and pull the lever to open the door. Walk through it to enter
Supply Corridor B. Ricardo calls in saying there is something wrong with the
androids. They have left their posts and are entering public areas. He urges
you to be careful.
Search the containers in this corridor for items and then pull the lever to
open the only door you can interact with here. Go inside and search the
suitcase, then climb into the floor vent and start to crawl to the other side.
You call up Waits on the radio and ask him what is going on with the androids.
He says he does not know and that he is trying to contact Samuels to ask if he
knows what APOLLO is doing.
When you get to the other side of the vent, climb out and collect the ID tag
from the desk. Restart the generator, quickly get back down in the vent, and
crawl back to the other side.
____________________________
| NAME __________________ ID |
| B. Hymers
3541 |
|____________________________|
Return to the Marshal Bureau []
The androids have now invaded the Galleria and are killing off all the
survivors. Get out of the vent, and go through the door to the east to enter
a bar. There is a Registration Point here, use it to save your game. Then go
to the north end of the bar and listen to the audio recorder that is sitting
on a table.
[] Archive Log 095 No Future
Walk towards the shutters which automatically open and get what you can from
the outside, then go back to the Supply Corridor and from there backtrack to
the robot recharging station, and then to where you first found the robot.
Make sure you search all the bodies you see from now on to get some much
needed ammo for the shotgun.
** On Nightmare difficulty make sure you have at least one Shotgun shell
or Stun Baton charge left at the end of this mission.
Go north to make the shutters open, then deal with the androids. After they
are dead, turn right and walk down the steps, then turn left and hug the left
wall until some shutters open. Go down the burning ramp, and have a brief
conversation with Waits over the radio about how it seems that the androids
are hunting humans.
** If you want to, you can kill the androids by repeatedly leading them
into the fire here. (Thanks to Infesord for discovering this)
Turn right and go through the metal door straight ahead, turn right again
and update your map at the terminal. Keep going down the corridor in this
direction. When you get to the end, turn left and go through the door.

Turn right and go east towards the Marshal Bureau. Someone has blocked it off
with security shutters, and you call up Waits to ask if he can open them.
You hear Waits struggling with androids over the radio, and then there is
silence.
Find an alternative route []
Go back to the last map terminal you used and go straight ahead until you
reach some stairs. Climb them and go through the door. Update your map again
at the terminal to your right, then go to the end of this corridor to find an
ID tag on a bench.
____________________________
| NAME __________________ ID |
| G. Ramsey
3423 |
|____________________________|
Turn around and go through the door on the right side. Enter the Bunk House
Hotel nearby. Save your game at the Registration Point, then turn left and
access the computer terminal on the round table in front of you to read two
more Archive Logs.
[] Archive Log 100 Help
[] Archive Log 101 Low Profile
If you have been following this walkthrough, then this should be your 100th
Archive Log, giving you the "Voices of Sevastopol" achievement! There is not
any achievement for getting all 151 of them, but they give some interesting
background on what happened before you arrived on Sevastopol.
Go through the door in the back of this room and then pull the lever to open
the next door. Enter the corridor and kill the android there. Go into the
stairwell to your right and walk down the stairs. When you reach the bottom,
go through the doorway into another large corridor. Pull the lever to open
the door that is slightly to the right.
Enter the door and go through the other door into an empty store. Look to
your left, enter the floor vent, and crawl to the other side. Exit the vent
and go through the door to the north to find a terminal with the last four
Archive Logs of the mission.
[]
[]
[]
[]

Archive
Archive
Archive
Archive

Log
Log
Log
Log

096
097
098
099

What are Your Plans?


Security Risk
To All Sevastopol Inhabitants
People are Scared

Use the lever on the door behind you and go back into the corridor, turn
right and go to the end of the corridor. Turn left, ready your Revolver and
shoot the android on the floor in the head. Search his body and climb into
the vent to your right.
Crawl to the other side and climb out of the vent. Marlow's cell is empty
and both him and Taylor are gone. Go to the reception area of the Bureau and
discover that the androids have slaughtered everyone in the Marshal Bureau.
Ricardo, having just returned from the SysTech Spire is sitting on a bench in
disbelief. You tell him you are going to find Samuels to find out what APOLLO
is doing, and you need him to run the Bureau to keep you covered. He agrees.
Objective: Find Samuels in Seegson Synthetics
Samuels was heading for Seegson Synthetics when androids attacked the

Colonial Marshal Bureau. You must find him.


Take the Transit to the SciMed Tower []
Go through the door Ricardo opens, then through the door to the right and
update your map at the terminal. Kill the androids here as you go along.
Hug the left wall and go through the next door to your left. Turn left and
go through the door. Climb the stairs and turn left, hug the right wall
and head straight to the Transit Station. Call the transit for the SciMed
Tower and take it there to end the mission.
__________________________________________________________________________
|
':|
|
Mission 12 - A Synthetic Solution (MI12)
|
|
Archive Logs : 10
|
|
ID tags
: 4
|
|
Blueprints
: Molotov (V.2)
|
|:.________________________________________________________________________|
When you arrive, Ricardo calls to say he can see activity on the terminals
at the top levels of Seegson Synthetics. However, he is having self-doubts,
but you calm him down by saying that if Samuels can get APOLLO to make the
androids stand down this will all be over.
Objective: Find Samuels in Seegson Synthetics
Samuels has gone to Seegson Synthetics in order to reach APOLLO and ask
it to cancel the heightened lockdown. Locate him there and help him.
Take the elevator to Seegson Synthetics []
Turn left and climb the stairs, enter the door to your left and pick up what
you can find inside. This is the door you activated at the end of Mission 8.
Leave the room, turn left and follow the map marker to your destination; the
elevator you used at the end of Mission 7.
Enter the elevator and take it to Seegson Synthetics. When you arrive, Ricardo
calls to inform you that Samuels' snooping has caused APOLLO to trigger a
security alert which has disabled the elevators. You need to find a service
vent to get through to the elevator shaft.
Objective: Find Samuels
Samuels has gone to the Android Lab in order to reach APOLLO, locate and
help him.
Climb the elevator shaft to the Upper Labs []
Search the Reception area for items, then access the terminal close to the
unfortunate man to read two more Archive Logs. One of them contains a
passcode, which is "8382".
[] Archive Log 105 Smythe Read This
[] Archive Log 106 An Outpost of Progress #2
Use your Plasma Torch to cut through the panel on the door to
then input the passcode to open it. Once you are inside, pick
you find and climb into the vent. Crawl to the other side and
Walk across the ladder that spans the elevator shaft and then
ladder to your left.

your right and


up any items
exit the vent.
climb the

As you get to the top of the ladder, you can feel that the elevator you are
standing on is starting to give. Quickly walk across the other ladder before
it collapses. You barely make it. Look above you, and climb up to the top of
the elevator. Climb into the vent in front of you and crawl to the other side
by taking two right turns.
You arrive in an area filled with disabled Working Joes. Go into the corridor
to your left, and shoot the second android lying on the floor there with your
revolver. Go to the other end of the corridor and you will call Ricardo to
tell him you have arrived at the synthetics graveyard.
There is a Registration Point here, use it to save your game. Go through the
doorway to the left, turn right, and follow the corridor around the corner.
Enter the Reclamation room to your left. Go to the door at the other end of
the room and discover that the door leading further into Administration has
been electrified.
Find a way through the electrified door []
Turn around
pick up the
you can get
a couple of

and divert the power at the electrical junction to your left. Then
Flashlight Batteries from the counter, as well as any other stuff
from the cabinets behind it. Access the computer terminal to read
Archive Logs.

[] Archive Log 107 Reformat Chamber


[] Archive Log 108 Investigations
If you missed the Blueprint for Flashbang (V.1) earlier, you can pick it up
from the top of the counter.
[] Blueprint - Flashbang (V.1)
Go back to the corridor, and enter a room you passed by earlier which is
slightly to your right. Notice the heap of androids on the floor here. Divert
the power at the electrical junction to your left.
Return to the corridor and turn right. Walk down the corridor a little bit and
then enter the next room to your right, walking past another heap of androids.
Ready your Shotgun and then divert the power at the electrical junction.
Quickly turn around and shoot the android who rises up from the heap.
Exit this room and go through the next door to your right into a small office
area. Collect the ID tag from the desk furthest away from you on the left and
then hack the door, and pick up a few more components inside.
____________________________
| NAME __________________ ID |
| B. Bullock
3889 |
|____________________________|
Go back to the electrified door and divert the power at the final electrical
junction, which will open the door. Walk inside, only to have another door
shut in front of you. Climb into the vent next to the door and start to crawl
to the other side. You hear Samuel's voice, and get to witness him disable a
Working Joe in a quite impressive manner.
Find Samuels []
Get out of the vent on the other side and then press the button on the door
to your left to open it. Go through the door into the Synthetic Showroom.
Notice the eight Working Joes lined up in here and then try to get through

the door on the other side, only to discover that it is locked.


Find a way out of the Synthetic Showroom []
Pick up the items you can find in here and then access the terminal to read
three more Archive Logs.
[] Archive Log 109 RE: Plans Tonight
[] Archive Log 110 Last Chance
[] Archive Log 111 Showroom Appointments
Turn right and go behind the pillar in front of you. Press the button here
to lift the lockdown. Then sprint past the androids to the other side of the
room and through the door. The androids are activated and they are very upset
that you do not have an appointment.
The door closes behind you, and you hear the androids banging angrily on it
from the other side. Turn right, and head south into the Sales Agreements
area. Pick up the blueprint upgrade and shotgun shells from the dead man on
the left side of the stairs before you go into the next room.
____________________________________________________________________________
|
|
Molotov
25 Scrap
The Molotov is an incendiary device which
(V.2)
2 Sensors
detonates on impact. It is lethal to
2 Ethanol
humans and other organics but synthetics
1 Blasting Cap
are very resistant to fire. This upgraded
2 Compound B
version inflicts more damage over a
slightly wider area. As a modified
proximity device, it can be placed as an
explosive trap.
|____________________________________________________________________________|
Notice all the EMP mines and Molotovs lying around; you should pick them up
unless you are already carrying your max capacity. Save your game at the
Registration Point, turn around and go back to the previous room. Go through
the center door in front of you and access the rewire panel to activate a gas
divert. This sets off a wall of flaming gas in front of the door to the
Synthetic Showroom.
Ready your EMP Mine and go to the front of the door to the Showroom. When the
androids manage to get it open, let them advance a little bit beyond the
flames, then throw an EMP Mine at them and get ready to bash as many of them
as you have time for with your Maintenance Jack. Rinse and repeat. You
probably need to use all three of your EMP Mines to do this. Feel free to go
to town using Molotovs as well.
** If you are doing a speedrun, a glitch allows you to save time here.
Before exiting the showroom, shoot one of the active Working Joes near
the door. Wait at the door until he gets close. If done correctly, the
door remains open, meaning you will not have to wait for them to break
through. (Thanks to PsychoHypnotic for discovering this).
When they are all dead, find the android that you can search and get his
keycard. Go back to the Sales Agreement area and collect the ID tag from
the floor under the desk in front of the Registration Point.
____________________________
| NAME __________________ ID |
| J. Mitchell
1227 |
|____________________________|

Pick up replacements for the items you just used to kill the androids, and
access the terminal to read two more Archive Logs. If you still do not have
the Blueprint for the Noisemaker, you can find the basic Blueprint behind
the terminal.
[] Archive Log 112 RE: Smythe Read This
[] Archive Log 113 Holding Out
Save your game again if you want, then head north to the locked door. Open it
with your keycard, and go through it. Climb the stairs then follow the cable
into the room where you last saw Samuels. Divert the power at the electrical
junction.
Objective: Follow Samuels
Samuels has gone to Seegson Synthetics in order to reach APOLLO and ask
it to cancel the heightened lockdown. Locate him there and help him.
Find Samuels in Seegson Synthetics []
Exit this room and enter the elevator to your right, push the button to go
down to Android Orientation.
Leave the elevator and go through the door. You discover that the cable car
is malfunctioning, forcing you to get to the other side by carefully
sidestepping along the wall to your right. Wait for the vents to stop blowing
out steam and then get past them. After you have passed two vents, jump down
to the beam and climb up on the other side. Get past the last vent and jump
across to the ladder.
Once you are on the other platform, make your way through the U-shaped
corridor into a long corridor. Go halfway down the corridor and play the
audio recorder that is sitting on top of a crate. Pick up the items, ready
and reload your Shotgun then save at the Registration Point.
[] Archive Log 114 White on Red
Pull the lever to open the door to the east and walk inside. There are
androids lying on slabs in this area, and they will wake up as your approach.
** On Nightmare difficulty, it might be better to sneak into the office
nearby and use the floor vents to get past the androids. It depends on
how much ammunition you have left.
** As long as you move by each slab quickly, the android lying on it will
not wake up. Then you can deactivate the security cameras on your way.
If you have any fuel left in your Flamethrower (not spare fuel, but fuel
already loaded) then feel free to use it against the androids at this point.
If not, use any other weapons you have. There is no need to deactivate the
security cameras in this area, since you are just going to kill the androids
anyway.
When they are all dead, go into the office in the last room and enter the
vent. Crawl south, then crawl left to find another ID tag.
____________________________
| NAME __________________ ID |
| E. Hampton
8239 |
|____________________________|
Crawl back to the office, get out of the vent and exit the office. Turn left

and hack the door in front of you. Go through the door into a corridor to
finally find Samuels!
He says that he has discovered that APOLLO's security has been built so only
Seegson synthetics can interact with it, and reveals that he will have to do
something drastic to connect with APOLLO.
Turn left and follow the corridor clockwise. Samuels continues to explain his
plan, he is going to use the Reformat Chamber since it is the only remaining
option and he has diverted the power allowing him to try. When you reach the
end of the corridor, save your game at the Registration Point.
Turn right and go through the door to enter the Upgrade Suite. You see Samuels
go into the Reformat Chamber, locking the door behind him. He tries to
convince APOLLO that the infection on the station has been purged, and get it
to suspend the Hazard Containment. APOLLO rejects him, and you need to divert
power from a series of electrical junctions in a specific order to save him.
Halt grid purge []
The first one has a red cable and is located next to the door you used to
enter the Suite. Turn it off. Then turn them off in order by going clockwise
around the room (blue cable, upturned gurney, deactivated android). Then
finally turn off the last one in front of the window to the Reformat Chamber.
It is too late however, in his dying breaths, Samuels tells you he managed to
open the transit to APOLLO for you, and that it will talk to you once you
reach its Core. After he is gone, you inform Ricardo of the plan.
Take private transit to APOLLO Core []
Go back to the Registration Point, enter the room to the left of it, and pick
up the items inside. Leave this room and turn right, follow the corridor
until you get to a door with a panel on the left side. Hack the panel to open
the door and go inside. Collect the ID tag from the floor straight ahead and
then pick the other items in the room.
____________________________
| NAME __________________ ID |
| E. Guevara
3077 |
|____________________________|
Exit this room and turn right, follow the corridor back to the three rooms
you passed through earlier. Kill the android here, then get to the the
Synthetic Fluid Plant Overlook by backtracking through the U-shaped corridor.
Ricardo calls you saying he has found an interview tape you need to hear. He
plays it for you and it is a recording of Taylor interviewing Marlow about
the organism and its origin. He agrees to give her information and a way off
the station if she can get him out of the cell. Then the recording is cut
off by what was probably the android attack on the Marshal Bureau.
Enter the cable car and press the button to activate it. When you get to
the other side take the elevator back to the Administration level. Now call
the private transit, wait for it to arrive and take it to APOLLO Core.
__________________________________________________________________________
':|
Mission 13 - Consultation (MI13)
|
Archive Logs : 11
|

|
|
|

|
ID tags
: 4
|
|
Tools
: Gas Mask
|
|:.________________________________________________________________________|
Ricardo
He says
center.
inside,

calls in to tell you that you are on the floor above the APOLLO Core.
the area contains the supportive systems with the Core itself at the
Samuels was unable to lift the lockdown remotely, but once you get
APOLLO will at least talk to you.

Objective: Gain Direct Access to the APOLLO Core


Samuels has ensured that Ripley will be able to consult with APOLLO,
but access must be gained to the core at the centre of its mainframe.
Find a way to the Lower Floor []
Step out of the transit and enter the security office to your left. Search
all the lockers for components and collect the ID tag from the desk, then
access the terminal to read two Archive Logs.
____________________________
| NAME __________________ ID |
| J. Shotliff
2149 |
|____________________________|
[] Archive Log 115 Tomorrow, Together #3
[] Archive Log 116 Hazard Containment
Leave the security office, turn left and enter the Reception area ahead.
Climb the stairs and go into the Security Checkpoint. Unfortunately, as you
pass through the metal detector, it detects your weapons - making you unable
to proceed unless you give them up. Place your weapons on the conveyor belt
to the left of the metal detectors, then go through the metal detectors again
and wait for the doors to open.
** Now you understand why reloading your Flamethrower was discouraged.
Even though you lost your Flamethrower along with the Revolver and
Shotgun, you keep any spare fuel and ammunition you have.
Once inside the Welcome Lobby you discover that the way inside has been
blocked off. Ricardo suggests you look for schematics to find a back door.
Check the APOLLO Sales Tour Schematics []
Check the schematics on the north table, and take note of the encircled code,
"4930". You conclude that a power conduit links to the APOLLO Core, but you
will need to power it down first.
[] Archive Log 150 Code on Blueprint
Power Down the Conduit []
Enter the passcode to open the door and save your game at the Registration
Point ahead. Turn right and go through the door to the north. Turn left in
the next corridor and go to the other end. Turn right and go through the door
into the Right Hemisphere Overview. Listen to the audio recorder on top of
the panel and then hack the terminal to the left.
[] Archive Log 118 Something up with your Synthetics
Shut off the Turbine Ventilation []

Ricardo calls to let you know that finding and shutting off an emergency shut
off nearby can allow access through the Turbine Shaft, but you will have to
get inside quickly since it will not stay off for long.
Head back to the Registration Point and
the glass corridor. Go through the door
front of you. Now turn left and go into
and access the terminal to read another

keep going south to the other end of


and you will see the Turbine Shaft in
an office. Pick up the items in here
Archive Log.

[] Archive Log 117 APOLLO Sales One Sheet


Turn around and exit the office. Go to the end of the corridor, turn left and
enter the Left Hemisphere Overview. Once inside, hack the console to shut off
the turbine ventilation. Ricardo calls in and says you need to run to the
Turbine Shaft before the system reboots.
Access Conduit through the Turbine Shaft []
Quickly sprint over to the Turbine Shaft and climb the ladder inside. Make
your way through the vent to the other side. Ricardo warns you that there
might be many androids near the core. You tell him that Samuels sacrificed
himself so you could speak to APOLLO, so you have to try to reach the Core.
Access APOLLO []
When you drop down into the Human Staff Entrance, approach the main entrance
to your right. You discover that it is locked, and lose contact with Ricardo.
Turn around and save your game at the Registration Point. The next part can
be a little tricky.
Find APOLLO's Human Consultation Control Room []
--( TIP )--------------------------------------------------------------This is the first area where you will encounter the Industrial Synthetics,
which are improved versions of the Working Joes. They wear rubber suits and
are immune to the Stun Baton and EMP Mines. Your best choice to deal with
them at this point is to use a Pipe Bomb followed by Molotov.
Make sure you have some distance between you before doing so, since you
usually hurt yourself as well. Watch your health and use Medikits as needed.
If you play on Hard or Nightmare difficulty then you need two Pipe Bombs to
kill them. Search their bodies when they are dead so you can get components
to craft more IEDs.
You do not have to kill them though; you can choose to be stealthy instead.
If you are playing on Nightmare difficulty you will most likely have to due
to limited resources.
-----------------------------------------------------------------------Turn around and go through the door to your left, then go into the Core
Observation room to your right. Pick up the Gas Mask from the console in
front of you and then turn left and access the terminal to read two more
Archive Logs.
[] Archive Log 119 Hazard Containment Alert
[] Archive Log 120 Sold!
Go back to the Human Staff Entrance and go through the orange door to the

south and then into the other Core Observation room to your left. Turn right
and collect the ID tag that is lying on top of a crate.
____________________________
| NAME __________________ ID |
| K. Hussein
2729 |
|____________________________|
Go back to the Registration Point and save your game again. Turn around and
go through the left door. Go through the corridor into a gas-filled room and
then into the opening slightly to your right. When you reach the rewire panel,
access it to deactivate the gas divert.
Get the attention of the android in here, which will also alert a second
android. Then play a little cat and mouse with them, go back to the North
Observation Room (where you found the Gas Mask) and wait for them to get
close.
Now sprint to the back of the Right Hemisphere Servers and access the terminal
and select the "Initialize Emergency Coolant Flow?" option from the utility
menu. Quickly exit the terminal and turn right. When both androids are on the
floor in the server bank ahead of you, hit the button on the pillar to freeze
them. It is a little hard to pull off, but satisfying when it works.
Get out of the little alcove and then turn left, go through the door in
front of you to enter a corridor. Kill off the next android with a Pipe Bomb
followed by a Molotov, then follow the corridors southeast to the Human
Consultation Control room and hack the console there.
Search the Right Server Bank Console []
Search the Left Server Bank Console []
Turn around and save your game at the Registration Point and then collect the
ID tag that is lying on the floor in front of the door to your right.
____________________________
| NAME __________________ ID |
| J. King
4025 |
|____________________________|
Enter the door and go through the corridor. Go into the Monitoring Control
Room straight ahead and then get the ID tag from the console to the left.
Turn right and play the audio recorder on top of the nearest table.
____________________________
| NAME __________________ ID |
| G. Spedding
4627 |
|____________________________|
[] Archive Log 123 They're at the Door
Hunt down the remaining androids and kill them off. If you run out of IEDs
then you have one more way of dealing with them. Lure them into the Left
Hemisphere Servers and access the terminal in the alcove and select the
"Reengage Hemisphere Power-Link?" option from the utility menu. It is hard
to get the timing on this right, though. There is another Archive Log on the
same terminal.
[] Archive Log 122 Twisting in the Wind
Go to the vent in the northeast corner of the Left Hemisphere Servers, then
turn around and use the terminals closest to you, going from left to right.
After you have done this about three times, the vent will unlock allowing you

access to the dome.


** It does not seem to matter which terminals you pick, these three
are closest to the vent, however.
Use Access Tuner on Dome Terminal to Gain Access []
Climb into the vent and crawl to the other side. Turn left and walk around
the Dome until you reach the terminal. Attempt to hack it and discover that
APOLLO's security measures are too strong, only giving you a couple of
seconds to solve the hacking minigame.
Find a way to reduce APOLLO's Security Capabilities []
You need to restore power to the terminals inside the vents. Turn left and
head to the vent on the north side. Before you climb inside, press the button
on the right side of the vent. Enter the vent and hack the terminal inside.
Repeat this process at the vent to the south, only you have to get to the
other side of the screen to hack it there.
** See if you can hack the dome terminal after only hacking one of the vent
terminals. If you can, then there is no point in hacking both.
Use Access Tuner on Dome Terminal to Gain Access []
Go back to the Dome Terminal and hack it. Wait for the Dome to rise, allowing
you access to APOLLO.
Consult with APOLLO []
Walk inside to trigger a cutscene. You sit down at the main interface terminal
to consult with APOLLO. When you try to get APOLLO to disengage the androids,
it refuses to do so because of Weyland-Yutani Special Order 939. It turns out
your employer bought Sevastopol two days after you left. You ask APOLLO what
Special Order 939 is, and its answer comes up on the screen:
_________________________________
|
|
|
|
| PRIORITY ONE
|
|
|
| PROTECT SPECIMEN
|
| MAINTAIN STATION QUARANTINE |
| DISALLOW COMMUNICATIONS
|
|
|
| ALL OTHER CONSIDERATIONS
|
| SECONDARY
|
|
|
|_________________________________|
You get angry and ask APOLLO to suspend the order since you have purged the
creature from the station. APOLLO answers:
_________________________________
|
|
|
|
|
|
|
|
| NEGATIVE
|
|
|
| SCHEDULED REACTOR
|
| SCANS ARE UNVERIFIED
|

|
|
|
|
|
|
|_________________________________|
You leave the Dome and go back to the exterior.
Objective: Investigate Central Reactor
APOLLO refuses to lift the lockdown and says there is an obstruction.
Investigate the Central Reactor.
Exit APOLLO beneath Core []
The bridge to the Dome retracts and a ladder rises. Climb down the ladder
to get below the Core and then climb down another ladder to a room with a
lift and a terminal. Access the terminal to read the last two Archive Logs
of the mission.
[] Archive Log 121 Keep Things Quiet
[] Archive Log 124 APOLLO Primary Interaction Log
Get on the lift and press the button to go down to Engineering.
__________________________________________________________________________
|
':|
|
Mission 14 - The Descent (MI14)
|
|
Archive Logs : 5
|
|
ID tags
: 3
|
|
Tools
: Ion Torch
|
|
Weapons
: Bolt Gun, Shotgun, Revolver, Flamethrower
|
|:.________________________________________________________________________|
You reestablish radio contact with Ricardo and tell him that APOLLO is now
running Weyland-Yutani protocols, and it is refusing to lift the lockdown
since there is something up with the reactor.
Objective: Investigate the Central Reactor
APOLLO will not downgrade the Hazard Containment Alert due to
an unknown presence within the Central Reactor.
Get to the Reactor []
Go through the door into a large room. Turn left and walk up to the electrical
junction. Turn it on to power up the Tram Systems. Turn around and walk along
the fence until you find an audio recorder on top of a crate. Play it and
restart the nearby generator. This will move the tram out of the way.
[] Archive Log 125 Missing Engineer
Go up the ramp to the north and save at the Registration Point. Go through
the door into a corridor. Go to the other end of the corridor and enter the
Engineering Floor. Ready and reload your Stun Baton, then get the attention
of the Working Joe.
** On Nightmare difficulty only engage the android if you have two charges
or more left for your Stun Baton. If you do not, then sneak into the
room to your right and deactivate the camera feed at the rewire panel.
Deal with him and search his body, then enter the room to your right and

work your way counterclockwise through three rooms collecting all the items
you can carry. Update your map at the terminal in the last room.
Turn around and go back into the corridor. Now enter the room across the
corridor and pick up the Ion Torch from the table. Get the rest of the
components in this room and then go back into the corridor through the other
doorway.
Follow
to try
in and
Point,

the corridor to a blocked off vent where you get your first chance
out the Ion Torch. Cut through the panel and remove it, then climb
crawl to the other side. Exit the vent and save at the Registration
then go through the doorway into the Workshop.
Find a way out of the Engineering Workshop []

Deal with the android here. When it is dead, go up the ramp in the southeast
corner of the Workshop and divert power to the electrical junction. Then go
down the ramp, turn right and go to the north end to divert power at another
junction. Now go southwest to divert power to the final junction. Go up the
ramp to your right and restart the generator to activate a winch. It lifts up
a vehicle allowing you to drop down into a vent below.
Pick up everything you can from the Workshop before you move on. Crawl through
the vent until you reach a ladder, climb it and then exit the vent. Cut
through the panel on the door in front of you and pull the lever to open the
door. Turn around and follow the corridor until you reach a Registration Point
on your right side, use it to save your game. Turn around and go through the
door into a large corridor. Turn right and watch as two androids drop a
shutter blocking off the path to the Reactor.
Unlock the Shutter []
Go down the corridor a little bit and turn right, then enter the doorway to
Facility Management and go through the door into a large room.
This next part can be a bit tricky. Get the attention of the industrial
synthetic, then run to the other end of the room into the Chief Engineer's
Office and pick up the Bolt Gun from the desk. Turn around, then take aim and
hold the fire button to charge the Bolt Gun. When the android gets close, aim
at his head and release the bolt. You need to reload the Bolt Gun for every
shot, so reload it now.
--( TIP )--------------------------------------------------------------Xbox
| Playstation | Keyboard
=================================
Aim LT
| L2
| RMB
Fire RT
| R2
| LMB
Reload X
| Square
| R
The Bolt Gun is the only weapon that can take out an industrial synthetic
in one shot. Aim and hold down the fire button to charge it until it reaches
its max potential. If you hold it down for too long, it will automatically
fire. It can only hold one shot at a time.
-----------------------------------------------------------------------Pick up the Bolt Gun ammo from the desk, then turn around and collect the ID
tag next to the corpse lying on the bunk. Access the terminal to read three
more Archive Logs, one of which contains a code, "6832". Use the code on the

same terminal and then select the "Security Shutters" option from the utility
menu to unlock the shutter.
____________________________
| NAME __________________ ID |
| Chief Porter
3193 |
|____________________________|
[] Archive Log 127 Power Delivery
[] Archive Log 128 I'm Coming to Find You
[] Archive Log 129 Shutters Code
Get to the Reactor []
Leave the office and pick up the Bolt Gun ammo from the crate in front of you.
Turn right and get the Bolt Gun ammo from the table on your way back to the
corridor. Once you are back in the corridor, turn right and head south to the
Reactor Coolant Plant. Follow the corridor until you get to an elevator.
Call the elevator and when it arrives take it down to the Central Reactor.
When you arrive, step out of the elevator and pick up the Bolt Gun ammo from
the top of the blue cabinet as well as any other components you can find in
this room. Listen to the audio recorder that is sitting on top of some crates
next to the blue cabinet.
[] Archive Log 126 I Saw It
Go through the doorway and through the corridor to find your Shotgun and
Revolver in front of a ladder. Collect the ID tag from the shelf behind the
ladder, then pick up your weapons and climb the ladder.
____________________________
| NAME __________________ ID |
| P. Timlett
9443 |
|____________________________|
When you get to the top, pick up the Bolt Gun ammo from the shelf and save
your game at the Registration Point. Go through the doorway and then through
the door at the other end of the corridor to get your first view of the
awesome reactor.
You call Ricardo to let him know you have arrived at the top of the Reactor
Core, but that everything looks normal from up here, so you will have to
explore the Lower Level. He replies that you should look for an elevator down
somewhere.
Descend to Base of Reactor []
Ready your Bolt Gun and press the button on the lift to go down to the
Central Reactor. This can be a little hard; you need to deal with four
industrial synthetics in rapid succession. Kill the first one, then quickly
reload and move forward to kill the next one. You do not want the androids to
corner you at the lift. Repeat doing this until all four are dead and then
search their bodies for components.
** On Nightmare difficulty you might not have enough Bolt Gun ammo to
kill all four androids. Make sure your health is high and try to sneak
past them instead.
Pick up the Bolt Gun ammo from on top of the first crate you pass and then go
to the Central Core, turn left and go around it to the north. Turn left when
it branches and go northeast to the Beta Core. Get the Bolt Gun ammo from the

crate to your right. Go around the Beta Core, then turn left at the next
branch and go all the way east to the elevator. Enter the elevator and take
it down to Central Reactor Maintenance.

"Oh no. God no."


The first thing you should do is pick up the Flamethrower from the table to
your left. With some luck, you should also have maxed out your spare fuel
to 500. Get the Flashlight batteries as well. Use a Medikit if you are low
on health.
As you start to go down the corridor, you call Ricardo and tell him that all
the missing people are there, trapped in some kind of nest. You tell him
there are eggs and that it is like a farm. He urges you to get out of there
immediately.
Objective: Destroy the Nest
Reactor Maintenance has been compromised. Destroy it.
Overload Alpha Core []
Search the dead bodies and grab the Flamethrower fuel if you need it before
you SAVE your game at the Registration Point. Oh, and save your game!
Now, turn left and ready your Flamethrower before you enter the door. Go
around the C-shaped corridor, when you walk around the last corner be on
the lookout. Walk forwards a little bit until you hear a shriek. That is
the sound of a Facehugger coming towards you! Hit it with your Maintenance
Jack and walk up to the pillar ahead.
Have a look around and use your Shotgun to shoot the two closed Alien eggs.
Ready and reload your Flamethrower then search all the bodies trapped in the
webbing lining the walls. Pick up any other components that you can find.
Enable the conduit interface from the console in the southwest corner. Then
go to the back of the pillar and disengage the locking mechanism. It might be
a good idea to go back to the Registration Point now and SAVE your game one
more time.
Pull the lever at the south side of the pillar to activate the Alpha Conduit.
There is no reason to stick around here any longer, so make your way back to
the Registration Point.
Overload Beta Core []
When you get through the door and spot the Alien, you inform Ricardo that
there is radio silence from now on!
--( TIP )--------------------------------------------------------------If you manage to get through Reactor Maintenance without dying, you will get
the "Mind Your Step" achievement. The same tip from Mission 4 and 5 applies
here, if the Alien is about to kill you, pause and load your current save
before the death animation ends.
The Facehuggers complicate things since their death animation is almost
instant. If they catch you off guard, you could reload the second you hear
their shriek. Eventually you will have the map memorized.

-----------------------------------------------------------------------Wait for the Alien to walk by and then head into the corridor to your left.
Look out for a light on the right side of the corridor, when you reach it,
crouch down and enter the tunnel. A dotted line on your map also marks it if
you have trouble finding it.
If you have made good time, you should be in this tunnel by the time the
Alpha Core overloads. Wait for the shrieks and screams to die down before
you proceed. The Alien cannot reach you in these tunnels.
Get out of the tunnel on the other side and start to go around the U-shaped
corridor. When you hear the Facehugger shriek be ready to torch it with your
Flamethrower. After it is dead, wait for an Alien to drop down to investigate
the noise. Use your Flamethrower to make it retreat.
You have a choice of two corridors here; you need to take the one to the
left. When you arrive at the Beta Core Conduit, an Alien will drop down in
front of you. Chase it away with your Flamethrower and then quickly SAVE your
game at the Registration Point.
If you do not stop to deal with the first Alien after killing the Facehugger,
you might find yourself being sandwiched between two Aliens at the Beta Core
Conduit. Uh-oh. There is more than one of them. Nice!
** It is possible to get to the Registration Point without getting detected
by the Aliens. Make sure you keep moving towards the Facehugger when it
charges you, then hit it with your Jack and keep moving. When the Alien
drops at the Beta Core, hold back a little until it goes around the
corner and save your game.
That is not your only problem though, as you approach the console at your map
marker, you discover that it does not have any power. You will need to find
a way to fix that.
Redirect Power to the Central Core []
Turn around and leave the control booth. Turn left and head into the left
corridor leading south. Look for a flashing light on your left side,
indicating another tunnel. Crouch down to enter it and crawl to the other
side into a small room. Like the tunnels, this room is a safe haven from the
Aliens. Pick up the items and restart the generator to restore power.
Overload Beta Core []
Get back to the Beta Core Conduit and SAVE your game once more. Now, enable
the conduit interface at the console, then go to the right side of the pillar
to disengage the locking mechanism and then finally activate the Beta Conduit
by pulling the lever on the other side of the pillar. If you can, SAVE your
game yet again.
Return to the Central Reactor []
Start to make your way back to the elevator. Watch out for Facehuggers along
the way. There is one when you start to go south around the U-shaped corridor,
and another inside the tunnel. After you have killed the second Facehugger,
stick around in the tunnel until all the sounds from the Beta Core overloading
quiet down - it is hard to hear if an Alien is near when there is too much
going on.

Reload your Flamethrower and start to make the final push towards the
elevator. When you are almost there, an Alien drops down nearby, torch it
with your Flamethrower and then sprint into the elevator and push the button
to go back up to Central Reactor Maintenance.

You call Ricardo and tell him you can destroy the nest. He responds that
you have put yourself in enough danger for one day. You explain how you can
power up all the cores, overload them and then initiate a reactor purge.
He replies that he is not trying to dissuade you, but he would prefer it if
you did not die.
Overload Alpha Core []
Overload Beta Core []
Head west and collect the Bolt Gun ammo from the crate to the left. Then
turn left at the T-junction and start to go towards the Alpha Core. Four
more industrial synthetics have arrived, you need to kill them before you
can do anything else. The Bolt Gun is your best choice, and the Shotgun will
get the job done as well. After you have killed them, search their bodies for
items.
** On Nightmare difficulty, due to the lack of ammunition, kill one of the
two groups of androids. Then complete your objectives making sure you
keep a good distance from the other group.
Go to the Alpha Core and start the overload by pulling the lever. Turn left
and go north to your next map marker, hack the terminal to deactivate the
core limiter. Turn left and go clockwise around the Central Core to the next
terminal. Hack it to deactivate the protective relay.
Turn right and go counterclockwise around the Central Core towards the Beta
Core. Pull the lever there to begin the overload, and then turn right and go
to the terminal on the north side of the Central Core. Hack the terminal to
deactivate the protective relay. Turn right, go counterclockwise around the
Central Core to the next terminal and hack it to deactivate the core limiter.
Redirect Power to the Central Core []
This will make four more industrial synthetics arrive, but do not worry.
Sprint back to the T-junction west of the elevator and pull the lever to
divert the power to the Central Core.
Initiate Purge from Reactor Control []
Watch as the androids catch on fire and then search their bodies. Now you need
to get to the west side of the Central Core. Enter the door marked "Emergency
Exit" and climb into the vent on the west side of the corridor.
Once you are inside the vent, take a right turn and then climb the ladder.
Go straight, then take a right turn, and go straight until you drop down
into the Control Room below.
Initialize the Emergency Purge Sequence at the two terminals ahead. This is
easy; all you need to do to solve this minigame is to press down five times
at each terminal. When it is done you tell Ricardo that you are about to
purge the nest and you advise him to hang tight. Press the button in the
middle of the console to commence the Purge Sequence.

A cutscene follows where you see the Reactor purge, while it grows in
intensity you start to notice Aliens appearing on both sides of the Central
Core. After the Reactor has finished its cycle, they climb on top of it and
then some other Aliens crawl across the window right outside. Then they all
disappear into the depths of Sevastopol Station.
You call Ricardo to tell him that there are still some Aliens on the station,
and you apologize for failing to kill them all. He tells you to make it back
to the Marshal Bureau in one piece.
Objective: Return to Ricardo
Get to the Engineering Transit Station []
Turn around and go through the door, then follow the corridor to the west.
When you go through the next door, Ricardo calls and tells you that he needs
you to get to Medical; The Reactor purge is resetting systems all across the
station and he hopes this includes communications. He is heading down to
Comms.
Objective: Go to the San Cristobal Medical Facility
Go down the stairs and go through the ticket gates into the right corridor.
Enter the door to your right and collect the ID tag from the desk to your
left. Search all the lockers and suitcases in here. Then go back into the
corridor, turn right and climb the stairs.
____________________________
| NAME __________________ ID |
| B. Ransome
4121 |
|____________________________|
Call the first transit on your right side and wait for it to arrive. Then
walk inside and take it to the SciMed Tower.
__________________________________________________________________________
|
':|
|
Mission 15 - The Message (MI15)
|
|
Archive Logs : 7
|
|
Nostromo Logs : 2
|
|
ID tags
: 1
|
|
Blueprints
: Flashbang (V.3)
|
|
Tools
: Security Access Tuner Level 3
|
|:.________________________________________________________________________|
You call Ricardo to let him know you have arrived and ask him if he managed
to get to Comms. He did, but he was too late since APOLLO has recovered and
has locked out external comms again. You ask why he sent you to Medical.
He explains that before he left the Bureau, systems showed a ship approaching
the station, possibly the Anesidora. Marlow called it in while the comms were
temporarily open. The ship is in a holding position nearby, and if you can
find an Ambulance Shuttle, you can travel to it.
Objective: Find a Short-Range Ambulance
Systems reset throughout Sevastopol after the reactor vent. Marlow has
managed to call in his ship - The Anesidora.
Find a Short-Range Ambulance []

Leave the transit and turn left, go straight ahead and climb the stairs. Go
through the ticket gates and then cut through the panel on the door in front
of you. Pull the lever to open the door and walk into the Reception area.
Turn left and go south into the next room.
Go past the counter and turn right, cut through the panel on the right side
of the door, then pull the lever to open the door. Enter the room and access
the terminal on the desk to listen to another Nostromo Log.
[] Nostromo Log 004 Overworked and Underpaid
Go back to the Reception, turn left and enter the elevator on the west side.
Push the button to go up to the Primary Care Floor.

As you get back to the burning Medical Reception you left at the end of
Mission 6, Ricardo calls and tells you that Marlow has just left with one of
the shuttles.
Objective: Find an Ambulance Craft in the Medical Emergency Bay
Systems reset throughout Sevastopol after the reactor vent. Marlow has
managed to call in his ship - The Anesidora.
Find an Ambulance Craft in the Medical Emergency Bay []
An Alien can come out of the vents to stalk you in this area, so be careful.
Step out of the elevator and turn right, then go east into the corridor
marked with "Service Elevator". When you get to the end, turn right and cut
through the panel on the door with your Ion Torch. Pull the lever and enter
the gas-filled room. Turn right and access the terminal on the desk to listen
to another Nostromo Log.
[] Nostromo Log 005 System Check Went Okay
Get back to the Medical Reception and follow the long corridor west towards
the Security Desk. You find an industrial synthetic here so deal with him
using your Bolt Gun. It makes some noise however, and an Alien will probably
drop down to investigate. Chase it away with your Flamethrower then go to the
Security Desk to save your game.
** On Nightmare difficulty, you could try going into the Security Desk to
save your game. Then lead the android towards Dr. Lingard's office and
walk clockwise around this corridor back to the large corridor.
Return to the main corridor, turn left and follow the corridor until you get
to the four-way junction. Go into the Power Plant to save your game there,
then go back to the four-way junction, turn right and enter the Ambulance Bay.
Turn left and walk up to the door leading to the Shuttle. You discover that
you cannot reach it yet since your Access Tuner is not powerful enough.
Find a Level 3 Upgrade for the Access Tuner []
Turn around and pick up the blueprint upgrade from the stretcher in front of
you, then turn left and go to the northwest corner of the Bay and collect the
ID tag from the floor. Now turn right, go to the northeast corner of the Bay
and pick up the Data Cell that is on top of a crate.

____________________________________________________________________________
|

|
A non-harmful device which detonates on
impact, stunning nearby humans and
blinding humans and synthetics looking at
the detonation. This upgraded version
stuns humans over a wider area. As a
modified proximity device, it can be
placed as a trap that will trigger when
enemies are near. It will start to emit a
noise that will attract a lot of
attention 10 seconds after it has been
placed
|____________________________________________________________________________|
Flashbang
(V.3)

10
1
1
1

Scrap
Bonding Agent
Blasting Cap
Sensor

____________________________
| NAME __________________ ID |
| J. Jones
3657 |
|____________________________|
Hack the door and board the Shuttle []
Instead of heading straight for the Shuttle, go back to the four-way junction,
turn right and head west until you can enter an elevator on your right side.
Take the elevator to Crisis Stabilization.
It is this place again, where you met Dr. Kuhlman earlier. However, it is a
lot easier to navigate now since an Alien is not actively stalking you. Feel
free to search the entire area for components you may have missed during your
last visit in Mission 5.
** On Nightmare difficulty, there might be some armed survivors in the
Sedation Ward. Sneak by them.
Get back to Dr. Morley's office and hack the door to the north, go through it
into the same room where the Alien took Dr. Kuhlman. Search the cabinets in
here and then go through the other door into the room where he was sitting
behind the glass when you first met him. Search the containers in here and
then play the audio recorder on the desk. Notice how the Alien busted through
the floor vent in the corner.
[] Archive Log 041 Prep the Patients
Get back to the elevators and take the left one (the one without a keycard
reader), back to the Primary Care Floor.
Now go back to the Shuttle door and hack it, then board the Shuttle. Ricardo
calls and tells you that the coordinates have already been loaded; all you
need to do is punch the dash. Go to the cockpit and launch the Ambulance
Shuttle.
The Shuttle transports you to the Anesidora and as you exit the Shuttle you
try to get in touch with Ricardo, but he is barely comprehensible since you
are moving out of range.
Objective: Explore the Anesidora
Someone has brought the Anesidora into Sevastopol space. Find them.
Bring the Anesidora's systems back online []

Enter the Shuttle Bay and save your game at the Registration Point. Go north
through the corridor into a four-way junction, then continue north into
another corridor and down two sets of stairs. Listen to the audio recorder
that sits on top of a crate to your right.
[] Archive Log 131 Feeling Lucky
Go north through another room, then into another corridor. Follow the corridor
into a room with a security locker straight ahead from the entrance. Push the
button to open it and get the fuel and Shotgun shells from inside. Now turn
left and access the terminal on the desk to read three more Archive Logs, the
Technician's Report contains a passcode, "4510".
[] Archive Log 132 Signal Detected
[] Archive Log 133 Approaching Sevastopol
[] Archive Log 134 Technician's Report
Turn slightly to your left, and enter the passcode on the panel next to the
door. Go inside to the Power Distribution and restart the two generators.
Wait for a panel to rise between the generators and then hack it.
Turn around and go through the door back into the corridor. You
to Ricardo telling him you got the Anesidora's basic power back
hear Marlow's voice on the speaker systems welcoming you to the
thanks you for saving him a job by switching the power back on,
it off-line temporarily to fix some things.

send a message
on, then you
Anesidora. He
he only needed

Find Marlow []
Return to the Registration Point in the Shuttle Bay and save your game. Then
go back to the four-way junction, turn right and go through the door. Marlow
comes back on the speakers asking if you want to join his crew, then Taylor
breaks in saying Marlow double-crossed her. You ask Marlow what he is doing.
He replies that he is doing what no one else seems prepared to do. He wants
you to find him, since he has something for you.
Follow the corridor east and get your Flamethrower ready. A Facehugger shrieks
and comes crawling towards you through a stack of boxes, torch it with your
Flamethrower. Pick up the items you can from this room, then access the
terminal in the northeast corner for the final two Archive Logs of this
mission.
[] Archive Log 135 Sevastopol
[] Archive Log 136 Anesidora Hail
Turn right and hack the door on the east side of the room, go through it and
follow the linear path further into the Anesidora. Marlow comes back on the
speakers saying he tried to save Foster, his wife, by breaking quarantine
rules bringing her to Sevastopol. He tells you that you cannot hope to defeat
the creature, and that the Company will never know what happened here. He
will not allow it.
Keep moving until you reach a locked door, hack the door and enter Crew
Habitation. When you reach the Registration Point, use it to save your game.
Go through the door and turn left to get to the Power Core.
Use Terminal []
Use the terminal to view the flight recorder data. It is a personal message
to you from your mother. She explains how the crew of the Nostromo found a

dangerous alien creature, and they had to destroy their ship to stop it.
She needed to protect you. She tells you not to worry, and she will see you
soon.
You need a moment to calm yourself, and then you see Marlow bring out Taylor
at gunpoint on the other side of the window. He makes preparations to overload
the fusion reactor since this will turn it into a nuclear bomb destroying both
the Anesidora and Sevastopol, making sure the creature is annihilated for
good.
Taylor pleads with him to stop since there are still people on the station,
and when she gets the chance, she hits him in the head with a wrench knocking
him out. It is too late since he has already set the overload going. You
instruct Taylor on how to redirect power to the auxiliary generator.
Shut off Fusion Systems to prevent overload []
** This next section is timed, you can die if you take too long.
When Taylor finishes redirecting the power, charge the auxiliary generator
on the north side of the room. You then help her to switch the maintenance
terminal back on. Hack the maintenance terminal that is on the wall to the
right of the auxiliary generator. Finally deactivate the fusion relay, which
is on the floor to the right of the maintenance terminal.
However, it is not enough. Marlow was still able to force an overload. Taylor
is caught in an explosion and is killed. You need to get out of here, fast!

Escape! []
Start running back the way you came while the ship is quickly disintegrating
around you. After you fall from the walkway, turn right and continue to run
until you get to the four-way junction. Turn left and run all the way south
into the shuttle. Launch it to escape the Anesidora ending the mission.
__________________________________________________________________________
|
':|
|
Mission 16 - Transmission (MI16)
|
|
Archive Logs : 4
|
|
Nostromo Logs : 5
|
|
ID tags
: 4
|
|
Blueprints
: Molotov (V.3), Pipe Bomb (V.2), Pipe Bomb (V.3),
|
|
Noisemaker (V.3), Smoke Bomb (V.3)
|
|:.________________________________________________________________________|
When you get back to the station, Ricardo calls and lets you know that the
blast from the Anesidora took out the orbital stabilizers of Sevastopol - its
orbit is now decaying rapidly. The explosion also damaged the Shuttle, making
the Torrens the only way to escape.
Objective: Find a way to contact the Torrens
The Anesidora explosion has compromised Sevastopol stability. You must
find a way to contact Verlaine on the Torrens.
Find Ricardo []
As you step into the Local Departure Bay, Ricardo calls to say the broadcast

from Verlaine just updated and he plays it for you. Verlaine says they saw the
explosion. They have no place to dock, but she will leave the channel open for
any survivors to get in touch with her.
Hack the door to your right and go into the corridor, then cut through the
panel on the next door and pull the lever to open it. You are now back in
Seegson Communications that you last visited in Mission 4.
** Now is the time to pick up everything you were not able to get before
since you did not have the tools necessary to access them. It means you
have to stray from your mission objective for a while. You should be
safe from any Aliens unless you make a lot of noise to attract them;
walk everywhere, do not run.
Go into the elevator to your right and take it to the Lorenz SysTech Lobby.
When you arrive, go up the stairs to your right, then turn slightly left and
go down the stairs into the lounge area where you warned one of the women in
Mission 10. Hack the door to the Kitchen on the other end.
Walk inside and pick up the blueprint upgrade on the counter to your left.
Pick up all the items in here and collect the ID tag from the center table.
____________________________________________________________________________
|
|
Molotov
25 Scrap
The Molotov is an incendiary device which
(V.3)
2 Sensors
detonates on impact. It is lethal to
2 Ethanol
humans and other organics but synthetics
Mission
1 Blasting Cap
are very resistant to fire. This advanced
16
2 Compound B
version inflicts much more damage over a
wider area. As a modified proximity
device, it can be placed as an explosive
trap. It will start to emit a noise that
will attract a lot of attention 10
seconds after it has been placed.
|____________________________________________________________________________|
____________________________
| NAME __________________ ID |
| M. Perry
5831 |
|____________________________|
--( TIP )--------------------------------------------------------------Now the IEDs start getting really useful. With the advanced blueprints, you
can place them somewhere and they will start to make noise 10 seconds later.
When the Alien is stalking you, you can place one of these and then find a
good hiding spot. The Alien will then go investigate the noise and trigger
the IED causing it to retreat.
-----------------------------------------------------------------------Go to the room in the back and pick up everything from there as well. Exit
the kitchen and walk to the elevator you used in Mission 10 to get to Gemini
Exoplanet Solutions. There are two elevators here so make sure you use the
correct one, it is the one to the left.
When you arrive at Gemini Exoplanet Solutions, watch out for the security
camera so you do not attract the attention of the Aliens. Access the rewire
panel underneath the camera and disable it, then save your game at the nearby

Registration Point. Turn around and cut through the panel on the door in front
of you. Enter the shuttle and search the containers inside.
Now make it all the way over to Ore Processing, but watch out
in Product Storage since he has turned hostile since the last
here. It is best to sneak by him, since killing him will make
investigate. When you get to Ore Processing, climb the ladder
the end of the corridor.

for the android


time you were
the Aliens
then walk to

** On Nightmare difficulty, there will be three armed survivors in


Product Storage instead. Try to sneak by them, or consider taking the
other way to Ore Processing; you could go through Quality Control since
you removed the door brace earlier.
Turn right and walk straight until you reach a locked door to your left.
Cut through the panel and pull the lever to open the door. Once inside,
access the terminal to listen to another Nostromo Log. Search the suitcases
on the shelf to your right before you leave.
[] Nostromo Log 008 Antarctica Control Will Get Our Call
Now head back to the Reception, save your game again at the Registration
Point, and take the leftmost elevator back to the Lorenz SysTech Lobby.
Walk out of the elevator, turn right and follow the upstairs Lobby
counterclockwise to the Supplies Storage corridor. Then get into the
stairwell and go down to the next landing. Turn left and head north into
the Server Hub Reception, then walk through the door next to the desk and
go west into the Server Farm.
Once inside, turn right and walk into the next room. Turn right again and
you will see a gas-filled room ahead. Access the terminal inside to listen
to another Nostromo Log.
[] Nostromo Log 003 Delayed Pick-up
Search the containers on the shelf to your right and exit the Server Farm the
same way you came. Make a stop at the Registration Point to the north for a
quick save and then go through Maintenance Access and Seegson Security to get
back to the Lobby.
Head to the Transit Station next, and call the transit to Engineering. Turn
right and go up the left stairs. Hack the door to your left and go inside.
Grab what you can from the suitcase and lockers, then access the terminal to
listen to the Nostromo Log.
[] Nostromo Log 002 Science Officer Reporting
Go back down the stairs to the Transit Station to save your game at the
Registration Point. When the transit arrives, enter it and take it to
Engineering.
Step out of the transit and turn right, then go down the stairs and through
the ticket gates. Turn right and go down the corridor until you reach the
shutter. Cut through the panel and pull the lever to open the shutter. Enter
the elevator to your right and take it up to the Maintenance Deck.
Follow the corridor until you get to the Registration Point; use it to save
your game. Turn right and go to the end of the corridor, then turn right
again and enter the Workshop.

Go down the ramp and turn left. Go to the left of the aircraft and then up
the next ramp. Hack the door and walk inside. Pick up the blueprint upgrade
from the desk to your right, then access the terminal to listen to another
Nostromo Log.
____________________________________________________________________________
|
|
Pipe Bomb
25 Scrap
The Pipe Bomb is an explosive device
(V.2)
2 Blasting Caps
which detonates on impact. It is lethal
1 Ethanol
to humans and non-synthetics in close
2 Sensors
proximity. This upgraded version inflicts
2 SCJ Injectors
more damage over a wider area. When
placed as an explosive trap, it will
trigger when enemies are near.
|____________________________________________________________________________|
[] Nostromo Log 007 Finishing Up Here
Get back to the Transit Station in Engineering via the elevator you just used
and call the transit on the right side, then go save at the Registration
Point while you wait. When it arrives, take the transit to the SciMed Tower.
When you get there, save yet again at the nearby Registration Point then turn
around and head up the stairs to the west. When you get through the ticket
gates, turn right and go through the door to the north. Walk up the stairs
and through the door straight ahead. When you get to the large corridor, turn
right and circle around to the locked door. Hack the door and go inside the
Reception.
Get what you can from the suitcases in here and pick up the blueprint upgrade
from the southwest wall. Play the audio recorder that is on top of the cabinet
to your left. Exit the Reception, turn left and use the elevator at the other
end of the corridor to go to Seegson Synthetics.
____________________________________________________________________________
|
|
Pipe Bomb
25 Scrap
The Pipe Bomb is an explosive device
(V.3)
2 Blasting Caps
which detonates on impact. It is lethal
1 Ethanol
to humans and synthetics in close
2 Sensors
proximity. This advanced version inflicts
2 SCJ Injectors
much more damage over a wider area. When
placed as an explosive trap, it will
trigger when enemies are near. It will
start to emit a noise that will attract
a lot of attention 10 seconds after it
has been placed.
|____________________________________________________________________________|
[] Archive Log 066 Cutting Ties
** You can actually get the Blueprint for Pipe Bomb (V.3) as early as the
beginning of Mission 5. It is possible to pick it up from the other side
of the wall, near the ticket gates.
When you arrive step out of the elevator and then go through the corridor in
front of you until you reach the Observation Platform. Climb down the ladder
to Synthetic Fluid Processing. Turn around and go all the way south, call the
elevator, then save your game at the Registration Point. When the elevator
arrives, take it down to Synthetic Storage.
Exit the elevator and go all the way south to the four-way junction, then turn

left and enter the door. Climb the ladder in front of you. When you get to
the top, turn around and enter the gas-filled room. Access the terminal there
to listen to another Nostromo Log.
[] Nostromo Log 006 The Secondary Load Unit
Pick up the components from the desk and then backtrack all the way back to
SciMed Tower Transit via the two elevators you just used.
Go back to the Transit Station and call the first transit to your right.
While you wait for it, go and save your game at the Registration Point.
When the transit arrives, take it to Solomons Habitation Tower.
Walk out of the transit, turn right and climb the stairs to the left. Hack the
door to your left when you get up the stairs, and go inside. Now pick up what
you can from the locker, collect the ID tag from the console to your left,
and then get the blueprint upgrade from the desk next to the window.
____________________________
| NAME __________________ ID |
| K. Bennett
3122 |
|____________________________|
____________________________________________________________________________
|

|
This home-made device continuously emits
a high-pitched noise when triggered which
will attract a lot of attention. This
advanced version has a significantly
longer duration and attracts attention
over a much wider area. If placed, the
device has a handy 4 second delay before
it activates.
|____________________________________________________________________________|
Noisemaker
(V.3)

10
1
1
1

Scrap
Charge Pack
Sensor
SCJ Injector

Exit the Transit Office and turn left. Go straight, then turn left and go
straight until you reach the stairs going down. Walk down the stairs and then
approach the shutter in front of you. Walk through when it opens.
Hug the left wall and go straight until the metal door opens to your left.
Walk through the door and up the burning ramp in front of you. Now turn right
and make your way to the Spaceflight Terminal elevator. Save your game at the
Registration Point and then take the elevator to the Spaceflight Terminal.
When you arrive, turn right and go north into the Baggage Claim area. Go
through the door to your left. Go to the other end of the dark area and climb
the short stairs. Turn left and go into the next corridor. Turn left again and
cut through the panel on the door. Pull the lever to open it and go inside.
Search the lockers above the bunk and get the Shotgun shells next to the dead
man on the floor. Play the audio recorder on the desk. It gives us the
identity of the man in here, his name was Mike Tanaka.
[] Archive Log 146 Goodbye
There is a security locker here with a lot of goodies you can open with the
code "2931". You probably have the maximum amount of Molotovs and EMP Mines
by now though, but the Flamethrower fuel is always useful.
** I found this code using a brute force approach. I made a script for

AutoHotKey that would automatically input numbers, starting at 0000,


then I recorded the game footage so I could leave the computer alone
and come back to see when the locker opened. It took around two hours
to open it.
The "correct" way to find the code is not anywhere in the game itself,
but instead Mike Tanaka mentions it on his Twitter account, apparently
Twitter still exists in the year 2137:
Mike Tanaka @MikeTanaka2095 - Oct 3
So I don't forget it myself - locker combo is 2931. Your
combined birthday days, Jellybeans :) X
His Twitter is one long diary; it contains a lot more than just the
passcode. You should check it out if you want to read some backstory
on what happened on Sevastopol before you arrived.
Before you leave, pick up all the items from the shelf to the left of the
security locker. Go back to the elevator and return to Solomons Galleria.
Make your way back to the Transit Station and call the first transit on your
right, then save your game at the Registration Point. When the transit
arrives, take it to the Lorenz SysTech Spire.
Now it is time to continue with the mission, return to the Lobby and take
the large elevator back to Seegson Communications.
When you arrive, go down the stairs to your right and begin to go down the
corridor to your left. Ricardo calls and tells you that he had to hide from
Seegson Security. He says they heard the broadcast from the Torrens. They
want to contact and then hijack it. He suggests you stay clear of them,
since they are dangerous and desperate.
Stay out of sight of the security guards, if any of them corners you; use a
Flashbang to get by them. It is better to keep them alive for now.
Cut through the panel to the left of the burning android. Remove it and
climb inside the vent. Turn right and crawl until you reach another exit to
your left. Use it to exit the vent.
It is dark in here so turn on your Flashlight. Listen to the audio recorder
on top of the crate right in front of you.
[] Archive Log 137 Journal Entry # 340
Turn left and walk up the stairs. Check the shelf to your left for some more
components, then turn around and follow the trail of blood to a dead man
sitting on a couch. Search his body and collect the ID tag next to him.
____________________________
| NAME __________________ ID |
| M. Radcliffe
6433 |
|____________________________|
Turn around and get the items from the other two shelves in this room, then
pick up the blueprint upgrade from the wall. Climb back into the vent, turn
left and crawl to the other end. Open the door here and exit.
____________________________________________________________________________
|
|
Smoke Bomb 10 Scrap
This device which detonates on impact

(V.3)

1 Ethanol
1 Sensor
1 Bonding Agent

will release a cloud of smoke that


obscures visibility. This advanced
version creates smoke which lasts for a
significantly longer duration. As a
modified proximity device, it can be
placed as a trap that will trigger when
enemies are near. It will start to emit
a noise that will attract a lot of
attention 10 seconds after it has been
placed.
|____________________________________________________________________________|
Turn left and walk straight until you get to the next vent on your left side.
Climb into the vent and crawl to the other side. Exit the vent, turn left and
go down the stairs into the next room. Search the lockers here, but do not
hack the terminal. It has a utility option to open a nearby door, which will
release an industrial synthetic. You do not want that right now.
Sneak into the room to the east and go down the stairs at the other end.
Go through the door and climb into the vent to your right. Climb the ladder
inside the vent and exit on the other side. Turn left and walk to the
stairwell nearby. Climb the stairs and save your game at the Registration
Point at the top. Enter the corridor and follow it until you find Ricardo.
He tells you that the terminal he is sitting at still has logs of Marlow's
permissions. If you can find the coordinates for the Torrens, you could
align the transmitter dishes manually, bypassing APOLLO. You tell him about
an Observatory near the Comms Array. He says you should be able to find the
coordinates using that and opens the door for you.
Find the Sevastopol Observatory []
Walk through the door to the other end of the corridor and call the elevator.
When it arrives, take it up to Comms Control.
The lights have gone out since your last visit here. The androids are all
gone and some members of Seegson Security are trying to gain access to Comms.
Avoid them and get to the door to the Observatory Chamber, which is located
to the northeast. Cut through the panel and pull the lever to open the door.
Go through the corridor and search the body sitting in the chair in the next
room, then climb the ladder.
Use the Tracking System to find the Torrens []
Turn around and use the console to the left to activate the Observation
Platform. This is a new minigame where you need to push the left stick or
the movement keys on the keyboard in the same direction as the flashing text.
Then press 'A', 'Cross' or 'Enter' on the keyboard to confirm. Do this until
you have highlighted all four directions.
Turn around and access the terminal to the left of the window to commence a
deep space scan. In this minigame you need to align the circle you can control
with the one that's increasing in size. When they match press 'A', 'Cross' or
'Enter' on the keyboard.
Do the same thing with the console to the right of the window. When you have
both coordinates, you call Ricardo. He tells you that you need to align the
dishes to the Torrens' position manually, meaning you need to go outside.
[] Archive Log 151 Torrens Co-Ordinates

Manually input Torrens Coordinates []


Climb down the ladder and exit the Observatory Chamber. Go down the corridor
until Ricardo remotely unlocks the door to the airlock to your left. Enter it
and take the lift down.
When you arrive at the bottom, shine your flashlight on the wall in front of
you, then collect the ID tag from the rack.
____________________________
| NAME __________________ ID |
| O. Smith
2381 |
|____________________________|
Change into an EVA suit and save your game at the Registration Point. Turn
right and go outside. Ricardo urges you to hurry, since the station is going
to start falling soon. Walk down the long walkway to the lift and then take
it up to the External Array. Go to the terminal to the east and try to input
the Torrens' coordinates.
You discover that the Parabolic Antennas are in a fixed position so you
cannot input the coordinates. Ricardo tells you there is an override console
by the transmitters.
Remove Parabolic Antenna Lock []
Turn right and go down the stairs towards the Dish Maintenance. When you get
inside, move straight ahead until you find a lever. Pull it to reboot the
array clamp controls. Turn right and wait until you get the option to power
up the clamp releases. Pull all three levers going from right to left. Then
turn left and pull the lever to unlock the emergency clamp.
Head back to the terminal and input the coordinates. The first is 35 and the
second is 75. If you are using a controller, you will get feedback when it is
in the right position.
You finally manage to get in contact with Verlaine on the Torrens; you tell
her there is a deadly Alien organism on-station and you need urgent
extraction. Verlaine tells you she may be able to dock if you can extend the
Towing Platform Clamps beneath the Spaceflight Terminal.
Objective: Find a way for the Torrens to dock
Extend the Tow Platform beneath the Spaceflight Terminal to escape on the
Torrens before Sevastopol falls into the KG348 Gas Giant
Find a way to the Solomons Habitation Tower []
Return to Ricardo []
Begin to make your way back to the airlock. When you are almost there, look
above the airlock to see an Alien climbing across the exterior of the station!
Enter the airlock and change back into your clothes, then save at the
Registration Point. Take the lift back up. You call Ricardo and tell him that
he needs to get ready since you are both leaving. He answers that is the best
news he has heard in weeks, then you suddenly lose contact with him.
As you step off the lift, all hell breaks loose. The Alien you spotted outside
breaks into Comms Control and starts attacking the people there. Go into the
corridor and throw a Noisemaker towards the east end of Comms Control and get
to the elevator, then take it down to Comms Security Surveillance.

Start to go west towards where you last met Ricardo, about halfway through
the corridor you hear an Alien in the vent to your left. Keep moving towards
the security desk. When you arrive, you discover that a Facehugger has
attacked Ricardo.
Now make your way to the top of the stairwell and save at the Registration
Point. The Alien is going to attack all the security guards so they will
serve as distractions making it easier for you to get back to the Reception
area where you started the Mission.
When you get to the stairs going up to the Reception, keep going straight,
then turn right and enter the elevator. Push the button to take it up to
SysTech Upper Transit.
** You can kill the Seegson Security members in Comms Control and leave
a Molotov on the ground for the Alien to step on to make sure you can
get out of there faster.
__________________________________________________________________________
|
':|
|
Mission 17 - Desolation (MI17)
|
|
Archive Logs : 8
|
|
Nostromo Logs : 2
|
|
ID tags
: 2
|
|
Blueprints
: EMP Mine (V.3)
|
|:.________________________________________________________________________|
Find a way for the Torrens to dock []
A security guard patrols this area. Throw a Noisemaker in his direction to get
the Alien to deal with him and then hide. After the Alien leaves, step out of
the elevator, turn left and go to the southwest corner of the Transit Station.
Restore power to the Solomons Habitation Tower Transit []
Turn left and cut through the panel on the door, pull the lever to open it
and walk inside. Go into the next room, get all the items you can carry and
access the terminal to read three Archive Logs, one of them contains a
passcode.
[] Archive Log 138 Code for Repair Job
[] Archive Log 139 Tomorrow, Together #4
[] Archive Log 140 Bet on the Wrong Horse
Return to the Transit Station and turn right, use the passcode "1851" to open
the next door and go inside. Head south into Transit Monitoring and reboot
the power systems at the center console.
Go back to the Transit Station, turn right and walk to the Registration Point
ahead to save your game. Pull the lever on the door next to the Registration
Point and hit the charging Facehugger with your Maintenance Jack. This will
probably attract the attention of the Alien, so be ready to chase it away as
well.
Go through the door into the Transit Control and get what you can from the
wheeled cabinets. Play the audio recorder in the northeast corner, then turn
around and initialize the transit system from the terminal on the west side.
[] Archive Log 141 Nowhere to Run

Access Spaceflight Terminal through Habitation Area []


Get back to the other side of the Terminal and call the transit. Since it
takes a while before it shows up, go through the door to the south and wait
there for a while. When the transit arrives, enter it and take it to
Habitation Tower Upper Transit.
Leave the transit and walk through the ticket gates in front of you. Go down
the stairs to your left. Turn left and walk forward and then collect the ID
tag from the bench on your left side.
____________________________
| NAME __________________ ID |
| E. Winters
2613 |
|____________________________|
Climb back up the stairs and go around the corner into the Transit Control,
access the terminal to listen to another Nostromo Log.
[] Nostromo Log 009 Health Checks
Leave the Transit Control and turn right, then go into the nearby elevator
and take it down to the Spaceflight Terminal. However, the elevator breaks
down and you have to find another way to the Spaceflight Terminal.
Find alternate route to Spaceflight Terminal []
Get out of the stuck elevator and save your game at the Registration Point to
your left. Ready and reload your Bolt gun then turn left and head through the
door.
As you walk down this corridor, a fiery industrial synthetic starts chasing
you. Shoot him in the head with your Bolt Gun and search the body, then
follow the corridor to the Canteen and enter.
An Alien drops down and starts to search the room, place a Molotov in front
of you and back out of the Canteen and wait for it to start making noise
attracting the Alien. The Molotov detonates and the Alien will run screaming
back into the vents. This should give you the "Retreat from Fire" achievement.
Go back into the Canteen and search the dead body straight ahead. Get to the
other side where a loaded forklift is blocking a doorway. Search the dead
body and access the terminal to the left of the forklift to read two more
Archive Logs, one of them contains a code.
[] Archive Log 143 Shut Out
[] Archive Log 144 Last Stand
Turn around, then go to the security locker on the north wall of the Canteen
and open it with the code "1984". Pick up the keycard and the other items
inside it. Turn right and go to a tall remote control unit, which is directly
southeast of the locker. Use your keycard in it, which causes the forklift to
lift the load.
Get back to the forklift, search the two disabled androids nearby and then
crouch down to crawl under the load. Enter the next corridor, then ready and
reload your Flamethrower if you have not done so already. Turn right and
follow the corridor to a dead end, then search the body here.
Turn around and go to the other end of the corridor where you will find a

locked door. Cut through the panel on the right side of the door with your
Ion Torch and pull the lever to open the door.
Go through the door and follow this corridor all the way to the Rec Room,
picking up what you can from the lockers along the way. When you get there,
turn right and save your game at the Registration Point nearby.
Turn around and get the Flamethrower fuel from the table in the corner of the
room to your left, go clockwise around the room to pick up items until you get
to a dead body next to a vent. Search the body then climb into the vent.
Crawl to the other side and exit the vent. Hug the right wall and go into the
small side room. Hit the Facehugger with your Jack as it comes charging at you
from behind the boxes to your left. Search all the lockers above the bunks,
get the keycard from the dead man and play the audio recorder next to him.
[] Archive Log 142 Sealed In
Exit the side room and go to the tall remote control unit in the southeast
corner of the room. Pick up the Flamethrower fuel on the right-hand side table
then use your keycard in the unit, which unlocks a couple of doors. You see
an Alien come out from a door that unlocked in the corridor outside, and it
notices you through the window. Trouble!
You hear it running all the way to the Rec Room. You should move away from
where you are standing since there is a ceiling vent nearby and it is likely
that the Alien will drop down from there. When it arrives, use your
Flamethrower to make it retreat.
** Another strategy is to leave a Molotov in the corridor outside, so the
Alien will step on it and instantly retreat.
Go into the Rec Room through the doorway that just opened
one more time at the Registration Point. Go back into the
it until you can enter the room where the Alien came out.
room, there is another Registration Point straight ahead,
game. Turn left and enter the Games Room to the east.

and save your game


corridor and follow
When you enter this
use it to save your

Have your Flamethrower ready since the Alien will ambush you by crawling
through a blocked doorway to your left as you enter the room. You can either
deal with it directly, or crouch down and move around the air hockey table
to your right to hide. After the Alien is gone, pull the lever next to the
locked door. The power goes out and you have to find a way to turn it back on.
Restart the Generator []
Return to the previous room and throw a Noisemaker or Flashbang into the
Games Room. Stay hidden and wait for the Alien to arrive, then make your way
back to the Rec Room. Save your game there and go into the Projector Room
where you used the remote to open the doors. Restart the generator, then
carefully return to the Games Room and enter the door to the Living Area.
There is an audio recorder on the bunk in front of you when you enter, listen
to it, then turn left and collect the ID tag from the left bunk. Search the
dead body and then climb into the vent.
[] Archive Log 145 Blood on my Hands
____________________________
| NAME __________________ ID |
| F. Sinclair
2033 |

|____________________________|
Crawl straight ahead then take a right turn to get to the other side. Turn
left and go into the next corridor. Verlaine sends a broadcast saying she is
attempting to dock on the Towing Platform. The elevator you need to take is
on your right-hand side, enter it and take it to the Spaceflight Terminal.
Find a way for the Torrens to dock []
Step out of the elevator and save your game at the Registration Point to your
right. Walk through the door and crouch down to get through the debris on the
right side. You are back in the Passenger Lounge of the Spaceflight Terminal
you last visited in Mission 2.
Turn left and go down the stairs, then turn right and go to the door in the
corner. Cut through the panel next to it and pull the lever to open the door.
Walk inside and access the terminal straight ahead to listen to the final
Nostromo Log!
If you have been following this walkthrough, you should get the "Archivist"
achievement now for collecting all 10 Nostromo logs.
Pick up everything you can carry, especially the Flamethrower fuel from the
floor beneath the terminal. Pick up the blueprint upgrade on the wall to your
right as you exit the room. This blueprint is useless this late in the game,
though.
[] Nostromo Log 010 Nostromo Report Packet (Dallas)
____________________________________________________________________________
|

|
The EMP detonates on impact to release an
electromagnetic pulse that temporarily
disables non-industrial Synthetics. This
advanced version has a much wider area of
effect. It can be placed to become a
proximity device. It will start to emit a
noise that will attract the attention of
nearby synthetics 10 seconds after it has
been placed.
|____________________________________________________________________________|
EMP Mine
(V.3)

25
1
2
3
2

Scrap
SCJ Injector
Sensors
Charge Packs
Bonding Agents

Stay on the ground floor and run to the other side of the Passenger Lounge.
Cut through the panel on the door and pull the lever to open it. Walk through
the short corridor and take the elevator to the Tow Platform, ending the
mission.
__________________________________________________________________________
|
':|
|
Mission 18 - Tomorrow, Together (MI18)
|
|
Archive Logs : 2
|
|
ID tags
: 2
|
|:.________________________________________________________________________|
As you arrive, Verlaine sends a message saying the station is falling apart
urging you to hurry.
Objective: Escape Sevastopol
Sevastopol is falling towards the Gas Giant. Board the Torrens and escape.

Exit the elevator and save your game at the Registration Point to your right.
Walk through the doorway to your right to enter the Dock Control. As you
enter, you get back in contact with Verlaine and she tells you she needs you
to extend two nearby dock cradle clamps.
Initiate the Docking Procedure []
Activate the Hydraulic Systems []
Activate the Guidance Systems []
Walk down the stairs and then climb the stairs in front of you to the middle
of the room. Turn right, search the dead body sitting in the chair slightly
to your left and collect the ID tag from the table in front of it.
____________________________
| NAME __________________ ID |
| R. Padjdlhauser
1710 |
|____________________________|
Turn around and crawl under the debris to the right, then hack the terminal
in front of you. Turn left and open the floor vent, then drop down into it.
Crawl around the corner behind you and then crawl straight until you see some
cables going into an opening to your right.
Follow the cables into the opening and reboot the systems by pulling the
lever where they end. Turn around and climb back up, then crawl to the right.
Search the dead body there and make another right turn to find another exit.
Climb out of the vent and hack the terminal nearby. Verlaine tells you to use
another terminal to extend the docking clamp.
Engage the Docking Clamp []
Turn around from the terminal and return to the middle of the room. Go down
the right stairs towards the next map marker, but avoid the android on the
floor since he will grab you. Once you reach the terminal, read another
Archive Log and select the "Initialize Docking Clamp" option from the
utility menu.
[] Archive Log 147 Stability Alert
With the docking clamps now engaging, Verlaine tells you to get to the Upper
Control Room.
Extend the Personnel Umbilical []
Get back to the middle of the room, then turn left and go north into the
stairwell. Climb the stairs to the top, searching the containers on your way
there and then go through the door and through the corridor to the Personnel
Umbilical Control. You call Verlaine telling her that the personnel umbilical
is gone, but that you can use the maintenance rig instead if you find an EVA
suit.
Extend the Maintenance Rig []
Search the suitcases in the control room, then access the terminal to read
the final Archive Log in the game and to select the ">Extend Maintenance Rig"
option from the utility menu. Quickly turn around and go save at the
Registration Point back in the corridor.
[] Archive Log 148 Sevastopol Initialization

Get to the Airlock []


Enter the stairwell where an Alien drops down in front of you, you can torch
it with your Flamethrower or wait for it to go down the stairs and then
slowly follow it.
--( TIP )--------------------------------------------------------------If you are trying to get the "100 Times Too Many" achievement, which requires
the Alien to have killed you 100 times, then this is an excellent place to
get it.
Walk past the Alien down the stairs and allow it to impale you with its tail,
killing you. Then load your current save and repeat this process until you
get the achievement.
-----------------------------------------------------------------------When you get back to the Dock Control, you discover that there are two Aliens
here. The choice to be aggressive or stealthy is up to you. If you choose to
be aggressive then it might be a good idea to use your Molotovs and Pipe Bombs
instead of the Flamer, to save fuel for the next part.
Either way, make your way to the Airlock, which is next to the Registration
Point close to where you began the mission. Go inside and start to change into
an EVA suit. However, you notice some ooze dripping down on the helmet, and
when you look up there is an Alien in the vent above. It pulls you up into
the vent and captures you.

Get back to the Airlock []


You wake up trapped in a nest and manage to break free from the webbing. When
you get back on your feet, do not move anywhere yet, but look down and to your
right to see a closed Alien egg. Shoot it with your Shotgun and then turn
around and collect the ID tag and Flamethrower fuel from the couch in front
of you.
This is the final ID tag of the game; if you have followed this walkthrough
then you should get the achievement now for collecting all the ID tags,
"The Taken"!
____________________________
| NAME __________________ ID |
| S. Cooper
7336 |
|____________________________|
Shoot the next Alien egg to your right. Ready and reload your Flamethrower and
crawl through the opening ahead into a corridor filled with Alien eggs. Turn
right and start to walk down the corridor. Torch the two charging Facehuggers
and then pick up the items from the floor next to the first egg. Now follow
the corridor until you get to a door.
Quickly turn around and torch the Facehugger coming at you from behind, then
pick up the Flamethrower fuel from the floor. Go through the door, head left,
and then crouch down to crawl through some debris. As you crawl along, another
Facehugger charges you, so torch it with your Flamethrower.
Keep following this path until two Aliens drop down in front of you. Back
away and wait for both of them to go back into the vents, but have your

Flamethrower ready, just in case.


Stand up and go through the stranded transit car, then go through the door
to your right. When you get into the room, it will collapse taking you with
it!
After you get back on your feet, crawl through the opening into another room.
Pick up the ammunition from the bunks, and search the lockers if you want.
It is doubtful you will need to craft any more items in the game, though.
Climb down the ladder and pick up the Flamethrower fuel from the desk to your
left, as well as from on top of the crate behind you.

Go through the short corridor, but be careful, as a transit car will rush by
in front of the door as it opens. This is an area where you can easily mess up
your "One Shot" achievement if you are trying to get it, since being hit by a
transit car means instant death.
Step into the tunnel and look slightly to your right, go into the opening and
turn left. When you get to the next opening, try to angle it so instead of
going straight out, you sprint out at a 45-degree angle to your left. If you
do it correctly, the next transit car will pass over you and you will survive.
Turn left, go up the ramp and then go through the opening and into the tunnel.
Turn right and walk forward until you drop down in a maintenance pit. Start to
climb up the ladder, when another transit car passes by throwing you back
down!
Climb up the ladder for the second time and then turn right and climb the
stairs to the Maintenance Office ahead. Crouch down to get through the door
and then climb into the vent once you are inside the office.

You will hear the shrieking of Facehuggers as you enter the vent, crawl around
the corner to your right, and when you hear a second shriek, crawl backwards
the same way you came. Torch the two Facehuggers as they approach you.
Crawl to the other side of the area and follow the vent to the other side.
You drop down on top of an elevator, turn right and start to climb down the
ladder. You lose grip on the ladder and fall down. Above, you see the
elevator collapse and drop down, but it stops just before it crushes you!
Before you move, look to your left and torch
of the shaft through the opening in front of
Verlaine and she tells you the gravitational
they cannot break free from the station. You
release outside.

the closed Alien egg. Climb out


you. You get in contact with
pull has twisted the rig so
have to activate the emergency
Release the Torrens []

You are still dazed from the fall and everything is blurry. Make your way
back to the Airlock on the other side of the Dock Control, then change into
an EVA suit.

Turn left and walk outside. Take the lift up and then follow the walkway to

the cable car. Press the button to take it to the end of the Maintenance Rig.
When you arrive, climb over the gate.

Climb up the stairs. Verlaine tells you that you need to find two priming
mechanisms to unlock the manual release. Notice the Alien lurking nearby.
Prime the Release Mechanisms []
Go down the ramp on either side and pull the lever to access the keycard.
Pick up the keycard and insert it. Do the same thing on the other side. This
opens up the emergency release. Verlaine informs you she has set the airlock
to auto.
Blow the Emergency Release Bolts []
Get to the emergency release and use it. You have to do this part without
hesitation since the Aliens can kill you here. Activate the bolts in any
order until you have activated all four.
You hook yourself to the railing, and just as a whole group of Aliens arrives,
you manage to hit the last button on the emergency release. One of the Aliens
attempt to grab you as it blows, but you swirl out of the way until you drop
down next to the Airlock of the Torrens.
The Torrens has now been freed, and a cutscene follows of Sevastopol Station
disintegrating as it enters the atmosphere of KG348.
__________________________________________________________________________
|
':|
|
Mission 19 - Isolation (MI19)
|
|
|
|:.________________________________________________________________________|
Objective: Meet Verlaine on the Bridge
Sevastopol is no more. Reunite with Verlaine on the Bridge.
Get to the Bridge []
You call Verlaine to tell her that you are on your way up to the Bridge.
However, there is no response. Follow the corridor until you reach the
four-way junction.
Turn left and push the button on the door, it opens and you are shocked to
find an Alien on the other side. Quickly move backwards into the airlock
behind you. When instructed to do so move left, then right and finally push
the button to decompress the airlock.
You float unconscious in space when suddenly something approaching shines a
light on your helmet.
__________________________________________________________________________
':|
Crew Expendable (DLC1)
|
Blueprints
: Medikit (V.2)
|
Tools
: Motion Tracker
|
Weapons
: Flamethrower, Maintenance Jack
|

|
|
|
|
|

|:.________________________________________________________________________|
This mission starts immediately after the Alien takes Brett into the airshaft
aboard the Nostromo in the Alien film. Dallas comes up with the plan to use
the primary air shaft to lead the Alien to the main airlock.
You have the choice of playing as Ellen Ripley, Parker or Dallas. It does
not matter which character you pick. They all have the same blueprint,
the Medikit (V.2).
Objective: Lead Alien into Primary Air Shafts
Lock down maintenance hatches to protect Nostromo crew
Collect Equipment []
(Optional) Collect Medikit []
(Optional) Collect Flare []
You start in the galley, pick up the items from the counter, then go into the
doorway to the right of the counter and head east to the four-way junction.
Pick up what you can find here, turn left to go to the Hypersleep Chamber.
Listen to the audio recording from Ash and collect the flare and the other
items in this room.
"The Nostromo has landed on the surface of the planetoid the acoustical
beacon is transmitting from. Dallas, Kane and Lambert are making
preparations to approach the beacon on foot. Surface structure is
basalt, with traces of rhyolite and probable lava overlays.
Atmosphere - inert nitrogen, a little oxygen and high levels of free
CO2. Pressure reads at ten to the fourth dynes per cm. Quite the storm
raging out there."
Return to the junction and go straight until you reach the Medical Bay on your
right side. Enter it to collect the Medikit and have a quick conversation with
Ash. Notice how the acid blood from the Facehugger burned a hole in the floor
when they tried to remove it from Kane's face.
Exit the Medical Bay, turn right and go to the three-way junction. Get the
items and go through the left doorway to the Bridge to collect your equipment;
the Motion Tracker, Flamethrower and Maintenance Jack.

Seal Hatch 00B1 []


Turn around, and go into the left corridor to listen to an audio recording
from Dallas on the chair in MOTHER's interface room.
"We got an unexpected wake-up call. Yellow light. I spoke to MOTHER and
she's picked up a distress call - a repeating acoustical beacon from a
nearby planetoid. Doesn't sound like any radio signal I've heard... As
the suits listening know, Company rules say we check it out. Now I've
got to go tell the crew, they already know something's up. Dallas out."
Leave the interface room, then go through the middle doorway to return to the
four-way junction. Ash tells you that the security system has shut a number
of doors, so you need to gather equipment en route. As you climb down the
ladder, he closes the hatch above you, locking you into the B deck.

Seal Hatch 00B2 []


Turn left and go through the door into a corridor. Go through the first door
to your right and pick up the items inside the room. Exit the room through the
other door, turn right and walk through the door in front of you to enter
Maintenance Hatch 00B1. Talk to your crewmate and use the console to lock
down the hatch.
The Alien will start to stalk you now, have your Flamethrower ready and be
ready to improvise if you cannot take the optimal route to the next hatch.
** On Nightmare difficulty, you only have enough fuel to chase the Alien
away once before you head into the Primary Air Shaft.
Return to the corridor via the door and turn right. Enter the adjoining
corridor and go through the door to your left. Pick up the items here go
through the other door into the Server Room. Turn left and go through the
door back into the room with the ladder.
Turn
door
turn
your

right and go through the doorway into a corridor. Go through the first
to your left and collect the items inside. Exit through the other door,
left and then go through the door into Maintenance Hatch 00B2. Talk to
crewmate and lock down the hatch.
Get to the Landing Claw Bay []

Get back to the corridor, turn left and walk into the adjoining corridor. Go
through the door to your right. Pick up what you can find in here and go back
into the Server Room through the other doorway. Turn left, climb the short
stairs and listen to the audio recording from Brett on top of a crate.
"So, the thing on Kane's face - Ash cut it. Guess what came out? Acid
blood. No shit. Burnt a hole through three decks, wrecked my good pen.
Dallas said to check it didn't hit anything vital, but I couldn't find
any real damage. Gonna need one hell of a paint job though and I know
who they'll ask to do it. We should never have landed on this damn
ball; me and Parker, we told them that. Brett - over and out."
Walk through the door to your left into the Landing Claw Bay where you
discover his dead body.

Seal Hatch 00B3 []


(or) Seal Hatch 00B4 []
You will now randomly get one of two objectives, use your map and Motion
Tracker to guide you to it. Look out for the ceiling vents along the way so
the Alien does not pull you in. When you arrive at the Maintenance Hatch,
talk to your crewmate and lock it down.
** If you go into the other Maintenance Hatch room, you will find an audio
recording from Lambert on the desk.
"We followed the beacon and found... I don't know... some kinda ship.
Kane went down to check out a part of it... and... there was something
down there. Lots of... things down there. All these eggs full of
creatures. One attached itself to his suit - burnt through his visor
and onto his face. They let us back on the ship, thank God. Kane's
still alive, but they don't seem to know what to do about him."

Lead Alien into Primary Air Shafts []


Exit the room and go straight, you enter a junction that contains the entrance
to the Primary Air Shaft. Collect all the Flamethrower fuel from the wheeled
cabinet and then climb into the vent.

Once inside, climb down the ladder and turn around. Bring up your Flamethrower
to provide light. Crawl forwards until you reach the first branch, collect the
fuel and then crawl straight. Crawl right and when you reach the next branch,
turn left and wait for the Alien to crawl towards you. Give it a solid blast
with your Flamethrower to make it retreat. Crawl straight at the next branch
and then follow Lambert's instructions until you drop down in the C deck.
** If you move too fast here, Lambert cannot keep up with her instructions.

Objective: Seal the Alien inside the Nostromo airlock


Connect Ash to Airlock Systems []
Turn around and follow the corridor around to the left to get to the Airlock
control. Use the terminal to connect the airlock systems. Ash radios to tell
you that he is opening the outer airlock, but warns you that it will take
some time, so you will need to find somewhere to hide. Turn right and go into
the next room, listen to the audio recording from Ash and crouch down and
hide behind the table.
"This is Ash, Science Officer of the Nostromo. This is an official
record in the ship log of my actions today. A member of the crew was
compromised by an unknown creature. I made the decision to allow him
back on board without following established quarantine procedure.
Looking at the bigger picture, I feel comfortable with this decision.
It was a risk I was willing to take and I will abide by whatever the
Company decides upon my return."
Evade the Alien []
Wait until Ash finishes priming the airlock, at which point the Alien drops
down from a vent in front of the terminal in the other room.
Wait until Alien enters Airlock []
The Alien will go back into the vent, when this happens, pull the lever to
open the door and wait in the doorway. When the Alien drops down again, and
walks into the outer airlock chamber, sneak up behind it and make sure it does
not detect you. Hit the door override button on the right side of the doorway
to seal the airlock.
Ash tells you that something strange is happening on his end. The button
does not close the airlock as intended and the Alien knocks you out as it
escapes the trap. When you wake up, you get a glimpse of Ash before you pass
out again.
The mission ends with a pan shot of the Medical Bay with a voice-over by Ash:
"Bring back life form. Priority one. All other priorities rescinded.

You still don't understand what you're dealing with do you? Perfect
organism. Its structural perfection is matched only by its hostility.
I admire its purity. A survivor. Unclouded by conscience, remorse or
delusions of morality. Last word. I can't lie to you about your
chances. But - you have my sympathies."
__________________________________________________________________________
|
':|
|
Last Survivor (DLC2)
|
|
Blueprints
: Medikit (V.1)
|
|
Tools
: Motion Tracker
|
|
Weapons
: Flamethrower
|
|:.________________________________________________________________________|
You
you
and
the

play as Ellen Ripley in this mission. After revealing Ash as an android,


decide to take your chances in the shuttle and blow up the ship. Lambert
Parker leave to gather coolant for the air support system while you ready
shuttle.

Objective: Escape the Nostromo


Set the emergency destruct system for the Nostromo and escape on the
Narcissus
Help Lambert and Parker gather coolant cylinders []
Turn around and check the alcove on the right side of the door for items,
especially Flamethrower fuel since you only have a limited amount. Leave the
shuttle and pick up the item from the crate on the right side.
Press the button to begin the mission for real. Over the speakers, you hear
the Alien attack Lambert and Parker. Pick up the items in the next room and
follow the corridor to another door. Pull the lever to open the door, which
is stuck halfway up. Crouch down to crawl under it. Check the alcove for
items and then climb down the ladder to the C deck.
Turn left and follow the corridor until you reach a door on your left. Go
through it and search the suitcase on the desk. Exit the room through the
other door and turn left. Walk into the next room to your left to discover
the bodies of your crewmates.
Access engineering control to reverse the lockdown []
Search the bodies to get Parker's keycard and hopefully some more Flamethrower
fuel. The Alien will come out of the vents now, exit the room and listen to
where it is. Walk in the opposite direction back to the ladder.
Walk into the the short corridor behind the ladder and use the keycard to open
the door to Engineering Control. Enter and turn left, then walk to the console
and use the controls.

Initiate Nostromo emergency destruct system []


If the Alien enters the room, crouch down behind a table and evade it until
it goes away. Before you leave, listen to your audio recording on the table
close to the console, search the wheeled cabinet underneath the middle console
and check the two adjoining control rooms for items.

"There's something loose on the ship. This unknown organism. It came


out of Kane. We just ejected his body out into space. I don't know how
Ash missed this thing on the medical scans - it would have been
visible. Anyway, he's putting together some sort of tracking device to
help us catch it, and Brett and Parker are rigging up something to
drive it toward the airlock. But this should never have happened. This
is why We have quarantine regulations - for this reason. Anyway Ripley, signing off."
Return to the corridor outside the room where you discovered Parker and
Lambert and go through the door into the Hangar. Turn right and hug the wall
until you reach a tram in the corner. Pick up the items, and then walk around
the corner towards the gate. Listen to the audio recording from Dallas on top
of the crate and pull the lever on the left side of the gate to open it.
"Ash called me down to Medical. Told me something happened. Might be a
lot of something, or it might be a lot of nothing but the parasite is
dead. Just crawled into the overhead and died. Damn near gave Ripley
a coronary. I left it to Ash to decide what we're gonna do with it.
Anything science is his department. At least we can concentrate on
getting back home now."
Turn around so you have your back to the gate and wait for it to open. The
Alien will drop down in front of you and will check something on the other
side of room. If it detects you, chase it away with your Flamer. When the
gate is open, back into the Landing Claw Bay and turn left.

Walk into the corridor and check the lockers on both sides. Search the
suitcase in the elevator and climb into the nearby vent. Crawl along the left
side until you can exit the vent. Walk through the door in front of you into
Electrical Engineering. Turn slightly to the right and play another of your
audio recordings from the nearest table.
"Dallas, have you approved my request yet? I haven't seen any movement
on it. If we can send out work logs via Sevastopol's relay, surely we
can send out a couple of personal messages too? Just take the cost out
of my salary. I just want to let my daughter know that I will be home
late, it's important. Ripley out."
Hug the right side and walk around to the other side. Pick up the item there,
then go to the far end of the room and search the shelves for more items.
Walk back to the other end of the room and climb into the vent in the corner.
Crawl to the other side and exit. Turn right and follow the corridor into
Land Survey Preparation. Listen to Parker's audio recording next to the
terminal and walk into the next room to search the suitcase on the table.
"We took off safely, more or less. We're still blind on B and C decks
and the reserve power's out, but the ship's in okay shape. For the
record, Dallas made the call to leave before we could finish repairs.
Kane's awake now, but because of all this horsecrap we're ten months
out of Sol. No way am I settling for a half share. You can keep that
in your log. Parker."
Turn left and exit the room through the door. Enter the doorway in front of
you and hug the right side until you reach some pallets in the corner. Pick
up the item from it and then go back to the corridor.

Follow the corridor to your left into an area with some adjoining rooms and
floor vents. Search the suitcase on the shelf in the first room to your left,
then walk into the next junction and go through the door to your right. Go
left side and go through the door into the Engine Room.
Pick up the Flamethrower fuel from the table in front of you and then listen
to an audio recording from Ash. Walk to the other side of the room and pick
up the fuel from that table as well.
"Science Officer's log. Due to much depleted crew the Nostromo's
Warrant Officer is in the process of collating with mother. There is a
somewhat high probability of her discovering Special Order 937. I am
containing the incident. The organism is deadly, and it's entirely
likely that - whatever the outcome - its safe procurement and analysis
is assured. Ash signing off."
Pull the two levers next to the door to release the self-destruct lock. Go to
the mechanism to activate the self-destruct sequence. Activate all the four
bolts in order.

Escape on the Narcissus []


The self-destruct sequence is completed and you have five minutes to get back
to the shuttle. With the sound of the alarm and all the smoke, you need to
use your Motion Tracker to keep track of where the Alien is. Watch out for
ooze dripping from the ceiling vents as well to avoid getting pulled up by
the Alien.
The tracker also guides you back to the ladder. Climb the ladder and follow
the corridor to get back to the shuttle. Use the controls at the front of the
cockpit to launch the Narcissus ending the mission.
____________________________________________________________________________
|
``:::%%%%%%HH|
|:..
SURVIVOR MODE
`:::::%%%%|
|%%%:::::..
(SRVR)
::::::|
|HH%%%%%:::::.....___________________________________________________________|
Survivor Mode is a fun distraction from the main campaign. You play short
missions for either Best Score or Best Time. It takes a little while to learn
since the map screen does not provide a map.
You can prepare yourself for the mission by picking up various items in the
Preparation Area before you start the timer by opening the door.
The scoring system is based on completing optional objectives that are unique
to each mission. The points you earn diminishes over time, so you need to
finish them quickly. In addition, you can get multipliers and bonus points
for completing certain requirements that are not on a timer:
Multipliers:
Empty Handed

(+3) - Complete the mission without picking up anything


except objective items and weapons.

Never Detected

(+3) - Awarded if the Alien or androids never detect you.

No Flamer

(+2) - Complete the mission without using the Flamer.

No Tracker

(+4) - Finish the map without using the Motion Tracker.

Bonus Points:
Engineer

(3,000) - Craft at least one device during the mission.

No Preparation (4,000) - Complete the mission without picking up items in


the Preparation Area before you leave. You can
still pick up the Flamethrower.
No Hiding

(2,000) - Complete the mission without hiding in lockers or


cabinets.

Gatherer

(5,000) - Awarded if you pick up a considerable amount of


items during the mission. You do not need to pick
up any objective items.
The exact mechanics of how it works is unclear, but
the time spent and how much of the map you have
explored seem to increase the number of items
required; pick up everything you come across and
finish the map quickly.

** If you have more information on how "Gatherer" works, please send


me an e-mail: [email protected]
You have to make a choice between getting the multiplier for "Empty Handed" or
the bonus points for "Engineer" and "Gatherer". At least if you are playing a
single map instead of Gauntlet Mode. Gauntlet Mode involves playing all three
maps of an expansion pack back to back - without dying.
Here are a few scenarios for getting a good score, not including the extra
points you earn for completing the optional objectives:
A

Empty Handed
(+3)
X
+ Never Detected (+3)
X
X
X
+ No Flamer
(+2)
X
X
X
+ No Tracker
(+4)
X
X
X
=====================================================
= Total Multiplier
9
9
12
Engineer
(3,000)
X
X
+ No Preparation (4,000)
X
X
X
+ No Hiding
(2,000)
X
X
X
+ Gatherer
(5,000)
X
=====================================================
= Bonus Points
14,000 9,000 6,000
x Total Multiplier
9
9
12
=====================================================
= Final Score
126,000 81,000 72,000
Most often, it is better to get the points for "Engineer" and "Gatherer" than

the multiplier for "Empty Handed". It means you need to play a longer game,
and accept the fact that if you are detected, all your work will be for
nothing.
** However, if you are able to get 18,000 points or more for completing
optional objectives, then it is better to get the "Empty Handed"
multiplier.
When you play Gauntlet Mode, it might be best to get a 14,000 Bonus Points /
9x Multiplier for the first map, making sure you pick up enough components to
craft three devices. You need to craft at least one device for each map.
Then you simply do not pick up any more components in the next two maps,
which should give you a 9,000 Bonus Points / 12x Multiplier for each map if
all goes well. This way, you only need to get 6,000 points from the optional
objectives in each map for it to be better than a 14,000 Bonus Points /
9x Multiplier run - which makes things a little easier.
There are two online leaderboards for each level, one for Best Score and
another for Best Time. There are also two leaderboards for each Gauntlet.
If you are trying to get the Best Time, then you do not want to waste time
doing the optional objectives. Pick a character that has a Flamethrower, pick
up any fuel you can find in the Preparation Area and run through the entire
map. If the Alien gets in your way, torch it with your Flamethrower.
To get a good score, you need to complete the optional objectives as quickly
as possible. You also need to avoid being detected, and never use your Flamer
or Motion Tracker so you get the score multipliers.
Do not pick up anything in the Preparation Area, but pick up everything else
you come across and craft at least one item before you finish the mission.
The time limit is 30 minutes, but that should be more than enough.
It can be helpful to draw a rough map as you are learning the layout of the
maps. The Alien will be on your tail most of the time, so it is easier said
than done. Fortunately, you can pause your game at any time.
Weapons and objective items will always stay in the same location, but the map
will randomly place other items each time it is loaded. Note that these items
will also remain in the same location if you restart the challenge without
reloading the map. Items in containers are always random.
The walkthroughs for the Survivor Mode maps should only serve as a starting
point. They will get you through the missions, but they are not necessarily
the only or the best way to complete the maps.
Here is a table showing which characters are playable in the various DLCs:
Character

The
Corporate Trauma Safe Lost
The
Endurance
Basement Lockdown
Haven Contact Trigger Mode
==============================================================================
Amanda
X
X
X
X
X
X
X
Dallas
X
X
X
Ellen
X
X
X
Parker
X
X
*Ransome
X
X
X
X
X
*Lingard
X
X
X
X
*Hughes
X
X
X
-

*Axel
*Ricardo

X
-

X
-

X
X

X
X

All characters come equipped with the Motion Tracker and Maintenance Jack, but
they all have different inventories and blueprints that make them unique:
Character

SAT Torch Flash Flare Bolt Flamer Revolver Shotgun Stun


light
Gun
Baton
==============================================================================
Amanda
1
1
1
50
Dallas
1
1
1
1
Ellen
1
1
1
50
2
Parker
1
1
0
1
*Ransome
2
1
1
1
2
*Lingard
1
2
1
2
2
*Hughes
1
1
1
1
1
*Axel
1
1
1
1
2
*Ricardo
1
1
1
1
2
Character

EMP Mine Flashbang Medikit Molotov Noisemaker Pipe Smoke


Bomb Bomb
==============================================================================
Amanda
X
X
Dallas
X
X
X
Ellen
X
Parker
X
X
X
*Ransome
X
X
*Lingard
X
X
X
*Hughes
X
X
*Axel
X
X
X
*Ricardo
X
X
X
* DLC character
__________________________________________________________________________
|
':|
|
The Basement (SRV0)
|
|
Characters: Amanda, Dallas, Ellen, Parker, Ransome
|
|:.________________________________________________________________________|
If you are playing for Best Score, then Ellen and Ransome are good choices
since they both start with a flare. Dallas has a disadvantage since he does
not start with a Security Access Tuner, which means you need to backtrack a
little to complete one of the optional objectives with him.
It does not matter which character you pick if you are playing for Best Time,
since the characters who do not start with the Flamethrower can simply pick
it up in the Preparation Room.
Optional Objectives:
Speed
Time
Points
===============================================================
2x
6:15
Collect 2 crew cards [7500]
1x
11:40
Delete the system data [7000]
2x
4:10
Lock down the stairwell [5000]

Objective: Escape the area


Find your way up to the central elevator, restoring power on the way.
Escape the area []
After you have finished your preparations, press the button on the door to
open it and enter the Basement. The Alien will always be close to where you
start, but it is random which side it spawns. If you have a flare, throw it
into the corridor to your left and hope the Alien will rush to investigate
it. Walk down the corridor to your right and go through the door.
Go past the desk and through the doorway into the next room. Collect the crew
card from the crate in front of the vent. Turn left and return to the main
corridor.
Turn right and follow the corridor until you get to a doorway with a work
light inside. Go through it and hack the panel on the left side of the
doorway to lock down the stairwell.
** If you are playing as Dallas, you need to climb one flight of stairs
and pick up the SAT from the blue cabinet before you can do this.
Climb the stairs until you reach a door, press the button to open it and walk
through it. Before you can escape, you need to find a generator to power up
the the central elevator. Turn right and walk down the dark corridor to the
right of the reception desk.
Restore power to the elevator []
Use the terminal at the end of the corridor to delete the system data. Turn
around and walk through the door to your right. Turn left, walk around the
desk and collect the crew card in front of the window on the next desk. Turn
right and walk through the doorway into the generator room. After you restart
it, you see the elevator open through the window in front of you.
Escape in the elevator []
Crouch down and stay hidden behind the generator. The Alien comes rushing in
to investigate. Wait until it leaves and then make your way back towards the
elevator. If you have a noisemaker or flare, you can throw it in the opposite
direction to keep the Alien distracted. Once you are inside the elevator,
push the button to escape.
__________________________________________________________________________
|
':|
|
Corporate Lockdown (SRV1)
|
|
Characters: Ransome, Amanda, Ellen, Axel, Hughes
|
|:.________________________________________________________________________|
In the first expansion pack, you play as Ransome, a ruthless Seegson
Executive. Your employer has abandoned you and knowing that the Torrens is
approaching, you want to hitch a ride with it to escape. First, you need to
take care of some loose ends, though.
You can choose to play a single challenge map at a time, or play Gauntlet Mode
where you need to finish all three maps in order - without dying. Since none
of the characters can craft Medikits, it can be difficult; you only have one
health bar.

___________________________________________
|

|
Severance
|___________________________________________|
This walkthrough assumes that you are playing as Ransome. Amanda and Ellen
have the advantage of having the Flamethrower right from the start, which
gives them an edge if you are playing for Best Time. Additionally, Amanda
has a cutting torch, so she can take a shortcut to one of the objectives.
Optional Objectives:
Speed
Time
Points
===============================================================
2x
4:47
Delete the server records [5750]
3x
5:16
Disable the camera system [9500]
2x
5:50
Seal the window shutters [7000]
Objective: Escape the penthouse area
Escape the penthouse area without being killed by the Alien.
Finish your preparations, then press the button to open the door so you can
leave your apartment.
Disable security lockdown []
Turn left and crouch down to crawl under the barricade. The Alien will drop
down at a random location nearby. Walk to the end of the corridor and go
through the door to your right to enter a cantina. Go through the door to
your left and enter the door across the hall. Use the terminal inside to
delete the server records.
Return to the corridor, and walk down the steps to your left to pick up the
Shotgun. Turn around and go back to the cantina area. Look slightly to your
left and Walk through the door on the other side of the room. Follow the small
corridor until you reach a larger corridor. Turn left, walk up the steps and
go through first door to your right to enter a movie theatre.
You will get a break from the Alien for now. Turn around and run down the
corridor to your left until you get to a lounge. Run down the stairs to your
left and hack the panel to the left of the window to seal the shutters.
Run back to the movie theatre and approach the screen. The power cuts off and
you hear a Facehugger shriek. Wait for it to get close and then hit it with
your Maintenance Jack. Be aware that this depletes your health slightly. Walk
past the front seats, turn left, and push the button on the other door to
open it.
When you return to the corridor, a Facehugger drops down from the ceiling to
your left. Deal with it and then go through the door to your left to enter
the projection booth. Restart the generator and return to the movie theatre.
You have to deal with a couple more Facehuggers now. When they are dead, go
through the door in the far left corner and walk through the adjoining
corridor into a large corridor. Turn left and walk through the nearby door
to the right. Turn right and pull the lever in the far right corner of the
room to disable the camera system.
** If you are playing Gauntlet Mode as one of the Ripleys, make sure you
pick up the Bolt Gun from the desk near the door before you leave.

** You might want to hack the door in the corridor before you disable the
security lockdown, so you have another route back to the lounge.
Return to the corridor, turn left and enter the control room at the end of
the corridor. Walk up the steps and use the console to disable the security
lockdown.
** There is a Stun Baton on top of some crates in the far end of the
corridor. Pick it up if you are playing Gauntlet Mode as Ransome or
Amanda.
Get to the elevator []
The Alien will come back to hunt you now, be careful. It can be difficult to
get out of the control room undetected. Walk to the side of the door so you
can stay hidden and listen if the Alien is close.
Make your way back to the lounge. If you are playing Gauntlet Mode, you should
pick up the Revolver from the reception desk. Go into the elevator at the end
of the corridor in front of the reception desk and push the button to escape.
** Amanda can use her torch to cut through the panel in the room with the
server records, allowing her to get to the camera system much earlier
than Ellen and Ransome.
___________________________________________
|

|
Scorched Earth
|___________________________________________|
Optional Objectives:
Speed
Time
Points
===============================================================
3x
3:48
Save the civilian [6850]
2x
5:57
Collect Lingard's research files [7150]
2x
7:47
Hack the exit to Lab B [9350]
Objective: Wipe Lingard's evidence
Lingard has incriminating data on you. Find it and purge it.
Find Lingard's data file []
When you have finished your preparations, pull the lever on the door to open
it and enter the map. The Alien drops down nearby and starts to hunt for you,
with some luck it will head in the opposite direction. Turn left and hack the
nearby door to open it. Walk through the door to enter Lab A. Walk to the far
left corner of the room and pick up the Flamethrower. Turn left and exit the
Lab by going through the nearby door.
Enter the small lab in front of you and pull the lever on the wall to save
the civilian. Check to see if there is any Flamethrower fuel on the desk in
the middle of the room. Return to the corridor, turn left and follow the
corridor until you reach an adjoining corridor to your left. Walk through
the door and hack the security locker in the corner, so you can collect
the research file inside.
** There is a Bolt Gun in this room if you are playing as Amanda or Ellen.
Pick it up if you are playing Gauntlet Mode. Amanda can cut through the

panel here as well, and take a shortcut to the main objective.


Go back to the corridor, turn left and enter the next door to your left. Walk
across the room and go through the door. Turn right and check the nearby crate
for Flamer fuel. Go to the end of the corridor and enter Lab B to your left.
Collect the
your way to
your right.
behind you,

research file from the nearest desk, turn left and quickly make
the other side of the Lab and walk to the end of the corridor to
As you begin to hack the door, an explosion takes place in the Lab
which would have knocked you out if you had still been there.

** If you look out of the window in the Lab before the explosion, you can
see Lingard in the room below. More on that in the first map of "Trauma".
Finish hacking the door and go through it. Turn left and follow the corridor
to the first door to your right. Enter the door, turn left and collect the
final research file from the desk. Hack the terminal, then access it to purge
Lingard's data file on you.
Waits, I think you should read these. It's an archive of every log I
could get my hands on where Ransome has blackmailed or threatened
someone. There's evidence here that he stole samples of the incident
from my lab. He's been coercing Gemini Exoplanet Solutions into
researching them for him. I'm watching people die and all he's
thinking of is how to spin a profit.
I know you're going to want to ask me some serious questions after
reading, but if answering them means you can nail the slippery bastard
it'll be worth it. I just hope we all live through this to see him get
his.
Lingard.
Get to Comms []
Return to the corridor, turn left and follow the corridor to the elevator.
Call the elevator, then crouch down behind the nearby crates while you wait
for it to arrive. When it does, enter it and press the button to take it to
Comms.
** If you are playing Gauntlet Mode, you can find a Shotgun and Stun Baton
in the rooms that are through the first door to your right if you go to
the right from the starting point.
___________________________________________
|

|
Loose Ends
|___________________________________________|
The walkthrough for this map assumes that you have a Stun Baton with at least
two charges, by either playing as Ellen or playing Gauntlet Mode.
Optional Objectives:
Speed
Time
Points
===============================================================
1x
8:45
Collect Nostromo log data [5250]
2x
4:10
Lock down security junction [5000]
3x
6:15
Disrupt communications [11250]

Objective: Escape the area


The Torrens will be arriving soon. Escape the area so you can reach
Sevastopol docks.
Exit the elevator and finish your preparations. Press the button to open the
door. It is stuck, so crouch down to crawl under it.
Find a way out []
Run up the stairs to your left, then run through the door and use your Stun
Baton to take care of the Working Joe in the corridor. Run through the
adjoining corridor to your right and deal with the android in the control
room. Go to the console at the far end of the room and hack the terminal to
disrupt communications.
Run back to the corridor where you killed the first android, turn right and
run through the door at the end of the corridor. Follow the corridor until
you reach the Security Junction. Pull the lever on the left side of the
doorway in front of you to lock down Security Junction B.
The industrial synthetic in here will have noticed you by now. Turn around
and run back into corridor, then wait behind the pillar until he gets close.
Run on the opposite side of the pillar back into the Security Junction,
turn around and pull the lever on the right side of the doorway to lock
down Security Junction A.
Run into the back room to your
keycard from it, turn left and
your right and use the keycard
use it to collect the Nostromo

left and open the security locker. Collect the


run down the stairs. Run down the corridor to
to open the door. Run up to the terminal and
log data.

Return to the Security Junction and climb into the vent behind the couch.
Crawl to the other side and walk through the door. Be careful, since the metal
detectors here will sound an alarm if you pass through them that will alert
the Alien. Open the floor vent and drop down into it. Crawl to the other side
and exit the vent. Turn left and go through the door on the left side of the
reception counter.
Override elevator security control []
Walk to the center of
Override A. Turn left
around the console to
down in the center of

the room and use the terminal to activate Elevator


and walk back down the stairs. Crouch down and move
your right. Turn around and wait until the Alien drops
the room.

Throw a flare or a noisemaker at the door you used to enter the room. Turn
back around and use the terminal to activate Elevator Override B. Move to
the right and use the final terminal to activate Elevator Override C.
Get to the elevator []
Turn right and hope the Alien will be too distrcated to notice you, so you
can still get the "No Flamer" multiplier. Get through the door, walk into
the elevator to your left and push the button to escape.
__________________________________________________________________________
':|
Trauma (SRV2)
|
Characters: Lingard, Amanda, Dallas, Ellen, Ricardo
|

|
|
|

|:.________________________________________________________________________|
In the second add-on pack, you play as Dr. Lingard, the medical officer of
Sevastopol. Riddled with guilt for bringing the creature on board, you want
to destroy your research and do as much as you can to help the remaining
survivors.
Like Corporate Lockdown , you can play a single challenge map at a time, or
play Gauntlet Mode where you need to finish all three maps in order - without
dying. It is a little easier now, since Lingard can craft Medikits.
There is also a challenge posed by Creative Assembly that you can attempt,
complete the maps in the fastest time playing as Lingard, without using the
Motion Tracker.
___________________________________________
|

|
Reoperation
|___________________________________________|
This walkthrough assumes you are playing as Lingard. The best character for
playing this map is Ellen, since she starts with a Flamethrower, Security
Access Tuner and a flare.
Optional Objectives:
Speed
Time
Points
===============================================================
2x
6:47
Collect medical supplies x4 [8150]
1x
14:50
Lock down the area [8900]
2x
7:42
Hack the door to the MRI room [9250]
Objective: Destroy Lingard's Research
Lingard's research cannot be allowed to fall into the wrong hands. It
needs to be destroyed with an emergency hazard cleanse.
Find a terminal to initiate the hazard cleanse []
When you are have finished your preparations, pull the lever to open the door
and enter the map. The Alien appears somewhere nearby. Go through the door to
your right and walk to the far end of the ward to collect the medical supplies
from the floor.
Turn around and go into the narrow corridor on the right side of the door.
Walk to the end of the corridor and go through the doorway to the left. Walk
across the room and collect the medical supplies from the gurney before you
walk through the doorway.
Walk through the blue door to your left and initiate the lockdown from the
terminal behind the reception desk. Go through the door in front of you to
enter a restroom. Walk around the counter and pick up the Bolt Gun and
Security Access Tuner from the crates.
Climb into the vent and crawl left at the branch. Climb up and open the door.
Exit the vent and enter the MRI room. Pick up the Flamethrower from the
cabinet and hack the panel on the right side of the door. Go through the
control room into the narrow corridor and return to the ward to your right.
Turn left and go into the next ward. Collect the medical supplies from the
gurney to your left and go through the doorway in the corner of the room to

get back to the main corridor.


Look right, and go through the doorway on the other side of the corridor to
enter the children's ward. Walk to the corner of the room to collect the final
medical supply. Turn left and climb into the vent behind the orange gurney on
the far side of the ward.
Crawl straight and open the door at the end of the vent. The Alien will be on
patrol, so you need to be careful. Exit the vent and throw a flare in front of
the vent on the other side of the room. Strafe right until you can see the
terminal in the center of the room. Wait for the Alien to investigate the
flare and then access the terminal to select "Emergency Hazard Cleanse" from
the Senior Staff Only menu.
** If you look up after you use the terminal, you can see Ransome through
the window in the Lab above for a few seconds before he runs away.
Find an elevator to leave the area []
Turn right and go back to the vent. The room shakes from an explosion in
the Lab above. Climb into the vent and crawl back to the children's ward.
Climb into the vent on the other side of the ward and crawl left at the
branch. Crawl to the end of the vent and wait until you are confident the
coast is clear. Open the vent and climb out.
Go through the doorway in front of you and turn left. Go into the corridor and
call the elevator. Crouch down behind the crates while you wait for it to
arrive. If you have another flare, you can throw it into the room to distract
the Alien. When the elevator arrives, enter it and press the button to escape.
** If you are playing Gauntlet Mode, you can pick up a few weapons in this
map that will be useful later on. There is a Stun Baton in the room to
the left of the starting point. You can find a Shotgun on top of a
garbage bin in the server room and a Revolver behind the counter in the
elevator room.
** If you are playing as Ellen or Amanda, you can get more points if you
pick up the medical supplies and hack the door to the MRI room from the
control room before you lock down the area.
___________________________________________
|

|
Crawl Space
|___________________________________________|
The walkthrough for this map assumes that you play as Dallas or that you play
Gauntlet Mode and picked up the Bolt Gun and Shotgun in the previous map.
Optional Objectives:
Speed
Time
Points
===============================================================
2x
6:40
Find the engineer's report [12000]
2x
8:20
Collect medical supplies x3 [10000]
3x
9:26
Vent the gas [17000]
Objective: Escape the area
Use the vents and whatever you can find to escape the area
Make sure you collect the Flamethrower in the Preparation Area if you do not

have it yet. Climb the stairs and push the button on the right side of the
vent to start the mission.
Escape the area []
As you climb into the vent and turn left, you will hear the shrieking of
Facehuggers. Be prepared to deal with them at random locations from this
point on.
Restore power to the vent system []
Crawl towards the red light and turn left to search the suitcase. Turn around
and crawl into the opening to your left. Pull the lever to reboot the system
and turn around to climb back into the vents.
Crawl straight, then turn left and crawl to the dead end. Check if there is
any Flamethrower fuel to your left and turn around. Crawl to the left, then
turn left and crawl around the pipes into the left passage.
Crawl to the dead end and check for fuel on the right side. Turn around and
crawl down the passage to the left. Crouch down to crawl under the pipe, then
search the container and pull the lever to reboot another system.
Get to the elevator []
Turn right, crawl under the pipe and climb into the vent to your left. Crawl
to the open area, turn left and crawl through the vent in the wall. Crawl to
the right and enter the games room that the Aliens have turned into a hive.
Pick up the Flamethrower fuel from the air hockey table and hug the wall to
the right. Collect the engineer's report from the couch, then turn around and
return to the vent. Crawl past the wall vent and continue to the right until
you drop down in a control room with many shelves.
Stand up and collect the medical supply and Flamethrower fuel from the crate
in front of you. Turn left and walk towards the red container on the desk.
You hear the shrieking of three more Facehuggers, wait for them to get close
and use your Maintenance Jack or Flamethrower to deal with them. When they
are dead, go to the door in the corner and push the button to open it.
Go through the adjoining corridor, turn right and head for the door in the
distance. Go through the door and be careful, since a Facehugger might attack
you. Look for a medical supply on the shelves, if you cannot find one here
then it is in the next room. Climb into the vent and crawl to the other side.
Exit the vent and search the shelves if you did not find a medical supply in
the previous room. Go through the door and walk down the corridor to the door
on your right side.
Carefully go through the door, in case Facehuggers ambush you. Search the
shelves for the final medical supply. When you collect it, Facehuggers will
ambush if they did not already attack you when you entered. Deal with them
and return to the corridor.
Turn right and crouch down to crawl under the debris on the right side. Stand
up and continue down the corridor. When you reach the stairs, you need to be
careful since a couple of Facehuggers will attack you when you reach the
bottom. Deal with them and go into a junction.
Collect the Gas Mask from the dead body, turn left and walk through the door

into an airlock. Approach the other door and ready and reload your Bolt Gun
while you wait for it to open.
There should be an industrial synthetic nearby. Deal with him using your Bolt
Gun and ready and reload your Shotgun. The noise alerts a Working Joe, shoot
him in the head with the Shotgun when he gets close, and quickly hit him with
your Jack if the shot did not kill him immediately.
Find the two levers and pull them in order to vent the gas in the room. Get
inside the elevator and press the button to escape.
** If you have four rounds for your Revolver, you might be able to finish
the map without having to use your Flamethrower to earn the "No Flamer"
multiplier. If you are playing a single map, then it is only possible
with Lingard and having some luck finding more rounds in containers.
** It is hard to vent the gas and stay undetected by the androids, but it
should be possible if you use flares or noisemakers.
___________________________________________
|

|
Overrun
|___________________________________________|
If you are playing a single map, then Dallas is the best choice, since he has
a Shotgun and Bolt Gun. Lingard and Ellen are joint second, since they both
have a Stun Baton with two charges.
The walkthrough assumes you have been playing Gauntlet Mode and have picked
up the Shotgun, Stun Baton and Bolt Gun as well as extra ammunition.
Optional Objectives:
Speed
Time
Points
===============================================================
2x
5:50
Collect ID tags x 3 [7000]
3x
3:20
Find the camp manifest [6000]
1x
13:20
Secure the camp [8000]
Objective: Look for survivors
Check the camp for survivors in need of medical attention
When you have finished preparing, go up the stairs to the left and press the
button to open the door and enter the map.
Objective: Escape the camp
Working Joe androids have infiltrated the camp and killed everyone.
Find a way out.
Get to the elevator []
With some luck, there will be a Working Joe nearby. Lure him into the
Preparation Area and shoot him in the head with your Shotgun. Hit him with
your Jack if he does not go down right away. The noise will alert other
androids who will leave their posts to investigate.
Quickly push the button on the other door in the Preparation Area and walk
through it. Climb the stairs and go through the doorway to the left into a
small cantina. Turn right and go into the corridor. Go through the first door
to your right, then look to your right and pick up the camp manifest from the

trolley.
Turn around and go through the doorway into the adjoining room. Collect the
ID tag from the ground next to the dead body, turn around and return to the
corridor. Continue down the corridor to your right. When you reach the wide
corridor, turn right and follow it to a dead end. Collect another ID tag
from the ground here. Another Working Joe might have noticed you by now, you
can use the trolley to block him.
** You can also pick up an ID tag from the corridor with the fire and the
industrial synthetic. It is to the left as you enter.
Run into the nearby corridor and into the first door to your left. Run through
the doorway into the adjoining room and collect the ID tag and Stun Baton from
the bunk next to the dead man. Climb into the vent and crawl to the very end.
Exit the vent, turn left and climb into the vent on the other side of the
corridor. Crawl to the other side of the vent, and ready and reload your Bolt
Gun before you exit.
Use your Bolt Gun to kill the industrial synthetic, then pick up the keycard
from the table close to the vent. Call the elevator now, so you do not have to
wait for it later. Reload your Stun Baton and Shotgun and then pull the lever
on the door to open it. You might have to deal with some Working Joes before
you proceed.
Go through the door and circle around to the left to find another door. Use
your keycard to open it and walk inside the booth. Access the terminal here
and select "Emergency Camp Lockdown" from the utility menu to secure the camp.
IMPORTANT: FOR ALL INHABITANTS
EVERYONE is responsible for the safety of this camp. We have all lost
loved ones and colleagues through stupid mistakes and inexperience. We
CANNOT afford to slip up now. Everyone who leaves camp must:
1. Note their absence in the camp manifest and when they expect to be
back.
2. Leave their ID tags within the camp. Upon returning, you will be
asked your ID number on the tag. REMEMBER YOUR NUMBER. Fail to do so
and you will be turned away, no exceptions. We cannot risk the safety
of the camp for one person.
If at any point you believe the camp to be under attack, start the
lockdown procedure that can be activated below. THIS IS FOR EMERGENCY
ONLY.
>LOCKDOWN PROCEDURE ACTIVATE Y/N
======================================================================
Return to the elevator and press the button to escape.
** You can find a number of weapons in this map. There is a revolver on the
counter in the small cantina close to the start. You will find a Shotgun
on top of a crate in the room on the other side of the corridor from
where you find the first ID tag.
If you go through the door that is across the wide corridor when you get
back into it after picking up the camp manifest and the first ID tag, you
will find a Flamethrower in the adjoining room.

__________________________________________________________________________
|
':|
|
Safe Haven (SRV3)
|
|
Characters: Hughes, Lingard, Axel, Amanda, Ransome
|
|:.________________________________________________________________________|
In the third add-on pack, you play as Hughes, the Communications Manager of
Sevastopol Station. You are trapped in a safe room and have to take on ten
challenges before you can escape.
It introduces Salvage Mode, which changes the previous rules of Survivor Mode.
There are no multipliers or bonus points - which means you are free to use
the Motion Tracker and Flamethrower and you will not lose points if you are
detected.
This makes the Best Time and Best Score leaderboards more tightly linked
since it pays off finish the objectives as quickly as possible by running to
them. If you play as Amanda, you start with the Flamethrower, which makes it
a lot easier.
You get an additional 50 points for each item you pick up. If you are not
playing for Best Time, it pays off to spend a little time to pick up as
many items as possible after you have finished your objectives. Much like
you would do in the other Survivor Mode packs if you were trying to get
the bonus points for "Gatherer".
It might be a good idea to select a character that will give you the maximum
of Blueprints so you can craft more devices and consequently have room to pick
up more items. In that case, Lingard is the best choice, since she has both
the Smoke Bomb and the Flashbang in her loadout. Alternatively, you could
just use up your crafted devices to make room to craft more.
At the end of each stage you can pick up items from a reward trolley in the
safe room, these items will not give you extra points. Make sure you pick
up the items before you start playing the next stage, since they will only
be there temporarily.
You have two hours to finish all ten challenges, which should be more than
adequate even if it is the first time you play.
Once you start each challenge, you cannot return to the safe room before you
finish the objective.
In between challenges, you can spend 2,500 points to save at the Registration
Point in the safe room. If you are playing for Best Score, you need to keep
this to a minimum, or not at all. One thing to keep in mind is that your saved
game is only temporary, which means you cannot exit to the main menu or quit
the game and continue playing later.
To maximize your score you should select all the stages that give Score
Tokens as a reward, finish all the objectives as quickly as possible,
thoroughly search both areas for items, kill every looter and android
so you can salvage their items and NEVER save your game. Easy, right?

Objective: Stay Alive


Survive all ten stages by choosing tasks to complete from the terminal.
Return to the terminal after each task is complete for a reward.

Check the terminal to select a task []


Run down the stairs to your left and access the 'safe house' terminal behind
the reception counter. If you select "readme.txt" from the Help menu, you can
read about what the Salvage Mode is all about:
In Salvage Challenges you will receive tasks on this 'safe house'
terminal. There are ten tasks, each with their own completion award
and a new stage of enemy. Your aim is to complete all ten stages using
only one life. If you die, you will return to the beginning of the
challenge unless you have spent points on a save.
Your reward will appear once you have completed the current task and
returned to this 'safe house' terminal.
You will be given a choice between two tasks for each stage, allowing
you to pick the task that better suits your skills, current equipment,
or provides the reward you want most. Choosing the right task at the
right time is key to your survival.
The faster you complete the tasks, the more points you will earn.
There is a save point in the safe room that can be used between
stages. This will allow you to continue from the last saved stage if
you die, but it will cost you 2500 points for each save, affecting
your final score.
You can abandon the safe house and end the Salvage Challenge at any
time. This will post your current score to the leaderboard, but you
can only post your final time if you complete all ten tasks.
Use the same terminal to select your first task. You can only select one, so
you should pick the one that best complements your current loadout.
.=======================================================================.
|
|
REWARDS
|
| Stage |-------------------------------------------------------------|
|
|
Bacchus Apartments
| Gemini Secondary Systems |
|---------+------------------------------+------------------------------|
|
1
| a
EMP Mine (V.2)
** | a
Pipe Bomb (V.2)
** |
|
2
| a +Score Token
** | a
Bolt Gun
** |
|
3
| W
Stun Baton
* | L
Shotgun
* |
|
4
| L
Smoke Bomb (V.2)
* | W +Score Token
* |
|
5
|
| a
Flamethrower
** |
|
6
| a
Noisemaker (V.2)
* |
|
|
7
| aL +Score Token
* | aW Molotov (V.2)
** |
|
8
| FL Medikit (V.2)
* | aL +Score Token
** |
|
9
| a
EMP Mine (V.3)
** | a
Molotov (V.3)
** |
| 10
| A +Score Token (x4) *** |
|
'======================================================================='
a = Alien, W = Androids, L = Looters, F = Facehugger, A = Aliens
Difficulty: * = Easy, ** = Medium, *** = Hard
___________________________________________
|

|
Bacchus Apartments - Stage 1
Reward: EMP Mine (V.2)

|___________________________________________|
Consider picking this if you are playing as Lingard or Amanda, since they do
not have the EMP blueprint, though the reward for the other challenge is
probably a better choice for them as well.
Speed
Time
Points
===============================================================
1x
4:10
Restart the generator [2500]
Run through the door that just opened to your left and wait for the other
door to open. Run down the corridor, take a right into the adjoining corridor
and follow it until you reach the first vent on your right side. Climb into
the vent, follow it to the other side and restart the generator on the wall
to your left.
Return to safe room []
The Alien will make its appearance now, so you will need to be careful on your
way back. Restarting the generator powered up most of the doors in the area,
so you can take a different route back to the safe room.
Turn around and go through the doorway to enter a corridor. Turn left and go
through the door to your right into another corridor. Go through corridor to
enter a bar. Leave through the other door to get back to the corridor you went
through on your way to the vent. Turn left and walk back to the safe room.
Once you get past the trolley in the corridor, you can make a run for it.
___________________________________________
|

|
Gemini Secondary Systems - Stage 1
Reward: Pipe Bomb (V.2)
|___________________________________________|
This is probably the best choice no matter which character you play. You will
end up with about the same amount of points for doing the objective as the
Bacchus Apartments task and you will get the Blueprint for Pipe Bomb (V.2).
Speed
Time
Points
===============================================================
1x
4:30
Restart the generator [2700]
Run through the door to the right and wait for the other door to open. Run
through the corridor and climb the stairs at the end. Run through the door
and use your gas torch to cut through the panel on the door in front of you.
If you are playing as Ransome you find a gas torch next to the corpse nearby.
Run through the door to enter a server farm. In the corner to your left, you
will find a corpse with a Pipe Bomb (V.1) next to it. Picking up the Pipe Bomb
will also give you the Blueprint for it.
[] Blueprint - Pipe Bomb (V.1)
Run past all the servers and climb the short stairs at the end. Run through
the door to your right and keep running straight ahead until you reach a
corpse. The control for the generator is to your left, use it to restart it.
Return to safe room []
The Alien will appear now, so carefully make your way back to the safe room.

Restarting the generator powered up most of the doors, so you do not have to
go back the exact same way you came - but it is probably the safest route.
___________________________________________
|

|
Bacchus Apartments - Stage 2
Reward: Score Token
|___________________________________________|
This is the best choice, if you can do without the Bolt Gun you get for doing
the other task, since it will give you a Score Token that increases your score
by 1,750 points. Hughes and Ransome already come equipped with a Bolt Gun, so
it is the only choice for them.
Speed
Time
Points
===============================================================
1x
5:50
Collect emergency kit x3 [3500]
Emergency kit #1 []
Emergency kit #2 []
Emergency kit #3 []
Enter Bacchus Apartments and hold back in case the Alien spawns in the main
corridor to your left. If you have the Pipe Bomb from Gemini, you should
ready it now, in case the Alien discovers you.
When you feel safe, follow the corridor to your left until it narrows. Walk
to the end of the narrow corridor and enter the well-lit adjoining corridor
to your left. Enter the doorway to your right and collect emergency kit #1.
Return to the main corridor and follow it to your left until you reach a
door on your left side. Walk through the door to enter a dormitory. Collect
emergency kit #3 that is in-between the table and the lockers in front of you.
Turn right and return to the main corridor through the door to your right.
Collect emergency kit #2 from the left side of the couch to finish your main
objective.
Return to safe room []
Follow the main corridor to your left to return to the safe room and claim
your reward.
___________________________________________
|

|
Gemini Secondary Systems - Stage 2
Reward: Bolt Gun
|___________________________________________|
The other challenge is a better choice, since it gives you a Score Token.
Amanda and Lingard are the only characters who should pick this since they
do not have the Bolt Gun in their loadout. If you are playing as Lingard, you
need to find an access tuner before you can finish the main objective.
(Lingard) Find a hacking tool []
Speed
Time
Points
===============================================================
1x
5:50
Collect Gemini supply kit [3500]

The Alien will be present right from the beginning of this Challenge, so you
will need to be careful. Walk through the first corridor, climb the stairs
and go through the door. Go through the door in front of you to enter the
server farm. Walk to the left and pick up the Pipe Bomb (V.1) next to the
corpse in the corner. This will also give you the Blueprint, if you do not
already have the upgraded Blueprint from Stage 1.
[] Blueprint - Pipe Bomb (V.1)
Walk past all the servers and climb the stairs. With Lingard, you can pick
up the access tuner from the security locker to your left. It also contains
an EMP Mine (V.1), which also gives you the Blueprint if you missed it in
Stage 1.
[] Blueprint - EMP Mine (V.1)
Turn right and walk through the door. Walk into the short corridor to your
right and hack the door. Enter the control room and collect the Gemini supply
kit from the desk.
Return to safe room []
Push the button on the wall to open the vent; it might be useful later on.
Return to the safe room for your reward.
___________________________________________
|

|
Bacchus Apartments - Stage 3
Reward: Stun baton
|___________________________________________|
This is the easiest of the two challenges, if you are playing with Hughes you
should pick this since he already has a Shotgun, which is the reward for
completing the other task.
Speed
Time
Points
===============================================================
2x
3:20
Save the civilian from the androids [4000]
Enter Bacchus Apartments and follow the main corridor to your left until you
reach the narrow part. You will run into a Working Joe, so deal with him
using a weapon you have available. Enter the well-lit adjoining corridor at
the end of the narrow corridor and pull the lever to free the civilian.
Return to safe room []
This is an excellent time to salvage items from this area. If you are not
playing for Best Time you want to spend some time salvaging before you return
to the safe room. There are two more androids roaming the area, so be careful.
When you are done, get back to the safe room and claim your reward.
___________________________________________
|

|
Gemini Secondary Systems - Stage 3
Reward: Shotgun
|___________________________________________|
The other challenge is slightly faster, but consider picking this if you want

the Shotgun. Lingard already has the Stun baton you get for finishing the
other challenge.
Speed
Time
Points
===============================================================
2x
3:20
Rescue the civilian from the looters [4000]
Enter Gemini Secondary Systems and run to the room with the six pillars. Walk
through the door to your right and crouch down behind the pillar. There are
three looters in the corridor and immediate area. The security camera here
will sound an alarm if you step in its beam that will alert the looters.
If you have a flare and the Pipe Bomb from the server farm in this area, you
can light the flare and throw it into the corridor ahead where it bends to the
left. Wait for a little while until the looters come to investigate it and
then throw the Pipe Bomb at the same place you threw the flare. With a little
luck, it will kill all of them. If there are any stragglers, deal with them
with the weapons you have available.
Follow the corridor to the left and enter the door to your right. Divert the
power at the electrical junction to free the civilian.
Return to safe room []
If you are playing for Best Score, spend some time to salvage items from the
area before you return to the safe room to claim your reward.
___________________________________________
|

|
Bacchus Apartments - Stage 4
Reward: Smoke Bomb (V.2)
|___________________________________________|
The Smoke Bomb is not very useful, and you get a Score Token for completing
the other task making it the better choice for this Stage.
Speed
Time
Points
===============================================================
2x
4:35
Kill the attacking looters [5500]
Enter Bacchus Apartments and follow the corridor to your left until you reach
the narrow part. The first looter should patrol here. Kill him with a weapon
available to you and continue down the corridor. You will find another looter
nearby, but it is random where he spawns. After you have killed him, enter
the cafeteria through the adjoining corridor to kill the last two.
Return to safe room []
This is another opportunity to salvage items safely from the area before you
return to the safe room for your reward. Consider saving your game after this
challenge, since the next challenge can be tough.
___________________________________________
|

|
Gemini Secondary Systems - Stage 4
Reward: Score Token
|___________________________________________|
Since this gives you a Score Token, it is the best choice. It is also easier

than the other challenge, unlike the looters the Working Joes cannot harm you
from a distance.
Speed
Time
Points
===============================================================
2x
4:00
Destroy the Working Joes [4800]
Enter Gemini Secondary Systems and run to the server farm. There are a couple
of Working Joes here. You will have the Shotgun or the Stun Baton, or both,
at this point, so deal with them as you see fit. Run to the other end of the
server farm and climb the stairs. Run through the door to your right and
deal with the final Working Joe to complete the objective.
Return to safe room []
This is the final opportunity to salvage items safely from this area before
things get more complicated. When you are done, return to the safe room for
your reward. Consider saving your game now, since the next challenge can be
a little hit-and-miss.
___________________________________________
|

|
Gemini Secondary Systems - Stage 5
Reward: Flamethrower
|___________________________________________|
Speed
Time
Points
===============================================================
1x
10:00
Disable the security cameras [6000]
Enter Gemini Secondary Systems and walk to the room with the six pillars. The
Alien spawn is random; with a little luck, it will patrol this area. Light a
flare, throw it down the stairs to your left, then hide behind one of the
pillars close to the server farm door and wait until the Alien investigates
the flare.
Enter the server farm, go to the other end and climb the stairs. Go through
the door to your right and enter the control room to your left. As you enter,
an explosion takes place in the generator room forcing you to abandon your
task.
Abandon task and return to safe room []
Unfortunately, with no power for the doors you will have to find an alternate
route back to the safe room. Go back to the server farm and go through the
door on the opposite side. Climb down the ladder, turn right and pull the
lever on the door to open it.
Walk through the door and climb into the vent on the other side of the room.
Crawl to the other side to enter a stairwell. Climb the stairs and pick up
the Molotov (V.1) from the railing at the top.
[] Blueprint - Molotov (V.1)
Pull the lever on the door to open it and make your way back to the safe room
to claim the Flamethrower!
___________________________________________

|
Bacchus Apartments - Stage 6
Reward: Noisemaker (V.2)
|___________________________________________|
Speed
Time
Points
===============================================================
1x
10:00
Locate gas shut-off lever [6000]
As you enter Bacchus Apartments, you will notice that a door has closed in
the main corridor, blocking off your passage to the left. Walk into the
corridor to your right. You might have to deal with the Alien right away,
but since you have the Flamethrower now it should be a piece of cake.
Walk through the door to your right to enter the bar. Go through the other
door to your left and walk through the short corridor. Turn left, open the
floor vent and drop down into it. Crouch under the obstacle and pull the lever
on the wall to shut off the gas.
Return to safe room []
Make your way back to the safe room and claim your reward.
___________________________________________
|

|
Bacchus Apartments - Stage 7
Reward: Score Token
|___________________________________________|
This is the best choice since it gives you a Score Token. You can obtain the
Blueprint for the Molotov (V.1) during this challenge as well, you do not
need the upgraded Blueprint you get for doing the other challenge.
Speed
Time
Points
===============================================================
1x
11:40
Retrieve Seegson kit [7000]
Enter Bacchus Apartments and walk into the corridor to your right. You will
be up against looters in this challenge, and the Alien will stay backstage
until it is alerted by noise. Climb into the vent to your left and wait for
a little while, with some luck three of the looters will enter the cafeteria
with their backs to you. Use your Motion Tracker to help you determine their
position.
Enter the cafeteria and stay crouched as you enter the door to your left.
Go through the short corridor to enter the main corridor on the other side
of the locked door. Divert the power at the nearby electrical junction to
unlock the vent.
Climb into the vent and crawl to the other side. Divert the power at the
junction in this room as well and go through the door to enter the cafeteria
on the other side of the counter. Pick up the plasma torch and Seegson kit
from the boxes to your right.
Return to safe room []
You will find a Molotov and a couple of Pipe Bombs in here as well, which
gives you the Blueprints if you do not already have them.

[] Blueprint - Molotov (V.1)


[] Blueprint - Pipe Bomb (V.1)
Go back to the previous room and enter the vent to your left, ready a molotov
in case there are any looters in the corridor. Exit the vent and go back into
the cafeteria to your left. Climb into the vent to your right and make your
way back to the safe room to claim your reward.
___________________________________________
|

|
Gemini Secondary Systems - Stage 7
Reward: Molotov (V.2)
|___________________________________________|
You should play the other challenge instead since it gives you a Score Token,
unless you really want the Blueprint for Molotov (V.2).
Speed
Time
Points
===============================================================
1x
11:40
Collect Seegson kit from locked stash [7000]
Enter Gemini Secondary Systems and walk to the room with the six pillars.
The Alien will patrol the area, so be careful. Walk left and enter the
stairwell. Walk to the bottom of the stairwell and go through the door.
Walk through the door to your right and go around the junction to your left.
There are Working Joes in this area, but as long as you stay hidden, you do
not have to worry about them.
You will find a corpse with a plasma torch next to it. Pick up the plasma
torch and cut through the panel on the door. Push the button on the door to
open it and walk inside. Enter the door to your right and collect the Seegson
kit from the shelf in the middle of the room.
Return to safe room []
Hack the security locker in this room and collect the items inside, you get
a Pipe Bomb, a Medikit, an EMP Mine and some Shotgun shells.
[] Blueprint - Pipe Bomb (V.1)
[] Blueprint - Medikit (V.1)
[] Blueprint - EMP Mine (V.1)
Return to the stairwell, climb the stairs and make your way back to the safe
room to claim your reward.
___________________________________________
|

|
Bacchus Apartments - Stage 8
Reward: Medikit (V.2)
|___________________________________________|
You should select the other challenge since it gives you a Score Token, you
can also find a Medikit (V.1) in the locked stash in Gemini Secondary Systems.
Speed
Time
Points
===============================================================
1x
13:20
Rescue the hostages [8000]

Enter Bacchus Apartments and ready your Flamethrower. When you walk down the
corridor to your left, a Facehugger will charge you. Torch it and walk into
the corridor to your right. Climb into the vent to your left and crawl to the
other side. Depending on how they spawn, there might be a couple of looters
in the cafeteria.
Crouch down and sneak around the air hockey table to your right, then sneak up
the stairs back into the main corridor. Turn right and walk down the corridor
until you reach the vent to your left. Climb into the vent and crawl to the
other side. Keep following the vents until you reach the bar.
Throw a molotov at the looter here and cut through the panel on the door. Then
pull the lever to open it. Turn around and run behind the bar to access the
terminal. Select "Override the airlock" from the Utility menu to finish your
objective.
Return to safe room []
If you are playing for Best Score, consider making another pass of the area to
salvage more items before returning to the safe room to claim your reward.
___________________________________________
|

|
Gemini Secondary Systems - Stage 8
Reward: Score Token
|___________________________________________|
Again, this is the best choice since it gives you a Score Token. If you are
low on health, there is a Medikit in the basement of this area.
Speed
Time
Points
===============================================================
1x
13:20
Divert power to the secondary generator [8000]
Enter Gemini Secondary Systems and walk to the six pillars room. Turn left
and walk to the stairwell. Go down the stairs until you reach the vent on
your left side. Climb into the vent and crawl to the other side. Exit the
vent and go through the door on the far side of the room. There are looters
in this area, but with some luck, the Alien will dispose of them.
Turn left and go through the door in front of you. Go down the stairs and
divert the power at the two electrical junctions on opposite sides of the
generator.
Activate secondary generator []
When you are done, activate the secondary generator by using the control on
the wall in the corner of the room.
Return to safe room []
Go back to the room with the ladder, enter the door to your right and then
climb into the vent on the far end of the room. Crawl to the other side and
climb the stairs. From there, make your way back to the safe room and claim
your reward.
___________________________________________
|

|
Bacchus Apartments - Stage 9

Reward: EMP Mine (V.3)


|___________________________________________|
The reward for this is useless at this point in the game, but you can
potentially finish the objective quicker than doing the other challenge.
Speed
Time
Points
===============================================================
1x
14:10
Sabotage the power supply [8500]
Enter Bacchus Apartments and ready your Flamethrower in case you need to deal
with the Alien right away. Walk into the corridor to your right and go through
the door into the bar. Climb into the vent in the left corner of the room and
crawl to the other side.
Collect the
vent. Crawl
from a vent
through the

Ion Torch from the shelf in front of you and climb into the other
to the other side. It is highly likely that the Alien will drop
nearby, so it might be better to deal with it before you cut
panel on the wall. Pull the lever to finish your objective.
Return to safe room []

Get back to the bar through the two vents, but be careful before you enter the
bar since there is a ceiling vent nearby. As you exit the bar, the Alien will
drop, so be prepared to deal with it. After that, return to the safe room to
claim your reward.
___________________________________________
|

|
Gemini Secondary Systems - Stage 9
Reward: Molotov (V.3)
|___________________________________________|
This has the best reward, but unless you run, it will take longer to finish
than the other challenge. Another thing to consider is that the Molotov (V.3)
also has the potential to harm you since it has a wider area of effect.
Speed
Time
Points
===============================================================
1x
14:10
Lock down Gemini Secondary Systems [8500]
Enter Gemini Secondary Systems and walk to the room with the six pillars. Be
prepared to deal with the Alien right away. Go through the door to your right
and follow the corridor until you reach a door to your right. Go through the
door and use the terminal.
Return to the six-pillar room and walk down the stairs in front of you to
enter the stairwell. Walk to the bottom of the stairwell and go through the
door. Go through the next door, but be careful not to go under the ceiling
vent if there is ooze dripping from it. Use the nearby terminal to your left.
Turn right and go through the door. Go to the other end of the corridor to
enter the generator room. Hack the terminal in front of you to finish your
objective.
Return to safe room []
Turn around and climb the stairs, go through the door and climb the ladder.
Go through the door to enter the server farm and make your way back to the
safe room to claim your reward.

___________________________________________
|

|
Bacchus Apartments - Stage 10
Reward: Score Tokens
|___________________________________________|
Speed
Time
Points
===============================================================
2x
8:20
Find a high level access tuner [10000]
Enter Bacchus Apartments and ready your Flamethrower. Walk into the corridor
to your right and enter the bar. The Alien will most likely be present, so
deal with it and climb into the vent in the corner of the room. Crawl to the
other side, and climb into the next vent to enter the generator room.
Go through the doorway to your left, open the floor vent and drop down into
it. Crawl under the obstacle and collect the access tuner next to the corpse.
Return to safe room []
You will hear some ominous music, because you will have to deal with two
Aliens from this point on! Make sure you reload your Flamethrower and use a
Medikit if needed before you exit the vent. Take the same route back to the
safe room and deal with the Aliens along the way.
Hack the mainframe []
Collect the four Score Tokens from the reward trolley. Consider saving your
game before you proceed, since you have reached the hardest part of the game.
It can be very random, it will either give you all sorts of trouble, or you
can stay undetected the whole time; it all comes down to luck.
Enter Gemini Secondary Systems and walk to the server farm. Be prepared to
deal with an Alien on the way. Walk to the other end of the room and climb
the stairs. Hack the mainframe, which is located in-between the stairs
overlooking the server farm.
When you have finished doing that, light a flare and throw it into the alcove
between the security lockers and walk down the right stairs. Go to the far
terminal on the right side and hack it, abort hacking if you get the green
minigame, since it is very time-consuming.
Turn right and go around the two terminals close to the lit table as you make
your way to the other side of the room. Go to the terminal that is located on
the right side of the server bank close to the stairs and hack it.
Turn left, light a flare and walk forwards until you can throw the flare at
the lit table. Strafe to the right until you see the final terminal in-between
two server banks on the other side of the room. Approach it and hack it.
Collect keycard []
Turn around and climb back up the stairs. Push the button on the right
security locker and collect the keycard from inside.
Access maintenance room []
Make your way back to the safe room and run through the doorway behind the

reception counter. Use the keycard to open the door to the right and run
through it. Access the terminal and select the only option available to
activate the elevator.
Take the elevator to escape []
Run back to where you started the game and enter the elevator. Push the
button to complete your task and finish the game.
__________________________________________________________________________
|
':|
|
Lost Contact (SRV4)
|
|
Characters: Axel, Ricardo, Hughes, Ransome, Amanda
|
|:.________________________________________________________________________|
"Lost Contact" lets you play as Axel, prior to his meeting with Amanda. You
are stranded in a remote section of the station, cut off from all contact
with your colleagues. You have to play through 10 challenges before you can
board a short-range shuttle and escape.
This is another Salvage Mode challenge, you should read the introduction
for "Safe Haven" if you are not familiar with how it works. It follows the
same set of rules.

Objective: Stay Alive


Survive all ten stages by choosing tasks to complete from the terminal.
Return to the terminal after each task is complete for a reward.
Go behind the counter to your left and access the terminal. You can select
the "readme.txt" from the Help menu for a quick summary on Salvage Mode.
Select your first task; look in the walkthrough for Stage 1 for suggestions
on what to pick.
.=======================================================================.
|
|
REWARDS
|
| Stage |-------------------------------------------------------------|
|
|
Lorenz Private Wards
| S6 Emergency Power Plant |
|---------+------------------------------+------------------------------|
|
1
| a
Molotov (V.2)
** | a
Noisemaker (V.2)
* |
|
2
| a +Score Token
*** | a
Bolt Gun
* |
|
3
| W
Stun Baton
* | aL Shotgun
** |
|
4
| a
Smoke Bomb (V.2)
* | a
EMP Mine (V.2)
* |
|
5
| aL Pipe Bomb (V.2)
* | aW +Score Token
** |
|
6
| aL Flamethrower
*** |
|
|
7
|
| aL Medikit (V.2)
* |
|
8
| aF +Score Token
** | aF Molotov (V.3)
* |
|
9
| aLW Noisemaker (V.3)
** | aW +Score Token
** |
| 10
| A +Score Token (x4)
** | A +Score Token (x5)
** |
'======================================================================='
a = Alien, W = Androids, L = Looters, F = Facehuggers, A = Aliens
Difficulty: * = Easy, ** = Medium, *** = Hard
___________________________________________
|

|
Lorenz Private Wards - Stage 1
Reward: Molotov (V.2)

|___________________________________________|
You should pick this if you plan to get the Score Token from Stage 2. This is
the only time you can unlock a couple of vents that will make things easier
later on.
Speed
Time
Points
===============================================================
1x
4:10
Restore power [2500]
Go through the doorway to your left and wait for the other door to open.
Run down the corridor until you reach a door on your right side.
** If you are playing as Axel, you need to cut through the panel on
this door. All the other characters should run to the next door
and hack it, since it is faster.
Run through the door and enter the door in the middle of the corridor. Run
through the door to your right and restart the generator to restore power.
Return to the safe room []
The Alien will become active now, so you need to be careful. Turn right and
search the body of the android in the corner. Before you exit this room, use
your Motion Tracker to see if the Alien is close. If it is not, go back into
the short corridor.
While you are there, pull the lever on the door you did not open earlier, so
both of them will be open from the outside from now on. Notice that the two
vents are now accessible. Carefully make your way back to the safe room.
If the Alien kills you, at least you will not have to replay much.
___________________________________________
|

|
S6 Emergency Power Plant - Stage 1
Reward: Noisemaker (V.2)
|___________________________________________|
If you want the Score Token from Stage 2, you will have an easier time if you
play the other challenge now.
Speed
Time
Points
===============================================================
1x
4:10
Restore power [2500]
Take the elevator down to engineering and run through the corridor until you
reach the second door on your left. Run through it, past the table and pull
the lever on the door at the end of the corridor to your left. Turn around
and circle left into the room with the generator. Restart the generator.
Return to the safe room []
The Alien will spawn nearby, be careful. Quickly search all the lockers and
pick up the items in the room before you climb into the nearby vent. Crawl
to the end and open the panel.
This part can be a little tricky, sometimes the Alien will drop right outside
while you are in the midst of opening the panel, it is a gamble. When it is
safe to exit the vent, walk back to the elevator and take it back up to the
safe room.

___________________________________________
|

|
Lorenz Private Wards - Stage 2
Reward: Score Token
|___________________________________________|
You get a Score Token for completing this, which increases your score by
1,750 points, which makes it a better choice if you are playing for points.
Speed
Time
Points
===============================================================
2x
4:10
Gather Seegson kits x3 [5000]
Gather Seegson kit #1 []
Gather Seegson kit #2 []
Gather Seegson kit #3 []
** Experiment with striking surfaces with your Maintenance Jack to distract
the Alien. For example, you can strike the crates near the entrance, and
quickly move away to climb into the nearby vent. It should keep the Alien
busy for a while.
Follow the corridor until you get to the first door on your right. If you
played the other challenge for Stage 1, you have to either cut through the
panel on the first door or hack the other door now. It is not quite as easy
when you have an Alien stalking you.
Enter the door and go through the door in the middle of the corridor. Head
left, pick up Seegson kit #1 from the desk and return to the main corridor.
Turn right and go to the end of the corridor. Enter the door behind the red
bins, pick up Seegson kit #3 from the cabinet in the corner and leave the
office.
Crouch down behind the red bins if the Alien is closing in. Get through the
door to your right and enter the hospital room in front of you. Hit the
emergency override switch on the left side of the door, turn around and pick
up Seegson kit #2 from the table near the window to complete your objective.
Return to the safe room []
While you are here, search the dead man and pick up the keycard he is holding.
After that, make your way back to the safe room to claim your reward.
___________________________________________
|

|
S6 Emergency Power Plant - Stage 2
Reward: Boltgun
|___________________________________________|
Pick this if you really want the Bolt Gun. Completing the other challenge
will give you a Score Token, which makes it the better choice.
Speed
Time
Points
===============================================================
2x
3:20
Collect Gemini supply kit [4000]
Get down to engineering and follow the corridor until you reach two doors

next to each other on your right side. Enter the one furthest away and pick
up the supply kit in front of you.
Return to the safe room []
Turn around and take the same route back to the elevator, hide from the Alien
if you need to and then return to the shuttle bay to get your reward.
___________________________________________
|

|
Lorenz Private Wards - Stage 3
Reward: Stun Baton
|___________________________________________|
This is the easier of the two challenges; consider playing this since the
Stun Baton is more useful later on than the Shotgun. It gives you the
opportunity to search the area thoroughly for items and to open some doors
that will be helpful later in the game. If you would like to map the area,
this is the best time to do so.
If you are playing as Amanda and do not have the Bolt Gun from Stage 2, you
will have a hard time in this area, but you can always outrun the Working
Joes since there is no Alien in this stage.
Speed
Time
Points
===============================================================
1x
6:40
Help the civilians to escape [4000]
Walk down the corridor and crouch down when you get to the first door to your
left. There will be a Working Joe in the nearest hospital room with his back
turned to you. Get through the door and sneak left. Make sure there is a
little distance between you and the android before you stand up and continue
down the corridor.
You will reach a locked door on your left with a fire burning on the other
side. Another Working Joe will be nearby; if you have the Bolt Gun you should
use it to kill him. After that, press the button next to the door to
extinguish the fire, helping the civilians to escape.
Return to the safe room []
If you killed the android, the one you sneaked by will be moving in by now.
Kill him as well. That leaves only one android remaining in the whole area.
Search the entire area for items, and make sure you pick up the keycard from
the hand of the dead man in the hospital room furthest away from the entrance.
Doing so now will make the next stage much easier.
If this is the first time you visit the area, you should unlock the two doors
that lead to the Generator Room. Return to the safe room when you have
finished exploring.
___________________________________________
|

|
S6 Emergency Power Plant - Stage 3
Reward: Shotgun
|___________________________________________|
The Stun Baton you get for completing the other challenge is much more useful

in the later stages. Consider picking that one instead, since it is also much
easier. Hughes already has the Shotgun, and the others do not really need it.
Speed
Time
Points
===============================================================
1x
6:40
Turn off gas valve to save the civilian [4000]
Take the elevator down to engineering and walk down the corridor until you
get to the first door on your left side. If you did not already open this,
you should hack it now, but do not enter. Instead, turn right and go to the
next corner. You can either strike the wall with your Maintenance Jack or
light your flashlight at the looters to get them to fire at you.
** Axel will not be able to hack the door, but he can hide in-between
the two crates.
Go back to the door and enter the offices. The Alien will arrive and kill the
looters in the corridor. When you feel it is safe, go through the door to
your right to return to the corridor. Enter the door in front of you and head
left. At the end of the next corridor, you will see the trapped civilian
through a window. Hit the switch on the panel to turn off the gas valve,
completing your objective.
Return to the safe room []
Use your Motion Tracker to determine if it is safe to go back. Quite often,
the Alien will patrol the corridor you just went through and it might enter
the room. If that happens, crouch down and stay hidden in the dark area to
the left of the panel. Carefully make your way back to the elevator to return
to the safe room.
___________________________________________
|

|
Lorenz Private Wards - Stage 4
Reward: Smoke Bomb (V.2)
|___________________________________________|
If you picked up the keycard already, this will be a cakewalk. It will be
considerably harder if you have to get it first. Consider picking this even
if you are playing with Axel or Amanda, since you do not really need the EMP
Mine you get for completing the other challenge.
Speed
Time
Points
===============================================================
2x
4:10
Unlock the Waiting Room [5000]
** If you did not get the keycard earlier, you need to follow the corridor
to the very end and go through the door to your left. The keycard is in
the hand of the dead body in the nearest hospital room.
Find the keycard []
Assuming you already have the keycard, follow the corridor around the corner
and enter the door to your left. Turn left and follow the corridor until you
reach the next door. Unlock it with the keycard to complete your objective.
Return to the safe room []

Pick up the access tuner from the table in the Waiting Room if you are playing
as Axel, this saves you a few seconds later on. Walk into the short corridor
at the other end and pull the lever on the door. Go through the door and walk
right to return to the safe room for your reward.
___________________________________________
|

|
S6 Emergency Power Plant - Stage 4
Reward: EMP Mine (V.2)
|___________________________________________|
If you have the keycard, then the other challenge is much easier. Hughes and
Ransome already have the EMP Mine you get for completing this, and you do not
really need it anyway. Though, it can be useful to have a place to get rid of
charge packs so you can pick up more and get more points.
Speed
Time
Points
===============================================================
2x
4:10
Unlock the Generator Room [5000]
Take the elevator down and walk down the corridor. If the vent or the first
door leading into the offices are open, you should take one of those. If not,
keep following the corridor until you reach the second door on your left. Go
through it to enter the offices.
Walk to the other end of the room and go through the corridor. Enter the door
in front of you. Restart the small generator to complete your objective.
Return to the safe room []
While you are here, hit the switch on the panel to turn off the gas valve
inside the Generator Room. The Alien will most likely be closing in on you
by now; you can hide in the small cabinet here if you need to.
When it is safe, return to the offices, go into the first room to the right,
and climb into the vent. Open the vent panel from inside if it is still
closed and then head straight to the elevator to get back to the safe room.
___________________________________________
|

|
Lorenz Private Wards - Stage 5
Reward: Pipe Bomb (V.2)
|___________________________________________|
You get a Score Token for completing the other challenge, making it a better
choice. You can also get more points in Stage 7 if you select the other one.
This stage is much faster if you picked up the keycard and opened the door to
the Generator Room earlier.
Speed
Time
Points
===============================================================
2x
5:25
Gather Gemini supply kits x3 [6500]
Collect Gemini supply kit #1 []
Collect Gemini supply kit #2 []
Collect Gemini supply kit #3 []
The Alien will stay backstage as long as you do not make too much noise.
There are looters here, but it is much easier if you stay out of their way.

Follow the corridor until you reach the first door to your right, if you did
not already open it, do it now. Enter the small corridor, go through the door
in the middle and pick up supply kit #1 from the table to your right. Return
to the corridor, turn left and go through the first door to your right.
** If you did not pick up the keycard yet, you have to get it now. It is
in the hand of a dead man in the last hospital room to the right.
Be careful, since there will be a few looters nearby.
Turn left and follow the corridor until you reach the door to the Waiting
Room on your left and a red vending machine to your right. Crouch down, get
past the vending machine and climb into the nearby vent.
It leads to a hospital room with supply kit #3 on the bed. You need to be
careful though, since a looter patrols the area. When he leaves, exit the
vent and pick up the supply.
Turn around and climb back into the vent. When the looter has his back
turned to you, exit the vent and head left and enter the Waiting Room.
Pick up supply kit #2 from the boxes on the right side of the room.
Return to the safe room []
When you pick up the final ammo supply, the Alien will become active. Enter
the short corridor on the far end of the room to get back to the safe room.
You should consider saving your game now, since the next stage is very hard.
___________________________________________
|

|
S6 Emergency Power Plant - Stage 5
Reward: Score Token
|___________________________________________|
This has a Score Token, which makes it the obvious choice. You also get an
opportunity to open a vent that provides a shortcut in Stage 7.
Speed
Time
Points
===============================================================
2x
5:25
Gather Seegson kits x3 [6500]
Collect Seegson kit #1 []
Collect Seegson kit #2 []
Collect Seegson kit #3 []
Take the elevator down to engineering and crouch down as you enter the door
to the right. There will be a Working Joe nearby, if you want to play
aggressively you can use your Stun Baton to incapacitate him, but do not kill
him or get grabbed since it will alert the Alien. Go into the next room to
pick up Seegson kit #1.
Turn left and walk back into the main corridor. Turn left and go through the
door into the offices. Crouch down and pick up Seegson kit #2 from the table
to the right. Turn around, get to the other side of the room and go through
the short corridor.
** If this is the first time you visit the power plant, you need to enter
the door in front of you and hit the switch on the panel to turn off
the gas valve. Return to the corridor.

Enter the nearby Generator Room and walk through the passage on either side
to the other end of the room. Pick up Seegson kit #3 from the cabinet in the
corner, which completes your objective.
Return to the safe room []
Search the immediate area for items, climb into the vent next to the cabinet
and crawl to the other side. Open the vent panel and exit the vent. If the
gas is still burning on the right side inside the Generator Room, use the
panel here to turn it off. Go through the door to get back to the main
corridor and head left to get back to the elevator. You should consider
saving your game now, since the next stage is going to be tough.
** If you want, you can spend a little time salvaging items in the area,
but you need to be efficient, since the Alien will eventually drop.
___________________________________________
|

|
Lorenz Private Wards - Stage 6
Reward: Flamethrower
|___________________________________________|
This is one of, if not the hardest stage in the game, unless you are playing
as Amanda or Axel with a couple of IEDs. Be prepared to die numerous times.
It is easier if you have a couple of noisemakers or flares available. Since
every game is different, there is no clear-cut way of doing this. Find out
what works best for you. The points deplete fast, so you need to be efficient
to maximize your score.
Speed
Time
Points
===============================================================
3x
4:26
Divert power to the shuttle [8000]
Divert
Divert
Divert
Divert

Power
Power
Power
Power

#1
#2
#3
#4

[]
[]
[]
[]

Strike the crates near the entrance with your Maintenance Jack and climb into
the vent on your right side. The Alien will rush to investigate the noise.
Crawl to the other side and exit the vent. Turn right and walk down the
corridor.
Enter the next door to your right. Hopefully you have opened this earlier,
since it will get very intense if you have to do it now. Go through the door
in the middle of the corridor and use the terminal to divert power #2. Go
through the left door and divert power #4 at the terminal. Go back to the
previous room, crouch down and use your Motion Tracker to see if the Alien
is nearby.
** It helps if you played Lorenz Private Wards for Stage 1, since you can
create a distraction for the Alien in the short corridor and escape
through the vents.
If it is safe,
looters at the
nearby. With a
and kill them.

go back to the main corridor and turn right. There are some
end of the corridor. You can hide behind an upturned gurney
little luck, the Alien will drop down on top of the looters
However, one of them will flee in your direction sometimes.

With the looters gone, throw a flare or noisemaker in the other direction and
wait until the Alien investigates it. Move towards the end of the corridor
and go through the door. Use the terminal to divert power #1.
Return to the corridor and crouch down behind the bins. Usually the Alien
will be back by now. When you get the chance, enter the room to the left
and use the terminal to divert power #3, completing your objective.
Return to the safe room []
Strike the desk with your Jack and quickly climb into the vent and crawl
towards the other side. Wait until the Alien enters the room and then exit
the vent. Turn left and make your way back towards the safe room to finally
claim your Flamethrower!
___________________________________________
|

|
S6 Emergency Power Plant - Stage 7
Reward: Medikit (V.2)
|___________________________________________|
Speed
Time
Points
===============================================================
3x
4:26
Stabilize the generator [8000]
** If you opened the vent panel in the room with the gas valve switch in
Stage 5, you should head there first and climb into the vent. This will
bypass having to deal with the looters, which saves you a lot of time.
Take the elevator down to engineering and walk down the corridor. Climb into
the vent, crawl to the other side and then enter the short corridor to your
left.
** If you did not already open the vent close to the elevator, keep
following the corridor and enter the second door to your left to get
into the offices. Then go to the other side of the room and enter the
corridor.
Crouch down as you get to the end of the corridor. There will be a group of
looters to your right. If you have not turned off the gas valve yet, go
through the door in front of you and use the panel to your right.
Return to the corridor, hide behind the crates and wait until the Alien
arrives to kill the looters. When the Alien leaves, search the bodies for
items and enter the Generator Room to your left. Turn left, go through the
passage and enter the door to your left. Head right and take the lift down
to the UPS Core.
** If you are playing as Axel, and did not get the access tuner from the
Waiting Room, you need to collect it from the trolley to your left
before you can finish the next part.
Use the two terminals on the sides to stabilize the generator and then hack
the terminal on the back to complete your objective.
Return to the safe room []
Take the lift back up and take the same route back to the safe room. When you
get to the offices, make sure you pull the lever on the door at the end of

the narrow corridor and open the vent panel from the inside if you have not
already done so. When you get back to the safe room, you get the Blueprint
for the Medikit, which is probably welcome by now!
___________________________________________
|

|
Lorenz Private Wards - Stage 8
Reward: Score Token
|___________________________________________|
This is slightly more risky than playing the other challenge, but it can be
done faster, which gives you more points. It also gives you a Score Token,
making it the obvious choice.
Speed
Time
Points
===============================================================
1x
15:00
Save the civilian [9000]
** If you unlocked the door to the Waiting Room already, you should head
left and walk through the room to get to the inner corridor. Turn left.
** If it is locked, walk down the corridor and crouch down behind the gurney
if the Alien drops. Get through the door to your left, turn left and walk
down the corridor past the door to the Waiting Room.
Enter the next door to your left. Walk towards the door on your right side,
but do not enter. When the door opens, whack the charging Facehugger with
your Maintenance Jack.
Do not linger, but quickly go through the door to enter a lab, walk through
the next doorway and go through the door in the corner to return to the
corridor. Make sure you do not walk underneath the ceiling vent in the center
of the room.
Turn left and walk towards the second door to your right. Place a molotov
in front of the door and enter the room. Pull the emergency door release
in the corner of the room to complete your objective.
Return to the safe room []
Back away from the lever to the front of the desk. Wait for the door to open
and get charged by a Facehugger. Kill it with your Jack and ready your
Flamethrower. The Alien will attempt to ambush you, but it is random which
door it will choose. Since you placed an IED in front of the door to your
right, you only need to guard the door you are facing.
When the Alien
first door and
here and climb
Exit the vent,

is gone, return to the corridor and turn right. Walk past the
enter the narrow corridor to your right. Whack the Facehugger
into the vent. Crawl to the other side and open the vent panel.
turn right and walk back to the safe room.

___________________________________________
|

|
S6 Emergency Power Plant - Stage 8
Reward: Molotov (V.3)
|___________________________________________|
This is safer than playing the other challenge, but it takes longer to finish,
which gives you less points. In addition, the reward for the other challenge

is a Score Token, which makes it the better choice. If you would like to map
the Power Plant then this is the best time to do it, since the Alien is absent
during the first part of the stage.
Speed
Time
Points
===============================================================
1x
15:00
Download launch codes [9000]
Take the elevator down and run down the corridor towards the Generator Room.
When you are almost there, a Facehugger will charge you. Whack it with your
Maintenance Jack.
Run into the Generator Room and take a left. Another Facehugger will charge
you when you reach the other side of the passage. When you have dealt with it,
run to the lift and take it down to the UPS Core.
Run through the door to Monitoring and Regulation and take a left. The final
Facehugger charge you here. Kill it and enter the door to your right. Use the
terminal in front of you to collect the destination code, which will begin
downloading the launch codes.
Wait for codes to download []
At this point, the Alien will drop nearby. There is a dead body in a chair to
your right. Search the body and crouch down. You have to wait one minute for
the codes to download, so move around the chair to remain hidden from the
Alien. When they codes are ready, use the terminal to collect them.
Collect Destination Code []
Return to the safe room []
Turn around and go back into the corridor, turn left and go through the door
to your right. Take the lift back up and make your way back to the safe room.
___________________________________________
|

|
Lorenz Private Wards - Stage 9
Reward: Noisemaker (V.3)
|___________________________________________|
The other challenge is faster if you have the Stun Baton, and it gives a
Score Token. If you choose this one, it helps if you have already unlocked
the door to the Waiting Room and opened the vent panel there.
Speed
Time
Points
===============================================================
3x
4:10
Lock down primary routes [7500]
Lock Route #1 []
Lock Route #2 []
Lock Route #3 []
The Alien will stay backstage here as long as you are quiet. Walk down the
corridor until you reach the door on your right side. Enter it and head into
the Generator Room. Restart the generator to lock Route #1.
Go back to the entrance and go into the Waiting Room. The best-case scenario
is if you played Lorenz Private Wards for Stage 8 and already opened the vent
panel here. The lever next to the door leading to the inner corridor will
lock down Route #2.

** If the door is open, but the vent panel is locked, do not lock Route #2.
Instead, go through the door and head left to get to the lever to lock
Route #3.
** If both are locked, then you can lock Route #2, but you will have to
cut through the vent panel, which wastes a lot of time. Ransome can
find a cutting torch on a table nearby.
Assuming both the vent and the door are open, you can lock down Route #2.
Climb into the vent and crawl to the other side. Turn right and go into the
larger corridor.
Turn right, ready and reload your Bolt Gun if you have it and kill the
industrial synthetic. The noise will alert the Alien, ready your Flamer
and move away from the body towards the lever. It is safer to make the Alien
retreat before you attempt to lock down Route #3. When that is done, your
objective is complete.
** If you do not have the Bolt Gun, you can lure the android down the
corridor away from the lever. Then go back through the two labs, but
it wastes precious time. On the plus side, it does not alert the Alien.
Return to the safe room []
Search the body of the android and use the vent to get back to the Waiting
Room. Turn right and return to the safe room to claim your reward.
___________________________________________
|

|
S6 Emergency Power Plant - Stage 9
Reward: Score Token
|___________________________________________|
This is much harder than the other challenge, but it can be finished faster
and it has a Score Token, which makes it the obvious choice.
Speed
Time
Points
===============================================================
3x
4:10
Lock down primary routes [7500]
Lock Route #1 []
Lock Route #2 []
Lock Route #3 []
Take the elevator down and enter the room to the right. Use a Medikit now
to bolster your health, walk into the next room and turn left. Pull the
lever next to the door to lock down Route #1.
** If the android notices you, the best strategy is to incapacitate him
with the Stun Baton if you have it. Do not kill him or let him grab
you, since it will alert the Alien backstage. It makes things easier
if you can lure him into the short corridor before locking down
Route #1.
Turn left and climb into the vent on the left side of the next room. Crawl
to the other side to return to the corridor. Walk straight ahead and enter
the offices through the door to your left. Pull the lever on your left side
to lock down Route #2 and walk down to the short corridor on the other end
of the room. If any more Working Joes come at you, zap them with your Stun

Baton.
Go through the corridor, turn right and walk into the Generator Room. Pull
the lever to lock down Route #3, completing your objective.
Return to the safe room []
You will get grabbed by the industrial synthetic here. Break free and go to
the other end of the room. The noise will alert the Alien, but you might be
able to avoid it. Climb into the vent in the corner and crawl to the other
side. If the panel is still closed, open it. Exit the vent and make your way
back to the safe room.
___________________________________________
|

|
Lorenz Private Wards - Stage 10
Reward: Score Tokens (x4)
|___________________________________________|
You will get one less Score Token if you select "Clearance" and play this
first. It is better to select "Coolant", so you end up playing this last.
Speed
Time
Points
===============================================================
2x
8:20
Get shuttle clearance to launch [10000]
Turn left and enter the corridor to the Waiting Room. If the vent is open,
the Alien will often drop inside the vent and crawl out into the Waiting
room, so be careful.
** If the vent panel is still locked, you have to cut through. Ransome
can find a cutting torch on a table nearby.
Climb into the vent and crawl to
main corridor. The Alien will be
left, follow the corridor around
Hack the console on the desk and

the other side. Turn right and go into the


nearby, be prepared to deal with it. Turn
the corner and enter the office to the left.
use it to get clearance.

** Once you have done that, you will have to deal with two Aliens from
now on if you are playing this after getting the coolant.
Return to the safe room []
Return to the main corridor, walk right and go into the narrow corridor to
the right. Climb into the vent, crawl to the other side to get back to the
Waiting Room and head right to return to the safe room.
___________________________________________
|

|
S6 Emergency Power Plant - Stage 10
Reward: Score Tokens (x5)
|___________________________________________|
You should select "Coolant" and play this first since it gives you an extra
Score Token.
Speed
Time
Points
===============================================================
2x
8:20
Collect Coolant [10000]

Collect Coolant #1 []
Collect Coolant #2 []
Take the elevator down to engineering. You probably will not meet the Alien
until you reach the Generator Room. There are two possible paths, depending
on your previous actions:
** If you locked down the area in Stage 9, you will have to use the vent
to get back into the Generator Room.
** If you locked down Lorenz Private Wards instead, you can climb into
the nearby vent to get into the offices and go to the Generator Room
from there.
Go through the door on the far side of the Generator Room and head right.
Take the lift down to the UPS Core and go through the door. You should
expect to deal with the Alien now. It is better to conserve your fuel and
stay hidden if possible.
Walk right and go into the small corridor to your right, turn left and get
the first coolant cell from the cabinet in the office. Turn around, go into
the office on the other side and collect the second coolant cell from the
desk.
** If you picked "Clearance" and are playing this last, you will have to
deal with two Aliens from now on.
Return to the safe room []
Return to the main corridor, turn left and go back into the UPS Core. Take
the lift back up and use your Motion Tracker to see if there is activity in
the corridor ahead. If there is, use an IED if you have one to deal with it.
Go back into the Generator Room.
** If the area is locked down, climb into the vent to your left and make
your way back to the elevator from there.
** If it is not, turn right, make your way back to the offices and use
the vent to get back to the main corridor.
Take the elevator back to the safe room and claim your reward if you played
this first.
___________________________________________
|

|
Safe Room - Epilogue
|___________________________________________|
This is it. The only thing that remains now is to run into the Ambulance
Shuttle Bay, take a left turn and run into the shuttle to escape.
Escape in Shuttle []
__________________________________________________________________________
|
':|
|
The Trigger (SRV5)
|
|
Characters: Ricardo, Lingard, Amanda, Dallas, Parker
|
|:.________________________________________________________________________|

In this DLC, you play as Ricardo, Sevastopol's Deputy Marshall, in the hours
before Amanda's arrival on the station. You need to assist Marshall Waits by
executing his plan of destroying the Alien. You will do so by locating a lost
package of explosives from a missing colleague and using it to blast the
creature into space.
These maps marks a return to the classic Survivor Mode, with multiple optional
objectives you can complete. If you have been playing the Salvage Mode DLCs,
and want a high score in "The Trigger", you need to get back in the groove of
not using the Flamethrower and Motion Tracker again.
___________________________________________
|

|
Damage Control
|___________________________________________|
It does not matter which character you pick for this map, since you can pick
up the Flamethrower in the Preparation Area. Amanda and Parker have an access
tuner, so they can save a few seconds securing the armory. Getting the Bonus
Points for "Gatherer" is not too hard on this map, it should be sufficient to
pick up the items along the route described here.
Optional Objectives:
Speed
Time
Points
===============================================================
2x
6:15
Collect Prisoner Tags x3 [7500]
3x
3:03
Secure the Armory [5500]
1x
15:00
Collect Visitor Registry Data [9000]
Objective: Reach the elevator
Reach the elevator and exit prisoner processing
Reach the elevator []
When you have finished preparing, walk through the metal detector and push
the button on the door to open the door and begin the mission. Walk down the
hallway and enter the door to your left. The Alien will most likely enter at
the other end of the hallway if you stick around too long.
Turn left, climb the stairs and turn right. Collect the Prisoner Tag from the
desk in the corner of the room. Turn around, then walk around the wall and
climb the stairs. Enter the small corridor to your right and follow it down a
set of stairs. If you are unlucky, the Alien will drop in front of you here.
You will enter an office area. Go through the door in the left corner to get
to the armory. If your character does not have an access tuner, you can
find one on top of a crate inside the armory. There are also a few weapons
here, which will be useful in the next map if you are playing Gauntlet Mode,
but will not help you in this map since you are only up against the Alien.
Hack the panel next to the doorway on the outside of the armory to secure it.
The Alien will in most cases have caught up with you now, if you turn right,
you can hide behind the work light close to the shelves. Sometimes, the Alien
will return several times before it finally leaves. Ideally, you want the
Alien not to show up at all, but this is rare.
When it is safe, return to the office area, go to the other side and climb
into the vent to the right. Crawl to the other side to get to a darkened

restroom. Collect the second Prisoner Tag from the first stall on your right
and exit the room through the door.
Walk to the right side of the booth and hack the panel on the door to open it.
Go through the door, turn right and enter the door at the end of the corridor.
Follow the path around the visitation booths and enter the corridor to the
left.
While you walk down the corridor, look through the window into the office to
see where the beam from the security camera is. Enter the office and decide
whether you want to risk detection by walking through the beam to get into the
corridor on the other side of the room, or wait until it is safe to pass.
Once you are in the next corridor, follow it past two cells and enter the
short corridor to the left. Collect the final Prisoner Tag from the cell to
the right and return to the main corridor. Turn left and follow the corridor
until you reach an interrogation room. Pick up everything from the table,
most importantly the keycard that you will need to reach your final objective.
After that, pull the lever on the door and walk through it.
Turn left and follow the corridor until you reach a locked door on your left.
Open it with your keycard and walk inside. Use the keyboard inside the booth
to collect the Visitor Registry Data, completing the optional objectives.
There is a revolver on the right side, which might be handy later if you are
playing Gauntlet Mode.
This final part can be tricky if you are trying to get the multipliers for
Best Score, since the Alien will relentlessly stalk the corridor outside. If
you have a flare or a Noisemaker, you could try throwing it into the office
area across the corridor while both doors are open. You could also risk trying
to get into the office while the Alien is briefly checking out the reception
area where you hacked the door earlier.
Regardless, you need to exit the booth and follow the corridor to your right
until you get to a dead end. Go into the short adjoining corridor to enter a
darkened room containing the elevator and a terminal. Solve the minigame at
the terminal to call the elevator. When it arrives, enter the elevator and
press the button to escape.
___________________________________________
|

|
The Package
|___________________________________________|
Ricardo is the best character for this if you are playing for points, since
he has both a flare and the Blueprint for making Noisemakers. You need many
distraction devices for this mission.
There is currently a Community Challenge underway posed by Creative Assembly,
where they want you to post videos of your highest scoring playthroughs for
this map. Check out the news on the official website (alienisolation.com/news)
for details.
Optional Objectives:
Speed
Time
Points
===============================================================
3x
3:25
Disable Surveillance Cameras [6150]
2x
3:47
Collect Taylor's Message [4550]
1x
9:15
Set off Alarm to Lure Alien [5550]

Objective: Collect the Package


The Marshal who had the explosives package never checked in. Find the
explosives so you can continue with Waits' plan.
After you have finished your preparations, pull the lever on the door to
begin the mission.
Find the Explosives []
You need a bit of spawn luck to be able to pull this off; you will quite often
get cut off by the Alien. If you are playing Gauntlet Mode, you might want to
play it safer than the route taken in this walkthrough.
Walk down the ramp and enter the corridor to your left. Go to the other end
of the corridor and climb the stairs. This takes you right through the beam of
a security camera, which sounds an alarm. Quickly, use the terminal behind the
desk to disable all the surveillance cameras in the area.
The Alien will either drop down through the nearby ceiling vent or come
rushing in from one of the two doorways now. Crouch down and sneak into the
doorway to the right when the Alien has its back to you. If you are lucky,
the Alien does not even arrive, giving you the opportunity to walk instead.
If the Alien is behind you, you should climb into the vent on the right side.
Otherwise, walk around the corner and go through the door on your right.
Access the terminal on the desk to collect Taylor's Message. Depending on
where the Alien is, use the door or the vent to get back to the room where
you disabled the cameras. Walk through the door to enter a large warehouse.
Walk down the stairs and run to the other end of the warehouse. Turn right
and walk through the door.
Restore power to the elevator []
Press the button on the wall to your left to set off the alarm completing your
final objective. This will lure the Alien into the room; usually it will come
out of the vent behind you. Turn around, crouch down and hide behind the
generator. Wait for the Alien to exit the room and restart the generator.
This restores power to the elevator. Unfortunately, three Working Joes will
also become active, but on the plus side, the Alien will disappear. You should
quickly pick up the items in the room and climb into the vent. It might be a
good idea to wait until you hear the Alien leaving before doing so, to make
sure you do not lose your "Never Detected" multiplier.
You should ideally have a flare now, if you do not, the next part will be
tricky. Crawl to the other side of the vent so it opens, but do not get out
yet. Light the flare and throw it out into the warehouse. Wait until you see
all three androids inspecting it, and then exit the vent. Turn left, crouch
down and move silently along the wall. Get behind the crate at the bottom of
the stairs, then climb the stairs and search the room where you disabled
the cameras.
Go back to where you found Taylor's Message and pick up the Bolt Gun and the
other items. Exit the room and turn right. Follow the corridor to the next
room on your left and get all the items and the Flamethrower. Leave the room
and walk through the doorway across the hallway. Turn left and search the
entire room for items before you leave through the door.
Walk down the stairs, search the body and pick up any other items you can

find. Collect the explosives from the table and search the three other rooms
nearby for items.
Objective: Get to the elevator
Now the explosives have been recovered. Get to the elevator
Get to the elevator []
Return to the narrow corridor you went through at the beginning of the mission
and enter the small room near the stairs. Pick up the items, get the Revolver
from the floor and go back into the corridor. This is a good time to craft a
Noisemaker, if you do not have the Blueprint for it, make a Smoke Bomb or
Flashbang instead.
Go back to the warehouse and crouch down behind the crates in the middle of
the stairs. It is random where the androids will be located now, so you have
to be cautious. Sneak to the bottom of the stairs and hide behind the rack to
the left. Face the right wall, light a flare and throw it so it goes behind
the stack. Throw the device you just crafted there as well.
The Working Joes will go to investigate the noise. Remain crouched, turn left
and hug the left wall until you reach the elevator on the other side of the
warehouse. Call the elevator and hide behind the nearby boxes. When it
arrives, enter it and press the button to end the mission.
___________________________________________
|

|
Blast Seat
|___________________________________________|
This map can be very unforgiving if you are playing for points. It has several
long corridors with nowhere to hide leaving you exposed.
It takes a lot of effort to get the "Gatherer" Bonus Points; you basically
have to explore the entire map. Because of this, you should consider playing
with Parker since he is the only character that can utilize every single
component.
The ending of this Mission ties in directly with the end of Mission 1 in the
main campaign.
Optional Objectives:
Speed
Time
Points
===============================================================
1x
5:50
Update Waits on your Progress [3500]
2x
4:10
Set off Evac Alarm [5000]
3x
4:10
Collect the Survivor's Report [7500]
Objective: Plant the explosives and escape
Set the explosives for the final part of Waits' plan to kill the
creature. Plant them at the detonation point and leave the area.
Finish your preparations and pull the lever on the wall to open the shutter,
beginning the mission.
Place explosives []
Climb the stairs and follow the corridor around the bend. When it branches,
go left and enter the door at the end of the corridor. Go around the console

and access the terminal on the other side of the room. Select "Final Stage
Ready" from the Shared menu to update Waits on your progress.
Turn left, walk around the console and enter the door to your right. You may
have to crouch down if the Alien is nearby. Turn left and hug the wall until
you can exit through the first door on your left. Follow the corridor and go
through the door to your left. Turn right and pull the lever on the wall to
set off the Evac Alarm.
You now have two routes you can take to get to the next room, choose according
to where the Alien is; you can climb into the vent at the back of this room or
you can return to the corridor and walk through the fire. It will not harm you
very much.
Once you are there, go through the door on the other side of the room and
follow the corridor to your left until you reach a small kitchen area with
several dead bodies. Collect the Survivor's Report from the table to finish
your optional objectives.
** You may want to complete the objectives in the opposite order; getting
the report last gives more points if you are employing speedrunning
techniques, while getting it first gives more points if you are walking.
The Alien will be on your trail now, so use your ears to determine where it
is. This room is not very safe to stick around in for too long. You can
either press the button to get back to the room with the burning door or
you can go back the same way you came.
Either way, return to the octagonal junction and enter the branch you have
not been to yet. Follow the corridor until you get to a bar. Turn left and
go down the stairs to the lounge. Outside, you can see the Torrens. Walk up
to the center window and place the explosives at the detonation point.
Escape in the elevator []
Return to the junction and go right to enter the elevator. As you press the
button to escape you hear the explosives go off followed by Verlaine's
broadcast.
__________________________________________________________________________
|
':|
|
Endurance Mode (SRV6)
|
|
Characters: Amanda, Axel, Lingard, Ransome, Ricardo
|
|:.________________________________________________________________________|
In this mode, you play all the classic (excluding Safe Haven and Lost Contact)
Survivor Mode maps you have installed in random order. For this challenge,
there is no leaderboard, so it exists only as a way to test yourself. You get
to play maps with the DLC characters that they normally cannot access.
____________________________________________________________________________
|
``:::%%%%%%HH|
|:..
ADVANCED TECHNIQUES
`:::::%%%%|
|%%%:::::..
(ADV1)
::::::|
|HH%%%%%:::::.....___________________________________________________________|
Moonwalking
-----------

This is a faster alternative to crouching that you probably have stumbled


upon at some point. While you are standing, hold down 'Move Forward' and
'Move Right' at the same time. You will walk completely silently. It is
easier to execute if you are playing with a keyboard, since you only need
to hold down two keys, but you can do it with a controller as well when
you hold the stick in the top right corner.
The next two techniques will unfortunately only work on a keyboard. It takes
a little practice to learn how to use them. They bear the name of the player
that discovered them, PsychoHypnotic:
PsychoHopping
------------This is supposedly faster than normal running if you manage to do it with
correct timing. Hold down 'Move Forward' and 'Sprint' at the same time and
then press 'Crouch' in fast intervals.
PsychoRunning
------------This is a great technique, especially for Survivor Mode maps. It combines
Moonwalking with running, allowing you to run silently. You need to hold down
three keys at the same time: 'Move Forward', 'Move Right' and 'Sprint', then
you press 'Crouch' at intervals. You can still take some loud steps when you
move around corners; you need to be careful with that. A disadvantage is that
your vision is limited since you are moving to the side, so you could end up
bumping straight into the Alien.
____________________________________________________________________________
|
``:::%%%%%%HH|
|:..
COLLECTIBLES
`:::::%%%%|
|%%%:::::..
(COL1)
::::::|
|HH%%%%%:::::.....___________________________________________________________|
You do not have to find all of these in one playthrough, the game will
remember which ones you have already found in a previous playthrough.
Look in the mission walkthroughs for more detailed information on how to find
the various collectibles.
There are seven achievements you can get related to collectibles, not
including the achievements you get for using various weapons:
A Record of Disaster
A True Engineer
Archivist
Build to Survive
The Missing
The Taken
Voices of Sevastopol

Collect an archive log


Construct one of each craftable item
Collect 10 Nostromo logs in the main campaign
Construct an item
Collect an ID tag
Collect all ID tags
Collect 100 archive logs

It is possible to miss one weapon; the Flamethrower in Mission 14. For a


real challenge, try to finish the game without it. You need to pick up all
the other weapons for story progression, so they are impossible to overlook.
__________________________________________________________________________
':|
Archive Logs (ARL1)
|
|

|
|
|

|:.________________________________________________________________________|
# Location
Sublocation
Mission
-----------------------------------------------------------------------------001 The Torrens
A Deck
1
002 The Torrens
A Deck
1
003 The Torrens
A Deck
1
004 Sevastopol Spaceflight Terminal Arrivals and Departures
2
005 Sevastopol Spaceflight Terminal Arrivals and Departures
2
006 Sevastopol Spaceflight Terminal Arrivals and Departures
2
007 Sevastopol Spaceflight Terminal Arrivals and Departures
2
008 Sevastopol Spaceflight Terminal Arrivals and Departures
2
009 Sevastopol Spaceflight Terminal Arrivals and Departures
2
010 Sevastopol Spaceflight Terminal Arrivals and Departures
2
011 Sevastopol Spaceflight Terminal Arrivals and Departures
2
012 Sevastopol Spaceflight Terminal Arrivals and Departures
2
013 Sevastopol Spaceflight Terminal Security
2
014 Sevastopol Spaceflight Terminal Security
2
015 Sevastopol Spaceflight Terminal Security
2
016 Sevastopol Spaceflight Terminal Freight Shipping
2
017 Sevastopol Spaceflight Terminal Freight Shipping
2
018 Sevastopol Spaceflight Terminal Freight Shipping
2
019 Lorenz SysTech Spire
Upper Level
3
020 Lorenz SysTech Spire
Lower Level
3
021 Lorenz SysTech Spire
Lower Level
3
022 Lorenz SysTech Spire
Lower Level
3
023 Seegson Communications
Monitoring Rooms
4
024 Seegson Communications
Monitoring Rooms
4
025 Seegson Communications
Monitoring Rooms
4
# Location
Sublocation
Mission
-----------------------------------------------------------------------------026 Seegson Communications
Monitoring Rooms
4
027 Seegson Communications
Monitoring Rooms
4
028 Seegson Communications
Monitoring Rooms
4
029 Seegson Communications
Observation Deck
4
030 Seegson Communications
Observation Deck
4
031 Seegson Communications
Central Communications
4
032 Seegson Communications
Central Communications
4
033 Seegson Communications
Central Communications
4
034 Seegson Communications
Observation Deck
4
035 San Cristobal Medical Facility Crisis Stabilization Unit
5
036 San Cristobal Medical Facility Crisis Stabilization Unit
5
037 San Cristobal Medical Facility Crisis Stabilization Unit
5
038 San Cristobal Medical Facility Crisis Stabilization Unit
5
039 San Cristobal Medical Facility Crisis Stabilization Unit
5
040 San Cristobal Medical Facility Crisis Stabilization Unit
5
041 San Cristobal Medical Facility Crisis Stabilization Unit
15
042 San Cristobal Medical Facility Maintenance and Morgue
6
043 San Cristobal Medical Facility Maintenance and Morgue
6
044 San Cristobal Medical Facility Primary Care Floor
6
045 San Cristobal Medical Facility Primary Care Floor
6
046 San Cristobal Medical Facility Primary Care Floor
6
047 San Cristobal Medical Facility Primary Care Floor
6
048 San Cristobal Medical Facility Primary Care Floor
6
049 San Cristobal Medical Facility Primary Care Floor
6
050 San Cristobal Medical Facility Primary Care Floor
6
# Location
Sublocation
Mission
------------------------------------------------------------------------------

051
052
053
054
055
056
057
058
059
060
061
062
063
064
065
066
067
068
069
070
071
072
073
074
075

San Cristobal Medical Facility


San Cristobal Medical Facility
San Cristobal Medical Facility
San Cristobal Medical Facility
San Cristobal Medical Facility
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Sevastopol SciMed Tower
Sevastopol SciMed Tower
Sevastopol SciMed Tower
Sevastopol SciMed Tower
Solomons Habitation Tower
Solomons Habitation Tower
Lorenz SysTech Spire
Lorenz SysTech Spire
Lorenz SysTech Spire
Lorenz SysTech Spire

Primary Care Floor


Primary Care Floor
Primary Care Floor
Primary Care Floor
Primary Care Floor
Facility Observation
Facility Observation
Facility Observation
Facility Observation
Synthetic Storage
Synthetic Storage
Facility Observation
Facility Observation
Synthetic Fluid Plant
Facility Observation
Transit Station
Maintenance Deck
Maintenance Deck
Transit Station
Galleria Lower Concourse
Galleria Lower Concourse
Upper Level
Lower Level
Lower Level
Lower Level

6
6
6
6
6
7
7
7
7
7
7
7
7
7
7
16
8
8
8
10
10
10
10
10
10

# Location
Sublocation
Mission
-----------------------------------------------------------------------------076 Lorenz SysTech Spire
Upper Level
10
077 Lorenz SysTech Spire
Lobby and Technical
10
078 Lorenz SysTech Spire
Lobby and Technical
10
079 Lorenz SysTech Spire
Upper Level
10
080 Lorenz SysTech Spire
Upper Level
10
081 Lorenz SysTech Spire
Upper Level
10
082 Lorenz SysTech Spire
Upper Level
10
083 Lorenz SysTech Spire
Upper Level
10
084 Lorenz SysTech Spire
Upper Level
10
085 Lorenz SysTech Spire
Upper Level
10
086 Gemini Exoplanet Solutions
Manufacture and Distribution
10
087 Gemini Exoplanet Solutions
Manufacture and Distribution
10
088 Gemini Exoplanet Solutions
Manufacture and Distribution
10
089 Gemini Exoplanet Solutions
Manufacture and Distribution
10
090 Gemini Exoplanet Solutions
Manufacture and Distribution
10
091 Gemini Exoplanet Solutions
Upper Floor
10
092 Project KG348
Upper Decks
10
093 Project KG348
Upper Decks
10
094 Gemini Exoplanet Solutions
Upper Floor
10
095 Solomons Habitation Tower
Galleria Upper Concourse
11
096 Solomons Habitation Tower
Galleria Lower Concourse
11
097 Solomons Habitation Tower
Galleria Lower Concourse
11
098 Solomons Habitation Tower
Galleria Lower Concourse
11
099 Solomons Habitation Tower
Galleria Lower Concourse
11
100 Solomons Habitation Tower
Galleria Upper Concourse
11
# Location
Sublocation
Mission
-----------------------------------------------------------------------------101 Solomons Habitation Tower
Galleria Upper Concourse
11
102 Solomons Habitation Tower
Galleria Lower Concourse
10
103 Solomons Habitation Tower
Galleria Lower Concourse
10
104 Solomons Habitation Tower
Galleria Lower Concourse
10

105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125

Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
Seegson Synthetics
APOLLO Core
APOLLO Core
APOLLO Core
APOLLO Core
APOLLO Core
APOLLO Core
APOLLO Core
APOLLO Core
APOLLO Core
APOLLO Core
Engineering

Synthetic Fluid Plant


Synthetic Fluid Plant
Seegson Synthetics Administration
Seegson Synthetics Administration
Seegson Synthetics Administration
Seegson Synthetics Administration
Seegson Synthetics Administration
Seegson Synthetics Administration
Seegson Synthetics Administration
Android Orientation
APOLLO Welcome Area
APOLLO Welcome Area
APOLLO Welcome Area
APOLLO Welcome Area
APOLLO Servers and Observation
APOLLO Servers and Observation
APOLLO Servers and Observation
APOLLO Servers and Observation
APOLLO Servers and Observation
APOLLO Servers and Observation
Maintenance Deck

12
12
12
12
12
12
12
12
12
12
13
13
13
13
13
13
13
13
13
13
14

# Location
Sublocation
Mission
-----------------------------------------------------------------------------126 Engineering
Central Reactor
14
127 Engineering
Maintenance Deck
14
128 Engineering
Maintenance Deck
14
129 Engineering
Maintenance Deck
14
130 San Cristobal Medical Facility Primary Care Floor
6
131 The Anesidora
Upper Decks
15
132 The Anesidora
Upper Decks
15
133 The Anesidora
Upper Decks
15
134 The Anesidora
Upper Decks
15
135 The Anesidora
Upper Decks
15
136 The Anesidora
Upper Decks
15
137 Seegson Communications
Monitoring Rooms
16
138 Solomons Habitation Tower
Habitation Decks
17
139 Solomons Habitation Tower
Habitation Decks
17
140 Solomons Habitation Tower
Habitation Decks
17
141 Solomons Habitation Tower
Habitation Decks
17
142 Lorenz SysTech Spire
Upper Transit
17
143 Lorenz SysTech Spire
Upper Transit
17
144 Lorenz SysTech Spire
Upper Transit
17
145 Lorenz SysTech Spire
Upper Transit
17
146 Sevastopol Spaceflight Terminal Arrivals and Departures
16
147 Station Maintenance
Lower Deck
18
148 Station Maintenance
Upper Deck
18
149 Lorenz SysTech Spire
Lower Level
10
150 APOLLO Core
APOLLO Welcome Area
13
151 Seegson Communications
Observation Deck
16
__________________________________________________________________________
|
':|
|
Nostromo Logs (NOL1)
|
|
|
|:.________________________________________________________________________|
# Location
Sublocation
Mission
-----------------------------------------------------------------------------001 Seegson Communications
Monitoring Rooms
4

002
003
004
005
006
007
008
009
010

Lorenz SysTech Spire


Lorenz SysTech Spire
Sevastopol SciMed Tower
San Cristobal Medical Facility
Seegson Synthetics
Engineering
Gemini Exoplanet Solutions
Solomons Habitation Tower
Sevastopol Spaceflight Terminal

Upper Level
Upper Level
Transit Station
Primary Care Floor
Facility Observation
Maintenance Deck
Upper Floor
Upper Transit
Arrivals and Departures

16
16
15
15
16
16
16
17
17

__________________________________________________________________________
|
':|
|
ID tags (IDT1)
Personnel Log
Missing Persons
|
|
|
|:.________________________________________________________________________|
Name
Sex
Last Known Location
ID Code
Mission
-----------------------------------------------------------------------------A. Fielding
M
Freight Shipping
8841
2
A. Hutchison
F
Lorenz SysTech Spire
1453
3
A. Lynch
F
San Cristobal Medical Facility
4326
5
A. Sawers
M
San Cristobal Medical Facility
4005
6
B. Hymers
M
Solomons Habitation Tower
3541
11
B. Ransome
M
Engineering
4121
14
B. Bullock
M
Seegson Synthetics
3889
12
C. McCormack
M
San Cristobal Medical Facility
4237
6
C. Ward
F
Lorenz SysTech Spire
2265
3
C. Burrows
F
San Cristobal Medical Facility
3309
5
C.
D.
K.
E.
E.
E.
E.
F.
F.
G.

Gascoyne
Turner
Lingard
Hampton
Winters
Koorlander
Guevara
Whitechapel
Sinclair
Ramsey

M
M
F
M
F
F
M
M
M
M

Lorenz SysTech Spire


Seegson Communications
Solomons Habitation Tower
Seegson Synthetics
Lorenz SysTech Spire
Sevastopol SciMed Tower
Seegson Synthetics
San Cristobal Medical Facility
Solomons Habitation Tower
Solomons Habitation Tower

3425
7637
6734
8239
2613
1685
3077
4928
2033
3423

10
4
8
12
17
5
12
5
17
11

G.
J.
J.
J.
J.
J.
K.
K.
K.
K.

Spedding
Mitchell
Williams
Shotliff
King
Jones
Bennett
Clarke
Neville
Hussein

M
M
F
M
M
F
M
F
F
M

APOLLO Core
Seegson Synthetics
Lorenz SysTech Spire
APOLLO Core
APOLLO Core
San Cristobal Medical Facility
Solomons Habitation Tower
Sevastopol SciMed Tower
San Cristobal Medical Facility
APOLLO Core

4627
1227
9744
2149
4025
3657
3122
2961
2845
2729

13
12
3
13
13
15
16
8
6
13

K.
L.
M.
M.
N.
O.
O.
P.
P.

Lenton
Tart
Perry
Radcliffe
Brunswick
Smith
Sans-Gomez
Ryniak
Brophy

F
M
M
M
F
M
M
F
M

Gemini Exoplanet Solutions


San Cristobal Medical Facility
Lorenz SysTech Spire
Seegson Communications
Seegson Synthetics
Seegson Communications
Seegson Synthetics
Project KG348
Seegson Communications

3724
1917
5831
6433
5530
2381
2497
8540
5529

10
5
16
16
7
16
7
10
4

P. Timlett

Engineering

9443

14

R. Padjdlhauser
R. Tafler
S. Cooper
T. Miller
T. Armer
T. Curwen
V. Nash
Chief Porter
W. Woodbury
Z. Watson

M
M
M
M
M
M
F
M
M
M

Station Maintenance
Lorenz SysTech Spire
Station Maintenance
San Cristobal Medical Facility
Seegson Communications
Seegson Communications
Sevastopol SciMed Tower
Engineering
Colonial Marshal Bureau
Freight Shipping

1710
1337
7336
3773
7938
1569
9142
3193
7035
6132

18
10
18
5
4
4
8
14
10
2

__________________________________________________________________________
|
':|
|
Blueprints (BLP1)
|
|
|
|:.________________________________________________________________________|
Here is a table of the components required to craft the different devices:
.==========================================================================.
|
|
|Blasting|Bonding|Charge|Compound|
| SCJ |
|
|
|Scrap| Cap | Agent | Pack |
B |Ethanol|Injector|Sensor|
|-----------+-----+--------+-------+------+--------+-------+--------+------|
|EMP Mine | 25 |
| 2 | 3 |
|
| 1
| 2 |
|-----------+-----+--------+-------+------+--------+-------+--------+------|
|Flashbang | 10 | 1
| 1 |
|
|
|
| 1 |
|-----------+-----+--------+-------+------+--------+-------+--------+------|
|Medikit
| 10 |
| 1 |
|
1 |
| 1
|
|
|-----------+-----+--------+-------+------+--------+-------+--------+------|
|Molotov
| 25 | 1
|
|
|
2 | 2 |
| 2 |
|-----------+-----+--------+-------+------+--------+-------+--------+------|
|Noisemaker | 10 |
|
| 1 |
|
| 1
| 1 |
|-----------+-----+--------+-------+------+--------+-------+--------+------|
|Pipe Bomb | 25 | 2
|
|
|
| 1 | 2
| 2 |
|-----------+-----+--------+-------+------+--------+-------+--------+------|
|Smoke Bomb | 10 |
| 1 |
|
| 1 |
| 1 |
'=========================================================================='
____________________________________________________________________________
|

|
EMP Mine
(V.1)
Mission
4

25
1
2
3
2

Scrap
SCJ Injector
Sensors
Charge Packs
Bonding Agents

The EMP detonates on impact to release an


electromagnetic pulse that temporarily
disables non-industrial Synthetics. It
can be placed to become a proximity
device.

Location: Seegson Communications - Observation Deck


|____________________________________________________________________________|
____________________________________________________________________________
|
|
EMP Mine
25 Scrap
The EMP detonates on impact to release an
(V.2)
1 SCJ Injector
electromagnetic pulse that temporarily
2 Sensors
disables non-industrial Synthetics. This
Mission
3 Charge Packs
upgraded version has a wider area of
11
2 Bonding Agents effect. It can be placed to become a
proximity device.
Location: Solomons Habitation Tower - Galleria Upper Concourse

|____________________________________________________________________________|
____________________________________________________________________________
|
|
EMP Mine
25 Scrap
The EMP detonates on impact to release an
(V.3)
1 SCJ Injector
electromagnetic pulse that temporarily
2 Sensors
disables non-industrial Synthetics. This
Mission
3 Charge Packs
advanced version has a much wider area of
17
2 Bonding Agents effect. It can be placed to become a
proximity device. It will start to emit a
noise that will attract the attention of
nearby synthetics 10 seconds after it has
been placed.
Location: Sevastopol Spaceflight Terminal - Arrivals and Departures
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Flashbang
10 Scrap
A non-harmful device which detonates on
(V.1)
1 Bonding Agent
impact, stunning nearby humans and
1 Blasting Cap
blinding humans and synthetics looking at
Mission
1 Sensor
the detonation. As a modified proximity
3
device, it can be placed as a trap that
will trigger when enemies are near.
Location: Lorenz SysTech Spire - Lower Level
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Flashbang
10 Scrap
A non-harmful device which detonates on
(V.2)
1 Bonding Agent
impact, stunning nearby humans and
1 Blasting Cap
blinding humans and synthetics looking at
Mission
1 Sensor
the detonation. This upgraded version
8
stuns humans over a wider area. As a
modified proximity device, it can be
placed as a trap that will trigger when
enemies are near.
Location: Sevastopol SciMed Tower - Maintenance Deck
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Flashbang
10 Scrap
A non-harmful device which detonates on
(V.3)
1 Bonding Agent
impact, stunning nearby humans and
1 Blasting Cap
blinding humans and synthetics looking at
Mission
1 Sensor
the detonation. This advanced version
15
stuns humans over a much wider area. As
a modified proximity device, it can be
placed as a trap that will trigger when
enemies are near. It will start to emit a
noise that will attract a lot of
attention 10 seconds after it has been
placed
Location: San Cristobal Medical Facility - Primary Care Floor
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Medikit
10 Scrap
The Medikit can be used to partially heal
(V.1)
1 SCJ Injector
yourself in moments of need. It takes
1 Compound B
careful precision to use the Medikit so

Mission
2

1 Bonding Agent

make sure you have time to use it.

Location: Sevastopol Spaceflight Terminal - Arrivals and Departures


|____________________________________________________________________________|
____________________________________________________________________________
|
|
Medikit
10 Scrap
The Medikit can be used to partially heal
(V.2)
1 SCJ Injector
yourself in moments of need. It takes
1 Compound B
careful precision to use the Medikit so
Mission
1 Bonding Agent
make sure you have time to use it. This
10
advanced version restores more health.
Location: Lorenz SysTech Spire - Upper Level
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Molotov
25 Scrap
The Molotov is an incendiary device which
(V.1)
2 Sensors
detonates on impact. It is lethal to
2 Ethanol
humans and other organics but synthetics
Mission
1 Blasting Cap
are very resistant to fire. As a modified
6
2 Compound B
proximity device, it can be placed as an
explosive trap.
Location: San Cristobal Medical Facility - Primary Care Floor
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Molotov
25 Scrap
The Molotov is an incendiary device which
(V.2)
2 Sensors
detonates on impact. It is lethal to
2 Ethanol
humans and other organics but synthetics
Mission
1 Blasting Cap
are very resistant to fire. This upgraded
12
2 Compound B
version inflicts more damage over a
slightly wider area. As a modified
proximity device, it can be placed as an
explosive trap.
Location: Seegson Synthetics - Seegson Synthetics Administration
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Molotov
25 Scrap
The Molotov is an incendiary device which
(V.3)
2 Sensors
detonates on impact. It is lethal to
2 Ethanol
humans and other organics but synthetics
Mission
1 Blasting Cap
are very resistant to fire. This advanced
16
2 Compound B
version inflicts much more damage over a
wider area. As a modified proximity
device, it can be placed as an explosive
trap. It will start to emit a noise that
will attract a lot of attention 10
seconds after it has been placed.
Location: Lorenz SysTech Spire - Lobby and Technical
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Noisemaker 10 Scrap
This home-made device continuously emits
(V.1)
1 Charge Pack
a high-pitched noise when triggered which
1 Sensor
will attract a lot of attention. If
Mission
1 SCJ Injector
placed, the device has a handy 4 second

delay before it activates.

Location: Seegson Communications - Observation Deck


|____________________________________________________________________________|
____________________________________________________________________________
|
|
Noisemaker 10 Scrap
This home-made device continuously emits
(V.2)
1 Charge Pack
a high-pitched noise when triggered which
1 Sensor
will attract a lot of attention. This
Mission
1 SCJ Injector
upgraded version has a longer duration
10
and attracts attention over a wider area.
If placed, the device has a handy
4 second delay before it activates.
Location: Lorenz SysTech Spire - Upper Level
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Noisemaker 10 Scrap
This home-made device continuously emits
(V.3)
1 Charge Pack
a high-pitched noise when triggered which
1 Sensor
will attract a lot of attention. This
Mission
1 SCJ Injector
advanced version has a significantly
16
longer duration and attracts attention
over a much wider area. If placed, the
device has a handy 4 second delay before
it activates.
Location: Solomons Habitation Tower - Galleria Lower Concourse
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Pipe Bomb
25 Scrap
The Pipe Bomb is an explosive device
(V.1)
2 Blasting Caps
which detonates on impact. It is lethal
1 Ethanol
to humans and non-industrial synthetics
Mission
2 Sensors
in close proximity. When placed as an
5
2 SCJ Injectors
explosive trap, it will trigger when
enemies are near.
Location: San Cristobal Medical Facility - Crisis Stabilization Unit
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Pipe Bomb
25 Scrap
The Pipe Bomb is an explosive device
(V.2)
2 Blasting Caps
which detonates on impact. It is lethal
1 Ethanol
to humans and non-synthetics in close
Mission
2 Sensors
proximity. This upgraded version inflicts
16
2 SCJ Injectors
more damage over a wider area. When
placed as an explosive trap, it will
trigger when enemies are near.
Location: Engineering - Maintenance Deck
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Pipe Bomb
25 Scrap
The Pipe Bomb is an explosive device
(V.3)
2 Blasting Caps
which detonates on impact. It is lethal
1 Ethanol
to humans and synthetics in close
Mission
2 Sensors
proximity. This advanced version inflicts
16
2 SCJ Injectors
much more damage over a wider area. When
placed as an explosive trap, it will

trigger when enemies are near. It will


start to emit a noise that will attract
a lot of attention 10 seconds after it
has been placed.
Location: Sevastopol SciMed Tower - Transit Station
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Smoke Bomb 10 Scrap
This device which detonates on impact
(V.1)
1 Ethanol
will release a cloud of smoke that
1 Sensor
obscures visibility. As a modified
Mission
1 Bonding Agent
proximity device, it can be placed as a
3
trap that will trigger when enemies are
near.
Location: Lorenz SysTech Spire - Lower Level
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Smoke Bomb 10 Scrap
This device which detonates on impact
(V.2)
1 Ethanol
will release a cloud of smoke that
1 Sensor
obscures visibility. This upgraded
Mission
1 Bonding Agent
version creates smoke which lasts for a
7
longer duration. As a modified proximity
device, it can be placed as a trap that
will trigger when enemies are near.
Location: Seegson Synthetics - Facility Observation
|____________________________________________________________________________|
____________________________________________________________________________
|
|
Smoke Bomb 10 Scrap
This device which detonates on impact
(V.3)
1 Ethanol
will release a cloud of smoke that
1 Sensor
obscures visibility. This advanced
Mission
1 Bonding Agent
version creates smoke which lasts for a
16
significantly longer duration. As a
modified proximity device, it can be
placed as a trap that will trigger when
enemies are near. It will start to emit
a noise that will attract a lot of
attention 10 seconds after it has been
placed.
Location: Seegson Communications - Monitoring Rooms
|____________________________________________________________________________|
____________________________________________________________________________
|
``:::%%%%%%HH|
|:..
ACHIEVEMENTS
`:::::%%%%|
|%%%:::::..
(AZT1)
::::::|
|HH%%%%%:::::.....___________________________________________________________|
Achievement
Description
-----------------------------------------------------------------------------100 Times Too Many
Get killed by the Alien 100 times
A Hunt Begins
Complete the third mission
A Perfect Organism
Encounter the Alien in Sevastopol for the first

time
A Record of Disaster
A Synthetic Solution
A True Engineer
An Outpost of Progress
Archivist
Awake
Back Off

Collect an archive log


Complete the twelth mission
Construct one of each craftable item
Complete the seventh mission
Collect 10 Nostromo logs in the main campaign
Complete the first mission
Cause the Alien to retreat by using the
flamethrower

Bait
Build to Survive
Caught in the Trap
Consulation
End of the Hunt
Every Bullet Counts
Fault Detected
Free the Torrens
Hazard Containment
Hide. Run. Survive.

Complete the tenth mission


Construct an item
Complete the sixth mission
Complete the thirteenth mission
Complete the eighteenth mission
Use the revolver
Kill an android
Complete the seventeenth mission
Complete the eleventh mission
Complete the fifth mission without being killed by
the Alien

How Do You Feel?


I Admire its Purity
Just out of Reach

Complete the fifth mission


Detect 30 targets with the motion tracker
Contact your team and escape Comms without being
attacked by an android

Light'em Up
Mercy or Prudence?
Mind Your Step
My Turn Now
Not a Scratch
Not the First
One Shot
Power Games
Retreat From Fire
Ripley, Signing Off
Seegson Security Bypass
Seegson Systems Expert
Self Defense
She's in the Vents
Shock to the System
Stunned

Use the flamethrower


Complete the game without killing any humans
Navigate Reactor Maintenance without dying
Kill an android using only the maintenance jack
Escape from android combat without taking damage
Turn off the beacon
Complete the game without dying
Access 10 different rewire points
Cause the Alien to retreat using a molotov
Complete the game on any difficulty setting
Perform 10 successful hacks
Complete 10 minigames successfully
Kill 10 humans
Use the vent system 20 times
Use the stun baton
Knock down a human or stun an android with a
non-lethal attack

Survivor
The Message
The Missing
The Taken
This Should Work
Throwing the Switch
Transmission
Use With Caution...
Voices of Sevastopol
Welcome to Sevastopol
You Shouldn't Be There.

Complete the game on the hardest difficulty setting


Complete the fifteenth mission
Collect an ID tag
Collect all ID tags
Use the bolt gun
Complete the fourteenth mission
Complete the sixteenth mission
Use the shotgun
Collect 100 archive logs
Complete the second mission
Complete the fourth mission

Most of these are self-explanatory, and you will get the majority of them by

progressing through the game normally. Some of them may be a little harder to
get, so what follows is a more in-depth explanation of those:
100 Times Too Many
-----------------You can get this anywhere, and over a number of playthroughs. The most
efficient way is during Mission 18, after you have extended the maintenance
rig and are on your way back down the stairwell. There is a Registration Point
where you can save your game only a short distance from a scripted Alien
appearance.
Hide. Run. Survive.
------------------You will need to finish Mission 5 without the Alien killing you. Whenever the
Alien discovers you during this mission, simply pause your game, load your
current save and try again.
If you are too slow and the death animation finishes (when you see the
cassette tape in the corner of the screen), then the game updates your current
save with that information. You then have to load either your previous save,
or the mission save to be able to get the achievement.
Just out of Reach, Mind Your Step, One Shot
------------------------------------------You can apply the same strategy used for "Hide. Run. Survive." to get these
achievements.
Mercy or Prudence?
-----------------You can sneak past the looters in most cases, and other times you can use the
Alien or the Working Joes as weapons, getting them to do the killing for you.
The Flashbang can be useful to stun humans, allowing you to get by unscathed.
My Turn Now
----------This one is easy to get at the beginning of Mission 4. Sneak up on the android
in the corridor in Seegson Communications and hit him a couple of times with
the Maintenance Jack. Then run all the way back to the elevator and wait there
until he loses interest in chasing you and returns to his post. Keep doing
this until he is dead. You will get the "Fault Detected" and "Not a Scratch"
achievements from doing this as well.
Survivor
-------You get this for completing the game on Hard or Nightmare difficulty. The
text was not updated for the release of Nightmare difficulty.
____________________________________________________________________________
|
``:::%%%%%%HH|
|:..
IN-GAME PLAYING TIPS
`:::::%%%%|
|%%%:::::..
(TPS1)
::::::|
|HH%%%%%:::::.....___________________________________________________________|
* Aiming your weapon at someone will be taken as an aggressive act and a
confrontation can escalate very quickly.
* Avoid making loud noises, keep contacts at a distance and you will
find survival much easier.

* Beware of aggressive survivors


* Collect blueprints to help Ripley learn how to craft different and
improved devices.
* Committing a component to an IED removes it from your inventory. Use
this to clear space for more items.
* Conserve your ammunition as you never know when you might need it.
* Crafted devices can damage, disable or distract enemies.
* Crafting items to survive is vital. Find somewhere quiet and dark to
build devices.
* Crouching whilst moving is quieter but will slow you down.
* Distractions are a useful way to avoid a dangerous situation.
* Distractions can sometimes attract a deadlier threat. Use with
caution.
* Don't attack allies or civilians!
* Don't try to outrun the Alien. You won't make it.
* EMP devices can be used to disable androids for a short amount of
time.
* Enemies will react to the beam of your flashlight.
* Firing a weapon, hitting surfaces and detonating hand-built devices
will all attract unwanted attention.
* Floor vents can be used as alternative routes through the station. Look
for their signature panels.
* Hiding is only ever a temporary solution.
* If you are spotted, run, hide or break line of sight. The longer you
stay hidden the better chance you have of evading your pursuer.
* If you see or hear the Alien react, it may have sensed you
* In addition to callback codes, the Security Access Tuner can also
match frequency fluctuations.
* Keep moving slowly and carefully.
* Look for terminals to unlock map schematics for the station.
* Make too much noise, and you will attract the Alien.
* Map terminals will add unexplored locations to your in game map.
* Move slow, quiet and at a distance to survive against the Alien
* Noises above and below you are indicators that something is lurking
nearby.

* Not everyone aboard the station is aggressive. Judge the situation by


listening in on their conversation and approach carefully.
* Personal Logs and audio recorders give a good insight into the lives
of people onboard the station.
* Ripley is a survivor and can use many things to evade danger.
* Ripley is not a violent person, but will defend herself if she needs
to.
* Run when you can, crouch frequently, cause distractions and stay
behind cover.
* Sevastopol still has an automated security camera system running in
some places. This can trigger alarms and bring unwanted attention.
* Sevastopol's transit system is the fastest way to move between its
three main towers.
* Short range shuttles are used by the hospital for fast journeys
between Sevastopol's towers. Executives have priority access to them.
* Some doors have been secured with security braces. Use the Maintenance
Jack to release the magnetic locks.
* Sprinting is a last resort. It is loud and alerts anything nearby that
could hear you.
* Sprinting is loud, so move slowly to avoid detection.
* Strike a wall or hard surface with the Maintenance Jack to cause a
distraction.
* Survivors on the station are just trying to stay alive. Don't mess
with them and they won't mess with you.
* Synthetics are susceptible to physical attacks when they are stunned.
* The Alien has heightened senses. It will spot you quicker than humans
or androids.
* The Alien is not the only threat on board the station.
* The flashlight is useful in the dark, but is also likely to alert
enemies that spot it. Use it carefully.
* The Maintenance Jack can be used to divert power inside an electrical
junction.
* The more you can collect and build the more options you will have to use
in a difficult situation.
* The motion tracker can be heard if you are very close to an enemy.
Use it wisely.
* The motion tracker is only accurate in the direction you are facing.
Keep an eye on the side and rear indicators.
* The motion tracker is your key to survival, use it well.

* The Rewire system aboard the station is a handy way of tilting the
odds in your favor. Look out for junction boxes.
* The Security Access Tuner can be used to override systems, doors and
terminals. Tune in to the correct frequency and enter the callback
code.
* The sound of combat can summon the Alien, attract it at your own risk.
* There are a lot of missing people on the station. Collect their
ID tags to find out more.
* Try to avoid conflict or at least make sure you have enough ammo for
a fight.
* Use combinations of devices to safely dispatch a Working Joe.
* Vents are a great way of avoiding danger, but they may not always be
as safe as you think.
* Violence towards humans is contrary to primary synthetic programming,
but it doesn't mean the Working Joes are incapable of doing it.
* Weapons are like tools. You need the right one for the right job.
* Working Joes are rudimentary androids, but it doesn't mean they're
harmless.
____________________________________________________________________________
|
``:::%%%%%%HH|
|:..
LOG TRANSCRIPTS
`:::::%%%%|
|%%%:::::..
(SCR1)
::::::|
|HH%%%%%:::::.....___________________________________________________________|
Logs with (#) contain a passcode, you need to have read it in your current
game to be able to enter a passcode into the corresponding security locker
or door. It is not enough to have it show up in your Archive Logs from an
earlier game.
The audio recordings are marked with (A).
__________________________________________________________________________
|
':|
|
Archive Logs (ARL1)
|
|
|
|:.________________________________________________________________________|
Subject
Sender
Date
==============================================================================
001 Just Missed You
Blane
11/15/2137
Verlaine, you on the lookout for a navigational officer? I have a
friend that's just lost his ship and he's looking for work. I can
vouch for him, he's got good papers.
Same old story - The megacorps undercut him, picked up all his
clients. Contracts are getting harder to come by for the smaller

companies
something
the docks
shithole.

and I'm thinking of getting out myself while I still have


to sell. Sounds like you're doing okay though. Dropped by
and heard you just shipped out. Sevastopol Station - what a
Still, I hear Weyland-Yutani pay well.

Good luck to you - if you can't beat them, right? Let's catch up when
you get back.
Blane.
==============================================================================
002 RE: Nostromo Incident
Saul
11/13/2137
To N. Taylor
RE: Nostromo incident. Weyland-Yutani file #DS9398476
Hey, Taylor, I got your case request. It may take me a while to dig
out the files and the incident happened before my time at the company,
so I'm a bit fuzzy on the details.
In 2122, the Weyland-Yutani cargo vessel the USCSS Nostromo went
missing. No trace was found of its cargo or crew. Apart from a new
science officer, the rest of the crew had worked together before,
seven in all:
Dallas - Captain
Ash - Science Officer
Kane (or is it Cain?) - Executive Officer.
Ripley - Warrant Officer
Lambert - Navigation Officer
Parker - Chief Engineer
Brett - Engineer Technician
Weyland-Yutani lost a lot of money from it, it's a bit of a black mark
in the history. Get the impression they don't like to mention it.
Anyway, I'll try and find the files later, clarify some of the points.
If you want I can help you go through them? Maybe some of your luck
will rub off on me, I hear upstairs have an eye on you for something
big.
Saul.
==============================================================================
003 Torrens Manifest
Torrens
11/15/2137
Name: MSV-7760 Torrens
M-Class Starship
Captain: Verlaine, Diane
Navigator/Comm Officer: Connor, William
Owner: Verlaine, Diane
Contractor: Weyland-Yutani
Outbound and return transportation for Weyland-Yutani retrievel team
to Sevastopol Station.
Team Consists of three W-Y employees: Samuels, C, Ripley, A,
Taylor, N.
Passengers: Samuels, Christopher. Ripley, Amanada. Taylor, Nina

Number of decks - Two


Number of crew - Two
Interstellar communications antenna. Long haul hypersleep chamber.
Commercial passenger/cargo ship retrofitted from a tow rig. Retains
operational heavy duty tow umbilical.
==============================================================================
004 Decommissioning
Chief' Porter
10/07/2137
To Engineering Team
RE: DECOMMISSION
So boys and girls, you've probably heard the whispers about Sevastopol
by now and I can confirm it's official. Sevastopol is being
decommissioned.
I will go over with each of you what this means in regards to your
contracts and next placement, but for now we still have a job to do.
The suits want this done with a skeleton crew, which means we'll only
be getting a few outside contractors to help, but it does mean
overtime. I recommend taking what you can while it's available.
I should point out that the decommission does NOT MEAN 'lucky dip'.
Everything here has to be accounted for and I will personally escort
anyone found helping themselves to equipment to Marshal Waits.
Chief
==============================================================================
005 Moved Our Stash
Anna
12/04/2137
(#) Langley, if you're looking for our stash, I've moved it. You left it
right out in the open where anyone could have taken it! Jesus, do you
know what I had to do to get it? I've hidden it in one of the
storerooms - You should be able to find it. The code is 0340. Don't
worry, no-one goes down to the Terminal anymore. Not after what
happened.
Also, we're out of meds and low on water so you're going to need to
get some - It's your turn. Maybe it'll teach you to take care of our
stuff in future.
Anna
==============================================================================
006 Goodbye from Seegson
Seegson
09/28/2137
PUBLIC NOTICE: THE DECOMMISSIONING OF SEVASTOPOL STATION
We've had a long journey together but sadly it's coming to an end.
Seegson Corp would like to take this opportunity to thank all of you
who worked and lived at Sevastopol over the years, and hopes that
Seegson has helped to make it a productive and rewarding environment.
Our investment and belief in the station has never wavered.
Be assured that Seegson's APOLLO central A.I. and 'Working Joe'
androids will be there to serve Sevastopol until the last rivet is
removed. We wish you all the very best for the future. After all,
Sevastopol isn't just a station. It's people.

Seegson Corp.
==============================================================================
007 Kill the Power
Waits
12/05/2137
(A) Harris? Turner? Get back here now. We have a track, somewhere in
Engineering. Lock the terminal down, kill the power, and don't forget
your reports. Make them thorough. We're going to need our paperwork to
be bulletproof when this shit is over. Waits out.
==============================================================================
008 Terminal Riot
Julia Jones
12/02/2137
(A) Julia Jones. Today's update. After numerous demands, Marshal Waits
finally called a public meeting to address the rumors that have been
circulating on Sevastopol. But instead of the answers we wanted, he
continued to be evasive and after only a few minutes he and his team
were pelted by projectiles from an angry crowd. A gun was fired, there
was panic and now Waits and what's left of his team are forcibly
ejecting us from the Terminal. Feels like we're on our own now.
==============================================================================
009 Pulling the Plug
Harper
09/22/2137
Zoe, I'm sorry, but I won't need you to come in next week.
As you know, the store's been in trouble for some time now and I
couldn't hold off the creditors any longer. There's just no-one coming
to Sevastopol anymore.
It's not just us either - It sounds like the whole station is in the
red and they're pulling the plug. Going to sell it off for scrap, I
guess. I was speaking to one of the engineers and he reckons they'll
announce it soon. I'm telling you this so you don't stick around
looking for another job. Sevastopol's finished, time to move on.
Harper
==============================================================================
010 To All Spaceflight Employees
Waits
11/25/2137
To all Spaceflight Terminal employees: In the interest of public
safety and the prevention of panic, it must be made clear to all
potential passengers that there are currently no scheduled flights
leaving Sevastopol, nor ships available.
The Colonial Marshals are investigating problems on-station and will
update accordingly.
From the office of Marshal Waits.
==============================================================================
011 What is APOLLO?
Sevastopol Information 06/--/2115
Service
What is APOLLO? APOLLO is the central A.I. that monitors and provides
guidance for all the Seegson 'Working Joes' on Sevastopol. APOLLO also
oversees all communications on the station. So wherever you are, you
know your're in safe hands.

Seegson, Tomorrow, Together.


==============================================================================
012 Last Power Coupling
Turner
12/05/2137
(A) Harris? This is Turner. I found the last power coupling. Took me a
while, but it's off now. Just fitting the last security brace. Come
find me when you've shut yours down. Then we can get the hell out of
here. Jesus, man... I'm hearing noises everywhere. Every creak and...
just hurry the fuck up, will you?
==============================================================================
013 Another Break-In
Turner
12/04/2137
(A) Harris? It's Turner. I had to deal with that wasted asshole again.
This time he nearly wrecked the door with a maintenance jack. Guess he
figures it's safe here, wants to lock himself in. Screw him. We've got
too much to worry about without babysitting drunks. Anyway, I threw
him in the evidence lock-up. Let the son of a bitch sleep it off.
==============================================================================
014 Dead Soldiers
Zach Watson
12/08/2137
(A) Hello? I wanna make a complaint. To the... the highest authority,
okay? My name is Zachary Watson. That's WATSON, you get that? My
complaint is this: the fucking Marshals. They should be protecting us,
it's their job! Something's on the station with us and no one knows
what it is, no one fucking knows! They put braces on the doors lockdown. You know, like to keep something out! I'm fucking terrified,
man. I'm fucking... shit, it's so cold. I don't think this fucking
thing even works.
==============================================================================
015 Interview: Heyst
Waits
11/28/2137
(A) Interview subject: Heyst. Did I say that right - Heyst? Look, if you
can't even tell me your name we're going to be here a hell of a long
time. I just want to know about your boss. He's got you all into a lot
of trouble. Someone's got to be accountable. I'm gonna make damn sure
someone's accountable. No? Tough guy, eh? Turner, turn off the tape.
Maybe our friend here is just shy.
==============================================================================
016 A Blind Eye
Bailey
10/19/2137
S - I managed to get my hands on that stuff I was talking about. Chief
won't even notice the stock missing: Things always get lost when a
station's closing down. Don't worry about customs either, Sinclair's
told his men to turn a blind eye. They'd probably be too busy goofing
off or taking backhanders to notice anyway -you get what you pay for,
I guess.
Bailey.
==============================================================================
017 Two-Man Rule
Joe
12/08/2137
Nearson, Leonard, you're both first shift on the door so read
carefully. Putting this together wasn't easy and we don't want
intruders getting in because you didn't read the instructions

properly.
This here is what you call a two-man rule lock. This means it needs
two to open the door simultaneously from two different consoles. Most
of us don't know each other, so this is the safest way of making sure
everything stays secure and none of us decide to head off on their own
with our stuff. When you're on shift, take it in turns to keep guard
and notify the other if one of us needs to be let in or out.
That means just us, no-one else. No matter how much anyone begs and
no matter what sob story they try and pull. I was with a group before
and we got soft and now I'm the only one left. Trust no-one.
Joe
==============================================================================
018 Inventory
Jenkins
12/09/2137
INVENTORY - NO-ONE IS TO TAKE ANYTHING OR MARK IT OFF THE LIST WITHOUT
TALKING TO ME FIRST!!!
Aspirin - x4
Canned food - 32
Cereals - 6 boxes
Water - 4 gallons
Toothpaste - 12 tubes
Cigarettes - 3 cartons
Toilet paper - 26 rolls
Industrial tape - 6 rolls
Med kits - 2
Powdered milk - x 52
Notes: Running low on ammunition. Zoe managed to pick up some
prescription drugs, all addressed to the same person. Guess they
didn't need them anymore.
==============================================================================
019 Leave Work Now
Hughes
12/01/2137
(A) Marie, listen to me very carefully. I want you to leave work now,
collect Claire, pick up the cat and head home. We need to find
someplace safe until Seegson send a ship. I saw the guy from down the
hall - can't remember his name, the one in the dirty baseball cap,
weird smell - he had something in his coat, I think it was a gun. He
just looked right through me. Don't talk to anyone; don't tell them
where you're going. I'll meet you as soon as I can.
==============================================================================
020 Archives
Franco
10/16/2137
To W. 'Chief' Porter
RE: Sevastopol Terminals
Chief, the good news is that I'm about 80% through archiving
Sevastopol's internal mail system for the decommissioning. It's been
disconnected from APOLLO but I've left the basic messaging system in
place for the people still here. The bad news is whoever set it up in
the first place skimped on the hardware and we've had some leaks. I've
got Mike Tanaka looking into it now - He's the specialist archivist we
called in, seems to know his shit. Just thought I better give you the

heads up in the meantime.


Franco
==============================================================================
021 An Outpost of Progress? #1
Julia Jones
09/06/2137
Sevastopol: An Outpost of Progress?
By Julia Jones
DESOLATION THROUGH ISOLATION
The space station that nobody needed, run by a company we all forgot.
Sevastopol is now a backwater. The population is a tenth of the
station's optimal capacity. Docking bays are empty and the shutters
are down on local stores and businesses. The orders for Seegson's
cheaply manufactured androids have long since dried up, and the
antiquated APOLLO governing AI system frequently malfunctions.
How did we get here and, more importantly, where have billions of
dollars of investment gone? My name is Julia Jones. I have lived on
Sevastopol for two months compiling this report for The Colonial
Times, discovering the price our second-tier corporations have paid
for their over-expansion during the race into the Outer Rim.
==============================================================================
022 Empty Box
Chief' Porter
11/29/2137
(A) Message for Marshal Waits. This is Chief Porter in Tech Support. Look,
there's nothing on this flight recorder, Waits. We've broken god knows
how many corporate confidentiality agreements and come up with zip nothing except the Weyland-Yutani logo and an empty read-out. Now,
these things are built to last, so either someone on board 'the
Nostromo' asked its MOTHER core to wipe it clean, or somehow the
data's been corrupted before it got here. Care to fill me in on why
this was a priority job?
==============================================================================
023 Door Override
Chief
12/01/2137
Hughes, I've put a manual lock on the door leading upstairs. Don't
want any accidents until we figure what's going on here.
Chief
==============================================================================
024 Our Manifesto
Seegson
02/--/2115
(First published in 'Eye on Seegson', Feb 2115)
We don't want to show you a new world. We want to discover it with
you. Here at Seegson, every new technology, research project and
discovery is driven to find real world applications to help YOU.
We hope you'll join us for the journey.
==============================================================================
025 Tomorrow, Together' #1
Sebastian Sieg
03/--/2115
Together Tomorrow: Seegson's journey into Colonial Space

An Official History, by Sebastian Sieg (First printed in 'Eye on


Seegson')
OUR ORIGINS IN SPACE
2034 changed everything. The advent of Faster Than Light travel put
Seegson (then known as Sieg and Son) on the path to success. The race
into space began in earnest and, under the steady hand of our founder
Josiah Sieg, our company was primed and ready for the years that
followed.
Sieg and Son built the components that enabled ships to extend
colonial space beyond the Sol system. As history relates, Weyland Corp
was reluctant to share its FTL technologies with other corporations.
Fortunately, Josiah Sieg was on hand to speculate, innovate and
produce.
Without Sieg and Son, the skies would have looked very different
indeed!
==============================================================================
026 Please Understand
Hughes
12/11/2137
(A) Marie, if you get this, I'm making my way to Seegson Communications
now. I didn't wake you because I knew you'd try to stop me. Please
understand, this is our best shot. Someone's got to re-establish
communications. We need to make sure the officials back at home know
what's going on here. Don't worry about me. I'll be back. I'm not
going to leave you and Claire alone.
==============================================================================
027 Call Log AM
APOLLO
11/27/2137
Call ID: 128451386
What's going on up there? I've been waiting for a call and...
APOLLO
Please stand by. Your call is being rerouted.
CALL ID: 128451400
Hello? My Working Joe is acting strangely. It won't listen to anything
I...
APOLLO
Please stand by. Your call is being rerouted.
CALL ID: 128451417
I need help! I'm trapped in my apartment! There's an android outside
and...
APOLLO
Please stand by. Your call is being rerouted.
==============================================================================
028 Call Log PM
APOLLO
11/27/2137
Call ID: 128451464
Put me through to the Marshal's office! It's an emergency! Someone's
robbing my store. I...
APOLLO
Please stand by. Your call is being rerouted.
CALL ID: 128451470

He's gone! It... It k-killed him! I think it's still here...


APOLLO
Please stand by. Your call is being rerouted.
==============================================================================
029 Your Logged Message
APOLLO Datasearch
11/25/2137
Sensitive Corporate information has been automatically detected in a
Sevastolink message recently sent from this terminal. This event has
been logged by Apollo, on behalf of Seegson.
If you have any further questions please talk to your line manager or
your nearest synthetic Seegson representative.
==============================================================================
030 APOLLO's Eye
Ransome
06/14/2135
Riggs, are you still working down in Seegson Communications? Remember
that trouble you got into last year? The trouble I helped you out of?
Well, it's time to repay the favor.
One of my colleagues has been looking into some of the import
documents and found a few problems. He's new, so he doesn't understand
how we do things on Sevastopol and he's threatening to go to Waits
about it.
This could hurt us all, so I need you to keep an eye on him, see if
anything interesting comes up. APOLLO has cameras everywhere, it just
needs someone to tell it where to point to. His name is Daniel Haldin,
lives in Josiah Sigg Executive apts. 651.
If this goes well, I might have some more work for you. We could clean
up here.
Ransome.
==============================================================================
031 Torrens Hail
Verlaine
12/11/2137
(A) This is the commercial vessel Torrens out of Saint Clair, registration
number MSV-7760, calling Sevastopol traffic control. We're carrying
three passengers on a Weyland-Yutani bond. You're holding the Nostromo
flight recorder unit. We request immediate permission to transfer the
passengers port-side. Over.
==============================================================================
032 Torrens Damage
Verlaine
12/11/2137
(A) This is Verlaine on the Torrens. What the hell just happened?
Sevastopol? Did any of our EVA team make it on board? Please respond.
We've taken damage in the explosion and are pulling out of Sevastopol
space. Systems will be down while we repair. I can't say for how
long...
==============================================================================
033 RE: Torrens Hail
Waits
12/11/2137
(A) This is Waits, Colonial Marshal at Sevastopol station. We have a
serious situation here. Non-local comms are down and we need you to
send out an emergency message, do you read me? Repeat, our ranged

communications are down and we need help. Stand off and send help.
==============================================================================
034 Receipt of Transmission
Taylor
11/12/2137
(A) Sevastopol, this is Weyland Yutani Executive Administrator Nina
Taylor, confirming receipt of your transmission. I am a member of the
team assigned to collect the Nostromo flight recorder. The black box
in your possession is of primary importance to Weyland Yutani. Under
existing corporate agreements we should remind you that you must not
attempt to read its contents, nor disclose its presence to any third
parties. We will be with you soon. A private message for Marshal Waits
will follow.
==============================================================================
035 Low on Meds
Morley
10/07/2137
Dr. Lingard, we need more supplies of mood stimulants up here. We're
getting really low, and it doesn't help that Kuhlman seems to be
handing them out like candy. Logs show he's been to the dispensary
sixteen times this week. We need to start rationing medication.
Sevastopol's people are only going to need these more and more the
closer we get to shutdown.
Can you talk to Kuhlman? Find out where these prescriptions are going?
==============================================================================
036 Hospital Quarantine
Lingard
11/23/2137
FOR SENIOR MANAGEMENT EYES ONLY
San Cristobal Medical Facility Quarantine: active.
Entrance to Primary Care deck now limited to Marshals and Senior
Staff.
Universal facility pass code: 1702
Systems will scan for potential quarantine breaches every fifteen (15)
minutes.
==============================================================================
037 An Outpost of Progress? #3
Julia Jones
09/12/2137
Sevastopol: An Outpost of Progress?
By Julia Jones
A TROUBLED POPULATION
For better or worse, the right to bear arms followed us into colonial
space. Alone, vulnerable and light years from law enforcement, who
could deny our voyagers a way to defend themselves, their ships and
their families? The flip-side of this argument is Sevastopol, where
gun crime is rampant.
Endlessly turning circles in a neglected corner of space, its people
are downbeat and disconsolate. Those who could afford to leave did so
years ago, abandoning friends and neighbors among empty stores,
creaking systems and the forgotten dreams of the Deep Space economic
boom.

Sevastopol's people feel deceived - tempted here by corporations that


refused to recognize the Deep Space bubble was about to burst. They
are angry, desperate and increasingly divided. Recent Colonial Marshal
clamp-downs on the black market have increased resentment. Every day
it feels as if the station has edged a little closer to free-fall.
==============================================================================
038 Left Out of the Loop
Kuhlman
10/08/2137
(A) I do not take kindly to being left out of the loop, Morley. You hear
me? I tried to use the dispensary today and found I was locked out. I
can't possibly be expected to carry out my duties if you and Lingard
cut my access privileges. I have patients who will relapse without
that medication, particularly when things on the station are so
precarious. I will not see patient care suffer. Consider this a formal
warning. And, for the record, I do not have a problem. Kuhlman out.
==============================================================================
039 RE: Recovery Rooms
Morley
10/05/2137
I just found a patient who's been locked in a Recovery Room for DAYS
listening to that godawful bullshit about pretty sunrises and a wife
back home frying bacon.
We have been requested to vacate the premises in readiness for the
decommission but we HAVE NOT been given leave to abandon our duty of
care.
Don't let this happen again.
==============================================================================
040 Medical Record 1
Morley
09/23/2137
Green, J.
Doctor Morley attending.
Anxiety disorder. Fractured tibia. Suspected internal bruising.
Patient edgy. Responds well to the little personal interaction I have
time for. Our chess games are a welcome break for us both. Minimal
care. No insurance.
==============================================================================
041 Prep the Patients
Waits
10/06/2137
(A) Dr. Morley, this is Marshal Waits. Make sure all your patients are
prepped for the decommission. That means full documentation, personal
effects, and any meds they'll need during the journey. I'm scheduling
shuttles to transfer them to the medical ship for transportation. I
strongly recommend placing the more volatile patients into early
hypersleep prior to transfer. I don't want to hear your complaints. I
don't have the manpower to guarantee protection for everyone if any of
them decide to kick off. Pharms or hypersleep, I don't care. Just get
them subdued. That's just the way it's got to be. Waits out.
==============================================================================
042 Urgent: Marshal Investigation
Lingard
11/14/2137
Frank.
I need to talk to you. I've got a body up here that's part of a

Marshal investigation - female, late thirties, chest wound.


I have no idea how long Marshal Waits will want to keep her up here,
but this is a highly sensitive situation. I am going to need your
discretion, and I'll also need you to trust me on this one. Come see
me in my office.
Lingard, Senior Medical Officer
==============================================================================
043 Environmental Controls
Lingard
11/16/2137
Frank, your concern about San Cristobal's lockdown has been noted, but
I assure you an evacuation is 100% necessary and only a temporary
measure. My priority is the welfare of the living, while you seem to
be more preoccupied with the dead.
If you're worried about power fluctuations, morgue temperature and the
condition of the corpses just adjust the coolant delivery system. Just
get out of there ASAP.
Lingard.
==============================================================================
044 Dispensary is Empty
Morley
11/15/2137
Message for Lingard on her return. I've prepped the patients in the
trauma ward for transportation, as best I can, before Waits locks the
place down. I'm going upstairs to the Psychiatric Ward to make sure
there are no stragglers.
The dispensary is now empty. Everything San Cristobal has to offer in
terms of first aid and medicine is with you, or elsewhere on-station.
I'm hoping you'll bring back good news.
Morley
==============================================================================
045 Colonial Marshal Directive
Marshal Waits
11/16/2137
Dr. Morley, I don't care what you think you need to do. I want you out
of San Cristobal NOW.
You know what we've set up in there, and I'm truly sorry for what it
means for the patients who can't be moved, but this is the only way.
There will be no further warnings.
Marshal Waits
==============================================================================
046 Morley: Updates and Codes
Lingard
11/18/2137
(#) Morley, I need you out of Medical.
We've set up shop in the Habitation Tower. People are fighting over
supplies. We've got more injuries coming in than we have the meds to
deal with them, and my team is depleted to say the least. I don't know
how you'll break the lockdown, but if you need to access San
Cristobal's central wards I left a keycard in the security locker.

The code is 2505.


Lingard
==============================================================================
047 San Cristobal Lockdown
Marshal Waits
11/16/2137
San Cristobal Medical has been locked down by the Colonial Marshals
until further notice. Sevastopol's medical team are setting up field
hospitals throughout Sevastopol to deal with the ongoing crisis.
Locations to follow.
Marshal Waits
==============================================================================
048 An Old Friend
Ransome
11/12/2137
(A) Dr. Lingard, this is Ransome. Remember me? Your friendly Seegson chief
executive? Lingard, you don't drop by, you don't call. Aren't we pals
any more? Oh well, we're both busy people... and after all, I have
lots of other friends. Some of them have badges. One of them told me
you called Marshal Waits about a... shall we say... interesting find?
I want in. No arguments. After all, how much does Waits really know
about you? Not as much as your old friend here. And I bet he wouldn't
be as understanding about black market med supplies. I look forward to
your call, Doc.
==============================================================================
049 Autopsy Report
Lingard
11/14/2137
Name: FOSTER, Catherine
Coroner's Case# 11/14/2137
D/O/B: 01/20/2098
Age: 39
Sex: Female
Origin: Crew member of The Anesidora
Body Identified By: Marlow, H - Anesidora Captain
Case # 001794-26B-2137
Investigative Agency:
Sevastopol Colonial Marshal Authority
EVIDENCE OF TREATMENT:
Classified
EXTERNAL EXAMINATION:
Classified
INTERNAL EXAMINATION:
Classified
LABORATORY DATA:
Classified
EVIDENCE COLLECTED:
Classified
OPINION:
Classified
==============================================================================

050 Tape Off the Scene

Waits

11/13/2137

(A) Turner, we've had something go down here in San Cristobal. Tape off
the scene and make sure it's not touched until Garcia comes in with
forensics. Keep this quiet for now. I want total silence. Last thing
this station needs is a panic. And one other thing - if I find out who
leaked this to Ransome, I'll make them eat their fucking badge. He
turned up, quoted Seegson privileges, and had a ringside seat for the
whole god damn mess. This is a serious incident. I don't need Ransome
making it more complicated. Waits out.
==============================================================================
051 Human Touch
Barker
11/08/2137
This is by way of a formal complaint to Station Medical. I do not want
to be attended by an android... ANY android. I am a senior Seegson
executive with a significant financial investment in Sevastopol.
I should be treated appropriately, by which I mean, by humans only.
==============================================================================
052 Duty Roster
Lingard
09/09/2137
Duty Roster 09/09/2137
Lingard, Senior Medical Consultant
Morley, General Medical
Practitioner
Kuhlman, General Medical
Practitioner
West, Radiologist
Fernandez, Dental Surgeon
==============================================================================
053 Medical Record 2
Lingard
09/23/2137
Paul, B.
Doctor Lingard attending.
Severe chemical burns to arms and legs.
==============================================================================
054 Medical Record 3
Kuhlman
09/23/2137
Wright, I.
Doctor Kuhlman attending. Suspected brain damage caused by
asphyxiation through manual strangulation. Nothing to do.
Wasted bed.
==============================================================================
055 The Incident
Lingard
11/14/2137
(A) Morley, it's Lingard. After the incident the Marshals want us to rope
off Medical. They're bringing in a team to find whatever it was the
patient was carrying. I told them it was fast, but they're convinced
they can trap it. They've got nets. I'll set up a temporary medical
center outside, You're in charge for now. Don't let Kuhlman sweet-talk
his way in. The last thing we need is him 'self medicating' with
Marshal Waits around.

==============================================================================
056 WY are Years Ahead
Smythe
09/11/2137
Report, Smythe, head of Synthetic Development. I just received
schematics for the 120-A/8. I don't know how much we paid our mole,
but the Seegson board is gonna need to shell out a hell of a lot more.
I know this seems old tech for WY, but it's beyond anything we're
capable of. Our key executives and shareholders won't listen, but we
need investment.
The Company and all its subsidiaries are light years ahead of us.
==============================================================================
057 Your Report
Ransome
09/11/2137
(A) Smythe, I've been looking over your report on the Weyland-Yutani
androids and your proposals for improving the Working Joes. Now, I
appreciate the work you put in, but understand we live in different
worlds. Yours is full of extrapolations and estimations. Mine has an
executive suite and eight thousand dollar suits. Bottom line is: I've
got to look after the money, buddy! I hired you because you were the
cheapest, not the best. Find a way to bring these costs down, huh?
Ransome out.
==============================================================================
058 Working Joe Spiel
Smythe
09/16/2137
Russell, here's my spiel for the potential clients today. What do you
think? Spedding will hang me out to dry if they don't bite.
"Welcome Gentlemen! Welcome, to the buzzing heart of the 'Sevastopol
Synthetic Solution'. Next up on your tour will be the SysTech Spire
and the APOLLO Core itself, but first - An example of android
self-governance. When APOLLO's synthetics require a little more care
than the repair wards can provide - they come here."
"We believe this is the first roll-out of fully automated
synthetic-to-synthetic medical intervention. No human expertise
required. No costly human surgical training. All data is streamed
directly from APOLLO, and every incision recorded in its logs. This is
the future, gentlemen. Tomorrow, together!"
==============================================================================
059 Storage Inventory
Smythe
09/15/2137
Russell, upstairs want a full run-down on what we've got stacked in
components storage. There's some useful stuff in there, some junk.
They want value estimates too. Smythe.
==============================================================================
060 Tomorrow, Together #2
Sebastian Sieg
04/--/2115
Together Tomorrow: Seegson's journey into Colonial Space
An Official History, by Sebastian Sieg (First printed in 'Eye on
Seegson')
OUR REMARKABLE GROWTH
Sieg and Son proved to be the backbone of colonial FTL expansion,

providing
space. In
plants in
Wargentin

reliable components that could carry humanity deep into


so doing it grew, and by 2066 was running vast manufacture
London, Buenos Aires, Nagasaki and the lunar SchickardFrontier.

By 2071, the year the Sieg family sold its shares back into the
company, its expansion remained exponential. Single-minded rivals
looked on with envy as Sieg and Son became market leaders
manufacturing cars, chemicals, educational equipment and building
materials.
Towards the end of the last century, came a move that would forge our
shared future. Sieg and Son became Seegson. We took on the name our
customers had known us by for decades, and we turned to face tomorrow
together, among the stars.
==============================================================================
061 VIP Visit
Spedding
09/16/2137
(A) Smythe, have you been practicing the script for the VIPs visiting
today? We NEED to impress. Noise from upstairs says they're the last
potential bidders for Sevastopol's Working Joe roll-out. If they go
with Weyland-Yutani cast offs instead, the jobs Seegson have allocated
for us back on Earth are on the line. Don't screw up. Spedding out.
==============================================================================
062 Requisitions Android
Smythe
09/17/2137
Spedding. Now you've fired me you'll have to descend from your ivory
tower to pick up the slack. The guys decommissioning Sevastopol have
free access to Supplies and Storage, but EVERYTHING will need
logging - so use the Requisitions Android.
Power him up. Let him out of his box, and watch him go - just like,
me huh?
By the time you get this I'll be dead drunk in Gillen's Bar. I guess
you already know this, but it's been pure hell working for you. This
is the best thing that's ever happened to me.
Smythe.
==============================================================================
063 Elevator Out
Chief
11/15/2137
I just got another message from Spedding about the busted elevator
outside the Android Examination Theater.
My guys have got a million things to do right now, so it's not going
to be fixed in time for your VIP visit. If Spedding wants to be a
priority then maybe he should stop being a petulant asshole.
It's an easy job. Off the top of my head I can tell you the parts you
need are in components Storage - Row 1, Stack B.
If you can't find it yourself, ask the Requisitions Android. Just get
off my back.
Chief
==============================================================================

064 Synthetic Engineer Request

Fernandez

11/14/2137

Can I get someone from Seegson Synthetics to look at my android? I've


just worked a twenty four hour shift helping out with trauma patients
and I'm the dentist! Waits wants every one of them moved out of the
hospital and no-one is telling me anything.
If I'm going to be pulling down these kinds of hours I need some extra
help. We've got an android down here with perfectly adequate
programming but he's been gathering dust because apparently the same
model started acting up on the other side of the station.
What the hell is going on with this place? Get someone down here now,
before I make an official complaint.
Fernandez.
==============================================================================
065 Last Bidders
Spedding
09/17/2137
(A) Smythe, it's Spedding. You knew full well that these guys were the
last bidders for Sevastopol's APOLLO system, and you totally fucked
the android presentation. They're not interested. So no bonus for me,
no half-share for you, and God only knows what it means for the suits
upstairs. That's got me pissed, but do you know what's getting me even
more pissed? I have to stay on Sevastopol to oversee the synthetic
shut-down - while you go home. Don't have nightmares on the trip back,
jackass.
==============================================================================
066 Cutting Ties
Sinclair
12/02/2137
(A) This is a message for all members of the Seegson Security team.
There's been an altercation in the Spaceflight Terminal. Waits doesn't
have our back. As of right now no-one hired as Seegson Security is
going on-shift. We're cutting ties with the Marshals and everyone else
on-station. It's time to take care of our own. I'm going to find
someplace safe for everyone to hole up. Money's dried up here. We
don't owe these people anything.
==============================================================================
067 Restart Transit
Nash
12/11/2137
Listen you crazy bastard, you think that thing gets around in a
fucking transit car?
You're SITTING on an override that'll disconnect the transit from
APOLLO, so fucking pull it! You can stop all this bullshit just by
pulling a lever. You think you're safer with the transit powered down,
but we're trapped like rats.
For God's sake help us!
==============================================================================
068 Double Crossed
Cooper
12/07/2137
Get a heads up for you, jackass. Don't even think about throwing in
with Sinclair and the Seegson Security guys. I told them it was you
that killed Morrison, if they see you, they'll shoot on sight.

You should've let me join you in your bolt-hole. You won't last a
week.
==============================================================================
069 We Need Supplies
Sinclair
12/09/2137
(A) Guys, it's Sinclair. We need supplies. Take what you can, from whoever
you want. I found an area in habitation where we can seal ourselves in
and wait for rescue. I've got guys welding vents and shutting off
elevators. The plan is to make it watertight. There's no room for more
people in the sanctuary, but we can make space for food, meds, water
and guns. If we're going to get through this alive there's no room for
pity.
==============================================================================
070 First Trap Gone
Ricardo
12/11/2137
Waits. We're a trap down. The creature set off explosives we set in
the habitation tower, and I'm hearing reports of damage to the
Spaceflight Terminal docks. I don't think we put a dent in it.
There's activity in San Cristobal, so maybe it's gone back. Find a way
over to the SciMed Tower transit. Hope to God the sensors in Medical
Reception are still online.
==============================================================================
071 Arrest Sheets
Turner
11/19/2137
11/13/2137
Cell 2
Marlow, Henry
Crime Number: #--- (------)
Status: Indefinite incarceration.
11/18/2137
Cell 1
Tanaka, Mike
Crime number #342 (Drunk and disorderly)
Status: Night in the cells to sober up. Let off with a warning.
12/02/2137
Cell 3
Webster, Robert
Crime number: #343 (Domestic incident)
Status: Released due to on-station security breach
==============================================================================
072 Removal of Transit
W. 'Chief' Porter
10/09/2137
(A) Chief here. As requested, I've resubmitted my report for the removal
of the transit system for use elsewhere once Sevastopol's been closed
off. I still don't see how it's possible. I know Seegson is trying to
recoup as much investment as it can on this place, but the thing is
trashed. Junctions have rusted through. Major safety protocols have
been ignored for years... It's a wreck. Nothing short of a miracle has
stopped it killing half the population.
==============================================================================
073 Pointless Requests
Chief
10/05/2137

These people have been told Sevastopol's due for the scrap heap,
right?
I just got a message from Ellison in Seegson accounts. 'Can we fix the
hand-drier in the Rest Room'. Can we hell. Next time one of these
bullshit requests comes through, send them right back.
We're about to strip this place out, not patch it up.
==============================================================================
074 Hardware Problems
Patterson
11/25/2137
SERVICE REQUEST: Ref #SR6684
Category: Hardware Problems
Title: 'Not receiving messages'
Details: Expecting an order from off-station that should have arrived
by now. I usually get
several a week, but there's nothing. Can someone check my comms unit?
Can't afford to lose the business.
Created: 11.09.37
User: Martin Patterson
Notes: Engineer sent out 11.25.37.
Equipment seems to be functioning. Flag up with Seegson Comms. See if
something's slipped through APOLLO's net.
==============================================================================
075 An Outpost of Progress? #4
Julia Jones
09/14/2137
Sevastopol: An Outpost of Progress?
By Julia Jones
AN UNCERTAIN FUTURE
Seegson has now cut its losses and is set to abandon Sevastopol. This
is yet another sign of the retrenchment that is rife throughout the
sector. Some days it has felt as if corporate pride was the only thing
keeping this troubled station in orbit above KG348. Living aboard this
station today, it's abundantly clear that Seegson has gambled wildly
with both its own investment and that of banking corps such as GeoFund
Investor.
The ill-judged rush into Space Colonization, its hubris and its
over-expansion, have cost our second tier corporations dearly.
Weyland-Yutani, with its extensive financial and technological
firepower, can weather these storms while its lesser rivals fall away.
Even The Company, however, must hear alarm bells ringing as it looks
towards these fading orbital outposts.
WY's ongoing investment in terraforming research technology looks
increasingly shrewd, as it watches each of these distant lights blink
out...
==============================================================================
076 I Can't Tell Who Escaped
Winters
12/09/2137
(A) I am recording this for anyone else who was away when it happened. I
can't tell who escaped, there are some bodies but... the others were
taken through the vents. One by one. The doors were locked, but the

ceiling vents were open. There was nowhere to run, and no-one to let
them out. It was like a fox dropping into a henhouse. You and I - we
have two options: there's a camp of survivors who still trust the
Marshals in the Mall, and there's Sinclair and his idiot men with
guns - somewhere in Habitation. I doubt either will last a week.
==============================================================================
077 Taken
Rosco
12/08/2137
It took her and I couldn't do a thing to stop it.
First it tore through Doug. Then it cut Liam in half and threw him
aside like a rag doll.
Then it cornered Emma. I was in the shadows and it didn't see me. Emma
was calling for me - calling for help, but I couldn't move. I was too
scared.
I let it take her, but I'm going to find her.
If you find this, arm yourself.
==============================================================================
078 Scavenging
Lincoln
12/04/2137
Eric? Can you hear me? Eric? Damn comms are screwed again. You there?
Eric, it's Lincoln. Can you hear me? I made it down to tech support.
I've picked up some canisters of water, and some battery packs. Oh,
and some tools too.
A lot of stuff has already been looted. I'm going to try and break
into the lock-up. I think they keep security hackers in there. We
could use one. But I'm not going to stay down here much longer.
There's something... God, I dunno. It's scary as crap down here. I
want to get back to Freight.
Call me if you get this. Okay? Okay?
==============================================================================
079 Security Shutters
Thompson
12/07/2137
To the camp group: We can't keep up a full guard 24/7, but with the
volunteer look-outs and the Spire's existing security systems we can
keep it watertight. From this point onward, we don't raise the
security shutters for ANYONE and all supply runs have to go through
me.
We can get through this guys.
Thompson.
==============================================================================
080 The Camp
Bertram
12/07/2137
Don't know how much longer I can take this. It's cramped and dirty and
the trash is starting to rot. I don't even know if we're really safe
here.
Carter and Thompson came back from their recons last week with a
couple of guns, and I'm starting to see a different side to some of

the people here. Maybe that woman, Winters, was right.


==============================================================================
081 A Warning
Waits
12/10/2137
Sinclair,
I have verified reports that you and your men are shooting civilians
and looting supplies.
When I find a way to kill this creature, I hope to hell that it found
you first.
Waits
==============================================================================
082 Truce
Waits
12/05/2137
Sinclair,
I know we've had our differences since you and your Seegson Security
team arrived on Sevastopol, but right now we have a severe situation.
We need a united front.
In return for your TOTAL cooperation I am willing to drop my
investigation in unregistered black market trading and drop all claims
I had on the SysTech spire Marshal office where you and your thugs
operate from. Let's do this right.
Marshal Waits
==============================================================================
083 Hacked
Mike Tanaka
10/24/2137
Franco, I've been investigating those archive leaks and I'm pretty
sure it's just faulty hardware. These Arious systems are too old to
properly integrate into something as complex as APOLLO.
I found something else though - it looks like someone has been
accessing people's private messages and camera feeds for the last
couple of years. The executive suites, San Cristobal, even the Marshal
Bureau have been hacked. Does the name Ransome mean anything to you?
==============================================================================
084 Transmission Relay Archive
Ransome
11/24/2137
(A) Hughes, it's Ransome - I just got your query. Yes, I have been in our
transmission relay archive and I've done some decrypting. I'm looking
for crew logs that passed through Sevastopol a while ago. I know
you're concerned, but it's ancient history. It's just some stuff I
need to know: A routine Company transmission packet sent from the edge
of Thedus before a ship started its trip home. Nothing that's gonna
break anything. Still, no-one else needs to know about it, right? If
you talk - well, there'll be consequences. I mean, there's plenty
Marie doesn't know, right? Leave them decoding and let me know when
they're done. We can keep this civil.
==============================================================================
085 Folder Code
Walsh
12/03/2137

(#) Personal message: code is 7789


==============================================================================
086 Surplus to Requirements
Hunter
03/20/2136
RE: Power Budgets.
The distribution department is surplus to requirements and will be
decommissioned shortly. We will be reducing the power budget to the
area in due course as it is required for a corporate function. Any
questions should be directed to your line manager.
Regards, G.Hunter
==============================================================================
087 Seegson Funding
Seegson Investment
02/17/2136
Board
Seegson regrets to inform that Gemini Exoplanet Solutions will receive
no further funding.
Seegson is not liable for time remaining on Gemini personnel
contracts. Please talk to your line manager about the facility
shutdown and what it will mean for you.
We would like to take this opportunity to personally thank you for
the time you spent with us.
==============================================================================
088 Maintenance Systems
Hunter
03/21/2136
(#) RE: Power Budgets
After a discussion with the line manager, several of you have
questions about restoring power. Should power be required in
distribution, say in case of emergency, you can access the maintenance
systems using keycode 8897.
NOTE: This still needs to be cleared with your line manager and should
not be done without authorization.
Regards, G. Hunter.
==============================================================================
089 What is KG348?
Seegson Information
05/--/2115
Service
What is KG348? KG348 is a Jovian gas giant, situated at a mean
distance of 6.2 astronomical units from the heart of the system.
Initial surveys of its cloud layers show a rare mix of metallic gases.
To exploit the potential of this resource, we are proud to announce
the KG348 research project, spearheaded by Gemini Exoplanet Solutions.
==============================================================================
090 Gemini Exoplanet Solutions Manifesto Gemini Exoplanet
08/--/2115
Solutions
Gemini Exoplanet Solutions.

Be Bold. Learn. Adapt. Live. Life is change. We grow by adapting and


evolving to meet each new challenge. At Gemini Exoplanet Solutions we
take Mother Nature's blueprint as our starting point by breaking new
ground, and by finding new applications for existing technologies.
Fuel resources become building materials. Weapon developments advance
agricultural growth. Space exploration is applied to surgical
procedures.
Look around. You never know what might be useful
[sponsored by Seegson Investment Board]
==============================================================================
091 Sit Tight
Unknown Number
02/03/2136
S - We're going to have to find a new way to get the goods into
Sevastopol. Waits has commercial cargo under scrutiny at the moment
and he's checking the ambulance shuttles. Tell your man outside to sit
tight for now, I know a guy called Sinclair who could help us.
I remember when the Marshals actually had to deal with real crime
rather than harassing businessmen and screwing with their deals. -T
==============================================================================
092 Samples
Ransome
11/16/2137
Seegson executive Ransome here. I'm sending over some samples for
investigation. I want the minimum number of employees on this. Keep it
on the down-load and report only to me. If any of this gets out, I'll
make sure your career dies with Sevastopol. There are a lot of
inconsistencies in Gemini's ledgers. Do right by me and I'll remember
you. Whatever you're skimming now will seem like chicken feed. Do the
smart thing.
==============================================================================
093 Clarke is Dead
Elaine
12/07/2137
Jameson, Clarke is dead. Last time I saw him he was using some of the
junk around the station to make explosives for protection. I told him
to be careful, but when I got back from gathering supplies there was
just explosive damage and blood. I'm on my own now, so I'm going to
come to you. Where are you? Elaine.
==============================================================================
094 Gemini Shutdown
Hunter
10/11/2136
(#) Ladies and Gentlemen, I appreciate many of you are upset with the
current situation and the imminent total shutdown of Gemini. I have
been asked by Seegson to assure you that the future of Sevastopol
itself is 100% secure. Early negotiations with interested corporate
buyers have begun in earnest.
In the mean-time, before you leave, please deposit all Seegson-owned
equipment in the security locker. The code is 2743.
We have made a full inventory, and the Marshals will be informed if
anything goes missing.
==============================================================================
095 No Future
Julia Jones
12/07/2137

(A) I don't know when anyone will get this, but someone needs to keep a
record and I don't know... I came here a few months ago to write about
the collapse of a dream, a future gone sour. For me, the people here
were little more than footnotes for my article; something to tug at
the heartstrings. And when the disappearances started, oh, I was
thrilled. This was something big. But now people are afraid and a
communications fault means we're alone. I'm trapped here, just like
everybody else. Another footnote. Another victim.
==============================================================================
096 What are Your Plans?
Gillen
10/04/2137
Hey,
What
with
find

Mart. I guess you've heard about the station decommission by now.


are your plans? I've got some connections that can hook me up
work when we leave - I can't promise anything, but maybe they can
you something too.

They've started closing down the stores in the Galleria. Your place
was still boarded up from last year. Sorry you had to lose it, you
never seemed to catch a break. Do you still hear from Margaret and the
kids? Maybe you should go see them when you leave Sevastopol.
Let me know if want me to ask around for you.
Gillen.
==============================================================================
097 Security Risk
Joseph
12/08/2137
Blyth, we need to find a way to shut down those Automated Janitors.
They're a security problem - every time they start their cleaning
circuit there's a risk they'll open up a route for that thing that's
hunting us. Or at the very least, let looters in.
==============================================================================
098 To All Sevastopol Inhabitants
Geofund Investor
10/01/2137
The station's decommission process is now underway. Please read
carefully and take note:
* An initial team is on-station to survey Sevastopol and initialize
the decommisioning process. Please help them in any way you can.
* We have enough food and medical supplies. The redirection of the
supply ship flight path will not impact on your quality of life.
Rationing will, however, be deemed necessary if stocks run low.
* Hoarding and illegal trading will not be tolerated. Please report
suspicious activity to Seegson Security, who will investigate in
cooperation with the Colonial Marshals.
* A population re-homing service has been established. We are happy to
help you with your next step, but are not liable for costs incurred.
If you require financial support we recommend Seegson Credit Services.
* The decommision is final. You must relocate, or you will be faced
with forced removal.
==============================================================================
099 People are Scared
Winters
12/10/2137
(A) I have been camped out in Galleria Mall for maybe twenty four hours.
The people here, they are scared, but they still believe that Marshal

Waits will kill the creature. They forget other dangers. They forget
themselves. People are turning on each other for food, for water. I
cannot stay here.
==============================================================================
100 Help
Lewis
11/25/2137
Heyst, you still there? Why the hell didn't we have the smarts to stay
on the Anesidora? They shut me in a lab over in the SysTech Spire. For
the love of GOD come find me.
Elevators are out and there are bodies EVERYWHERE. I'm sure I can hear
it in the walls.
==============================================================================
101 Low Profile
Heyst
11/26/2137
(A) Meeks, I'm leaving this for you when you wake up. I know that you're
still all over the place after that thing came out of Foster, but
you've got to stop fucking up like this. You got way too drunk, and
told those people sleeping in the Mall way too much. I dragged you
away when I saw the look in their eyes. We can't go back there again.
No-one can know we're connected to Marlow and the Anesidora. I'll come
back once you've dried out.
==============================================================================
102 Retirement Plan
Ransome
11/20/2137
(A) Waits, we should talk about what happened in San Cristobal. Now, it
was a nasty business and I understand that you want to deal with it as
quietly and quickly as possible, but I wanted to make sure you didn't
do anything rash. I'm talking about catching the specimen without
killing it. If we play it smart, we could be set up for life. I have
the connections, Waits. I can set it up. You're getting old, Waits,
you can't do this forever and what are you going to do when Sevastopol
closes? You have my number. Ransome out.
==============================================================================
103 Impounded
Harris
11/13/2137
Week beginning 11/11/2137
Marlow. H. **** Ammunition and Weaponry - Various ****
Marlow. H. **** LVL 3 Plasma Shear - Unauthorized ****
Marlow. H. **** WY Proprietary Flight Recorder Unit - USCSS
Nostromo ****
Marlow. H. **** Watch, wallet and personal effects ****
Marlow. H. **** Suspected contraband medical supplies
(Pharmax, Naproleve - no duty stamps) ****
==============================================================================
104 Some Kind of Parasite
Lingard
11/12/2137
(A) Waits, it's Dr Lingard. I've just examined a patient with - well, I've
never seen anything like it. It's some kind of unknown parasite. I did
a quick check on the name they gave me and there's no one registered
under it at Sevastopol. I think she came on board recently. Do you
know anything about this? I have no idea what Sinclair and his men
were doing, but this should have been picked up during quarantine. Who
knows what else they've let through? The patient and her captain are

waiting for me in the examination room. Get down here, now.


==============================================================================
105 Smythe Read This
Russell
12/11/2137
(#) Don't be mad, but I went through to the elevator shaft and shut the
access door behind me. I had a Joe on my tail, so I had to get out of
there.
If you can find something to cut through the panel the code is 8382.
Don't worry if not, I'm coming back down for you now.
No sign of the lovebirds, but I've got a whole heap of guns and
supplies up here.
Russell
==============================================================================
106 An Outpost of Progress? #2
Julia Jones
09/06/2137
Sevastopol: An Outpost of Progress?
By Julia Jones
SEEGSON'S FRAIL ORIGINS
After Weyland Industries led the way in Faster Than Light travel,
Seegson found success mass producing the flight components central to
the colonial gold rush that followed. Its ensuing overexpansion and
reputation for producing 'low-cost alternatives' to WY branded goods
is a matter of public record.
In the modern day Seegson is attempting to change the fortunes of
ailing colonial outposts. Stations like Sevastopol receive investment,
and Seegson-affiliated companies set up shop. But the economic
patterns that once worked within the Sol system have not flourished in
deep space.
On Sevastopol, mass-produced no frills androids still sit in their
boxes. Machines in research facilities are still shrouded in the
plastic they were delivered in. Trading docks are used only by the
flourishing black market that the station's residents have come to
rely on.
Sevastopol is a ghost town. And nobody cares.
==============================================================================
107 Reformat Chamber
Russell
09/15/2137
Spedding, I've sent up some blank androids for the VIP Sevastopol
sale tour. If you haven't done it before, just have them lie on the
slab in the Reformat Chamber. It'll connect to APOLLO and upgrade them
with the latest programming. Let's hope they bite. Russell.
==============================================================================
108 Investigations
Ransome
11/26/2137
(A) This is Seegson Executive Ransome speaking. I just woke up to find a
Working Joe in my suite and when I asked what the hell it was doing
it lunged for me. I had to leave my own fucking apartment! Send your
best technicians to APOLLO Core and find out what the hell is going

on, now! Get those things under control, I want a full report ASAP.
==============================================================================
109 RE: Plans Tonight
Spedding
11/26/2137
Suzanne, sweetheart. I'm going to have to raincheck.
I'm getting reports from downstairs about abnormal android behavior it might have something to do with all those folks going missing.
I need you to get to the showroom and shut yourself in. There's a
lockdown button near my desk from when these machines were actually
worth something. Don't worry about them. They're only display models.
Just sit tight - I'll sort this out and we can celebrate the deal
finally going through when we're not on company time.
==============================================================================
110 Last Chance
Ransome
09/16/2137
Spedding, I'm expecting the VIPs to get here early, so I want you and
your people ready and waiting to greet them. The clock's ticking down
and this is our last chance to salvage something from this piece of
shit. I want your people to answer their every whim, every vice and
laugh at every one of their fucking jokes.
Take them to the showroom when they're ready - don't rush them and
don't bore them with speeches. If they say they want something changed
in the Working Joes, just say yes. We can let the tech heads worry
about it later.
I hope you have your best people on this.
==============================================================================
111 Showroom Appointments
S. Archer
09/15/2137
SALES SHOWROOM VIEWING APPOINTMENTS
Monday: 0 appointments
Tuesday: 0 appointments
Wednesday: 0 appointments
Thursday: 0 appointments
Friday: Date night
Saturday: 0 appointments
Sunday: 0 appointments
SEEGSON FACILITY STAFF
Reception: Suzanne Archer
Line Manager: Android Liaison Executive, Spedding.
==============================================================================
112 RE: Smythe Read This
Smythe
12/11/2137
What do you mean you shut the access door to the elevator?? All your
guns and supplies mean jack shit to me when the synthetic that was
chasing you is
STILL
FUCKING

DOWN
HERE!!
I don't think it's seen me. It's stood staring at your old magazines
in the blood plant overlook. Get back down here and open this door:
now.
Smythe
==============================================================================
113 Holding Out
Russell
12/11/2137
I don't know how many of you are still around to get this, but I've
got weapons and supplies and I'm setting up shop outside the Synthetic
Showroom. I'm hoping we'll be safe from the creature up here.
Smythe is with me and waiting to be let up from the Fluid Plant
Reception. I still haven't seen Suzanne, if you're with her let me
know.
==============================================================================
114 White on Red
Spedding
11/27/2137
(A) This is Spedding in Android Processing. We've got a situation - we
have white-on-red casualties onstation. I've just had an android
report to the APTC with head trauma - but he's covered in blood. Human
blood. I've alerted the Marshals, put my secretary someplace safe, and
right now I'm headed for the transit. I'm going to get a Working Joe
to consult APOLLO. Maybe it knows who the HELL is to blame for this.
==============================================================================
115 Tomorrow, Together #3
Sebastian Sieg
05/--/2115
Together Tomorrow: Seegson's journey into Colonial Space
An Official History, by Sebastian Sieg (First printed in 'Eye on
Seegson')
OUR ASCENT TO SEVASTOPOL
While Seegson prepared for its ascension into colonial space, its
foothold was under construction. Sevastopol: a station with
unparalleled potential, and a perfect position deep in deep space.
Sevastopol began as a Freeport, built by Lorenz SysTech Development
and funded by our friends at GeoFund Investor. The station's opening
would, however, coincide with tumult in the space race. Years of
mismanagement, and the re-routing of the Sol-Thedus flight path, left
Sevastopol in real danger of being decommisioned.
Thankfully, Seegson were waiting in the wings to reenergize this
station - among many others! In 2124 we arrived in Sevastopol - and
made possible the buzzing cosmopolitan hub you see today!
==============================================================================
116 Hazard Containment
Spedding
11/28/2137
(A) I've come over to APOLLO to find out what sent the synthetics crazy.
This place has gone to hell. APOLLO's redirected core android duties,

and they've just walked away from the maintenance we requested after
we got the news. Coolant's everywhere, gas has escaped, and the
primary access lift has shut itself down. I've flagged a help request,
but apparently I'm forty-fifth in the line. Systems are suddenly
obsessed with Hazard Containment. I'm going to find a way down.
Spedding out.
==============================================================================
117 APOLLO Sales One Sheet
Seegson
09/15/2137
APOLLO INFORMATION SHEET
WHY AN APOLLO SYSTEM FOR YOUR DEEP SPACE ORBITAL STATION?
Self-regulation and android maintenance. Security through removal of
synthetic self-determination. Instant communication. No interference.
Lightning fast data movement across the station. Reliable. Efficient.
Self sustaining. A true Seegson product.
==============================================================================
118 Something up with Your Synthetics
Chief' Porter
11/25/2137
(A) Hey, it's Chief. There's something wrong with your synthetics. The
team I requisitioned to asset-strip lower habitation just stopped in
their tracks. They barked something about a Hazard Containment order,
tried to get into my control booth and then just marched off. I know I
always complain about those spooky, bald bastards, but now I've got
proof their wiring's faulty. I've got a meeting with your boss
Spedding tomorrow, and I'm going to kick some ass. So when he starts
kicking your ass... well, it's coming from me.
==============================================================================
119 Hazard Containment Alert
APOLLO Systems
12/11/2137
APOLLO would ask for your patience during the current: Hazard
Containment Alert.
Which is currently at level: Omega.
Thank you.
==============================================================================
120 Sold!
Ransome
11/17/2137
(A) Spedding, something crazy just happened. Sevastopol is off the market.
We got a buyer. After all those endless presentations and tours, I
guess the talks weren't stalled at all. Someone at Company
Headquarters just had to click his fingers. A message of confirmation
just came in, Apollo's currently receiving a packet of new operation
rulesets, so I guess the deal's sealed. This is board level, need toknow stuff until it's announced to shareholders. Quite the promotion,
huh?
==============================================================================
121 Keep Things Quiet
Ransome
11/21/2137
Spedding it's Ransome. With the Weyland Yutani buy-out it's more
important than ever that the flight-recorder hand-over goes without a
hitch. They'll be low level execs and won't know jack about the
buy-out, but if they hear rumors about a 'disappearing people
problem'? Well I don't want to rock the boat, and neither do you.

Let's just keep everything nice and quiet, we don't want them having
second thoughts.
==============================================================================
122 Twisting in the Wind
Ransome
12/09/2137
(A) This is Seegson executive Ransome, reporting in to the board. You sons
of bitches. I was loyal to you and you cheap bastards left me twisting
in the wind. I was going to give you the find of a lifetime. I was
willing to risk my life for the company. I could have called in a
special team, secured the specimen and we all would have been happy.
But APOLLO has cut all communications. None of the technicians in
APOLLO Core are answering my messages. We're all dying here, you
bastards! You threw it all away! Fuck you and fuck your company! Fuck
you!
==============================================================================
123 They're at the Door
Spedding
11/30/2137
(A) I'm in APOLLO. There are... androids at the door. Ransome's nowhere to
be seen. There are conflicts with the Hazard Containment Breach.
Synthetic safety procedures are getting by passed left and right.
Comms are offline. I thought it was random, but now I'm not so sure.
Oh God, they're going to get in. Tell Suzanne I love her.
==============================================================================
124 APOLLO Primary Interaction Log
APOLLO Systems
12/11/2137
11/11/2137
Class: Human interaction
Request for inter-corporate messaging received. Outgoing message to
Weyland-Yutani representatives accepted and monitored.
11/16/2137
Class: Colonial Marshal Incident Report
Temporary emergency measures initiated in San Cristobal Medical
Facility. No further information provided.
11/17/2137
Class: External interaction
Purchase order received. Weyland-Yutani operational ruleset packet
received, verified and installed.
11/23/2137
Class: Colonial Marshal Incident Report
Emergency measures initiated in San Cristobal Medical Facility
extended. No further information provided. Station scans initiated
under WY directive #00043b56.
11/24/2137
Class: Containment Hazard Alert
Unverified scans in Reactor systems. Special Order 939 initiated.
Priority One. Protect Specimen. Maintain station quarantine. Disallow
communications.

12/11/2137
Class: Sevastopol Arrivals Log
New inhabitants logged with Apollo systems by synthetic staff.
Ripley, Amanda. Level 2, Weyland-Yutani.
Taylor, Nina. Level 4, Weyland-Yutani.
Samuels, Christopher. Level 3, Weyland-Yutani.
Expendable.
12/11/2137
Class: Containment Hazard Alert
Viable threat to specimen detected in Project KG348 Hazard lab.
Containment Hazard Alert raised to Omega.
==============================================================================
125 Missing Engineer
Chief
12/01/2137
(A) Chief here. Something weird's happening. Synthetics are on the fritz,
so I found some guys to help me out. I sent one of them into a
manufacturing room, but he never came out. Every door's locked, and he
sure as hell couldn't fit through the air vent without a fight. We
don't know what to do. It doesn't seem right to keep working without
looking for him, but there's nowhere to look. Our shift's over soon.
I'll report the incident to Waits and the Marshals.
==============================================================================
126 I Saw It
Chief' Porter
12/06/2137
(A) I saw it. It had its back to me - walking down a corridor like it was
the most natural thing in the world. I hid, but when I looked up it
wasn't there. I think it went into the floor. Maybe the ceiling.
Sevastopol's a maze. It could be living anywhere. This must be what
the marshals have been chasing. This shouldn't have been kept from me.
Chief out.
==============================================================================
127 Power Delivery
Chief
12/03/2137
We need you down in Reactor Maintenance, Flores. I've got reports of
localized brown-outs all over the station. I know it's going to hell
on-station, but I can't see anything up here that would be
compromising power delivery.
Can you run a full systems check down there?
Chief
==============================================================================
128 I'm Coming to Find You
Chief Porter
12/07/2137
Flores, if you're still there, find somewhere safe and wait, I'm
coming down to you. We need to stick together now. Sanders is dead and
at least four of the other engineers are missing.
One of those damn androids nearly took my head off, so I've scavenged
some parts together to make a weapon. It's got enough kick to punch a
nice clean hole in one of those bastards.
I'll be there as soon as I can.

Chief.
==============================================================================
129 Shutters Code
Flores
12/04/2137
(#) Chief, I'm heading down to Reactor Maintenance now as requested.
I've locked the shutters behind me, the code you'll need is 6832.
Flores
==============================================================================
130 Let Me Be a Friend to You
Julia Jones
11/15/2137
(A) Dr. Lingard, my name is Julia Jones and I'm a writer covering
Sevastopol's decommissioning. I was hoping to interview you about your
experiences on the station... You know, the limited medical resources,
the mental effects on patients in deep space, that kind of thing? But
look, doctor, I've heard there was some kind of incident in the
hospital recently. No-one seems to know anything. Doctor, if there's
a major public health issue here on Sevastopol, people need to know.
I'm freelance, unbiased. I don't have any corporate affiliations. I'll
take any statement you'd care to give me. Call me.
==============================================================================
131 Feeling Lucky
Foster
10/20/2137
(A) I think we may have broken our losing streak. We've barely been
scraping a living the past couple of years and the Anesidora is
starting to look like the wrecks we salvage. Can't say the crew's been
faring any better. Then we found that flight recorder. It belongs to
a ship, the Nostromo. Weyland-Yutani property. That means there'll be
a reward. But then Marlow had an even better idea: extrapolate the
path of the flight recorder to try to find the wreck of the Nostromo.
We got lucky, found a distress signal and now we're following it. This
is it. I can feel it in my bones. He always said he'd do right by me.
==============================================================================
132 Signal Detected
Foster
10/20/2137
Marlow, Heyst says he's just picked up some kind of signal. I've got
Lewis trying to decode it now. Could be the Nostromo. Want to come up
and see for yourself?
==============================================================================
133 Approaching Sevastopol
Heyst
11/11/2137
(A) We're outside Sevastopol. Marlow and Foster woke up first. She looked
terrible. Meeks and me are about to take a shuttle to the station.
But, well, this has got to break quarantine procedures - right? It's
Marlow's ship, she's Marlow's wife. Things got heated and Meeks got a
bloody nose. So... I don't know... Maybe the doctors will give her the
all-clear and things can get to normal. But if they sniff it out when
we get on board, I don't want any part of it. Marlow doesn't pay
nearly enough for that kind of noise.
==============================================================================
134 Technician's Report
Lewis
10/24/2137
Technician's report, 10.24.2137. Marlow, I just had to do some much
needed work on the sub-light engines. The old girl was complaining so

loudly I'm surprised something didn't fall off during the last jump.
Everything's holding together for now, but she'll need a full overhaul
soon, and not just for the core systems. We keep pushing her like this
and we're gonna end up being the only salvage crew hitchhiking through
deep space. It's gonna be an expensive job, so let's hope you're right
about that beacon. It could be our last chance for a decent paycheck.
Anyway, I had to reset the door keycode afterwards, the new one is
4510
. Lewis.
==============================================================================
135 Sevastopol
Marlow
10/26/2137
Log #543374
Whatever it was that attached itself to Foster is dead. I
the floor by her bed; all curled up like a spider. Foster
felt fine, but I insisted on putting her into hypersleep.
must have done something to her, but maybe I can slow the

found it on
said she
That thing
process.

Sevastopol's the nearest station so I'm going to get her checked out.
Quarantine will be a problem but I figure the Nostromo flight recorder
may be the ticket in. Whatever we have to do.
==============================================================================
136 Anesidora Hail
Waits
11/11/2137
(A) Anesidora, this is Marshal Waits of Sevastopol. Officially, I should
deny your request to dock. Sevastopol is currently being decommisioned
and I can't compromise security for unscheduled vessels. However... in
the light of the property you found I will allow a small number of
your crew to dock via a short-range shuttle. I must remind you that
Sevastopol is entitled to a cut of any reward for return of said
property once it's on station. Let me know your decision. Waits out.
==============================================================================
137 Journal Entry # 340
Axel
12/08/2137
(A) Axel's journal entry 340 - Right, got to be quiet now. I've found a
small hideaway in the Spaceflight Terminal. Not exactly five-star, but
it's cosy enough. I filled a bag with essentials and picked up a few
things on the way, making sure I didn't run into anyone. Too many
people with guns on Sevastopol now, shooting at shadows. I mean, I
have one myself but I'm not fucking insane. At least here it's
secluded and I'm close to the Terminal. So, if there's a chance of a
ship arriving I'll get a front seat.
==============================================================================
138 Code for Repair Job
Francis
09/02/2137
(#) Hey, Myers. MY shift's over and I'm clocking off. If you turn up to
repair the system in the next three hours, I won't be here, so the
code you need is 1851.
==============================================================================
139 Tomorrow, Together #4
Sebastian Sieg
06/--/2115
Together Tomorrow: Seegson's journey into Colonial Space
An Official History, by Sebastian Sieg (First printed in 'Eye on
Seegson')

OUR SYNTHETIC FUTURE


With the guidance of key Seegson executive talent, Sevastopol has
become an outpost of progress: A trade hub, a vibrant community and
the beating heart of the Seegson Synthetic Solution.
Sevastopol is the primary off planet site for the development, sales
and maintenance of Seegson androids. From Sevastopol's unique position
in the cosmos we can ship our range of Working Joes wherever they're
needed in colonial space within months, not years.
Above and beyond our reliable and cost-efficient synthetics is
Sevastopol's governing AI: Seegson's award-winning APOLLO system.
Through the hard work of our scientists and Seegson's bold
investments, the station is now a showcase for economical and
self-governing artificial human operations. Even now our sales
executives are overseeing the population of APOLLO mainframes across
colonial space!
Just as we assured you throughout this journey: We made it to
tomorrow, and we did it together.
==============================================================================
140 Bet on the Wrong Horse
Sinclair
12/11/2137
(A) This is Sinclair. You guys took too long down there - I had to power
down this facility and take the last transit. We can't afford to keep
sanctuary wide open. All it'll take is one creature to get in - and
all the supplies and weapons we've taken will come to jack shit. Me
and mine are gonna sit this out till the rescue comes. I'm sorry, but
when you started chasing after a ship that'll never come you broke
with the plan. Sinclair out.
==============================================================================
141 Nowhere to Run
Winters
12/11/2137
(A) I got here when they were sealing the sanctuary. I don't know what I
expected, maybe that they'd change their minds and let me in, maybe
that they'd shoot me dead like everyone else on the station who gets
in their way. They shut the door in my face. I can hear movements from
the floor below me. I haven't got long. Sinclair and his people have
Sevastopol's food supplies and much of its weaponry, but I heard the
voices of children too. I'd wondered where the children had gone.
Maybe they can keep these monsters from them. Despite it all, I hope
they do.
==============================================================================
142 Sealed In
Sinclair
12/11/2137
(A) If you're listening to this, and you're on the team, we've sealed the
Habitation Sanctuary. There's one way in, one way out. I've still got
raiding parties heading out to loot supplies and weapons, but it looks
like we shut it off just in time. The Seegson Synthetics have started
moving away from their stations. I've seen a trail of strangled bodies
in public areas. So, be aware. Oh, and if you're listening to this and
you're not on the team, don't come find us. We will shoot.
==============================================================================
143 Shut Out
Denver
12/11/2137

Is anyone there? It's Denver. I'm back with the supplies, but I'm
locked out and nobody's answering. What happened? Was there an attack?
It's getting worse out here, you have to let me back inside now - my
wife is in there, she'll tell you who I am. I have the supplies!
Someone please answer me!
==============================================================================
144 Last Stand
Sinclair
12/11/2137
(#) Mendonca, we rounded up everyone we could find and are camped out in
the Rec Room. The security system we discussed is rigged up, but you
won't be able to get in the old way.
We caught a stranger sneaking in - after a couple of hours he
confessed who let him in and we threw them both out. We've only got
limited space and supplies here and we've got to control who gets in if they want in, they've got to bring something to the table.
What you need is in the usual place. I don't want to say here but
you'll know what I mean. I changed the code to 1984. Use what you find
there.
Of course, we'll need to make sure you've got the supplies you
promised us, but we'll check you upon entrance - I'm sure you've got
what we need. After all, I vouched for you.
Don't make me regret it.
Jake
==============================================================================
145 Blood on my Hands
Sinclair
12/11/2137
(A) Last will and testament of some fuck you don't give a shit about. We
couldn't keep them out. My wife is dead. My children have been taken.
I tried, but I couldn't stop them. They broke through our defences.
There's... there's so much blood on my hands. This is for the rescue
party, for Seegson or... I don't know... Whoever has to clean up this
mess. We held out in here as long as we could. You didn't come fast
enough. You fucked it. Just send in the marines or blow this place up.
Take these creatures back to Hell.
==============================================================================
146 Goodbye
Mike Tanaka
12/08/2137
(A) Anne, I am so sorry. You were right, I never should have come here.
Please tell Beth and Heidi, tell them that I love them more than
anything. God, it hurts so much. I found something, Anne. I don't know
what it was, but I found it and now it's killed me. It's killing
everyone. I have to tell someone... there has to be a record. I was so
stupid, Anne. I should have stayed with you. I wish... I wish...
==============================================================================
147 Stability Alert
Automated Alert System 12/11/2137
Disruption to Orbital Stabilizers has been confirmed. Orbital
Stabilizer array back-ups are offline.

Systems waiting for Orbital Emergency Convenor response.


==============================================================================
148 Sevastopol Initialization
Hope, A
08/04/2105
I can now confirm that all Sevastopol Systems are operational, and our
KG348 orbit is no longer degenerative. My thanks to the tow team.
We're open for business. Good luck everyone.
==============================================================================
149 Transit Office Code
Unknown Civilian
12/11/2137
(#) "Code for the Transit Office is 0482 if you need supplies."
==============================================================================
150 Code on Blueprint
APOLLO Blueprint
12/11/2137
(#) "Try to remember this time"
4930
==============================================================================
151 Torrens Co-Ordinates
Observatory Chamber
12/11/2137
Co-Ordinate Conversion Input:
35
75
__________________________________________________________________________
|
':|
|
Nostromo Logs (NOL1)
|
|
|
|:.________________________________________________________________________|
Subject
Sender
Date
==============================================================================
001 An Initial Report
Dallas
NOS-7363-2121
(A) This is Captain Dallas, logging an initial report from the return log
of our Thedus voyage. When we get back home I want a meeting with a
shipping coordinator. My usual Science Officer has been replaced - no
reason given. The new guy is more than capable, I'm sure, but only
getting two days' notice for this kinda thing is crazy. I'd just like
an explanation. We'll be ready for our load when we get the call.
Dallas, Nostromo Captain, signing off.
==============================================================================
002 Science Officer Reporting
Ash
NOS-7367-2121
(A) Science Officer's initial log. I've been installed aboard the
Nostromo. All the relevant paperwork has been signed and I have access
to the ship's MU-TH-UR 6000 mainframe. Captain Dallas and the
Executive Officer seem... put out by my appearance, but that's perhaps
to be expected. All that's left is to hope for a productive journey.
Ash signing off.
==============================================================================
003 Delayed Pick-up
Lambert
NOS-7370-2121
(A) This is Lambert confirming the delayed pick-up of the refinery we're

taking back to Earth. I've entered initial coordinates for the edge
of the Epsilon Reticuli using the established haulage route. My next
entry will be confirmation of our flightplan to the Sol system.
Lambert out.
==============================================================================
004 Overworked and Underpaid
Parker
NOS-7392-2121
(A) Ripley's asked me to log a report on what happened to the umbilicus
when we hooked up onto the refinery. I'll tell you what happened: me
and Brett, we're holding this place together with our bare arms. You'd
think millions of tons of ore would get someone from the front deck,
someone on a full share, down here with us. Y'now, checkin' up on the
stuff we need. You want to get out of the system on schedule next
time? You put the Nostromo in drydock for a month, you wait till we're
done with it, you pay what we're due. Parker out.
==============================================================================
005 System Check Went Okay
Dallas
NOS-7398-2121
(A) Sounds like the system check went okay. Some ducts still need
rerouting but, as I keep getting told, there's not much we can do
about it while the Nostromo is in the air. Parker's coming up with the
sign-off sheets, but I know Ripley wants to chew his ear about the
secondary load unit. I'm gonna stay out of it for now, they know what
they're doing. Dallas, Nostromo Captain, signing off.
==============================================================================
006 The Secondary Load Unit
Parker
NOS-7402-2121
(A) We're heading to the edge of the system. Ripley's given me list of
stuff she says needs doing, says MOTHER's not gonna let us hit the gas
if we don't fix the secondary load unit. Helluva lot of work for a
routine flight. Dallas, if you somehow found the time in your schedule
to listen in on this, Brett and me - we're working double-time. If you
don't come good with a bonus we'll be taking it to the union.
==============================================================================
007 Finishing up Here
Brett
NOS-7611-2121
(A) Right. Finishing up here. Kane asked if we could fix it so the heating
came on before we get outta the ole freezerinos. Parker said no way not our job. Next they'll be asking for monogrammed towels and a
massage. So we didn't do that; we told them that. Brett - over and
out.
==============================================================================
008 Antarctica Control Will Get Our Call Lambert
NOS-7641-2121
(A) This is Lambert, Navigator on the USCSS Nostromo registering that all
navigation beacons and Sol system co-ordinates have now been verified
by MOTHER. Antarctica Traffic control will get our call on October
22nd, or a few hours on either side. Signing off.
==============================================================================
009 Health Checks
Ash
NOS-7663-2121
(A) Pre-hypersleep health checks have been performed on the entire crew
including, after some persistence from the engineer's staff, the
ship's cat. Everyone regular, present and correct - as set out in the

report I've just logged with MOTHER. I have a little more work to do
setting up my equipment and initialising systems, but otherwise: we're
ready to go.
==============================================================================
010 Nostromo Report Packet
Dallas
NOS-7680-2121
(A) This is Dallas, I'm about to broadcast the Nostromo report packet back
to the Sol system before we hit the pods. Nearest open relay station
looks to be Sevastopol. All things being well - you'll hear from us
once we reach the edge of Sol. Don't miss us too much. Dallas out.
____________________________________________________________________________
|
``:::%%%%%%HH|
|:..
VERSION HISTORY
`:::::%%%%|
|%%%:::::..
(VSN1)
::::::|
|HH%%%%%:::::.....___________________________________________________________|
Date
Version Comment
-----------------------------------------------------------------------------10/23/2014
0.1
Started writing the guide.
10/24/2014
0.2
Finished writing Missions 1-4.
10/25/2014
0.3
Finished writing Missions 5-9.
10/26/2014
0.4
Finished writing Missions 10-11.
10/26/2014
0.5
Finished writing Missions 12-14.
10/28/2014
0.6
Finished writing Missions 15-16.
10/30/2014
0.7
Finished writing Missions 17-19.
11/06/2014
0.9
Replayed the game, corrected errors.
11/07/2014
1.0
Finished writing Collectibles section.
Finished writing Achievements section.
Submitted to GameFAQs.
11/--/2014
1.2
Added section for Nostromo DLCs.
Added section for Survivor Mode.
Added section for Corporate Lockdown DLC.
Minor rewrite of main campaign missions.
12/27/2014
1.4
Added section for Trauma DLC.
01/26/2015
1.6
Added section for Safe Haven DLC.
Minor rewrite of main campaign missions.
02/19/2015
1.8
Added section for Lost Contact DLC.
Added Playstation controller.
03/12/2015
2.0
Added section for The Trigger DLC.
Added section for Advanced Techniques.
____________________________________________________________________________
|
``:::%%%%%%HH|
|:..
LEGAL (LEG1)
`:::::%%%%|
|%%%:::::..
::::::|
|HH%%%%%:::::.....___________________________________________________________|
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
The following sites have been given permission to host this FAQ:

www.gamefaqs.com
www.neoseeker.com
www.cheatcc.com
Copyright 2015 Jan Kruse

[email protected]
youtube.com/dcruze
twitter.com/dcruzeFAQ

____________________________________________________________________________
|
``:::%%%%%%HH|
|:..
CREDITS
`:::::%%%%|
|%%%:::::..
(CRD1)
::::::|
|HH%%%%%:::::.....___________________________________________________________|
Twentieth Century Fox Film Corporation
SEGA Corporation
The Creative Assembly Limited

}
}
}

for creating this game

Osrevad

for the Xbox and Playstation


controller ASCII art

Avlandre

for discovering Mike Tanaka's


Twitter account

PsychoHypnotic
Imposible
Infesord
XLR8 Games
Saturnine

}
}
}
}
}

for various playing tips

You

for reading this guide

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