Alien Isolation ___ / | | | | | /__ | | |-- | | / |___ | |___ | | __ _ . ___ _ | (_ . / | / | | / | | ..| __) ._/ .|_ ../-- .. |. .| _/.. .| | Walkthrough - Version 1.6 Written by dcruze (twitter.com/dcruzeFAQ) ____________________________________________________________________________ | | Table of Contents |____________________________________________________________________________| Controls .......................................................... (CTR1) Background ........................................................ (BKG1) Walkthrough ....................................................... (WKTH) Mission 1 - Closing the Book .................................... (MI01) Mission 2 - Welcome to Sevastopol ............................... (MI02) Mission 3 - Encounters .......................................... (MI03) Mission 4 - Seegson Communications .............................. (MI04) Mission 5 - The Quarantine ...................................... (MI05) Mission 6 - Outbreak ............................................ (MI06) Mission 7 - Seegson Synthetics .................................. (MI07) Mission 8 - Haven ............................................... (MI08) Mission 9 - Beacon .............................................. (MI09) Mission 10 - The Trap ........................................... (MI10) Mission 11 - Hazard Containment ................................. (MI11) Mission 12 - A Synthetic Solution ............................... (MI12) Mission 13 - Consultation ....................................... (MI13) Mission 14 - The Descent ........................................ (MI14) Mission 15 - The Message ........................................ (MI15) Mission 16 - Transmission ....................................... (MI16) Mission 17 - Desolation ......................................... (MI17) Mission 18 - Tomorrow, Together ................................. (MI18) Mission 19 - Isolation .......................................... (MI19) Crew Expendable ................................................. (DLC1) Last Survivor ................................................... (DLC2) Survivor Mode ..................................................... (SRVR) The Basement .................................................... (SRV0) Corporate Lockdown .............................................. (SRV1) Trauma .......................................................... (SRV2) Safe Haven ...................................................... (SRV3) Endurance Mode .................................................. (SRV6) Collectibles ...................................................... (COL1) Archive Logs .................................................... (ARL1) Nostromo Logs ................................................... (NOL1) ID tags ......................................................... (IDT1) Blueprints ...................................................... (BLP1) Achievements ...................................................... (AZT1) In-game Playing Tips .............................................. (TPS1) Log Transcripts ................................................... (SCR1) Archive Logs .................................................... (ARL2) Nostromo Logs ................................................... (NOL2) Version History ................................................... (VSN1) Legal ............................................................. (LEG1) Credits ........................................................... (CRD1) ____________________________________________________________________________ | ``:::%%%%%%HH| |:.. CONTROLS `:::::%%%%| |%%%:::::.. (CTR1) ::::::| |HH%%%%%:::::.....___________________________________________________________| Xbox 360 Controller: LT: Aim/Focus Vision RT: Melee/Fire (Motion Tracker) (when aiming) | | LB: Peek RB: Raise Motion Tracker | (hold) | _ Open Map Pause _ | _.-'` `-._ | | _,-' `'-._ ,-' `-.|___________|,.-' .-. `-. / .---. | ___ | ( Y +--------- Toggle / ,' ,-. `. _| / X |_ .-. `-` .-. Flashlight/ Move/ ------------ | | (__) | / | (__) ( X ) ( B ) Reload Sprint / `. `-' ,' __ ___/ `+` ,-. `+` Flashlight (click) | `---` ,-` `-. .---. | ( A ) | | (hold) | / -' `- ,' . `. | `+` | | Weapon ----+------------------ | | - - | | | | | cycle ! -. ,- / `. | ,' | | '------+-- Radial | `-.__,-' `-+-` | | | Menu | _____________|__ | | | | _,-'` | ``-|_ '----------+-- Interact/ | ,-' ------------' | `-. | Pickup ,' | | `. / `.__,-' | | `-.__,' Look/Crouch (click) Reload (hold) Keyboard Controls: Move Forward | W Move Back | S Move Left | A Move Right | D Sprint | Shift Crouch | C Aim/Change Focus | Right Mouse button Fire/Throw/Melee | Left Mouse button Use | E Close/Radial Menu | Q Reload/Activate | R Peek | CTRL Select Revolver | 1 Select Shotgun | 2 Select Flamethrower | 3 Select Bolt Gun | 4 Select Stun Baton | 5 Next Weapon | Mouse Wheel down Previous Weapon | Mouse Wheel up Select Motion Tracker | Space Select Flashlight | F Map Menu | TAB ____________________________________________________________________________ | ``:::%%%%%%HH| |:.. BACKGROUND `:::::%%%%| |%%%:::::.. (BKG1) ::::::| |HH%%%%%:::::.....___________________________________________________________| 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. ____________________________________________________________________________ | ``:::%%%%%%HH| |:.. WALKTHROUGH `:::::%%%%| |%%%:::::.. (WKTH) ::::::| |HH%%%%%:::::.....___________________________________________________________| 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. __________________________________________________________________________ | ':| | Mission 1 - Closing the Book (MI01) | | Archive Logs : 3 | |:.________________________________________________________________________| 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 )--------------------------------------------------------------- Pressing 'back' on the controller or 'TAB' on the keyboard brings up the map menu so you can 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, complicating things. You can still use this guide since it will give you the compass direction you are facing before referring to another direction. ------------------------------------------------------------------------ The next order of business is to head to the Bunk Room to get dressed. As you enter the Bunk Room, there is a computer terminal to your right. Access it to read the first Archive Log in the game. Now search all the lockers above the bunks, and go over to your 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. __________________________________________________________________________ | ':| | Mission 2 - Welcome to Sevastopol (MI02) | | Archive Logs : 15 | | ID tags : 2 | | Blueprints : Medikit (V.1) | | Tools : Maintenance Jack, Flashlight | |:.________________________________________________________________________| You are now able to run by clicking 'L1' once on the controller or by holding down 'Shift' if you are playing using the keyboard. Running is very loud, so it will attract attention if you do it when there are enemies nearby. 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. 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 light it with 'X' on the controller or 'R' on the keyboard. This will make it easier to see. Go around the corner and then crouch down by clicking 'R2' on the controller or 'C' on the keyboard and crawl through the opening to the right, and 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. Crouching is a quieter way of moving, but it is slower than walking. Now 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. ____________________________________________________________________________ | | 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 )--------------------------------------------------------------- Now you can put some of the stuff you have picked up to good use, press 'B' on the controller or 'Q' on the keyboard to open up the Radial Menu. Select Medikit and press 'LB' or the left mouse button to bring up the crafting menu. Press 'A' or the left mouse button to commit components. When you have committed all the components you need, press 'LB' 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 Blueprint for Medikit (V.1) earlier, you will get another chance here. 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 Log 008 Terminal Riot [] Archive Log 009 Pulling the Plug [] Archive Log 010 To all Spaceflight Employees [] Archive Log 011 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 )--------------------------------------------------------------- To change the batteries in your flashlight hold down 'Y' or 'F' on the keyboard. Pressing the button once will activate it. Be careful with 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. ** 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. 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. There is another chance to get the blueprint for Medikit (V.1) in this room in case you missed it before. [] Archive Log 016 A Blind Eye [] Archive Log 017 Two-Man Rule [] Archive Log 018 Inventory 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' 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 at any time if you attack without aiming. It can also be used to hit walls or hard surfaces to attract attention. ------------------------------------------------------------------------ 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! __________________________________________________________________________ | ':| | Mission 3 - Encounters (MI03) | | Archive Logs : 4 | | ID tags : 3 | | Blueprints : Smoke Bomb (V.1), Flashbang (V.1) | | Tools : Security Access Tuner Level 1 | | 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 and remove the brace on the door. Now walk to the other side of 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. 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 'LS' (LMB + Mouse) to move the fine-tuning marker until you receive a signal, then use the 'RS' (Movement keys on keyboard) to enter the corresponding callback code. Then you use 'A' ('E' on keyboard) to enter one symbol 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. 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 )--------------------------------------------------------------- You bring up the Motion Tracker by holding down 'RB' ('SPACE' on the keyboard), and you can shift focus by holding down 'LT' at the same time ('RMB' if using keyboard and mouse). You can also use the Motion Tracker to guide you to your destination. The marker on the edge of it points you in the right direction. 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 Log 023 Door Override [] Archive Log 024 Our Manifesto [] Archive Log 025 Tomorrow, Together' #1 [] Archive Log 026 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. 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, since he will grab your leg if you get too close to him. If you did not pick up the Blueprint for Flashbang (V.1) in Mission 3, you get another chance here. 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' ('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. 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. 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 and then hug the right wall until you get to the next doorway. Enter it and access the terminal to read the final two Archive Logs of the mission. On a nearby table in the corner, you find an ID tag. Search the lockers for some 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. ____________________________ | 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. ____________________________ | 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 'LS' or 'S' on keyboard. If it decides to inspect the locker up close, you will need to hold your breath with 'LT' (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. ------------------------------------------------------------------------ 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. ____________________________ | 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. 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 Log 045 Colonial Marshal Directive [] Archive Log 046 Morley: Updates and Codes [] Archive Log 047 San Cristobal Lockdown [] Archive Log 048 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 Operating Theater through the door to your left. Pick up the trauma kit from the wheeled table next to Patient Zero. You get in contact with Samuels and he tells you to get to the Medical Reception, but he warns you that they heard gunshots and that the Alien most likely did too. 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 Log 051 Human Touch [] Archive Log 052 Duty Roster [] Archive Log 053 Medical Record 2 [] Archive Log 054 Medical Record 3 [] Archive Log 055 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 to the Medical Reception, but the evacuation procedure has locked the doors to the emergency room, so you have to take the long route. Use a Medikit now if your health is low. Keep watching out for the ceiling vents, since 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 ____________________________________________________________________________ | | 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 1 Bonding Agent 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. |____________________________________________________________________________| --( 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. If you did not pick up the Blueprint for Molotov (V.1) in Mission 6, you will find it on the wall here. [] Archive Log 060 Tomorrow, Together #2 [] Archive Log 061 VIP Visit ** 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 single shot with your revolver just before you press the button to call the transit, the looters will hesitate before going down the stairs. (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 )--------------------------------------------------------------- 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 find yourself in a situation where you have to use the Flamethrower, aim directly at the Alien's head and only use short bursts. Once you have used the Flamethrower to make the Alien retreat once, it learns that the Flamethrower hurts it, which means you can aim at the Alien and it will only move slowly towards you. The Alien will sometimes run you down after you use the Flamer, especially if you are inbetween it and the vent it wants to use to retreat. If it does this when you are low on health then 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 then 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. 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 right, then go through the east door to turn on the lights in the area. Then turn around and go through the doorway to your left. Follow the corridor into a control room, and get everything you can carry. Then go through the door 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 )--------------------------------------------------------------- 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 SCJ Injector electromagnetic pulse that temporarily 2 Sensors disables non-industrial Synthetics. This 3 Charge Packs upgraded version has a wider area of 2 Bonding Agents 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 Log 096 What are Your Plans? [] Archive Log 097 Security Risk [] Archive Log 098 To All Sevastopol Inhabitants [] Archive Log 099 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. Marlowe'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 your right and then input the passcode to open it. Once you are inside, pick up any items you find and climb into the vent. Crawl to the other side and exit the vent. Walk across the ladder that spans the elevator shaft and then climb the ladder to your left. 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 and divert the power at the electrical junction to your left. Then pick up the Flashlight Batteries from the counter, as well as any other stuff you can get from the cabinets behind it. Access the computer terminal to read a couple of Archive Logs. If you missed the Blueprint for Flashbang (V.1) earlier, you can pick it up from the top of the counter. [] Archive Log 107 Reformat Chamber [] Archive Log 108 Investigations 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 calls in to tell you that you are on the floor above the APOLLO Core. He says the area contains the supportive systems with the Core itself at the center. Samuels was unable to lift the lockdown remotely, but once you get inside, 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 keep going south to the other end of the glass corridor. Go through the door and you will see the Turbine Shaft in front of you. Now turn left and go into an office. Pick up the items in here and access the terminal to read another 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. 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 the corridor to a blocked off vent where you get your first chance to try out the Ion Torch. Cut through the panel and remove it, then climb in and crawl to the other side. Exit the vent and save at the Registration Point, 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. 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. ____________________________________________________________________________ | | 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 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. It will start to emit a noise that will attract a lot of attention 10 seconds after it has been placed |____________________________________________________________________________| ____________________________ | 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 will 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 send a message to Ricardo telling him you got the Anesidora's basic power back on, then you hear Marlow's voice on the speaker systems welcoming you to the Anesidora. He thanks you for saving him a job by switching the power back on, he only needed it off-line temporarily to fix some things. 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, so 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 for the android in Product Storage since he has turned hostile since the last time you were here. It is best to sneak by him, since killing him will make the Aliens investigate. When you get to Ore Processing, climb the ladder then walk to the end of the corridor. ** 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 | |____________________________| ____________________________________________________________________________ | | 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 1 SCJ Injector 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. |____________________________________________________________________________| 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 will release a cloud of smoke that 1 Sensor obscures visibility. This advanced 1 Bonding Agent 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 press the 'LS' (movement keys on the keyboard) in the same direction as the flashing text then press 'A' (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' (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. __________________________________________________________________________ | ':| | 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. Go into the Rec Room through the doorway that just opened and save your game one more time at the Registration Point. Go back into the corridor and follow it until you can enter the room where the Alien came out. When you enter this room, there is another Registration Point straight ahead, use it to save your game. Turn left and enter the Games Room to the east. 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 [] Watch the vents in the corridor as you 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) ____________________________________________________________________________ | | 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 3 Charge Packs advanced version has a much wider area of 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. |____________________________________________________________________________| 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 the closed Alien egg. Climb out of the shaft through the opening in front of you. You get in contact with Verlaine and she tells you the gravitational pull has twisted the rig so they cannot break free from the station. You have to activate the emergency release outside. 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 right and go through the doorway into a corridor. Go through the first door to your left and collect the items inside. Exit through the other door, turn left and then go through the door into Maintenance Hatch 00B2. Talk to your 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 play as Ellen Ripley in this mission. After revealing Ash as an android, you decide to take your chances in the shuttle and blow up the ship. Lambert and Parker leave to gather coolant for the air support system while you ready the 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: dcruzefaq@gmail.com 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 B C 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. 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. 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 - 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 - - - - - * 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, 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 research file from the nearest desk, turn left and quickly make your way to the other side of the Lab and walk to the end of the corridor to your right. As you begin to hack the door, an explosion takes place in the Lab behind you, 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 left and open the security locker. Collect the keycard from it, turn left and run down the stairs. Run down the corridor to your right and use the keycard to open the door. Run up to the terminal and use it to collect the Nostromo 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 the room and use the terminal to activate Elevator Override A. Turn left and walk back down the stairs. Crouch down and move around the console to your right. Turn around and wait until the Alien drops down in the center of 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 | |:.________________________________________________________________________| 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, 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. Picking up items from a container gives a maximum of 50 points even if it contains multiple items. 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. I you are playing for Best Score, you will need to keep this to a minimum, or not at all. One thing to keep in mind is that your saved game is only good for the current session. You cannot exit to the main menu or quit the game and continue playing later. 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 Ion Torch from the shelf in front of you and climb into the other vent. Crawl to the other side. It is highly likely that the Alien will drop from a vent nearby, so it might be better to deal with it before you cut through the 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. __________________________________________________________________________ | ':| | Endurance Mode (SRV6) | | Characters: Amanda, Lingard, Ransome | |:.________________________________________________________________________| In this mode you play all the Survivor Mode maps you have installed except "Safe Haven" in a randomized order. There is no leaderboard, so it exists only as a way to test yourself. You get to play maps with Lingard and Ransome that they normally cannot access. ____________________________________________________________________________ | ``:::%%%%%%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 Collect an archive log A True Engineer Construct one of each craftable item Archivist Collect 10 Nostromo logs in the main campaign Build to Survive Construct an item The Missing Collect an ID tag The Taken Collect all ID tags Voices of Sevastopol 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 San Cristobal Medical Facility Primary Care Floor 6 052 San Cristobal Medical Facility Primary Care Floor 6 053 San Cristobal Medical Facility Primary Care Floor 6 054 San Cristobal Medical Facility Primary Care Floor 6 055 San Cristobal Medical Facility Primary Care Floor 6 056 Seegson Synthetics Facility Observation 7 057 Seegson Synthetics Facility Observation 7 058 Seegson Synthetics Facility Observation 7 059 Seegson Synthetics Facility Observation 7 060 Seegson Synthetics Synthetic Storage 7 061 Seegson Synthetics Synthetic Storage 7 062 Seegson Synthetics Facility Observation 7 063 Seegson Synthetics Facility Observation 7 064 Seegson Synthetics Synthetic Fluid Plant 7 065 Seegson Synthetics Facility Observation 7 066 Sevastopol SciMed Tower Transit Station 16 067 Sevastopol SciMed Tower Maintenance Deck 8 068 Sevastopol SciMed Tower Maintenance Deck 8 069 Sevastopol SciMed Tower Transit Station 8 070 Solomons Habitation Tower Galleria Lower Concourse 10 071 Solomons Habitation Tower Galleria Lower Concourse 10 072 Lorenz SysTech Spire Upper Level 10 073 Lorenz SysTech Spire Lower Level 10 074 Lorenz SysTech Spire Lower Level 10 075 Lorenz SysTech Spire Lower Level 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 Seegson Synthetics Synthetic Fluid Plant 12 106 Seegson Synthetics Synthetic Fluid Plant 12 107 Seegson Synthetics Seegson Synthetics Administration 12 108 Seegson Synthetics Seegson Synthetics Administration 12 109 Seegson Synthetics Seegson Synthetics Administration 12 110 Seegson Synthetics Seegson Synthetics Administration 12 111 Seegson Synthetics Seegson Synthetics Administration 12 112 Seegson Synthetics Seegson Synthetics Administration 12 113 Seegson Synthetics Seegson Synthetics Administration 12 114 Seegson Synthetics Android Orientation 12 115 APOLLO Core APOLLO Welcome Area 13 116 APOLLO Core APOLLO Welcome Area 13 117 APOLLO Core APOLLO Welcome Area 13 118 APOLLO Core APOLLO Welcome Area 13 119 APOLLO Core APOLLO Servers and Observation 13 120 APOLLO Core APOLLO Servers and Observation 13 121 APOLLO Core APOLLO Servers and Observation 13 122 APOLLO Core APOLLO Servers and Observation 13 123 APOLLO Core APOLLO Servers and Observation 13 124 APOLLO Core APOLLO Servers and Observation 13 # Location Sublocation Mission ------------------------------------------------------------------------------ 125 Engineering Maintenance Deck 14 126 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 Lorenz SysTech Spire Upper Level 16 003 Lorenz SysTech Spire Upper Level 16 004 Sevastopol SciMed Tower Transit Station 15 005 San Cristobal Medical Facility Primary Care Floor 15 006 Seegson Synthetics Facility Observation 16 007 Engineering Maintenance Deck 16 008 Gemini Exoplanet Solutions Upper Floor 16 009 Solomons Habitation Tower Upper Transit 17 010 Sevastopol Spaceflight Terminal Arrivals and Departures 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. Gascoyne M Lorenz SysTech Spire 3425 10 D. Turner M Seegson Communications 7637 4 K. Lingard F Solomons Habitation Tower 6734 8 E. Hampton M Seegson Synthetics 8239 12 E. Winters F Lorenz SysTech Spire 2613 17 E. Koorlander F Sevastopol SciMed Tower 1685 5 E. Guevara M Seegson Synthetics 3077 12 F. Whitechapel M San Cristobal Medical Facility 4928 5 F. Sinclair M Solomons Habitation Tower 2033 17 G. Ramsey M Solomons Habitation Tower 3423 11 G. Spedding M APOLLO Core 4627 13 J. Mitchell M Seegson Synthetics 1227 12 J. Williams F Lorenz SysTech Spire 9744 3 J. Shotliff M APOLLO Core 2149 13 J. King M APOLLO Core 4025 13 J. Jones F San Cristobal Medical Facility 3657 15 K. Bennett M Solomons Habitation Tower 3122 16 K. Clarke F Sevastopol SciMed Tower 2961 8 K. Neville F San Cristobal Medical Facility 2845 6 K. Hussein M APOLLO Core 2729 13 K. Lenton F Gemini Exoplanet Solutions 3724 10 L. Tart M San Cristobal Medical Facility 1917 5 M. Perry M Lorenz SysTech Spire 5831 16 M. Radcliffe M Seegson Communications 6433 16 N. Brunswick F Seegson Synthetics 5530 7 O. Smith M Seegson Communications 2381 16 O. Sans-Gomez M Seegson Synthetics 2497 7 P. Ryniak F Project KG348 8540 10 P. Brophy M Seegson Communications 5529 4 P. Timlett M Engineering 9443 14 R. Padjdlhauser M Station Maintenance 1710 18 R. Tafler M Lorenz SysTech Spire 1337 10 S. Cooper M Station Maintenance 7336 18 T. Miller M San Cristobal Medical Facility 3773 5 T. Armer M Seegson Communications 7938 4 T. Curwen M Seegson Communications 1569 4 V. Nash F Sevastopol SciMed Tower 9142 8 Chief Porter M Engineering 3193 14 W. Woodbury M Colonial Marshal Bureau 7035 10 Z. Watson M Freight Shipping 6132 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 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 Mission 3 Charge Packs can be placed to become a proximity 4 2 Bonding Agents 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 1 Bonding Agent make sure you have time to use it. 2 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 4 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 Collect an archive log A Synthetic Solution Complete the twelth mission A True Engineer Construct one of each craftable item An Outpost of Progress Complete the seventh mission Archivist Collect 10 Nostromo logs in the main campaign Awake Complete the first mission Back Off Cause the Alien to retreat by using the flamethrower Bait Complete the tenth mission Build to Survive Construct an item Caught in the Trap Complete the sixth mission Consulation Complete the thirteenth mission End of the Hunt Complete the eighteenth mission Every Bullet Counts Use the revolver Fault Detected Kill an android Free the Torrens Complete the seventeenth mission Hazard Containment Complete the eleventh mission Hide. Run. Survive. Complete the fifth mission without being killed by the Alien How Do You Feel? Complete the fifth mission I Admire its Purity Detect 30 targets with the motion tracker Just out of Reach Contact your team and escape Comms without being attacked by an android Light'em Up Use the flamethrower Mercy or Prudence? Complete the game without killing any humans Mind Your Step Navigate Reactor Maintenance without dying My Turn Now Kill an android using only the maintenance jack Not a Scratch Escape from android combat without taking damage Not the First Turn off the beacon One Shot Complete the game without dying Power Games Access 10 different rewire points Retreat From Fire Cause the Alien to retreat using a molotov Ripley, Signing Off Complete the game on any difficulty setting Seegson Security Bypass Perform 10 successful hacks Seegson Systems Expert Complete 10 minigames successfully Self Defense Kill 10 humans She's in the Vents Use the vent system 20 times Shock to the System Use the stun baton Stunned Knock down a human or stun an android with a non-lethal attack Survivor Complete the game on the hardest difficulty setting The Message Complete the fifteenth mission The Missing Collect an ID tag The Taken Collect all ID tags This Should Work Use the bolt gun Throwing the Switch Complete the fourteenth mission Transmission Complete the sixteenth mission Use With Caution... Use the shotgun Voices of Sevastopol Collect 100 archive logs Welcome to Sevastopol Complete the second mission You Shouldn't Be There. 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 and I'm thinking of getting out myself while I still have something to sell. Sounds like you're doing okay though. Dropped by the docks and heard you just shipped out. Sevastopol Station - what a shithole. 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 reliable components that could carry humanity deep into space. In so doing it grew, and by 2066 was running vast manufacture plants in London, Buenos Aires, Nagasaki and the lunar Schickard- Wargentin Frontier. 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, Mart. I guess you've heard about the station decommission by now. What are your plans? I've got some connections that can hook me up with work when we leave - I can't promise anything, but maybe they can find 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 to- know 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 found it on the floor by her bed; all curled up like a spider. Foster said she felt fine, but I insisted on putting her into hypersleep. That thing must have done something to her, but maybe I can slow the 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. ____________________________________________________________________________ | ``:::%%%%%%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 www.cheatbook.de Copyright 2015 Jan Kruse dcruzefaq@gmail.com twitter.com/dcruzeFAQ youtube.com/dcruze ____________________________________________________________________________ | ``:::%%%%%%HH| |:.. CREDITS `:::::%%%%| |%%%:::::.. (CRD1) ::::::| |HH%%%%%:::::.....___________________________________________________________| Twentieth Century Fox Film Corporation } SEGA Corporation } for creating this game The Creative Assembly Limited } Osrevad } for the Xbox 360 controller ASCII art. Avlandre } for finding Mike Tanaka's Twitter account. twitch.tv/psychohypnotic/profile } Imposible } for various playing tips youtube.com/Infesord }