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Alien: Isolation Complete

Walkthrough and Game Guide


Escape the Alien and beat every mission to survive Sevastopol.
by Bill Lavoy
Alien: Isolation is a survival horror game with a heavy dose of stealth, and we should also
mention that it is absolutely nothing like Aliens: Colonial Marines, a game that was received
rather negatively, to say the least. The good news is, while Gearbox Software was responsible for
Colonial Marines, The Creative Assembly are the ones who have expertly crafted Isolation.
That's not to say that Gearbox Software isn't a great studio, but for anyone who might be inclined
to carry some bad blood from one to the other, we'd advise you to give Alien: Isolation its fair
kick at the can.
The game takes place 15 years after the events of Alien and 42 years before those of Aliens, the
first two films in the franchise. Players will step into the shoes of Amanda Ripley, daughter of
Ellen Ripley and series protagonist. Amanda is given the opportunity to investigate the
disappearance of her mother, joining Samuels and Taylor on a trip to the Sevastopol, a space
station that holds the flight recorder from her mother's ship, the Nostromo.
While the plot certainly does get much, much thicker, we have no intention of spoiling it for you,
opting instead to provide you with this free walkthrough. Let us guide you through some of the
more difficult situations you'll encounter on Sevastopol, leaving the story-telling to the game
itself.
Mission 1 - Closing the Book - Taylor, Samuels, Verlaine
Complete your objective to Explore the Torrens by speaking to Samuels and Taylor, then making
your way to the bridge for a briefing with Verlaine.
Mission 2 - Welcome to Sevastopol - Door Code, Get Through the Main Door
We provide players with the door code, and show them how to find a way to distract the looters
so Amanda and Axel can escape.
Mission 3 - Encounters - Disable Security Lockdown, Evade the Alien
Aside from showing players how to sneak past the Alien, we'll help them find a Data Cell and
hack the elevator to Seegson Communications.
Mission 4 - Seegson Communications - Motion Tracker, Access Rewire
Players will get their first taste of the Motion Tracker in this mission, and we'll show them where
to find it, as well as the EMP V.1 to disable Synthetics.
Mission 5 - The Quarantine - Passcode, Keycard, Dr. Morley

This adventure will feature a heavy dose of the Alien, and we'll help players sneak past the
Xenomorph to find the passcode and Dr. Morley's keycard.
Mission 6 - The Outbreak - Stun Baton, Passcode, Synthetic
Players should expect many encounters with the Alien over the course of this mission, but we'll
help them through it with minimal risk.
Mission 7 - Seegson Synthetics - Smoke Bomb V.2, Compression Cylinder
Find out how to sneak past the humans and power up the Requisitions Android in order to
retrieve the compression cylinder.
Mission 8 - Haven - Gas Torch, Flashbang V.2, Revolver, Marlow
Reactivate the transit at the main console and use your Cutting Torch to regroup with Samuels,
Taylor and the Marshals.
Mission 9 - Beacon - Distress Beacon, Winch, Alien Nest
This will be one of the easier missions throughout the game, but it can be tricky when players are
asked to return to the winch. Find out exactly how to complete this objective.
Mission 10 - The Trap - Get to the Airlock, Flamethrower, Noisemaker V.2
Players will spend quite a lot of time fighting, escaping and evading the Alien as they try to trap
it in Sevastopol. Luckily, they'll have their Flamethrower.
Mission 11 - Hazard Containment - Plasma Torch, Shotgun, EMP V.2
Fight through the hostile Androids on the way to the Marshal Bureau, then find Samuels in
Seegson Synthetics.
Mission 12 - Synthetic Solution - Security Access Tuner, Grid Purge, EMP Mine
This mission has players making their way to Samuels, sneaking past hordes of Walking Joes in
order to help him halt the grid purge before it's too late.
Mission 13 - Consultation - Door Passcode, Gas Mask, Security Capabilities
One of the sneakiest objectives in the entire game is to reduce Apollo's security capabilities, but
with our help it'll be completed in seconds.
Mission 14 - The Descent - Boltgun, Reactor, Destroy the Nest
While players are attempting to destroy the nest they will have to deal with Facehuggers, then
make their where back out and overload the reactor.
Mission 15 - The Message - Ellen Ripley, Nostromo, Marlow, Flight Recorder
Once players take the shuttle to the Anesidora they will need to track down Marlow and Taylor,
then take a moment to listen to a personal message from Ellen Ripley.
Mission 16 - Transmission - Torrens Coordinates, Ricardo, Xenomorph
It's time for Amanda Ripley to go for a spacewalk if she plans to locate Verlaine and the Torrens.
Once she's outside our guide will give players the coordinates required to do so.

Mission 17 - Desolation - Restore Power, Passcode, Keycard


Players are going to spend more time escaping the Alien, which is likely why it's so easy to miss
the passcode and keycard required to find an alternate route to the Spaceflight Terminal.
Mission 18 - Tomorrow, Together - Release the Torrens, Ending
After a long campaign, it's time to wrap things up and get players back onto the Torrens where
they can reunite with Verlaine and enjoy the game's ending.
Last Survivor DLC Mission - Ellen Ripley, Sigourney Weaver, Nostromo
Play as Ellen Ripley, mother of Amanda Ripley, as she tries to self-destruct the Nostromo and
escape on the Narcissus. Our tips will help you to avoid contact with the Alien at all times.
Crew Expendable DLC Mission - Ellen Ripley, Airlock, Ash
Navigate through the vents and survive the Alien in order to trap it in the Air Lock. Players can
choose to play as Ripley, Parker or Dallas in this exclusive bonus content.
Collectibles
Find all 10 Nostromo Logs Archivist Trophy
Make sure you have your Ion Torch. You'll need it to track down these hard-to-find collectibles.
Collect all 151 Archive Logs, Voices of Sevastopol Trophy
How to find every Archive Log in the game.
Collect all 50 ID Tags and Unlock The Taken Trophy
All that's left of Sevastopol's doomed population. We'll tell you how to get each ID tag.

Alien: Isolation Mission 1: Closing


the Book - Explore the Torrens
Get dressed, then speak to Taylor and Samuels before going to the
bridge for a briefing.
by Bill Lavoy
When the mission begins you'll play as Amanda Ripley, the main protagonist of Alien:
Isolation. When you have control, head over to the flashing console along the wall that
says System Monitoring A with your name, Amanda Ripley, written above it. Follow the
instructions to interact and receive your first objective, Explore the Torrens.

Exit the room through the only door you can and take your first left, following the hallway until
another door opens for you. When you enter the room, head to the opposite side and interact with
the personal storage locker that has your name above it. This will complete the secondary
objective, Get Dressed.
Feel free to explore the room, but when you're done, exit out the door you entered through, then
follow the hallway until you can go either right or left. You're heading left, following the hall
until you reach an intersection. Go to your right and through the door at the far end to
find Taylor sitting at a table. Approach her to trigger a conversation, but feel free to explore the
room as the two of you chat. Look for a green light on the wall to Taylor's left. Approach it and
interact to gather up some supplies. When you're done talking, you'll have knocked off the Speak
to Taylor secondary objective.

Exit the room Taylor is in through the door you entered, then take the hallway that splits off to
the right. Follow it until you hit another intersection and take the path to your left. The room that
Samuels is in will be just on your left. Enter through the only door and talk to him to complete
your secondary objective, Speak to Samuels.

Your new objective will be to Go to Bridge for Briefing, and it's about as easy as objectives get.
Just follow Samuels through the ship, passing by the room where you previously spoke to Taylor.
Feel free to look around when you arrive at the bridge, making sure to Collect Your Briefing
Documents from the desk behind the captain when instructed to do so. This will complete all the

objectives you have for this mission, although the game may not notify you as it has done
previously.

Alien: Isolation Mission 2:


Welcome to Sevastopol - Door
Code, Get Through the Main Door
Get through the main door and find a way to distract the looters and
reach the transit station.
by Bill Lavoy

Take control of Amanda and receive your objective to Find Help before heading into the
adjacent room to change. Pass through the door into the next room where you can save your
progress if you'd like, but it's really not necessary. Follow the hallway until you reach a pit with
fire coming out of it, then look to the wall on the left and climb into the ventilation shaft. Follow
the shaft around and exit on the other side.
Keep moving forward until you see another hole in the floor, this time with two boards that you
can pass over. Head across the boards to trigger a short cut scene, and when you regain control,
start moving forward and through the luggage checkpoint. Keep following the luggage track all

the way to the far end where you'll find some supplies. Backtrack the way you came, then when
you pass through one of the luggage checkpoints, look for a device on the wall that you can
interact with. You can lower the ramp to access the ladder or just walk all the way around.

When you reach the top of the ladder, check the room for supplies and exit through the only door
you can. There are two rooms on the left, one that requires a numerical code to open, the other
needing the power to be restored. There's also a room on the right that needs a little juice before
you can go inside.
The only way you can go is to the opposite end of this area and up the stairs. When you reach the
top, head to the side walls and pick up a map of the area, then try to go through the large shutter,
quickly finding that it also needs the power to be restored. This will update your objective
to Find a Way to Restore Power to the Shutter.

Head into the control booth and interact with the power coupling on the left, then approach and
use the computer at the center of the console, making sure to browse to the Utility folder, then
select Power Junction D-13 Departures. This should accomplish two tasks - completing your
objective to Find a Way to Restore Power to the Shutter, and giving you the code to the room
with the keypad, which is 0340.
Go to the room that requires the code and collect all the goodies inside, including the Blueprint
for crafting Medkit V.1. Exit the room and check the other two rooms, one to the left and one to
the right. There aren't any alternate paths to find here, but players can scoop up a few more
crafting items that might come in handy down the line. Head back up the stairs and through the
shutter.
The next area is fairly insignificant. Pass through it to the other side, making sure to crouch
underneath the live wire hanging from the ceiling. When you enter the Spaceflight Terminal, go
up the stairs on your right and make your way around until you spot your ship. This will update
your objective to Contact the Torrens.

Continue along until you go down the opposite stairs, then head into the area with the Cred-Op
Amusements sign above the door. Pick up the Flare if there is one, then use the power coupling
to restore power to the area. Backtrack out of that room and go in the door along the left wall,
just near the bottom of the stairs.
Enter the room and use the Sevastolink terminal to learn more about what went down on the
station. Take a look around and make sure you didn't miss anything, then use the hatch to access
the vent and climb inside. Follow the vent until you can't go any further, then climb out and into
an area that's seen better days.
Approach the large container in front of you and move the cart out of the way. Pass through the
container to the other side, then keep moving in the only direction you can until you reach the
top of the large stairs.

Pass through into the next area to see a large door with the number 42 written on it at the
opposite end. Move to the door to have your objective update to Get Through the Main Door,
but in order to do that, you need a Maintenance Jack. Turn around and face the direction you
entered the room from, then go to the left side and through the only unlocked door in the area.
This will lead you to a room with a very bright light with a power coupling nearby. Restore the
power and then backtrack out the door you just came in.
When you're facing the large door that is now your objective, you'll see a stairwell on the left.
Head up the stairs and through a door that is available now that the power is back on. Save your
game if you feel the urge, then pass through that room and into a control room with an audio file.
There's not much to do here, but if you want to listen to the file you can.
Exit the control room and turn left, going through another door to find a short hallway with a
wheelchair and wet floor sign nearby. Go through the nearby door and loot the room for supplies,
then return to the hall and head through another door at the opposite end.

You'll know you're in the right spot if you're in a room with a bunch of shelves and a dude laying
on the floor behind a fence. You can't go through the nearby door, but you can crawl into the
ventilation shaft and drop into the room through the ceiling. Do that, then grab the Maintenance
Jack from his body and loot the surrounding area for supplies. When you're done, use your new
toy to pop the door open and exit the room.
You now need to backtrack the way you came, but now that you have the Maintenance Jack there
are at least two doors you can enter now that you couldn't before. One of them is just after you
exit the room where you found the Maintenance Jack, and the other is in the area beyond where
you recently restored the power. Check them out or leave them be - the choice is yours. Either
way, when you are all done with this area, head back to the giant door with the number 42 on it
and complete your objective to Get Through the Main Door.
Following a cut scene, your new objective will be to Head to the Transit Link with Axel. Pop
the door open and follow your new friend, stopping when he does and activating the elevator
when he tells you to. When you finally reach his hideout your objective will update to Stay
Close to Axel. You'll need to pick up the Flashlight and Flashlight Batteries before you can move
on, but when you're ready, follow him into the vent.

When you enter the next room your objective will update once again, this time asking you to Use
Your Flashlight to Find the Vent Entrance. Do as the game asks, then locate the vent in the far
left corner of the area from where you entered. Follow Axel through the vent until he spots some
people talking up ahead.
When you reach the next area, take cover next to Axel until your objective updates and requires
you to Find a Way to Distract the Looters. Move around the room in a counterclockwise
fashion until you enter a room with the console that controls the generator. Kill the power to the
generator, then climb through the hatch to enter the vent in the floor. The looters are headed to
the generator console to check it out, so wait a couple of seconds and then climb back out of the
vent.
As long as you timed it correctly (took us two tries), your objective will update and ask you
to Escape with Axel. Run down the hallway next to where the looters were originally standing
and pass through the only door you can take.
Move through this room, stopping to use the Sevastolink terminal if you desire, then into the next
room on your journey. When he joins you, your objective will update to Hit the Power at the
Same Time as Axel. To do this, backtrack through two rooms until you see the power console,
then press the button that's indicated on your screen.

After restoring the power you'll have a new objective, this time asking you to Save Axel. Sprint
back around to his location and melee the looter that's trying to kill him. This will prompt the rest
of the looters to begin chasing you, and your objective will update once again to Escape with
Axel. Simply sprint after him until you trigger a cut scene.
Following the cut scene, your objective will be to Reach the Transit Station. Take the hallway
to the right of the giant blood stained vent, passing through into an area called the Towerlink
Transit System. Head to the far right corner of the room and press the Call Transit button to the
right of the door. When the door finally opens, get on board and press the button to go to the
Lorenz Systech Spire. We'd advise doing this very, very quickly. If you're fast enough, this is the
end of Mission 2 - Welcome to Sevastopol.

Alien: Isolation Mission 3:


Encounters - Disable Security
Lockdown, Evade the Alien
Find the Data Cell, Disable Security Lockdown and escape the Alien.
by Bill Lavoy

As the third mission begins, your objective will be to Find an Elevator to Seegson
Communications. Step off the transit car and explore the area you're in. You can go to the right,
but your objective will be found up the stairs to the left. We found several locked doors but
weren't able to enter, so we continued looking around until we passed through the only door we
could and our objective updated.
The game will now ask you to Take the Elevator Up to Seegson Communications, and when
you climb the stairs, a woman will begin shooting at you. Briefly duck, but when she runs off,
feel free to explore the entire up and downstairs, minus the exact door the woman was standing
at. Scavenge for supplies, and when you're ready, go to the door that is opposite of the one you
entered this area through. This will trigger a cut scene where you pick up the Access Tuner, and
soon after the woman will return with three angry friends.
Your new objective will be to Find a Data Cell to Repair the Security Access Tuner, but you
have four hostile people approaching from the top floor, just to the right of where you originally
entered this area. Turn around from where you picked up the Access Tuner and head up the stairs
to your right, then move around the balcony in a counterclockwise fashion. You will now be able
to go through a door that was previously locked. In fact, it's the same door the four humans just
entered the area through. Congratulations, you just gave them the slip.
If the four bad people spotted you, they will talk as if they are going to chase you down the
stairs, but will quickly decide against that idea. Head down two flights of stairs and grab the
map, then go down one more level and through the door with the Tech Support sign above it.
There will be a vent on your left that you can snag some supplies from, but your ultimate
destination is the office a bit further ahead.
Go up the stairs toward the office, stopping to grab the map before you head inside. With map in
hand, go into the office and save your game, then pick up the Revolver and Keycard laying on
the desk. Turn around from where you picked up those two items and go down the short hallway,
using the Keycard to pass through the door.
Loot this entire room, making sure to go down the hall with the System Monitoring sign above
it and searching the dead body and room at the far end. Make sure to snag
the Flashbang blueprints off the wall near the body full of bullet holes, then backtrack down the
hall to return to the main room, turning left and heading through the door with
the Sevastopol Works Archive sign above it.
Entering the room will trigger a cut scene, and when it ends there will be an alarm going off.
That's the bad news. The good news is that we can help you deal with this unfortunate situation,
and that starts with you turning to your right and pressing the big button on the device with the
hand crank on it. In fact, you're going to press the button on two of those devices, moving from

your left to right. When you move the second device you'll expose the Data Cell. Approach and
pick it up to update your objective, which is now to Hack the Elevator to Seegson
Communications.
It's time to head back out the door that you used to enter this area, but to do so you'll have to use
your Access Tuner. Approach the door and follow the on-screen prompts to tune into the code
system and then to enter the code shown. Doing this successfully will open the door and return
you to the large room. Head back into the hallway with the System Monitoring sign above it,
but this time use your Access Tuner to unlock the side room. Head inside and pick up any
goodies laying around, including the audio log laying on the desk.
Exit the room and go all the way back through the office where you collected the Revolver and
Keycard, then go down the stairs next to the office and into the hallway with the Tech
Workshop sign above it. It's about this time that your objective will update to Disable Security
Lockdown, so approach the Tech Workshop door and use your Access Tuner to get inside.
Enter the room and use the Sevastolink terminal in the corner, then when you're done, spend a
moment going through the entire room. Whatever you do, don't interact with the keyboard that
gives you the option to Disable Security Lockdown just yet. It might be harmless, but we took
one more safety precaution before doing so.
On the opposite side of the same wall that you entered the Tech Workshop, there will be a door
where you can use your Maintenance Jack. It doesn't seem overly important since it only leads
back to the same hallway you were in before, but let's just say it's never a bad idea to have
multiple escape routes. We're not giving anything away... we genuinely don't know if this is
necessary. We're just the careful type.
With your alternate escape route ready to go, head back to the desk in the middle of the room and
press the button to Disable Security Lockdown. This will trigger a cut scene, and when it's over,
it's time to get a move on before the Alien shows up and does all those horrible things that were
shown in videos prior to the game's launch.
It's time to head all the way back to the room where you gave the slip to those four angry
humans. We're pretty sure you're safe(ish), but sneaking won't hurt, so slowly work your way
back up and use your Access Tuner to unlock the door. When you go through, hide behind the
railing and observe the Alien at work.
Once the Alien scurries away, work your way down the stairs and to the elevator where you
originally picked up the Access Tuner. Use it to open the door, then get inside and press the
button on the wall to bring this mission to a close.

Alien: Isolation Mission 4: Seegson


Communications - Motion Tracker,
Access Rewire
Reactivate Samuel's Communication, plus find the Noise Maker, EMP
and Motion Tracker.
by Bill Lavoy
After gaining control, the first order of business will be to speak with the Synthetic behind the
glass. These are also referred to as Androids and Walking Joes. After you finish your brief chat,
head down the stairs and follow the hallway all the way around to a room on the far end. Go
inside and pick up the Motion Tracker off the desk, then interact with the Sevastolink terminal
in the corner. Choose the Utility folder at the bottom of the screen and override the door.
Leave the room and take the door directly on your left, going up the stairs and past the Human
Employee Recreation sign. Head through the door at the top and cross the hall, using your
Maintenance Jack to pop the lock off another. Grab any supplies in the first room, then head
into the adjacent one where you'll find the Noisemaker V.1 blueprint on the table. Snag it and
keep making your way through the adjoining rooms.
When you reach the end of the hall, pull the lever to open the door and take a left. Do not try to
go up the stairs, but instead walk past them. Your objective should update to Find Another Way
Inside, so use your Access Tuner to hack the door with the Maintenance sign above it.
Head inside that room, loot it, then jump into the ventilation shaft and follow it as far as you can.
Upon exiting, your objective will update to Gain Access to the Elevator, Avoid Detection. Head
into the door next to the dead body and use the Access Rewire to shut off the camera in the
hallway, then backtrack out the door and walk past the camera, going through the Comms
Control door and into the elevator.
Stepping off the elevator will update your objective to Contact Verlaine and the Torrens. Grab
the map from the right side of the hall and then save your game on the left side of it. Go through
the door next to the save game mechanism and up the stairs. Head in the direction of the No
Access sign to gather up some supplies, but your main goal is to head to the External
Communications area and access the External Comms Link. Once you do that, jump into the
ventilation system and follow it to the ground level.

Your objective should update to Find an Alternate Communications Terminal, so exit the vent
and turn right, then move right again when you reach a desk a few feet away. Look for a vent in
the floor nearby, dropping down into it and exiting before it curves to the left. There are a few
Walking Joes in the area, so don't be afraid to hide under a table before sneaking through a door
with the signs Internal Communications and Monitoring Hall above it.
As soon as you go through the door, hang a right and go down the stairs, passing into
the Monitoring Hall and sneaking out the door on the opposite side of the room from where you
entered. This will take you to another hall, so cross it and go into the door with Human
Employee Recreation written above it. You'll know you're on the right track if your objective
updates to Reactivate Samuel's Communication.
The next room that you enter should have a table, counter and a few vending machines, plus a
door on your left as you enter. Be careful about going behind the counter. There's a wounded
Synthetic there.
Exit that room to find yourself in another hallway, this time looking at a large room with several
windows providing a view inside. Head to your left and then go through the door with
the Internal Communications sign above it, then head up the stairs to the center of the room
and complete the three mini-games. We'd love to tell you how to do this, but the game changes
for each player, so just follow the on-screen instructions for all three.
Are you ready to throw your controller or keyboard out the window? Remember back at the
beginning of Mission 3: Encounters when you stepped off the transit car? Well, you are about to
sneak all the way back to that point, avoiding the hostile Synthetics, the Alien and whatever else
the developers added to trip you up.
When the cut scene ends, your objective will be to Return Through Seegson Comms to
Escape. Look over your right shoulder (about four or five o'clock if you want to be specific), and
go through the door and into a small room. Save your game if you desire, then grab the EMP
V.1 off the table. Move through that room and into the next, climbing in the ventilation shaft to
the left of the door.
Exit that ventilation shaft and look for another that sits to the right of the room's exit. Jump
inside and follow it until you find yourself in the hallway just outside Internal
Communications. Go up the stairs and turn to your right, going into the Human Employee
Recreations door where the Synthetic was wounded behind the counter..
This is where you need to be very careful, as there are Walking Joes on patrol, and if they see
you, they will bring all kinds of harm your way. Whip out your Motion Tracker and keep tabs on

them, exiting Human Employee Recreation and crossing the corridor to go through
the Monitoring Hall door.
Pass directly through this room and exit out the door on the opposite side, then go up the small
set of stairs and turn to your left. Head into the Comms Control area and backtrack the exact
same way we originally brought you through this room, passing through the ventilation shaft and
emerging out of the floor. Make your way to the elevator and use it to return to the Comms
Security Surveillance area.
You're now back in the hallway where you disabled the security camera some time ago. Just like
before, hop into the ventilation shaft and retrace your steps, taking extra care to be as quiet as
you possibly can.
You'll exit the ventilation shaft in the Maintenance room, so leave there and take a peek toward
where the Walking Joe was in the control booth. He will patrol that hallway, so wait for your
opportunity and then sneak forward, going through the Human Employee Recreation room on
the right. Follow that hallway all the way around to the opposite door, then cross the hall and
head into the Reception area.
Consider saving your game before descending the stairs, coming out next to the room where you
originally picked up the Motion Tracker, then turning left and making your way back to the
mission's starting point. There are likely to be at least two or three Androids in the area, so use
the ditches off to the side of the corridor to avoid them. If you get stuck, toss a Noisemaker in
the opposite direction of which you want to go, then make your escape back to the elevator to
take you back to the Lorenz Systech Lobby.
You'll emerge in the area where the four humans hunted you in Mission 3: Encounters, and your
objective will update to Take Transit to Scimed Tower. The room will be empty, save for a few
not quite dead Synthetics and one angry Alien. If you see a Synthetic, just avoid them. To keep
the Alien from showing up, crouch and slowly make your way to the door on the opposite side of
the room from where the elevator delivered you. There should be a sign above it with an arrow
pointing to the Transit Station.
Head into the hallway and take a right, passing through a door and into the Towerlink Transit
System. Go down the stairs and head to Towerlink 01 on the left hand side. The transit should
have already been called and will arrive momentarily. Use your Motion Tracker to avoid any
Walking Joes, then hop on the transit and ride it to Solomons Habitation Tower.
Exit the transit and look to your left to find a save game terminal. Just a thought, but if you want
to do some exploring, now would be the time. There are stairwells all around you, and although

we didn't mess with the exploration options in this area, you can always reload from your last
save if anything goes horribly wrong.
No matter what you decide to do, when you're all done, feel free to hop aboard Towerlink
03 and ride it to SCIMED Tower, ending this mission.

Alien: Isolation Mission 5: The


Quarantine - Passcode, Keycard,
Dr. Morley
Find Morley's office, get the passcode and escape the Alien to
acquire the Keycard.
by Bill Lavoy
To start the mission, your objective will be to Go to Samuels and Taylor. Step off the transit to
reunite with your Torrens crew, then head through the nearby door and up the stairs. Move
forward and grab the map to your left, then from there, turn around and head through a nearby
door. Go up the stairs near where the two cameras are, then step onto an elevator when a voice
tells you to.
As you step off the elevator, your objective will update to Get into the San Cristobal Medical
Facility. Instead of going up the stairs, turn to your left and pass between a series of shelves,
then hop into the ventilation system on your left. Climb the ladder and travel through the vents
until you fall to the floor, then move forward and head up the stairs in front of you.
It's at this point of the game that you'll be introduced to Dr. Kuhlman, and after a short
conversation you'll get an updated objective to Find Morley's Office. Head through the door to
the Psychiatric Ward and follow the hallway as it curves to the left. Take your first left, going
under the sign that says Welcome Area. Continue following that corridor until you pass under
a Senior Consultant sign and go down a set of stairs. Dr. Kuhlman should comment that you're
headed in the right direction.
Make sure you're constantly checking your Motion Tracker as you approach the Senior
Consultant door and use your Access Tuner to get inside. Dr. Kuhlman will comment that that's
Morley's office, and tell you to look for a pass code. Interact with the Sevastolink terminal and

go through the files. You'll find that the pass code is 1702, and can be found under Shared Hospital Quarantine.
At about this point, an alarm will sound and your objective will update to Find Dr. Morley's
Keycard. Just so we're all on the same page, alarms typically attract the Alien.
Make your way out of Morley's office and toward the stairs you used a short time ago. We're not
sure if it will be the same for you, but this is where the Alien came through the vents, meaning
full on stealth mode from here on out.
When the coast is clear, take your first left at the top of the stairs and make your way down the
hall. Use your Motion Tracker to keep tabs on the Alien, but keep moving until you see the Staff
Quarters door on the left side. Open it using the code you find in Dr. Morley's office, 1702.
Move into that area and pass through another door that says Staff Quarters above it. Grab any
supplies you find inside, using the locker to hide if the Alien shows up. Your primary interest is
the whiteboard at the back of the room, however. Approach it to have your objective updated to
Investigate Rooms on Dr. Morley's Rounds.
Leave the room and turn to your right, going down a small flight of stairs and following the
hallway. Look for a room on your right that says Psychotropic Clinic above the door. Go inside
and snag the Pipe Bomb V.1 off the desk, then head to the back of the room and save your game.
It would be a shame to lose all this progress due to death by Alien.
Speaking of the Alien, he'll still roam around the area, so hide under the tables or in the locker if
he makes an appearance. When you're fairly confident the beast isn't around, leave the room and
turn to your right, following the hall and going through a door at the end of it and once again on
your right. Take your third right and use your Motion Tracker to locate your objective, Room A29.
Once you're in the room, feel free to press the Emergency Override button next to the door,
then grab the Keycard off Dr. Morley who is very dead and laying on the floor. With item in
hand, it's time to get out of there and make your way back to Dr. Kuhlman.
Leave the room and turn to your right, going back through the Staff Quarters door and turning
left. Simply follow the corridor as far as you can, turning right after you go up the small set of
stairs. Continue to move forward until you pass through a door with no name and into a larger
area, going into the Day Room.
Turn left out of the Day Room and take the corridor to your right, following it all the way
through the door that says Visitors above it. This will bring you back to Dr. Kuhlman, and after a
short conversation you'll need to follow him by going through the door with Welcome

Area written above it. Doing so will bring on an intense cut scene, after which your objective
will be to Take the Elevator to the Lower Hospital. Turn in the opposite direction of where Dr.
Kuhlman was standing and get on the elevator to complete the mission.

Alien: Isolation Mission 6: The


Outbreak - Stun Baton, Passcode,
Synthetic
Locate the passcode to access the keycard, then escape the Alien.
by Bill Lavoy
Mission starting points are a little blurry in Alien: Isolation, so your objective should be to Take
the Elevator to the Lower Hospital, but will soon update to Find a Trauma Kit. Step off the
elevator and save your game if you so desire, but given how close to the beginning of the
mission it is you may want to skip this.
Take a left before reaching Cold Chamber 1 and look for a door that has a Stun Baton jammed
into it. Grab this item to add it to your inventory, simultaneously opening up the door it was
holding shut. Head inside and use the Sevastolink terminal, choosing the Utility folder and
selecting the option to Activate Cooling System. This should allow you to approach three of the
four Hydrogen Cylinders in the room, choosing to Engage Coolant on all but the U6 unit
which is located next to the cabinet we spent a few hours cowering inside.
Exit the room you're in, turning right and going into Cold Chamber 2. Be careful that the Alien
doesn't spot you through the glass that separates this room from the one you were just in. If you
see him wandering around, hide behind one of the tables. With the coast clear, grab
the Hydrogen Cylinder from the floor and make your way back to the original room, the one
with the Sevastolink terminal. Approach the final cylinder and choose the option to Insert
and Engage Coolant.
Leave this room one more time, taking a left and heading into Cold Chamber 1. Hide behind the
table until you see the Alien complete its rounds through the glass, then use the Access
Rewire on the wall. Turn off Air Purification and switch Vent Access on. This will update your
objective to Investigate Lingard's Office for Information. Exit Cold Chamber 1, walking
straight forward and saving your game before continuing.

Head back toward Cold Chamber 2, but rather than go in that room, look to your left and climb
inside the vent that's on the wall. You can only go one way, so climb the ladder and drop through
the floor when you run out of vent to traverse through.
Loot this room, hiding from the Alien in one of the lockers if it makes an appearance. When
you're ready, leave the room and take a left, following the corridor and ducking into the first
room on your right. Once safely inside, access the Sevastolink terminal and browse to
the Utility folder, selecting the file Report: Lingard to trigger a cut scene.
When the cut scene ends the objective will update to Search Operating Theater for Trauma
Kit. Exit the room to see a sign on the wall that says Staff Gallery, turning left and following
the hallway until you pass a dead body, then actually entering the Staff Gallery itself. Continue
moving along, passing through the door that says Hygiene Area and traveling down the corridor.
Turn right into the Staff Quarters and take an immediate left to head toward Facility
Administration, going inside the room with the same name when it appears on the left hand
side. As you try to use the door on the opposite side of the room your objective will update
to Find Keycard to Access San Cristobal Medial Wards. All these wonderful hacking tools
and we need another keycard.
Exit the room through the door you entered, turning left and going into the Security Desk area.
In here you'll find the option to save your game, after which you'll need to access the Sevastolink
terminal, browsing the Personal folder and selecting Morley: Update and Codes. It's here
you'll find an extremely important code to accessing San Cristobal's central wards is 2505.
Exit the terminal, turn around and choose to Enter Passcode next to the save game mechanic.
Grab the Keycard, leave the room and take a right before ducking back into Facility
Administration. Use your newly found keycard to open the locked door, passing into an area
with a very dead person sitting in a wheelchair.
As soon as the door opens, turn to your left and then take the corridor on your right. Go to the far
end and use the door, passing through and into the Operating Theater. Approach the dead body
on the table and choose the option to Use, updating your objective to Access San Cristobal
Medical Reception.
Head through the door with the Ambulance Bay sign above it and take a right, then another right
when you reach the main area. Look for a vent in the floor and open it, jumping inside and
following the only available path to very end. Climb back out of the vent where you'll receive an
updated objective to Initiate San Cristobal Medical Evacuation Procedures.

Approach and fire up the nearby 2000-KJVS Generator, then move to the opposite side of the
room and do the same over there. You might also consider saving your game at this point, but
that's optional.
With both generators on, it's time to approach the center of the room and choose the option
to Use Security Access Tuner, completing the mini-game and updating your objective to Escape
Through San Cristobal Medical Reception. Just be careful of the Walking Joe in the area, they
can be wildly unpredictable.
Head through the now open door, using your Stun Baton on the Synthetic if it gets in the way.
You'll also want to be very careful of vents in the roof, should there be a goopy liquid coming out
of it, the Alien is there and will mess you up if you pass underneath.
Move down the corridor with the High Dependency Unit sign above it, turning left and going
into the door labeled Operating Theater. You may recognize this room from before. Pass
through it and out the door on the opposite side, taking a right and moving to the far end of the
hall. Once there, turn left and pass underneath the Medical Reception sign, following corridor as
it curves to the left.
Continue along this dark hallway, hiding under beds if you come across anything that moves,
including the Alien. When you come to a Medical Reception door on your right, take it and
follow the Exit signs until you pass through a door at the end of the hallway. This will trigger a
cut scene, and when it's over your objective will be to Escape.
Get to your feet and climb the ladder directly in front of you, then jump and climb another. Hop
into the ventilation shaft and follow it as far as you can. When you drop to the floor, get on the
elevator to receive and updated objective, Get to Seegson Synthetics. This will also bring the
mission to a close and move you on to the next.

Alien: Isolation Mission 7: Seegson


Synthetics - Smoke Bomb V.2,
Compression Cylinder
Repair the elevator, activate the Requisition Android and access the
Components Warehouse.
by Bill Lavoy

Your objective to start the mission will be to Return to Taylor with Medical Supplies, so walk
toward the fire and climb into the vent on the left side of the corridor. This will update your
objective to Find an Alternate Elevator.
There's only one way you can move through the vent, so follow it until you drop to the floor
below, receiving a new objective to Find a Compression Cylinder to Repair the Elevator. You
might also want to save your game, but that's completely optional.
Make your way along the corridor and hop into a vent on the right side of the wall. Follow it to
the only exit, emerging with three humans just a few feet to your left. Walk forward until you
spot a vent cover on the floor, removing it and dropping down inside.
When you enter the vent, turn all the way around and crawl forward, turning right when you can't
go any further. Follow that path until you hit another right turn, then take a left when you reach
an open area. Continue forward until you have to go right, climbing up out of the ventilation
system next to a ladder.
Head up the ladder and turn to your right, following the corridor until you reach the second open
room on the right, grabbing the Smoke Bomb V.2 from the wall and saving your game. Exit the
room and turn to your right, following the hallway until you see the door with the Synthetic
Storage sign above it, then head inside.
Walk through the corridor until your objective updates to Find a Way to Open the Door to the
Warehouse, then continue moving forward until you pass into a large room. This will once again
update your objective, this time asking you to Use the Requisitions Android to Access the
Components Warehouse.
Approach the Synthetic that is idol inside the glass case, updating your objective for a third time
in about 10 seconds. This time you must Find a Way to Power Up the Requisitions Android.
From your position looking at the Android, turn to your left and walk to the far end of the room,
heading through an open door and saving your game with the mechanism on the left wall.
Picking up the device on the table will give you a notification of Security Access Tuner
Upgraded.
Exit that room, walking along the wall on your right until you reach the door you originally used
to enter this area. Exit back into the corridor to find a ladder, climb it, move forward and choose
the option to Use Security Access Tuner on the console in the room. This will provide you with
a new objective to Activate the Requisitions Android at its Booth.
Leave the room, passing by the ladder and using the Security Access Tuner on the door to the
right. Head inside and loot up, then use the Sevastolink terminal to view the Shared folder, and

more specifically the message Elevator Out. This tells Ripley (that's you) that if she doesn't
want to use the Requisition Android to find the parts to fix the elevator, she can find them herself
in Components Storage - Row 1 - Stack B. it's completely up to you how you want to approach
it, but doing it yourself requires a Keycard, so we decided to fire up the Android instead.
Depart the room and head back down the ladder, going into the room with the idol Requisition
Android in the glass case. Walk up and press the button to active it, updating your objective to
Retrieve the Compression Cylinder.
Follow the Walking Joe (Requisition Android, Synthetic) until he leads you into
the Components Storage, but instead of letting him lead you once you're inside the room,
approach the stack on the right and choose the Move Down option four times. This will allow
you to shimmy to the other side of the storage without getting electrocuted like your Synthetic
friend a few moments ago.
Once you're on the far end, head over to the stack that the Synthetic was leading you to and
choose the option to Move Down. This will allow you to collect the Compression Cylinder,
updating your objective to Replace Component in the Elevator.
Exit the Components Storage room and turn right, following the corridor until you pass through a
door. Turn to your right this time, heading into the area just beyond the Technician
Training sign up above. From here, it's a straight shot to the elevator. When you arrive, choose
the option to Replace Compression Cylinder, then hop on and press the To Synthetic Fluid
Plant button.
After a short elevator trip you'll arrive at your destination, getting a new objective to Find Exit
to Synthetic Fluid Plant. Head through the door in front of you to a room with a hanging
assembly line, moving forward along the left catwalk. We're not sure about you, but it was about
this time the Alien dropped in on us, but like the champions we are, we just moved forward and
into the Facility Administration area.
Once you pass through the door, turn to your left and follow the narrow corridor as far as you
possibly can, going through another door where you'll find two people with guns. Sneak past
them using the desk as cover, exiting the room on the opposite side from where you entered.
Keep moving forward until you reach an elevator, choosing to send it To SCIMED Tower
Transit. This will update your objective to Get to Sevastopol SCI/MED Tower and bring the
mission to a close.

Alien: Isolation Mission 8: Haven Gas Torch, Flashbang V.2,


Revolver, Marlow
Reactivate the transit at the main console and get back to the
transit station.
by Bill Lavoy
The first objective of this mission is to Get to SCIMED Transit Station. Exit the elevator and
take the first right, using the lever to open the door. Head inside, going down the stairs and
turning to your left. Fire up the Security Access Tuner to open the door, move forward and turn
left, going down a large set of stairs to trigger a cut scene.
When the cut scene ends, you'll be asked to Get to Transit Control. Move across the room and
up the stairs just to the left of the save game mechanic, passing under the Towerlink Transit
System sign and going through the door along the left wall. Follow the hall and turn left at the
end, using your Maintenance Jack to get through the locked door.
Once you're inside the elevator, press the button to go To Transit Control, then step off to
receive an updated objective asking you to Reactivate the Transit at the Main Console. Grab
the Flashbang V.2from the table and walk to the middle of the room, choosing the option to Use.
This will cause someone to show up and investigate, leaving you the option to either sneak past
or take him out. We took him out, then moved to the same side of the room that we entered on,
choosing the option to Use Lever.
Move around the outside of the room in a counterclockwise fashion, stopping and choosing the
option to Use the computer. This will update your objective again (it's more of a reminder),
asking you to Reactivate the Transit at the Main Console.
As soon as this is done, turn around and get ready to take out a Synthetic (Walking Joe or
Android). This one means business, so try to avoid hand-to-hand combat. We used our Revolver,
which is risky given the Alien is never far away, but it worked out. With the Walking Joe down,
head back to the center console and for the third time, choose the option to Use.
Your objective will update to Get Back to the Transit Station, which normally means it's time
to backtrack, but since the elevator appears to be down, it's time to find another route.

Head down the nearby stairs and into the open door adjacent to the elevator. You'll see a dead
dude on the ground that you can search, then go through another open door to see a second dead
body. Grab the Cutting Torch from the table, then save your game and backtrack to the main
room behind you.
Go up the small set of stairs and choose the option to Use Gas Torch to cut through the panel
covering the vent. When the panel is removed, climb inside and follow it all the way through.
When you emerge, look to your left and choose the option to Use Lever to open the door. Once
through, turn to your right and go down the stairs, updating your objective to Take the Transit
Car to Solomons Habitation Tower.
Head over to Towerlink 02 and call the transit. This will trigger several humans to enter the area.
It's up to you whether you hide from them or kill them all, but when the transit arrives, get
onboard and choose the option to go To Solomons Habitation Tower. One of the hostiles
spotted us, but we ignored him and sprinted onto the transit.
After a short cut scene, your objective will update to Regroup with Samuels, Taylor and the
Marshals, then shortly after to Get to Colonial Marshal Bureau.
Step off the transit, turn right and save your game, then head up the nearby stairwell. Pass under
the Solomons Galleria sign and into the next room, hanging a slight right and going through the
door under the Colonial Marshals sign. Walk through the next room and go up the stairs, going
through yet another room to and chatting with one of the Marshals. When you're done, your
objective will update to Talk to Marlow. Go to the back right corner of the room to speak to him
and complete the mission.

Alien: Isolation Mission 9: Beacon


- Distress Beacon, Winch, Alien
Nest
Find a route around the blockage and return to the winch.
by Bill Lavoy
At the end of Mission 8: Haven, Ripley asks Marlow to tell her everything. In Mission 9:
Beacon, players will step into the shoes of Marlow to provide the back story that Ripley was
asking for.

Following the opening cut scene, your objective will be to Scan for the Signal Using the
Tracking Device. After walking a few feet this will update to Follow the Signal. Do as your
objective says and use your Tracking Device to pin point the location of the signal. After several
minutes of tracking you'll come to a strange rock formation and your objective will update
to Find a Route Around the Blockage.
Look for a rock ledge that hangs over just a bit, approach it and accept a friendly boost to get on
top. Next up, head the only way that you can, looking for two rocks that block your path. At the
base will be an option to place a bomb. Do so, stepping back and then detonating the explosive to
allow your buddies to catch up.
Approach another rock ledge and for a second time, get someone to boost you up, following the
path until you trigger a cut scene. It's a short one, and when you're done you'll be once again
tasked to Find the Source of the Signal.
The next part is fairly straightforward. Follow the two people ahead of you until your objective
updates to Enter the Derelict. Nothing changes, just keep on walking behind your friends until
you get yet another objective, this time asking you to Explore the Derelict. We're running out of
ways to tell you to keep walking, so... how about just keep on keeping on?
After reaching a large, open area, walk around for a moment until your objective updates
to Locate the Distress Beacon. Use your Tracking Device to get a lock on the signal, getting one
of your pals to boost you up to a narrow tunnel.
Follow the tunnel until your objective updates to Disable the Distress Beacon, then approach it
and choose the option to Shut Down Beacon. Turn around and head back the other way, getting
another new objective that tells you to Return to the Winch.
Make your way back to the group and climb up to join them. Approach the tripod looking device
and choose the option to Use Winch. This objective is somewhat unclear clear, so just look for
the lone person standing next to the winch and hole to know you're in the right spot. This will
bring the mission to an end and move you on to the next.

Alien: Isolation Mission 10: The


Trap - Get to the Airlock,
Flamethrower, Noisemaker V.2

Get to the airlock and evade the Alien while you wait for it to
pressurize.
by Bill Lavoy
At the beginning of this mission, your objective will update to Collect the Flamethrower. Head
inside the room and grab it from the counter, then make sure to snatch up any other supplies
tucked away on the shelves. When you head back to the main area, your objective will update
to Go to Lorenz Systech Spire.
Before you head out on your journey, take a moment to enter as many side rooms as you can in
order to loot up. If you're maxed out on any items, craft something and then keep looting. When
you're ready to go, exit the main room where you were talking to the Marshal, taking the short
hallway just to the right of the save game feature.
Backtrack all the way out of this area, turning left when you spot the Towerlink Transit
System sign. Pass under the one on the right, continuing on and down the stairs to Towerlink 02.
There should be a sign above it that says Destination Lorenz Systech Spire. Call the transit,
boarding it when it arrives and choosing the option to go To Lorenz Systech Spire. This will
update your objective to Get to Lorenz SYS/TECH Spire, although we're not sure how the
update differs from your previous objective.
After the standard cut scene that plays while you're traveling, disembark from the transit and turn
left, going up the stairs with the Lorenz Systech Lobby sign above it. Your objective will
change to Get to the Server Hub, so go through the door that has the Lorenz Systech
Lobby and Security signs above it, then turn left to return to the room where the four humans
hunted you back on Mission 3 - Encounters.
Approach the center of the room to meet up with two people who seem to be in on the plan, then
head up the stairs to the right, taking another right and moving forward until you reach the Tech
Support door on your left.
After going through the door, head down three flights of stairs and pass under the Tech Support
sign. Move forward and take the small set of stairs on your right, heading into the Tech Support
HQ booth and accessing the Sevastolink terminal. Browse to the Utility folder then Door
Control, choosing the option to Open Door.
At about this time, you'll get a new objective that asks you to Seal Off the Stairwell, and you'll
also see a Synthetic wandering by just outside Tech Support HQ. We threw a Flare to distract
him, then snuck inside Server Hub Reception when he went to investigate. This proved to be

pointless for us since it wasn't hostile, but you might consider killing the Synthetic, just because
it will eliminate it from your Motion Tracker and allow you to keep better tabs on the Alien.
Once you're inside Server Hub Reception, go up two flights of stairs and take a right and go
through the door with the Seegson Security and Tech Support signs above it. Inside that room
you'll find lots of supplies, and you can access the Seegson Security area. Feel free to use the
Sevastolink terminal inside Seegson Security and on the desk, browsing to Utility and choosing
to Open Cells. This will allow you to properly loot the entire area, but we would advise to not
open the Lorenz Systech Lobby door. This serves no purpose beyond giving you access to the
lobby where you talked to the two men.
When you're satisfied that you've looted Seegson Security, backtrack out the way you entered the
area, turning right before you go up the small set of stairs. Approach the device with the cables
leading to it and choose the option to Initiate Lockdown, using your Maintenance Jack to close
the entrance to Seegson Security, and thus the Lorenz Systech Lobby.
Right about now, you'll want to get out your Flamethrower. The Alien has arrived and it doesn't
look the least bit impressed with your shenanigans. Use it sparingly, giving the beast short blasts
from your fire spewing device of death until it hightails out of the area. When the Alien is gone,
confirm on your Motion Tracker that the coast is clear and get back to your objective to Seal Off
the Stairwell.
Leave this room through the only available door to return to the stairwell, then go to the top floor
and through the door. Turn to your left and approach another device with wires coming out of it,
choosing the option to Initiate Lockdown. This will update your objective to Lock Down
Server Hub Reception Corridor, and if you haven't already bumped into the Alien again you
can likely expect to at any moment. Keep chasing it away with your Flamethrower and get back
to the objectives at hand.
Return to the stairwell one more time, going down one flight of stairs and choosing to Override
Door Mechanism on the device next to the Server Hub Reception door. This will open the
door, allowing you to head inside and access the Sevastolink terminal behind the reception desk,
and also updating your objective to Activate Ricardo's Override Command.
Once you're using the Sevastolink terminal, browse to the Shared folder and choose Folder
Code, revealing that the password to the Audio folder is 7789. Use this to listen to the audio log,
then browse back down to the Shared folder and select the Bypass Program. This will allow
you to access the previously locked Utility folder and Initiate Lockdown.
At this point, you should start to hear the Alien rumbling around in the ventilation shafts, so
make sure your Flamethrower is always on standby. Your objective will also update to Lock

Down the Server Farm, so step out from behind the desk, taking a left and heading through the
door to the Server Farm.
Consider killing the Synthetic since it was hostile toward us, then take a door on your left and go
down a small set of stairs. Grab the Noisemaker V.2 from the table in the room and turn around,
going through the door and saving your game. Turn right when you're done and go through the
unmarked door, heading up the stairs before going down another set. Move to the left wall of this
room, then pass through a small corridor with the Sevastopol Servers sign above it.
This room will most likely contain a wandering Synthetic and possibly the Alien. Sneak by or
utilize your Flamethrower, but when the coast is clear, you'll want to head to the Server
Control door and use your Security Access Tuner to open it.
Head inside the room and check the desk for supplies, including Flamethrower Fuel that we
found on top of it. Next, use your Security Access Tuner to have Administrator Rights
Granted. This will trigger all the doors around you to open and your objective to update and
instruct you to Escape the Server Hub.
It's time to backtrack exactly the way you came, passing the save game mechanism as well as the
table where you picked up the Noisemaker V.2 and going up the short stairs. The room you're in
now is called the Server Farm, and you should see a door to your right that leads to the Server
Hub Reception. If it's accessible, go through that door.
If that door is not accessible, you can use an alternate route. Look for a door at the bottom of a
tiny set of stairs that has a Server Farm sign above it. Go into that room and through the door on
the right to find an Access Rewire sitting on a wall. Interact with it, removing Door Access and
setting Air Purification to Active. Continue on through another door up ahead, turning right and
using your Maintenance Jack to Remove Brace. This will also deliver you to the Server Hub
Reception area.
In case you've forgotten or we haven't said enough, keep an eye on your Motion Tracker to
ensure the Alien doesn't ambush you.
Pass through the Server Hub Reception and back out into the stairwell that you've used
repeatedly in this mission. Go down two flights of stairs and pass through the doors that lead
to Tech Support, moving forward and going up another three flights of stairs and into
the Lorenz Systech Lobby. At about this time your objective will update to Take Elevator to
Gemini Exoplanet Solutions.

As soon as you pass through the Lorenz Systech Lobby doors, go up a small set of steps and
then some more stairs on your left. Head through that door to find the elevator which is also on
your left. Step inside and press the button to go To Gemini Exoplanet Solutions.
Step off the elevator and find the option to save your game in the corner of the room. You'll also
get an updated objective to Restore Access to Distribution. Go through the door to your left,
then up some stairs on your right and through one more door. Follow this corridor to the end
where you'll be going in the door on your left, then follow this room until you spot a Synthetic at
a terminal behind some glass. Be sure to avoid the motion scanners in this area, and if the Alien
shows up, you'll want to scare the beast off with your Flamethrower.
Look for a dead body at the side of the room, searching it to collect a Plamsa upgrade for your
Cutting Torch. Approach the door next to the glass, all the while being careful not to step into
the motion scanners that are constantly passing through the area. When the coast is clear, use
your Cutting Torch to remove the panel covering the lever, then choose the option to Use Lever.
Pass through the door and deal with the Synthetic, then use the Sevastolink terminal to select the
Utility folder and then the option to Reinstate Distribution Systems. This will update your
objective to Find the Breakers to Bring Gemini Facility Online.
Exit back out the entrance that you used to enter this room, turning left and going through an
unmarked door and toward your objective indicated on your Motion Tracker. Turn left at the end
of the corridor and follow another hallway to a Depot sign, then use the Emergency Override to
open the door. Head inside and hug the left wall, climbing the ladder when you come to it. At the
top, make your way down the corridor, turning left into a room and passing through to another.
The room you're in now should have several work stations and a door that can only be opened
with a Maintenance Jack. Look for several circuit breakers along the far wall, approaching them
and choosing the option to Reset Breaker. That will show an objective completed notification
for Trigger the Analysis Lab Breaker Switch. From here, either backtrack down the corridor or
use your Maintenance Jack to open the nearby door. Either way, you'll end up at the ladder you
just climbed to get to this level.
Climb down the ladder and hug the right wall, exiting out the Enrichment Laboratory door and
turning left. Follow the corridor to the end, then choose the option to Climb. Go left again,
following the crawl space until you can exit into a room on the right side and near the end. Go
through the door along this room's left wall, waiting for the motion sensor to move from the
nearby door and then going through it. Loot this room before exiting through an unmarked door,
following the left wall until you find another breaker. Approach it and choose the option to Reset
Breaker, completing the objective to Trigger the Decontamination Room Breaker Switch.

Your objective will now update to Initialize the Distribution Conduit. Backtrack out of this
room and into the hallway where the motion sensor is located, crossing it and going through the
unmarked door. Loot this room, then go through one of the Maintenance Shaft Access hatches
to reach a crawl space. Turn to your left and follow the crawl space until you can climb out using
a hatch that will deliver you into a corridor. Follow it to the end where you'll once again see the
Depot sign and a door on the right. Go through the door and head to the middle of the room
where you can choose the option to Access Terminal. Scroll to the Utility folder at the bottom
and choose the option to Initialize the Distribution Conduit. Stay in the Utility folder, but
scroll down and select the option for Service Request.
Staying near the center of the room, move a few feet forward from the Sevastolink terminal and
pull the lever to Stabilize Energy Flow. Then move clockwise around the center tower to find
another lever, pulling it to Stabilize Energy Flow again. This will update your objective to Take
the Freight Lift to Project KG348.
Exit the room from the opposite side that you entered by going through the Distribution door.
Turn to your right and then go through another Distribution door on your left. Descend two
flights of stairs, grabbing a map half way down and going through the Quality Control door at
the bottom. Walk around the desk with the dead dude, then choose the Call Freight option along
the right wall. This will open up a hatch that leads to the crawl space to your left. Get inside and
follow it left, exiting into the second room on your left. That's a lot of lefts.
This will deliver you to a room with a set of stairs and alarm going off. Walk past the stairs
instead of going up them, then go through the Lobby door and board the elevator. Press the
button to go To Project KG348.
After stepping off the elevator your objective will update to Access the Project KG348
Research Labs. Move forward and take the closed Reception door on your right, going all the
way through the next area and exiting through the unmarked door. This will lead you to an area
that is full of signs giving you directions to Project KG348, so follow them and choose to Use
Plasma Torch to open the far door.
Once inside the room with the ladder, grab the map and receive an updated objective asking you
to Restore Power to the Lab. Climb down the ladder and exit the area using the door on your
left, following the corridor as it curves right and leads you through another door. Passing through
it will reveal a Synthetic that has seen better days, and you'll turn right and move
counterclockwise for quite some time. Pass by the Analysis Lab corridor until you get to a very
bright room, going up the stairs on your left labeled Synthesis Lab. When you enter the next
room, look for and choose the option to Reset Breaker, then turn around and save your game.

Around this time you'll also receive an updated objective to Activate the Primary Alarm
System. Backtrack down the stairs and turn to your right, now traveling clockwise as the
corridor curves to the right. When you find an open door on the right side of the hallway, go
through it and approach the console in the center of the room. Whip out your Security Access
Tuner and use it to fire up the console, then fend off the Alien with your Flamethrower if it
makes an appearance, which it likely will.
Your objective will soon update to Escape the Lab, so head out of the central room and turn
right, once again moving clockwise around the corridor. When you reach the door you'll endure a
short, scripted scene, and when that's over your objective will be to Get to the Airlock.
Time to go back through the corridor, this time in a counterclockwise direction. As you make
your way forward your objective will update to Pressurize the Airlock, so approach it and
choose the option to Use Button to the left.
This will immediately update your objective to Wait for the Airlock to Pressurize, so bust out
your Flamethrower and use it to fight off the Alien. If you run out of juice, try throwing a
Molotov at it, but when the objective changes to Get to the Airlock, quickly hop inside to
trigger a cut scene. When the scene ends, move into the next room and choose the option
to Change, bringing the mission to an end.

Alien: Isolation Mission 11: Hazard


Containment - Plasma Torch,
Shotgun, EMP V.2
Kill the Synthetics and find an alternate route to return to the
Marshal Bureau.
by Bill Lavoy
This mission will kick off with your objective updating and asking you to Take the Elevator to
the Solomons Galleria. Exit the room and move forward, choosing the option to Use Plasma
Torch to cut the panel off the door and open it. Go straight until there is an opening on your left,
taking that and then another on your right a short distance ahead. You're on the right track when
you descend some stairs and find the Shotgun laying in the lap of a dead body. Pick it up and
then the Keycard after it. Make your way through this room and use the keycard to open the
door at the far end.

Passing through this door will take you all the way back to the Spaceflight Terminal you passed
through in Mission 2: Welcome to Sevastopol, just about the time you met Axel in front of the
big door with the number 42 on it. Go through the giant door and move forward a ways, hopping
on the elevator with the Solomons Galleria sign above it. Press the button to take a ride.
When the ride is over, your objective will be to Return to the Marshal Bureau. Step off the
elevator and head to the left, turning left when you reach a corridor. Follow it until you reach
some metal shutters and receive and updated objective to Restore Power to the Galleria
Security Shutters.
Standing at the metal gate, look down and to your right at what looks like a high-tech vacuum
cleaner, choosing the option to Activate when it pops up. When the thing starts to drive off, go
with the only option that makes sense and follow it. When the juiced up dust buster finally stops,
hop into the nearby ventilation shaft and move in the only direction you can until you emerge at
a table with the EMP V.2 blueprints.
From the table, turn to your right and go up the steps, choosing the option to Use Lever to open
the door at the top. Go through and turn left, following the corridor to another ingress (fancy
word for door) and one more Use Lever option. Once on the other side, loot the area and then
remove the floor cover, moving through the maintenance shaft in the only available direction.
When you emerge, search the room for a 2000-KJVS Generator and choose the option to Use.
This will restore power and allow you to pass through the room's only door. The game should
also update your objective, which remains exactly the same as before, Return to the Marshal
Bureau.
The next room is going to be filled with Synthetics having a bad day and slaughtering some
humans. Seems like a perfect time to give your Shotgun a workout, so crack it out and start
busting caps. Two headshots per Android should do it, so be precise. When all of the Synthetic
scum are down, head toward the bright lights and turn left, following the corridor until you're
ambushed by a lone gunman. Take him out and search his body for goodies and ammunition.
Head down the ramp where the gunman ambushed you and turn right, going toward a large door
and then through to the other side. Turn to your right and grab the map along the wall, then move
forward and take your first left. The large metal gate should raise, but be ready to fight a
Synthetic as soon as it does. Your best bet here is the Shotgun or Flamethrower, and when the
guy falls, turn right and pass under the Colonial Marshals sign and up the stairs.
This path is a no go, and soon after hearing some disturbing events over the radio, your objective
will update to Find an Alternate Route. Backtrack down the stairs and all the way back to
where you just picked up the map a few moments ago. If you go left, you'll be back at the ramp

where the ambush took place, but you need to go straight and up the nearby stairs. You'll know
you're in the right place if you have to deal with another ambush.
With your attacker down, head up the second flight of stairs and through the big metal door. The
gate you need to go through is immediately to your left, but snag the map from the right side of
the corridor first. It can't hurt. When you're through the door, move forward a few feet and
through another metal gate to find an opportunity to save your game.
From the save game mechanism, head to your left into a room with a Sevastopol terminal. Look
at it if you want, but when you're done, exit through an unmarked door and make your way
through to another that requires you to Use Lever.
You should be met with bright lights and a grumpy Synthetic. Take the Android punk down with
whatever weapon suits you, then turn right, taking the first door on your left and descending two
flights of stairs. When you reach the bottom and enter the corridor, feel free to explore any of the
nearby rooms, but when you're done, you'll be looking to enter a vent that's on the far left side of
where you emerged from the stairwell.
Following the vent all the way through will bring you out extremely close to your objective. Pass
into the next room, then take a right and move forward. You'll eventually meet up with Ricardo
in an area full of dead bodies. Make sure to search them, as well as the entire area as the two of
you chat.
Your objective will update to Find Samuels in Seegson Synthetics, and shortly after to Take
the Transit to the SCIMED Tower. Exit the area through a door that's located to the right of
where Ricardo was sitting, then walk down some steps and go through an automatic door on
your right. Walk down some more steps and pass through a corridor to find a lone Synthetic
patrolling. Mess him up before continuing your journey through a large metal gate on your left,
and one more that is also on your left. This should see you standing at a large set of steps with a
Synthetic nearby. Take him out like you did the last, ascending the stairs and continuing your
trend of moving left. Before long you'll see an opening to your right and the Towerlink Transit
System.
Move into the area, pressing forward and down some stairs to Towerlink 03. It will be the one
with the sign above it that says Destination SCIMED Tower. Watch out for the Synthetic
nearby, but when the coast is clear, call the transit and hop aboard. This will update your
objective to Get to Sevastopol SCI/MED Tower and bring an end to the mission.

Alien: Isolation Mission 12:


Synthetic Solution - Security
Access Tuner, Grid Purge, EMP
Mine
Fight your way through the hordes of Synthetics and help Samuels
to halt the grid purge.
by Bill Lavoy
Step off the transit to hear some communications between Amanda and Ricardo. Your objective
will soon update to Find Samuels in Seegson Synthetics, and shortly after to Take the Elevator
to Seegson Synthetics.
From the transit you just stepped off of, turn to your left and go up the steps, passing under the
Towerlink Transit System sign at the top and going through an unmarked door on your right.
Head up the small set of steps, ignoring the elevator on your left and passing through another
unmarked door in front of you. Board the nearby elevator and press the button to go To Seegson
Synthetics.
Step off the elevator to see a disturbing situation involving the dead thing behind the desk. While
you're trying to absorb that sight, your objective will update to Climb the Elevator Shaft to the
Upper Labs. Move behind the desk and access the Sevastolink terminal, browsing to
the Personal folder and opening the file titled, Smythe Read This. It's here that you'll find that
the four digit code for the nearby door is 8382.
From where you got off the elevator, turn to your left and choose the option to Use Plasma
Torch, then input the code 8382 to open the door. Hop into the vent and move through until you
have to exit, then shimmy across a ladder only to have to climb another just to the left. This will
lead you to a another ladder that you must shimmy across and a scripted event will end up with
you in an elevator. Climb Up through the roof of the elevator and into yet another vent. Pass
through this one to finally reach a room. It would seem that Ventilation / Ladder / Elevator
Simulator is over... for a moment.
Make your way through this room in the only way that you can and save your game when the
opportunity presents itself. Go through the door to your left, then follow the hallway as it curves

left, taking the first door on... you guessed it, your left. From here, approach the big door with
the Apollo Secure Transit sign above it, updating your objective to Find a Way Through the
Electrified Door.
In order to get through the door, you're going to have to approach and Turn Off three different
devices that are scattered throughout the area. The first is a few feet behind the Apollo Secure
Transit door, and the other two are across the hall from this area, both in their own rooms. To
find them easily, just look at the ground and follow the wires. They will lead you exactly where
you need to go. When the third one is down, return to the Apollo Secure Transit door and Turn
Off the final device.
Head through the now open door and follow the corridor as it ramps up. When a door closes in
front of you, hop into the nearby ventilation shaft and observe Samuels in action. Continue to
follow the vents until your objective updates to Find Samuels, then exit into a small room. To
leave the room, approach the door and select the Use Button option, then pass through and turn
to your right. Loot the nearby desk and body for supplies, then access the Sevastolink terminal
and browse to the Personal folder. Open the RE: Plans Tonight document and read up to learn
that there is a lockdown button somewhere near the desk. From the Sevastolink terminal, move
right to a nearby pillar where you can choose to Lift Lockdown.
The big door at the far end of the room should now be unlocked, but as we expected, the
Synthetics that lead up to it are more than just display models like the file suggested. For now,
just sprint past them and through the door, then make your way behind the Sales
Agreements desk and use the Access Rewire to set Gas Divert to Active. This should cause a
major burst of flames to cover the Synthetic Showroom door that separates you from the
Androids.
Exit the Sales Agreement room and go straight, picking up the Molotov V.2 from the dead body
near the small set of steps. Go into the nearby room and snatch up all the loot that you can, then
craft as many Pipe Bombs, Medkits, Molotovs and EMP Mines your supplies will allow. When
you're done, save your game, reload your Shotgun and Revolver, then head back to the Synthetic
Showroom door.
As you might have expected, nothing is ever as simple as using an Access Rewire, and by now
the Synthetics are walking through the flames in order to try and kill you. Start off by tossing an
EMP Mine at their feet to stun them, then hit them with a Pipe Bomb. If there are any survivors,
approach them and melee their brains out with the Maintenance Jack. Even after that, whip out
your Motion Tracker and confirm that everything is clear, then head back into the Sales
Agreements booth and turn off the Gas Divert.

Now that all the Synthetics are down, search their bodies until you find a Keycard, then use it to
unlock and pass through the Apollo Secure Transit door. This will lead you to an area with
a Tower Link Transit sign, and just up the stairs on the left will be the booth were Samuels put
the whoop on a Synthetic a few minutes ago. Head inside and Turn Off the device to receive a
new objective telling you to Follow Samuels. Exit the room and step on the nearby elevator,
pushing the button to head To Android Orientation.
Your objective will once again update, this time to Find Samuels in Seegson Synthetics. Exit
the elevator and move the only way you can, then Climb Up and shimmy across the ledge. When
you get the option to Jump Down and shortly after to Climb Up, do it. You really don't have
much of a choice. Continue to shimmy toward the other side of the room, stopping only to let the
steam subside, then jumping to the ladder and pulling yourself up.
There's only one direction that you can go, so walk into the tunnel and follow it until you come
to a narrow room with an audio file and save game location. Listen to the audio, then save your
game before passing under the Implant Ward sign and choosing to Use Lever to open the door.
You'll now find yourself in a series of rooms that are nothing but bad news. There are Synthetics
laying on what look like MRI tables and motion scanners just daring you to step into their line of
sight. As soon as you get into the room, crouch and duck into the nearby office, avoiding the
scanner as you do. Use the Access Rewire to kill the Camera Feed, then sneak into the floor
vent and follow it all the way to the end. This will have you emerging in the office adjacent to
the final room. Exit the office, avoid the scanner and then approach the door. Use another Access
Rewire to kill another Camera Feed, then use the Security Access Tuner to open the door. If all
goes well, not one of the Androids will wake up. If things go sideways, hit them with an EMP
Mine to buy yourself some additional time.
After passing through this area you'll meet up with Samuels and chat about Apollo and
Synthetics. There's a door to the right of the glass but you can't get through it until you Restore
Power. Go to your left and through the Android Orientation door, then just sprint through the
corridor in a clockwise direction. Eventually you'll enter the same room as Samuels as he tries to
connect to Apollo, and soon after your objective will update to Halt Grid Purge.
You have to locate several different devices and choose the option to Turn Off on each. If you
don't do it in the order Samuels tells you to things will go badly, so make sure you pay attention
and get it right the first time. Disable the device with the red cable first, then move on and do
the same with the blue. The third device is plugged into a wall socket next to an upturned
gurney. Locate and disable it, then move on to the second to last device next to an open floor
panel and deactivated Android. When that's done, deactivate the final device, which is sitting
directly in front of the glass that you can see Samuels through.

After an intense few minutes of action, your new objective will be to Take Private Transit to
Apollo Core. Leave the room through the door you originally used to enter it, then work your
way through the corridor in a counterclockwise fashion. Make your way back into
the Implantation Ward, sneaking all the way back through it without disturbing the Androids.
When you exit back out into the corridor with the option to save your game, do so. What could it
hurt?
Continue backtracking all the way into the room where you did all the shimmying and jumping,
but this time step onto the platform and choose the option to Activate Car to be delivered to the
other side. Go through the Apollo Secure Transit door and onto the nearby elevator, then press
the button labeled To Apollo Secure Transit.
Step off the elevator and turn to your left, approaching Towerlink 01 and pressing the button
to Call Transit. When it arrives, you'll want to head inside and choose the option to go To
Apollo Core, while at the same time getting an updated objective telling you to Get to Apollo
Core. It's bit redundant, but we can roll with it. Thankfully, these events will bring this mission
to a close. On to the next.

Alien: Isolation Mission 13:


Consultation - Door Passcode, Gas
Mask, Security Capabilities
Find the door code and a way to reduce Apollo's security
capabilities.
by Bill Lavoy
Your first objective of the mission will be to Find a Way to the Lower Floor. Step off the
transit and head inside Apollo Transit Security. Loot the room and do some light reading on the
Sevastolink terminal, then exit and go left, passing under the Towerlink Transit System sign
and heading through the Reception door. Head up the short set of stairs in front of you and
choose to Place Weapons on the conveyor belt. If the option isn't there, approach the door and
then set the weapons down. Either way, when you're properly unarmed the door will unlock and
allow you through.

The next door is locked as well, and when you approach it your objective will update to Check
the Apollo Sales Tour Schematics. Turn around and choose the option to Use on the uncovered
table in the room, allowing Amanda to check the schematics.
After a short conversation with Ricardo, your objective will update to Power Down the
Conduit. Take a closer look at the schematics you were just studying to see the
number 4930 circled on top. Approach the nearby door and enter 4930 to open it.
Move forward and save your game, then head to the right and down the hall labeled Right
Hemisphere Overview. Pass through two doors and make a left turn when you can't go any
further forward. Follow the corridor in the only direction you can go until you reach a room with
an audio log sitting on top of the middle console. Play the audio log, then look to your right and
choose the option to Use Security Access Tuner.
The previous action will update your objective to Shut Off the Turbine Ventilation. Backtrack
the way you came, passing by the save game mechanism and following the corridor labeled Left
Hemisphere Overview. Keep moving along until you go through the Core Observation door,
approaching the right console and choosing the option to Use Security Access Tuner.
Time for an updated objective, and this one wants you to Access Conduit Through the Turbine
Shaft. You're once again going to backtrack the way you came, but prior to entering the Left
Hemisphere Overview corridor with the save game mechanism, enter the now open turbine
shaft and choose to Climb the ladder.
Your objective will update to Access Apollo, and to do this, you'll need to follow the ventilation
shaft until you drop into a room. There are three exits, but the one you're looking for is
called Right Hemisphere Servers. Go through that door and into the one on your right, then
pick up the Gas Mask from the desk.
It's been about a minute, so your due for an objective update, and this time you must Find
Apollo's Human Consultation Control Room. Exit this room through the door to the right of
the Sevastolink terminal, passing into the Right Hemisphere Server room (unlabeled) and
moving around it in a counterclockwise fashion. When you find the Monitoring Control
Room door, go through it to reach a corridor, then follow it to the end and go through
the Human Consultation Control door at the end.
Once inside the Human Consultation Control room, move to the opposite end and choose the
option to Use Security Access Tuner, then turn around and save your game. Your objective will
now require you to Search the Left Server Bank Console, and will update again a few seconds
later with Search the Right Server Bank Console.

We chose to exit out the Right Hemisphere Servers door and backtrack down the corridor as it
curved to the right, taking the only door at the end and on the left. This is the room with
the Right Hemisphere Servers, and the console you're looking for is in the far left corner of the
room from where you just entered. Approach it and choose the option to Use, updating your
objective to Use Access Tuner on Dome Terminal to Gain Access.
While you're still looking at the console that you just interacted with, turn to your right and move
to the corner of the room, jumping inside a ventilation shaft and following it through. When you
emerge, search the center console for the option to Use Security Access Tuner, which you'll
soon find to be impossible.
Your objective will update to Find a Way to Reduce Apollo's Security Capabilities. To
complete this, locate one of the two ventilation shafts along the edge of the room and choose the
option to Use Button on the right side. Climb into the vent, then look for a console that's
hanging from the ceiling. Check both sides of the console and select the option to Use when it
pops up. If you don't see the option, try the same thing on the other vent, then return to the
circular room and try the option to Use Security Access Tuner again.
Completing the mini-game will provide you with a new objective, and this time you
must Consult with Apollo. It's simple enough. Just wait for the big dome thing to go crazy, then
let Amanda and Apollo have their chat. When it's all over, the latest and greatest objective will be
to Investigate Central Reactor.
Consider saving your game after disengaging from Apollo, then get to work on another objective,
which is to Exit Apollo Beneath Core. Turn around from where you saved your game
and Climb down the ladder, then Climb down one more to find yourself in a room with
a Sevastolink terminal. View it if you want, but when you're ready, step on the platform and
choose the option to go To Engineering. This will give you a final send off objective which asks
you to Get to Reactor Core.

Alien: Isolation Mission 14: The


Descent - Boltgun, Reactor,
Destroy the Nest
Find the Boltgun and Flamethrower to help you overload the reactor
and destroy the nest.

by Bill Lavoy
After stepping off the lift, go through a couple of doors until you receive your first objective
asking you to Investigate the Central Reactor. Turn to your left and choose the option
to Power Up Tram Systems on the device with the cables running out of it, then go to the right
and choose the option to Activate Tram.
Start following the signs that lead to the Workshop, then duck inside a room on your right when
you encounter a security camera. Take out the hostile Synthetic in the area, then hit up
the Access Rewire and turn the Camera Feed off. Proceed to loot all the rooms in the area,
making sure not to miss the Ion Flame upgrade for your Cutting Torch.
When you're satisfied that you've stolen everything that isn't nailed down, sneak past the two
security scanners up ahead and look for a hatch that gives you the option to Use Ion Torch. Do
so, then hop into the vent and follow it until you emerge with the option to save your game.
Backup your progress and then move through the door into the next room.
You should see a Synthetic standing on a platform. Beat him to death with your Maintenance
Jack, then hop on the platform and choose the option to Power Up Workshop Controls. Follow
the wires that leave that device to another and choose the Power Up Workshop Controls for a
second time. This will leave one more device, and when you approach it the option will be
exactly the same. You should now be able to approach the nearby 2000-KJVS Generator and
opt to Activate Switch, lifting a vehicle in the middle of the room to reveal floor access to the
ventilation system.
Hop into the vent and follow it until you have the option to Climb a ladder. Do so, and when you
emerge you will have a corridor in front of you and another one to your right. Take the one on
the right, following it until you reach a room with a Facility Management sign hanging from the
ceiling. This will cause your objective to update to Unlock the Shutter.
Follow the arrow on the Facility Management sign until it takes you into a room with a table
and chairs. You'll need to deal with the Synthetic in the area, but you might want to let him come
at you, passing by him on the opposite side of the desk that he chooses to attack you from. Move
into the next room and collect the Boltgun from the desk, then shoot the Android for being a
jerk-face.
With that problem out of the way, access the Sevastolink terminal next to where you picked up
the Boltgun, browsing to the Personal folder and taking note that the code to unlock the shutters
is 6832. Move your cursor to the Utility folder and input the code.

Now that the shutters are open you will have an updated objective asking you to Get to the
Reactor. Backtrack all the way out to where you saw the Facility Management sign, then go
through the door with the Reactor Access sign above it. In fact, keep following the Reactor
Access signs until you reach a door that gives you the option to Call Elevator. When it arrives,
step onboard and hit the button that is labeled To Central Reactor.
Exit the elevator and go through the door with the Central Reactor sign above it, following the
corridor until you re-claim your Shotgun and Revolver at the bottom of a ladder. Climb the
ladder, saving your game at the top before getting back to following the Central Reactor signs.
When you come to a room that triggers a conversation between Amanda and Ricardo, step onto
the lift and choose the option to Use. This will update your objective to Descend to Base of
Reactor. When the lift ride ends, whip out your Boltgun and start scoring headshots on the no
less than four Synthetics that will begin to walk you down. When they are no more, work your
way around the central catwalk in a clockwise manner, turning left and following the signs
to Beta Core - Primer and Beta Core - Release. Continue to follow the catwalk in a clockwise
direction until you can pass through a door called Reactor Maintenance. This will lead you to
an elevator where you can push the button labeled To Central Reactor Maintenance.
That elevator ride will deliver you to a place that can only be described as the worst place that
you can imagine in video game history, and rather than run away like you should, your objective
will be to Destroy the Nest. Awesome.
Move into the nest to find the option to save your game, and at about the same time you'll get an
objective to Overload Alpha Core. Go through the nearby door, following the creepy tunnel
until you get attacked by a Facehugger. Shoot it with your Shotgun and move into the central
area, picking up the Flame Thrower from the desk in the corner. This is also where you'll want
to Enable Conduit Interface before moving to the center of the room and choosing
to Disengage Locking Mechanism. Next up, move to the other side of the device and choose
to Activate Alpha Conduit.
It's time to backtrack through the creepy tunnel, and as you do you should see an updated
objective which asks you to Overload Beta Core. When you get to the save game mechanism,
be on guard and have your Flamethrower ready to fend off the Alien, then head down the
opposite tunnel that has the busted Secondary Coolant Storage sign above it.
Follow the tunnel until you see a vent on the right side, sneaking through it and hanging a right
when you exit. Keep working your way forward until you reach another save game mechanism.
You're going to want to do that after making sure the coast is clear, and shortly after you'll get an
updated objective advising you to Redirect Power to the Central Core.

Once your game is saved, youll want to follow the wall as it makes a sharp turn and puts you
into a tunnel that runs parallel to the one you were just in. Follow this new tunnel until you see a
vent on the left, then crawl through until you reach a room where you can Restore Power. This
will once again update your objective to Overload Beta Core.
Jump back into the tunnel and retrace your steps to where you last saved your game, going up the
steps and into an office where you'll be able to Enable Conduit Interface. The game will again
remind you to Overload Beta Core, so exit the office and approach the console in the middle of
the room. Choose the option to Disengage Locking Mechanism, then Activate Beta
Conduit on the opposite side.
Your new objective will be to Return to the Central Reactor, so make your back out to the area
where you first discovered the nest, hopping on the elevator and choosing the option to go To
Central Reactor Maintenance.
When you step off the elevator, your objective will be to Overload Alpha Core. Move forward
on the catwalk and turn to your left, following the sign that says Alpha Core - Primer. This will
take you on a clockwise tour around the area, and you'll have to take out at least four Synthetics
along the way. When you reach a console that gives you the option to Overload Alpha Core, do
it.
Keep popping into your Motion Tracker to find where your objective is located, then follow it
to a console that will give you the option to Deactivate Core Limiter Alpha. You'll find this
near the center catwalk where the four Walking Joes just came from. Keep moving around the
central catwalk in a clockwise direction until you find a console that gives you the ability
to Deactivate Protective Relay Alpha. This will give you the objective to Overload Beta Core.
Use your Motion Tracker to locate the next device, then approach it and choose the option to
Overload Beta Core. Head back to the central catwalk and Deactivate Protective Relay Beta.
Then use your Motion Tracker to hunt down and Deactivate Core Limiter Beta.
With all that computer mumbo jumbo out of the way, your new objective will be to Redirect
Power to the Central Core. Spin around from where you are to see at least four Androids
headed your way. Ignore them, running around the catwalk and all the way back to the area
where you exited the nest, then use the console and choose the option to Divert Power to the
Central Core. You'll then get another objective, this time telling you to Initiate Purge from
Reactor Control.
Once again, run all the way to the opposite side of the room and head through the Emergency
Exit, then dive into a ventilation system on the left and Climb up the ladder at the far end. Keep
following the ventilation until you drop into a control room, then approach the console

and Initialize Emergency Purge Sequence. Do the same thing on the other side, then move to
the middle of the console and Commence Purge Sequence.
After basically reprogramming the entire station your new objective will be to Return to
Ricardo. Head through the door labeled as Transit Station, then keep following more Transit
Station signs until you actually reach the right area and get an updated objective asking you
to Go to the San Cristobal Medical Facility. Press the button to Call Transit at Towerlink 02,
and when it arrives choose the option to go To SCIMED Tower. This will update your objective
again, this time to Get to Sevastopol SCI/MED Tower. It will also bring the mission to a close.

Alien: Isolation Mission 15: The


Message - Ellen Ripley, Nostromo,
Marlow, Flight Recorder
Track down the flight recorder from the Nostromo to hear a message
from Ellen Ripley.
by Bill Lavoy
As you exit the transit and have a chat with Ricardo, your objective will update to Find a ShortRange Ambulance. Head up the stairs to your left and pass under the Towerlink Transit
System sign, moving forward and choosing the option to Use Ion Torch. Go through the door
and walk forward to the elevator, stepping on and pressing the button to go To Primary Care
Floor.
Step off the elevator to get a new primary objective telling you to Find an Ambulance Craft in
the San Cristobal Medical Emergency. Head left and through a door labeled Emergency
Room, following the hall and turning left at a High Dependency Unit sign. Follow the corridor
as it loops to the right, being careful not to let the Synthetic spot you as you pass the dead guy in
the wheelchair. Pass underneath the Operating Theater sign and keep following this corridor
until it curves to the right again. In fact, stay in this corridor until you reach the reach
the Ambulance Bay sign, then pass under it and keep going.
When you enter the Ambulance Bay, grab the Flashbang V.3 off the gurney, then approach
Towerlink 01 to receive an updated objective telling you to Find a Level 3 Upgrade for the
Access Tuner. Head to the back right corner from where you entered and pick up the Level 3

Security Access Tuner, then take note of your new objective telling you to Hack the Door and
Board the Shuttle. Approach Towerlink 01 and complete your objective.
Once you're onboard the shuttle, approach the cockpit and choose the option to Launch
Ambulance Shuttle, then sit back and enjoy a short cut scene. When it's over and you've
disembarked, approach the save game mechanism and backup your progress.
You should soon have a new objective that is telling you to Explore the Anesidora. Go through
the narrow corridor to the left of where you saved your game, passing by a room as you follow
the objective on your Motion Tracker. Soon your objective will update to Bring the
Anesidora's Systems Back Online.
Continue to walk with your Motion Tracker up as you make your way through the corridors.
You'll reach an audio log that you should play, but continue to move forward until you find a
room on the left with a door inside of it requiring a passcode. Access the Sevastolink and browse
to the Personal folder, then selecting the Technician's Report. This will reveal that the door
code is 4510.
Once you're through the door, go through a couple of rooms until you can choose the option to
Restart Generator, a task you'll have to repeat on the other side of the room. When that's done,
hang tight as the center console activates, then use your Security Access Tuner to hack it.
Once the power is back online, you'll have a moment before your objective updates to Find
Marlow. Feel free to wander around, but when you do get the objective, use your Motion
Tracker to hunt the jerk down. When you come to a door that requires you to use the Security
Access Tuner, do so and go through, checking your Motion Tracker in place of the signs that
would normally be around. When you come to another door that requires your Security Access
Tuner, use it to gain access. Continue moving until you reach a point where you can save your
game. Do so.
Head through into the Power Core where you'll get a new objective that tells you to Use
Terminal. Walk up to the console and choose the option to View Flight Recorder Data, then sit
back and enjoy an extended cut scene.
When the scene ends, you'll need to wait for your objective to update to Shut Off Fusion
Systems to Prevent Overload. Look around the room until you see the option to Charge
Auxiliary Generator and select it. Wait for Taylor to do her part, then choose the option
to Hack Maintenance Terminal and immediately after to Deactivate Fusion Relay.
With all of that out of the way, stand around and twiddle your thumbs until your objective
changes to Escape. To do this, you will need to sprint through the ship, all the way back to the

shuttle that you took to get here. You might get interrupted by a scripted event or two, but get
back to your feet and keep moving. When you reach your destination, choose the option
to Launch Ambulance Shuttle. That will do it for this mission.

Alien: Isolation Mission 16:


Transmission - Torrens
Coordinates, Ricardo, Xenomorph
Contact the Torrens and sneak your way past the Alien to the
Departure Bay.
by Bill Lavoy
When this mission begins, your objective will be to Find a Way to Contact the Torrens. Exit
the shuttle and head to the Reception door, using your Security Access Tuner to gain access.
Follow the corridor a short ways until you find an unmarked door on the right, choosing the
option to Use Ion Torch to open it and pass through.
Go down the stairs in front of you and take a left, passing under the Comms Control sign and
following this corridor all the way to the end. It will loop to the right and you want to keep
moving even after that. You're going to take it all the way to the room where you snagged the
Motion Tracker way back in Mission 4: Seegson Communications, turning into the room on the
right side of the hall just before you get there. Be very careful making this journey. There are
security personnel who mean to cause you harm. Try distracting them with a Noisemaker to
sneak by.
Head up to the top of the stairs and save your game, then go through the door and turn right,
following the corridor as it curves. When you reach some stairs on your left, go up them to
reunite with Ricardo, as well as update your objective to Find the Sevastopol Observatory.
Wait for Ricardo to open the door, then follow the corridor straight and all the way to the end.
Choose the option to Call Elevator when you reach it, then hop on and push the To Comms
Control button. When the elevator arrives, move into the middle of the room and turn to your
left, continuing on and through the door labeled Observatory Chamber. Just watch out for evil
doers wandering the area.

After moving through a short corridor that curves to the right, choose the option to Use Ion
Torch to open the only door you can pass through, then approach the ladder and Climb. This
will update your objective to Use the Tracking System to Find the Torrens, and allow you
to Activate Observation Platform on the console behind you. When that's done, move on to the
next console and choose to Commence Deep Space Scan, and then on to a third to do the same
thing.
Doing all of this will update your objective to Manually Input Torrens Coordinates, so Climb
back down the ladder and backtrack out the way you entered. Turn left into the E.V.A.
Preparation room and step onto the platform, then choosing the option to Use. When you reach
your destination, step off and save your game just to the right.
After saving your game, you'll need to approach the glass with the space suits behind it and
choose the option to Change. When you're done, pass through the External Array, turn right
and go through the door at the end of the short corridor. Once the second door unlocks, step
outside and start making your way across the catwalk.
When you reach the other side, you'll see a sign that says Dish Maintenance with a lift behind
hit. Step on and choose the option to Use, then step off when you arrive and continue to follow
the catwalk as the Dish Maintenance signs guide you. When you pass through a door into a dark
area, look for an press the button to Reboot Array Clamp Controls.
This is another situation where you have to press a bunch of buttons to make something happen.
Keep looking from one to the other until you can choose Power Up Clamp Release, then move
to your right and repeat the process two more times. When that's done, move back to your left
and choose to Unlock Emergency Clamp, then backtrack out the way you came, going up the
stairs as they curve to the right. When you reach the top, look to your right and choose the option
to Input Torrens Coordinates. Move the first marker to 35 and the second marker to 75...
assuming the game gives everyone the same coordinates.
This will allow you to contact the Torrens, and after a brief conversation your objective will be to
Find a Way for the Torrens to Dock, which is really, really far away.
Start by using the lift to descend, then following the catwalk all the way back to where you
originally started. Head back inside, change out of your space suit and then save your game. Take
the lift back up just in time to spot the Alien in action, but be very careful not to let it catch sight
of you.
Exit the room, turn to your left and make your way back to the elevator. Step inside and press the
button to go To Comms Security Surveillance. When you arrive, step off and follow the
corridor back to Ricardo's last known location, then go down the stairs and turn to your right.

Follow the hallway as it curves to the left and then through the Reception door on the left. Make
your way down the stairs and back into the corridor with all the security personnel.
You need to follow this corridor all the way around as it loops to the left. Take it all the way back
to the area where you started Mission 4: Seegson Communications, then pass through the door
labeled Departure Bay, turning right and taking the elevator To Systech Upper Transit. This
will conclude the mission.

Alien: Isolation Mission 17:


Desolation - Restore Power,
Passcode, Keycard
Locate the passcode and retrieve the keycard while avoiding the
Alien.
by Bill Lavoy
As with every mission in the game, your first objective shows up early, this time requiring you to
Restore Power to the Solomons Habitation Tower Transit. To begin, step off the elevator and
move up the left wall, choosing the option to Use Ion Torch to cut the panel off a door you need
to get through.
Move into a nearby room and access the Sevastolink terminal. Browse to the Personal folder and
choose the Code for Repair Job file. Read through, finding that the code you need to repair the
system is 1851.
Head back out the way you came, going through the door and turning to your right. Look for a
door on the right that requires a passcode, then input 1851. Once inside, head for the control
room and choose the option to Reboot Power Systems on the center console.
Backtrack out the door you just entered the passcode in, then turn right and look for the save
game mechanism on the wall. You can save your game if you like, but your objective is to open
the door to the right by choosing the Use Lever option. Be careful, a creepy Facehugger tried to
eat our face and we had to blast it with the Flamethrower. Once inside the room, use your Motion
Tracker to make sure the bigger, meaner Alien isn't after you, then approach the desk and choose
the option to Initialize Transit System.

Your new objective will be to Access Spaceflight Terminal Through Habitation Area. Exit the
room and turn right, moving to Towerlink 01 and choosing the option to Call Transit. When it
arrives, hop on and set your destination To Habitation Tower Upper Transit.
When you arrive, exit the transit and use your Motion Tracker to determine the direction of
your objective, then head that way and step onto the elevator. Press the To Spaceflight
Terminal button, and when you reach your destination your objective will be to Find Alternate
Route to Spaceflight Terminal.
Climb up out of the elevator and go through the door on your right, following the corridor as it
curves to the left. Make sure to avoid the burning Synthetic, ducking into the door labeled as
Canteen when you see it on the left side.
We're going to call this the cafeteria, but either way, move to the far right corner and access the
Sevastolink terminal, browsing to the Personal folder and seeing that the code you need is 1984.
Exit the terminal and make your way to the left side of the room from where you entered, finding
a glass case that requires a passcode along the wall. Enter 1984, then snag the Keycard from
inside. This will allow you to move to the center of the room, using the card and raising the
forklift. Pass underneath the forklift and use the door on the other side.
Follow the corridor until you can turn left, then look for a door at the end and on the right.
Choose the option to Use Ion Torch to open it, going through and following a very long
corridor all the way to its exit. You'll be in a room that resembles a lounge, and on the wall to
your right will be a save game option that you'll want to take advantage of.
After saving your game, you'll want to hop into the vent a short ways away along the wall,
following it through to the next room. Your objective will be in the corner, but as per usual it
requires a Keycard. Search the area, finding the Keycard lying next to a dead body. With that in
hand, return to your objective and choose the option to Use Keycard.
This will update your objective to Find Alternate Route to Spaceflight Terminal, although
we're pretty sure that was the objective the whole time. Either way, backtrack all the way out of
the room using the door to the right of the save game mechanic from a moment ago, traveling
through the corridor, past the Dormitories and into the Games Room. This will allow you to
double back into a room with an air hockey table, and next to that is a door that you can open by
choosing the Use Lever option.
This time, your objective really is new, and it'll ask you to Restart the Generator. Make your
way all the way back to the area where you recently used the Keycard, approach the 2000-KJVS
Generator and choose the option to Restart Generator. This will return you to your regular
objective, Find Alternate Route to Spaceflight Terminal.

Head all the way back to the door that you unlocked next to the air hockey table near the Games
Room and jump inside the ventilation shaft. Follow it straight and then take a right, exiting near
the elevator that will take you to the Spaceflight Terminal.
When the elevator drops you off you'll need to Find a Way for the Torrens to Dock. Whip out
your Motion Tracker to see which way you need to go, then start sprinting, heading down some
stairs and finally passing through the Station Maintenance door with the help of your Ion
Torch. Once you're through, step onto the elevator and push the To Tow Platform button to
complete the mission.

Alien: Isolation Mission 18:


Tomorrow, Together - Release the
Torrens, Ending
Get back to the airlock and release the Torrens to meet Verlaine on
the bridge.
by Bill Lavoy
When you begin the final mission of the game, your objective will be to Escape Sevastopol,
then shortly after it will update to Initiate the Docking Procedure. Use your Motion Tracker to
locate a terminal that will only work if you Restore Power, then dive into a crawl space by
removing the vent cover on the floor to your right. Once inside, follow the wires until you reach
a panel, choosing the option to Reboot System. Backtrack out of the crawl space and emerge
through the floor, then use your Security Access Tuner on the console that previously needed
power.
Your objective will now be to Activate the Guidance Systems, although you may have to bring
up your map of the area to see that. You may also get an update about Initiating the Docking
Procedure. Either way, use your Motion Tracker to guide you to your next objective, once
again approaching a console and using your Security Access Tuner when prompted.
Your objective will definitely switch after that, and your next task is to Engage the Docking
Clamp. Follow your Motion Tracker to a Sevastolink terminal, browsing to the Utility folder
and selecting the Initialize Docking Clamp command.

Your next task will be to Extend the Personnel Umbilical. Use your trusty Motion Tracker to
get you started in the right direction, then go up four flights of stairs to the control room. This
will trigger a short conversation with the Torrens, and yet another objective update, this one
requiring you to Extend the Maintenance Rig.
The good news is you don't have to go anywhere, just access the Sevastolink terminal and head
to the Utility folder, this time executing the command to Extend Maintenance Rig. When that's
done, your objective will be to Get to the Airlock.
Backtrack out of this area and all the way back down the stairs, heading to your left where you'll
find the airlock. Once you start to get changed, a cut scene will play, and when it's over your
objective will be to Get Back to the Airlock.
Start making your way out of the Alien nest, going through the overgrown tunnel when you
reach it. Take out any Facehugger scum you might find along the way. It might be a long trip, but
it's hard to get lost given that there's really only one direction you can take. Just keep working
your way forward, avoiding hazards and looking out for Aliens.
When you reach the area with the transit cars flying by, make your way across the tracks,
ducking into the little dips to avoid getting hit. When you spot the Maintenance Office, run
inside and hop into the vent, working your way around the right side. You'll get attacked by a
couple of Facehuggers, but it's nothing that your Flamethrower can't handle. Exit the vent onto
an elevator, then Climb down and out of the shaft. From here, make your way back to the airlock
and choose the option to Change. This will also update your objective to Release the Torrens.
Once you regain control, step into the airlock and pass through the door, getting on the lift and
choosing the option to Use. When you reach the upper level, follow the catwalk until you get to a
trolley, stepping onboard and choosing the Use Button option this time.
When the ride is over, youll need to Climb out, then go up what can only be described as too
many steps. Once at the top, your objective will be to Prime the Release Mechanisms, so walk
around to each one and do just that before being told to Blow the Emergency Release Bolts.
Approach the glowing device on the floor and set each of the release bolts to Active. This will
trigger quite the intense cut scene, and when it ends you'll be on your final objectives of the
game, Get to the Bridge and Meet Verlaine on the Bridge. Start making your way there,
following the on-screen prompts and enjoy the ending.

Alien: Isolation Last Survivor


Walkthrough - Ellen Ripley,
Sigourney Weaver
Make your way through the Nostromo and escape on the Narcissus.
by Bill Lavoy
When the mission begins, you'll be aboard the Nostromo and playing as Ellen Ripley. You might
recognize the voice of Sigourney Weaver, the actress who portrayed Ripley in movie the
franchise, most notably Alien (1979) and Aliens (1986).
Your objective will be to Help Lambert and Parker Gather Coolant Cylinders, and you'll
notice that you have your trusty Motion Tracker available to help keep on top of things.
Check for supplies in the room where you begin, then use your Motion Tracker to locate the
direction of your objective and start heading that way.
Approach a closed door and use the button to open it, then move into the next room and head
into the narrow corridor on your right. Follow this to a second door, using the lever to partially
open it. To get through, crouch and crawl under it, then climb down the ladder
When you reach the bottom of the ladder you'll want to make your way along the corridor,
continuously using your Motion Tracker to stay on course for your objective. When you reach a
room on the right side with some blood and a body inside, turn into it to receive your next
objective, asking you to Access Engineering Control to Reverse the Lockdown.
Exit back into the corridor and head back in the direction you came from, moving all the way to
the room with the ladder. Use your Motion Tracker if you're not completely sure where to go, but
when you're in the right spot, turn to the right and approach a door that requires a Keycard.
After opening the door, you'll be in what looks like a control room, and your first order of
business is to interact with the keyboard on the left side of the room. This will update your
objective for a third time, now requiring you to Initiate Nostromo Emergency Destruct
System.
As you might expect, your objective is nowhere convenient, so to get there, turn to your left
(from where you were standing and facing the keyboard), moving into a nearby room and then

climbing into the vent. Use your Flamethrower to light the way, and when you exit, make sure to
use your Motion Tracker to see if the Alien is anywhere nearby.
From your location just outside the vent, youll want to move into the corridor and turn to the
right, then turn to the left when you can't go any further. Follow this path as it curves to the left,
taking the first door that you come to on the right side. Pass through this room and use the lever
on the giant door on the opposite side.
This ruckus will attract the Alien, but there is plenty of cover for Ellen to hide behind throughout
the room. Evade the beast for a few moments until it gives up and goes away, then sneak through
the door you opened and into the next room. Should the Xenomorph still be in the area, use the
cabinet just to the right of the door to hide and wait it out. Don't forget that you can lean back
and hold your breath if the creature gets too close.
When you're ready to move on, head into the corridor on the right side of the room and follow it
until you reach a vent that's also on the right. Jump into the vent, then follow it in the direction of
your objective which should be displayed on your Motion Tracker. This will cause you to exit
into another corridor, and you'll want to go through the door to your left.
The easiest way to keep on track from here is to tell you to use your Motion Tracker. There are a
lot of doors and corridors, but this device can keep you reach the target much better than a
handful of instructions. It also doesn't hurt that your Motion Tracker will help you to stay away
from the Alien.
When you finally reach your destination, approach it and pull both of the levers to release the
self-destruct lock, then turn around and activate it using the device on the floor. This will update
your objective and require you to Escape on the Narcissus.
Big surprise, your objective is on the other side of the ship. No problem, bring up your map to
get a general idea, but as we mentioned earlier, rely heavily on your Motion Tracker to guide you
there. The journey will be loud and you'll have poor visibility, but resist the urge to hide,
choosing instead to walk with your favorite device in hand, using it to keep tabs on the Alien as
you move.
After arriving at your final destination, approach your chair and take a seat. That'll trigger the
mission ending cut scene. If you followed our guide and got a little lucky, the worst you had to
endure was spotting the Alien for a few brief seconds.

Alien: Isolation Crew Expendable


DLC Mission - Ellen Ripley, Airlock,
Ash
Easily navigate through the ventilation shaft and fend off the Alien.
by Bill Lavoy
When the Crew Expendable mission begins, you'll be able to choose between playing as either
Ripley, Parker or Dallas, but your choice is fairly inconsequential. For the sake of nostalgia, we
opted to go with Ellen Ripley.
Your first objective once you've chosen a character will be to Collect Equipment. Begin looking
around the room you're in and some of the adjacent ones to gather up supplies, then move on to
the Medical Bay. If you're not sure where it's located, pull up your map. Once you arrive in
the Medical Bay, you should find a Medkit, completing the optional objective to Collect
Medkit.
Bring up your map one more time to locate the Bridge of the ship, which also happens to be the
place where you can collect your Flamethrower and complete the objective to Collect
Equipment.
Shortly after collecting the Flamethrower, your objective will update and ask you to Seal Hatch
00B1, but we're not quite ready for that yet. Instead, bring up your map and locate
the Hypersleep Chambers. It's here where you will be able to collect the final item you're
looking for and complete the optional objective, Collect Flare.
Once you're ready to move on, your objective to Seal Hatch 00B1 is just a short distance away
from the Hypersleep Chambers. When you arrive, climb down the ladder and once again bring
up your map. You'll see a curved corridor that will lead you directly to Maintenance Hatch
00B1, and soon you'll get another objective, this time asking you to Seal Hatch 00B2.
It's about this time that you'll need to start worrying about the Xenomorph, and therefore we
advise that you start to crouch rather walk, and always keep your Flamethrower ready. If you
must, give the Alien a blast of fire to scare it off while you proceed forward.
Arriving at Hatch 00B1 will see you in a room with a computer console. Approach it and
interact to lock it down, then bring up your map to locate Maintenance Hatch 00B2. The easiest

way there is to trace your steps back to the ladder, then pass through to your objective. Once
again, when you arrive, you'll need to access the console near the glass, then complete your
objective by locking down Hatch 00B2.
With both hatches locked down, it's time for a new objective. This one asks you to Get to the
Landing Claw Bay, and if you pull up your map you'll see that it's off the side of the Server
Room and somewhat near the middle of the ship.
When you arrive at the Landing Claw Bay, you'll instantly receive a new objective, this one
taking a step back and asking you to Seal Hatch 00B4. Bring up your map and
locate Maintenance Hatch 00B4, then get moving and head in that direction. When you arrive
it's the same process as the first two times - simply approach the console and lock down the
hatch.
This will bring up a slightly more disturbing objective, one that challenges you to Lead Alien
into Primary Air Shafts. Bring up your map to find the Primary Air Shaft just a short corridor
away.
We found the Alien to be extremely aggressive as this mission wore on. To fight this, make sure
you're always keeping tabs on it with your Motion Tracker, and don't be afraid to stop and hit
the Xenomorph with a few blasts from your Flamethrower. That will usually buy you a short
amount of time before the next encounter.
When you arrive at the Primary Air Shaft, you'll want to hop in the vent, climb down the ladder
and then pull up your map. The objective is all the way on the opposite side of where you
climbed down, but navigating isn't really that difficult if you take a moment to plan it out.

Take your first right

Take your second left

Take your second left

Take your first right

Take your second left

If you want, you can try to listen to Lambert explain where you need to go, but our money is on
taking the path that we outlined above. After all, we're living proof that it works. However, no
matter what direction you choose to go, you'll be relentlessly hunted by the Alien. Throw
Flares to light the way, and if that doesn't work, pull out and use your Flamethrower instead.

In terms of strategy for dealing with the Xenomorph, your best bet is to wait for it to attack, then
hit it with the Flamethrower. This will buy you enough time to move toward your objective.
Keep stopping and fighting the beast, then get back to the business at hand.
When you finally drop through the vent and onto a floor below, you'll have an updated objective.
It's now time to Connect Ash to Airlock Systems. You also want to be ready to hit the Alien
with your Flamethrower (it was waiting for us).
As soon as the coast is clear, bring up your map and head for the Airlock Control room. It's the
same deal as always when you arrive - approach the console and interact with it.
You guessed it... new objective time. This one screams Flamethrower right from the start, as the
game now asks you to Evade the Alien. It changes its mind rather quickly, though, and will soon
update to Wait Until Alien Enters Airlock.
Bring up your map and then head for the octagon shaped room next to the Outer Airlock. That's
the room you need to trap the Alien in, and below it is a small corridor with a cabinet you can use
to hide. Get into the cabinet and wait for the Alien to enter the Airlock, then emerge and hit the
button to the right of the door to seal it. Doing this will bring the mission to an end.

Alien: Isolation Collectibles Find


all 10 Nostromo Logs Archivist
Trophy
Locate the 10 Nostromo logs scattered on Sevastopol Station to
unlock the Archivist achievement.
by Josh Hawkins
Alien: Isolation is a tense and atmospheric experience, but that doesnt mean its useless when it
comes to trophy lovers. If youre looking to delve deeper into the games story, as well as snag
up a nice achievement to show to your friends, youll want to gear up and make your way around
Sevastopol, snatching up any Nostromo Logs you find along the way. To help you out, we
removed the guesswork and created a handy guide to help you quickly find the collectibles so
you can unlock your newest achievement, Archivist.

The first Nostromo Log youll come across is located near the end of Mission 4: Seegson
Communications, and is found inside the Relay Facility near your starting point on the map.
Youll see the small terminal-like computer on the left side of the room once you enter.
The best way for Ripley to grab the next seven Nostromo Logs is for you to load up Mission 16:
Transmission and free roam to the selected areas. We highly suggest waiting to grab them on
this mission, because at this point youll have all the tools and upgrades you need to access the
rooms holding the terminals. Remember to be careful, as the Xenomorph patrols the area youre
in, and will be attracted to any loud noises you make.
Once you load the mission up, head to Lorenz Systech Spire using the transit system and
elevators. Once here, navigate to the room marked Server Control and pass into the gas cloud to
the right to grab the second audio log of our trip.
The third Nostromo Log youll need to grab is located in Gemini Exoplanet Solutions. Once
you arrive, head up the ladder near the save point in Ore Processing. Follow the corridor
forward and into a door on the right. Use your Cutting Torch to open the door inside this room
on the left and grab the audio log inside.
Now head back to Lorenz Systech Spire and up the stairs from the transit with the Workplace
Solutions sign above them. At the top of the stairs, use your Security Access Tuner to gain entry
into the room on the left and grab the Nostromo Log inside.
The next Nostromo Log can be found by traveling to Sevastopol SciMed Tower and heading
into the main area from the Transit Station. Turn immediately to the left and cross the room to
the locked door beside the desk. Use your Ion Torch to open the panel hiding the switch and
enter the office to grab the log off the desk.
Now head to the Primary Care Floor in the San Cristobal Medical Facility, and from the
elevator that leads back to Seegson Communications, cross through the door marked Service
Elevator in front of you. Follow the corridor and use your Ion Torch on the door to the right.
Youll find theNostromo Log just inside the gas filled room and to the right on the desk.
The seventh Nostromo Log is found over in Seegson Synthetics. Head to Synthetic
Storage and make your way down the corridor to the ladder, climbing up to the upper level. Turn
a 180 degree turn at the top and pass into the gas-filled room to grab the next collectible off the
cart.
Your eighth audio log, and the final one youll need to grab while free roaming in Mission 16:
Transmission is located over in the Maintenance Deck of Engineering. Head to the room
where you had to activate the generators and move the car in Mission 14: The Descent. From

here, move up the ramp to an unmarked door with a security panel on it. Use your Security
Access Tuner to gain access and listen to the Nostromo Log in the back left corner.
The final two logs are found in Mission 17: Desolation. The first one youll find is in the control
booth where you Initialize Transit System after restoring the power. Once you enter the booth,
youll see the log on the right side of the room, directly opposite of the desk with your mission
objective switch.
Now youll need to continue into the mission until you reach the Security area of
the Spaceflight Terminal. Head down the stairs to the left and turn right at the bottom. Turn
right once more to spot the door you need to open in the center of the wall. Use your Ion
Torch to get through and grab the final Nostromo Log from the desk on the far end of the room.
You should now receive the Archivist achievement. Congratulations!

Alien: Isolation - Collect all 151


Archive Logs, Voices of Sevastopol
Trophy
Gather all of the Archive Logs scattered throughout the game, and
unlock the Voices of Sevastopol Achievement!
by Josh Hawkins
Alien: Isolation is full of scary run for your life moments, along with plenty of cool things to
find. Throughout the many terminals and tape recorders scattered across the station and
surrounding areas, there are 151 Archive Logs just waiting to share their stories. Weve taken the
liberty of digging our way through the vents and tunnels to bring you this complete guide to find
all 151 of these juicy story-filled collectibles.
Mission 1: Closing the Book
There are three Archive Logs in Mission 1.
001 Just Missed You - The first Archive Log youll find is in the computer terminal in the
dressing room.
002 RE: Nostromo Incident; 003 Torrens Manifest - The final two Archive Logs of this
mission are found in the Dining Room where Ripley first speaks with Taylor aboard the Torrens.

Look out for the Link Terminal located in one of the small alcoves along the wall and interact
with the computer to find the logs inside.
Mission 2: Welcome to Sevastopol
004 Decommissioning - The first Archive Log youll find in this mission is located in the
Sevastolink Terminal just inside the room past the flaming pipe.
005 Moved Out Stash; 006 Goodbye From Seegson; 007 Kill the Power - The next three logs
youll need to pick up are located on the computer inside the center booth, the same computer
you used to restore the power to the shutter in Departures.
008 Terminal Riot - Now head into the storeroom that unlocks after you restore the power. You
should see the tape recorder on the counter. Listen to it to unlock the log.
009 Pulling the Plug; 010 To All Spaceflight Employees; 011 What is Apollo? - While still in
the storeroom, look around until you spot the Sevastolink Terminal off to the left of where you
grabbed the tape from. Access this computer to grab the next three logs before continuing.
012 Last Coupling Power - Once you reach the room with the large door and the number 42 on
it, look around near the body bags until you spot the cart with the tape recorder resting on top.
013 Another Break-in - When youre looking at the large door marked with the number 42, turn
to your left and head up the stairs, following them and crossing through the unlocked door at the
top. Youll find the next Archive Log in the tape recorder near the middle of the far wall of this
control room.
014 Dead Soldiers - Now continue on your mission until you drop from the vent and find the
dead man with the Maintenance Jack. Snag the tape recorder next to him to grab the next Archive
Log.
015 Heyst - Once you unlock the room where you found Watsons corpse, head down the
hallway and open the locked door with your Maintenance Jack. Head inside and grab the next
collectible off the table.
016 A Blind Eye; 017 Two-Man Rule; 018 Inventory - The final three Archive Logs found on
this mission are located on the Sevastolink Terminal within the corridor where you have to use
the Two-button machine with Axel.
Mission 3: Encounters

019 Leave Work Now The first log of this mission is found at the desk in the center of the
room where you find the Security Access Tuner.
020 Empty Box - Once you have the Data Core in your Access Tuner, head down the hallway
just outside of Archives towards System Monitoring. Halfway down the hall, open the door on
your right and enter the small meeting room to find a tape recorder on the back corner of the
desk.
021 Archives, 022 An Outpost of Progress? #1 - The final two archives found on this mission
are located on the Sevastolink Terminal just inside the room where you disable the alarm system
and meet the Alien for the first time.
Mission 4: Seegson Communications
023 Door Overdrive; 024 Our Manifesto; 025 Tomorrow, Together #1; 026 Please
Understand - The first four Archive Logs found in Mission 4 are located on the Sevastolink
Terminal inside the room where Ripley finds the Motion Tracker.
029 Your Logged Message; 030 Apollos Eye - Once you watch a Walking Joe bash a humans
head in, head out of the vent and into the room where you need to disable the camera. Youll find
the next two logs on the terminal near the camera switch.
031 Torrens Hail; 032 Torrens Damage; 033 RE: Torrens Hail - Once you interact with
the External Comms Link head back down the hallway directly behind you and enter the room
to find a Sevastolink Terminal with 3 more logs.
034 Receipt of Transmission - After deactivating the block on Samuels communications, head
into the room in the left hand corner of the room when youre looking at the main console where
you just used your Access Tuner. Enter through the door on the left hand side of the room and
use the terminal to the left to grab the next log.
027 Call Log AM; 028 Call Log PM - Once you return to the first area of the mission and
youre tasked with escaping the androids, head right into the large control room directly down
the hall from the room you grabbed the Motion Tracker from. Follow the right wall and pass
through the doorway marked Synthetic Storage to find the last two logs of this mission on the
terminal on the desk to your right.
Mission 5: The Quarantine
038 Left out of the Loop - Head into the Day Room and grab this Archive Log from the tape
recorder on the table directly in front of you.

035 Low on Meds; 036 Hospital Quarantine; 037 An Outpost of Progress? #3 All three of
these Archive Logs are found on the computer in Dr. Marlows office.
039 RE: Recovery Rooms; 040 Medical Record 1 - When looking for Dr. Marlow, head around
the area to room A-29. Ignore the room, instead heading through the doors directly across from it
and grabbing the last two logs of this mission from the terminal on the desk before you.
Mission 6: The Outbreak
042 Urgent: Marshal Investigation; 043 Environmental Controls - Once you pull the Stun
Baton out of the door, head into the room and access the Sevastolink Terminal in the middle of
the desk to grab these two logs.
044 Dispensary is Empty Youll find the next log on the same computer with Dr. Lingards
video report.
045 Colonial Marshal Directive; 046 Morley: Updates and Codes; 047 San Cristobal
Lockdown; 048 An Old Friend The next batch of Archive logs will be found on the
Sevastolink Terminal in the Security Desk area next to your mission objective.
051 Human Touch; 052 Duty Roster; 053 Medical Record 2; 054 Medical Record 3; 055
The Incident Once you enter the next area of the mission, head down the right-most hallway
and follow the corridor around to the Emergency Room. Once you enter the Emergency Room,
turn to your right and spot the Sevastolink Terminal on the cart nearby, using it to grab these five
Archive logs.
049 Autopsy Report; 050 Tape off the Scene The next two are found on the terminal in the
Operating Theater, the same room where you find the Trauma Kit.
130 Let me be a Friend to You After the explosive cut scene with the Alien, head to the back
of the room and hug the left side wall. Turn left into Dental Surgery and grab the tape recorder
off the counter at the back.
Mission 7: Seegson Synthetics
056 Wy are Years Ahead; 057 Your Report Head through the area from the start point, and
once you reach the area with the humans, make your way around the room and up the ladder at
the back. From here, follow the u-shaped hallway until you see an open office on your right.
Enter and interact with the Sevastolink Terminal to grab the first two Archive Logs of this
mission.

058 Working Joe Spiel; 059 Storage Inventory Follow the u-shaped hallway you used before
around until you spot another open office on the right. This one includes a Save Station, so it
would seem players are encouraged to come this way. Use the terminal to grab the next two logs.
060 Tomorrow, Together #2; 061 VIP Visit Follow your mission objective until you reach the
white corridor with automatic lights. Head forward and turn left into the dark corridor just before
the ladder. There is a Sevastolink Terminal at the end on the desk where you can find this small
batch of Archive Logs.
062 Requisitions Android; 063 Elevator Out; 065 Last Bidders After climbing the ladder
and restoring power to the Requisitions area, head out of the control room and hack the door to
the right of the ladder. Interact with the terminal on the desk inside to grab these three logs.
064 Synthetic Engineer Request Near the end of the mission, once you reach the room with
the floating panels, head up the ladder and through the Facility Administration door on your
right. Hug the wall until you spot an office on the right with a Save Station and use the
Sevastolink Terminal here to have Ripley pick up the last Archive log of this mission.
Mission 8: Haven
067 Restart Transit; 068 Double Crossed After restarting the transit and killing the Android
in the Transit Control Room, head into the room with the bloody corpse and use the nearby
terminal to grab the first two Archive Logs in this mission.
069 We Need Supplies Once you climb down the ladder in the ventilation shaft from
the Transit Control Room above, exit the vent and look to your right. Grab the tape recorder on
the desk to snag the final Archive Log of this mission.
Mission 10: The Trap
070 First Trap Gone; 071 Arrest Sheets Immediately after Ripley gets the Flamethrower,
head out of the room and to the left. Move to the center door and then up the short ramp inside.
Youll find these first two Archive Logs on the Sevastolink Terminal to your right.
103 Impounded; 104 Some kind of Parasite Head back to main area of the Marshal HQ and
into the room where Taylor is laying across a table. Youll find these two logs on the terminal
just to your right.
102 Retirement Plan While still in the room with Taylor, step back from the Sevastolink
Terminal and look to your left. You should see a tape recorder on the table in front of you.

073 Pointless Requests; 074 Hardware Problems; 075 An Outpost of Progress? #4 The
next three Archive logs are found on the same terminal you have to use for the Door
Control objective when traveling to the Server Hub.
079 Security Shutters; 080 The Camp Once you reach the top of the stairs, pass through the
door marked Tech Support and Seegson Security. Enter the room and move forward before
turning left. You should see the Sevastolink Terminal you need to access in the corner.
076 I cant tell who escaped Make a 180 degree turn from the terminal you just used to grab
the last two Archive Logs. As you move forward towards the Lockdown Switch, you should see
the tape recorder on the stacked crates near the two wires running along the floor.
081 A Warning; 082 Truce Head into Seegson Security and turn to your right. Interact with
the Sevastolink Terminal on the desk to grab the next two logs.
077 Taken; 078 Scavenging Head up to the top of the stairs while following your mission
objective. Once you enter the unmarked door at the top landing, turn to your right and head up
the smaller set of stairs to find a terminal with your next two collectibles tucked away in the
darkened corner here.
083 Hacked; 084 Transmission Relay Archive; 085 folder code Once you reach
the Mainframe Systems area and your objective is to Activate Ricardos Override
Command, access the terminal on the front desk and grab the Archive Logs before initiating the
lockdown.
087 Seegson Funding; 088 Maintenance Systems Once you pick up the Cutting Torch, head
into the adjacent room and around the table to the left. You should see the green glow of the
terminal you need to access to grab these two collectibles.
086 Surplus to Requirements Head out the doorway to the right of the last terminal you used
to grab Archive Logs 087 and 088. Follow the hallway around and use the Sevastolink Terminal
on the desk in the room with the shelves to grab the next log before using the Distribution
Systems command to progress the story.
091 Sit tight; 094 Gemini Shutdown Once you reach the Upper Floor of the Gemini
Exoplanet Solutions and your objective is to Restore Access to Distribution, head down the
hallway at the front of the ladder and into the room on the right at the far end. Immediately turn
to the right to enter another room and use the terminal on the leftmost desk to grab these two
logs.
089 What is KG348?; 090 Gemini Exoplanet Solutions Manifesto Once you activate
the Breaker in the Manufacture and Distribution area of Gemini Exoplanet Solutions, head

out of this room and down the hall to the left. You should see a door on the right requiring
the Cutting Torch, so go ahead and open this door and head inside. Follow the corridor around
and use the terminal on the right to grab these collectibles.
093 Clarke is Dead Once your objective has updated to Access the Project KG348 Research
Labs, head down the stairs from the save point and turn to your right. Head
into Decontamination and follow the corridor, turning left into the Galley. You should spot the
Sevastolink Terminal to your right. Access it and grab this Archive Log before continuing.
092 Samples Head out of the Decontamination area and towards the large door at the far end
of the corridor. As you reach the door, turn left and use your Keycard to open the door. Move
inside and immediately turn to the left desk by the window and grab the tape recorder off it to
finish collecting this missions Archive Logs.
149 Transit Office Code Sadly we dont have very much description for this Archive log as it
is found randomly throughout the missions when Ripley warns fellow human survivors about the
Alien. The easiest way to find it is to try to speak with every human survivor you find throughout
the Alien-filled levels.
Mission 11: Hazard Containment
095 No Future Once you reach the bar area with the Save Station, head around the room to the
far end and grab the tape recorder off the short table to get this missions collectibles started.
100 Help; 101 Low Profile Once you reach the Galleria Upper Concourse of Solomons
Habitation Tower, head into the Bunk House Hotel to find a Sevastolink Terminal to the left of
the Save Station. Grab the two Archive Logs here before moving on.
096 What are Your Plans?; 097 Security Risk; 098 To all Sevastopol Inhabitants; 099
People are Scared The final group of Archive Logs for this mission are found on the lower
level of the area. Once you reach the long hallway littered with boxes and crates, turn left at the
stairs and ignore the door that leads to your objective. Move through the maze of boxes and use
the lever on the door to your right. Inside youll find a terminal with the last four logs of this
mission.
NOTE: You should now have the Voices of Sevastopol Trophy. However, we figured we might
as well show you where ALL of the Archive Logs are located. Continue on if you havent
received the trophy for some reason, or if you just want extra bragging rights!
Mission 12: Synthetic Solution

105 Smythe Read This; 106 An Outpost of Progress? #2 After climbing the ladder to
the Upper Labs of Seegson Synthetics, move forward and use the terminal behind the desk to
access these two logs.
107 Reformat Chamber; 108 Investigations The next group of collectibles are found inside
Seegson Synthetics Administration. Head into Synthetic Reclamation and use the terminal at
the desk on the left to grab these Archive Logs before moving on.
109 RE: Plan Tonight; 110 Last Chance; 111 Showroom Appointments Once you reach the
Showroom, head to the main desk and use the terminal there to snag these collectibles before
progressing through the story.
112 RE: Smythe Read this; 113 Holding Out Once you enter the room with the scattered
items all over (items like EMP Mines, Pipe Bombs etc.), head to the terminal at the desk in the
back to grab these two Archive logs.
114 White on Red Once you reach the Save Station just outside of the Implant Ward, look to
the right of the hallway leading inside and grab the tape recorder off the stacked crates to finish
up this missions collectibles.
Mission 13: Consultation
115 Tomorrow, Together #3; 116 Hazard Containment Upon exiting the transit car, head
into the Security Room on the left and use the Sevastopol Terminal here to grab the first two
Archive Logs of Mission 13.
150 Code on Blueprint The next log is pretty easy to grab. Simply look at the circled code on
the Apollo Blueprints to nab it and move on.
117 Apollo Sales One Sheet After entering the glass corridor using the passcode, head to your
left past the Save Station. Follow the corridor down and take the far left door and use the
terminal directly in front of you.
118 Something up with Your Synthetics This next Archive Log is found to the right of the
central Save Station in the entry corridor to Apollo. Pass through the blue door and then turn left,
following until you turn right into the room with your mission objective. Grab the tape recorder
off the dashboard to the right of the console you need to hack.
119 Hazard Containment Alert; 120 Sold! Once you drop from the vent into the room with
the save point, head through the door marked Right Hemisphere Server and enter the first door
on your right hand side. Turning left directly inside this room should allow you to spot the
terminal you need to use in the corner.

122 Twisted in the Wind Head into the Left Hemisphere Server now and follow the hallway
through the gas (make sure you have the gas mask). Once you reach the room with all the
servers, head to the back of the room and look for the small adjacent room with the accessible
Sevastolink Terminal.
123 Theyre at the Door From the previous terminal, exit the room and turn right, moving into
the Monitoring Control Plant. Follow the hallway to your left and take the first or second door
to your right. There is an enemy in this area, so you may want to enter from either door to play it
safe. Grab the audio recorder off the table to collect the next audio log.
121 Keep Things Quiet; 124 Apollo Primary Interaction Log The last two Archive Logs are
found near the end of the mission. Climb down the ladder under Apollo once youre ready to
finish the mission. Directly in front of you at the bottom if the final terminal and set of
collectibles youll grab for this mission.
Mission 14: The Descent
125 Missing Engineer Head into the Reactor Coolant Plant and just behind the generator
you should spot the first Archive Log in the form of a tape recorder on a crate.
129 Shutters Code; 128 Im Coming to Find You; 127 Power Delivery Head into Facility
Management and turn into the door on your left. Head all the way through the room and into the
adjacent room on the left. Use the Sevastolink Terminal on the desk to grab these logs. This is the
same computer you use to open the shutters.
126 I Saw It Move forward from the elevator that leads back to Engineering and grab the tape
recorder on the crates in the small alcove to the left of the Central Reactor hallway.
Mission 15: The Message
131 Feeling Lucky Follow the corridor from Ripleys starting point on the Anesidora. Keep an
eye out for the tape recorder on top of a crate along the hallway.
134 Technicians Report; 133 Approaching Sevastopol; 132 Signal Detected Pass through
the first door on the right as you follow the corridors of the Anesidora and then follow the
hallway all the way to the last room on the left. Enter it and use the terminal on the desk to grab
this group of collectibles.
136 Anesidoras Hall; 135 Sevastopol The final two Archive Logs on this mission are located
on the terminal just to the right or left (depending on which way youre coming from) once you
enter the room with all the boxes and junk on the Anesidora.

Mission 16: Transmission


137 Journal Entry #340 Look just to the left of the flaming Android near the Relay Facility
corridor and use your Cutting Torch to get through cover. Crawl inside the vent and follow the
bloody trail to a corpse. Use the tape recorder directly on the crates in front of you to collect this
Archive Log.
NOW ITS TIME TO BACKTRACK USING THE FREE ROAM MODE AVAILABLE TO
YOU IN THIS MISSION.
072 Remove of Transit From the main lobby of Lorenz Systech Spire turn a 180 degree turn
and head back into the transit area. Move through the debris here and through the opening on the
right. You should see a door with a keypad with a vent just to the right of it. Crawl through the
vent, immediately turning left at the bottom of the ladder. Exit the vent and interact with the
terminal on the desk to grab this Archive Log.
066 Cutting Ties Head to SCIMED Tower and before entering the main area of San Cristobal
Medical make a right turn. Head through this doorway until you see the small set of stairs and
the receptionist booth on the right. Head up the stairs and make a u-like path to the right to find
the tape recorder on the counter insider the booth, just to the left.
041 Prep the Patients For this next log youll need to head up to the Crisis Stabilization area.
From here make a make your way through the area until you reach spot the Senior
Consultant office and then turn left to enter the room where Dr. Kahlman was in an earlier
mission. Youll know youre on track when you head up a set of stairs and through a door and
see the tape recorder on the right hand corner of the back desk.
146 Goodbye With your last log in play head over to Solomons Habitation Tower. From the
Save Station in the transit station head up the right stairwell and through the door ahead. Now
turn right and then make the first left you can that continues through the corridors. Follow this
until you see the first large metal door on your right. Head inside, detouring up the metal ramp
with all the fire around it. Now follow the hallway to the left, taking the first left turn you can
make, followed by a right turn. Follow this corridor around until you reach the room with the
Save Station. Take the elevator in to the Spaceflight Terminal and from there exit to the right.
Follow the corridor into the first large room and then exit through the left door near the middle of
the area. Make the next two left turns to find a door requiring your Cutting Torch. Youll find
this log in the tape recorder inside.
151 Torrens Coordinates The Final Archive Log of this mission is acquired when you use the
Observation terminals to locate the coordinates of the Torrens. It is a requirement for the mission
and impossible to miss.

Mission 17: Desolation


140 Bet on the Wrong House; 139 Tomorrow, Together #4; 138 Code for Repair Job Grab
these three Archive Logs from the Sevastolink Terminal just inside the door you had to use
your Cutting Torch on to open. It is also the computer youll have to use to grab the code to the
control room you use to restore the power.
141 Nowhere to Run Once you restore the power to the transit area, head out and to the right.
Use the lever on the door in the middle booth and kill the Facehugger before grabbing the tape
recorder off the desk in the back corner.
143 Shut Out; 144 Last Stand These two Archive Logs can be found using the Sevastolink
Terminal inside the burning Canteen. Youll need to use this terminal to get a passcode anyway,
so knock out two Xenomorphs with one Molotov.
142 Sealed In As youre making your way to the Spaceflight Terminal (basically just
chugging along and completing the mission), youll come across a body with a keycard in
the Projector Room. Youll need this keycard to progress in the mission, so just look directly to
the left and snag the tape recorder by the puddle of blood.
145 Blood on my Hands The final Archive Log of this mission is found on a bed inside
the Living Area of the Upper Transit section of Lorenz Systech Spire. Just keep a look out for
the air hockey tables and burning couch close to a Save Station. It isnt very hard to locate, as
youll need to have come to this room for mission purposes anyway. Move into the small room at
the back right corner and grab the recorder off the bed.
Mission 18: Tomorrow, Together
147 Stability Alert After completing your mission objectives to Activate the Guidance
Systems and Initiate the Docking Procedure, its time to head over to the bottom right area of
this room and use the Sevastolink Terminal to Engage the Docking Clamp. Sure these are all
mission objectives, but do not miss the Archive log on this last terminal!
148 Sevastopol Initialization Following your mission objectives, you need to head upstairs to
Extend the Personnel Umbilical. This terminal is located at the top of a flight of stairs at the
back of the lower room. Take the stairs up and then move into the upper portion of the room and
use the terminal in the center of the control console to progress your mission and grab the final
Archive Log of the game.
Congratulations, player! Not only do you now have the Voices of Sevastopol
Trophy/Achievement, but youve located every Archive Log you can find in the game. Give
yourself a nice long clap of applause!

Alien: Isolation Collect all 50 I.D.


Tags The Taken Trophy
Collect all 50 Personnel I.D. Tags hidden throughout Sevastopol.
by Christopher Buffa
Take a break from getting slaughtered in Alien: Isolation by collecting all 50 of the Personnel
I.D. Tags hidden throughout Sevastopol Station. Weve taken the liberty of locating every tag so
you dont have to stumble around looking for these collectibles.
Mission 2
Z. Watson Youll find the first tag next to the corpse where Ripley picks up the Maintenance
Jack.
A. Fielding Once you follow Axel out of his hideout, turn to the left and then look for the
blocked off vent with the I.D. Tag to your left.
Mission 3
A. Hutchison - Once you reach the lobby of Lorenz Systech Spire, head towards the woman as
she shoots at you, crouching to avoid her shots. Look behind the desk on the floor to the left to
grab the first I.D. Tag of this mission.
C. Ward The next I.D. tag of this area is located inside the Tech Support area, just to the right
of the door you use the keycard you find with the Revolver.
J. Williams Once you get the Data Cell for the Security Access Tuner, make your way out of
the Archives room and turn right down the corridor to Systems Monitoring. Use your Access
tuner on the door halfway down the hall to find the next tag on desk by the coffee mug.
Mission 4
T. Curwen After watching the Android bash in the mans head, crawl forward and out of the
vent. Now head into the room where you disable the camera and walk to the left, making sure not
to let the Android see you. Youll find the tag on the desk right beside the stairs.

D. Turner Use the Access Rewire in the room where you enter the hallway and hear Samuels
communication. Activate the doors and then head into the hallway and all the way left to the door
on the left. Grab this tag from the floor inside.
P. Brophy While escaping Seegson Communications, head into Service Exchange and
through to the door on the other side. Grab this tag off the desk in the far back corner of the
lower room.
T. Armer Head into the Relay Facility to grab this I.D. Tag off the dashboard as you follow
the room around.
Mission 5
B. Ransome Head down the stairs to the left of the Save Station in the transit and into Facility
Management. Grab this tag off the desk inside.
F. Whitechapel After speaking with Dr. Kuhlman, head into the vent on the opposite side of
the area. Follow it to the first exit on your right and grab the tag off the desk to your right.
C. Burrows Head around the hallway where the Day Room is and look for the padded room
with the bloody corpse inside. This I.D. Tag is on the ground next to the corpse.
T. Miller After getting the passcode from Dr. Morleys computer, head up the stairs and to the
left. Enter the passcode into the Nurses Station on the left and then enter the adjacent room to
your left to find the I.D. tag on the desk in the corner.
L. Tart Enter the Passcode to enter the Staff Quarters area and follow the hallway to the far
right eating area. Youll find this collectible on the counter in the back.
A. lynch Find this tag in Room A-27 on the patients table.
Mission 6
C. McCormack Grab this I.D. Tag by using the Access Rewire in the right side Coolant Room
and snagging it from the tray that opens to your left when you activate the vents.
A. Sawers Head to the right of the corpse in the wheelchair and grab this collectible by
following the hallway to the first room on your left. Youll find it in front of the monitor on the
desk.
K. Neville Find this tag in one of the hanging cubby holes in the Operating Theater.

Mission 7
O. Sans-Gomez Head forward from the mission start to grab this collectible from the ground
to the left of the nearby corpse.
N. Brunswick Youll locate this last mission I.D. tag in the back center room where you find
the Requisitions Android. Look in front of the body laying against the wall in front of the desk.
Mission 8
E. Koorlander After starting this mission, head past Marshall Waits and grab this tag off the
nearby transit bench to your right as you move towards the Save Station.
K. Clarke Remove the lock from the elevator and head up to Transit Control to snag this I.D.
Tag off the floor on the lower front level under the console.
V. Nash Youll find this collectible after using your Cutting Torch on the panel and crawling
into the vent. Follow the vent down the ladder and then exit to find this I.D tag next to the
keyboard on the front desk.
K. Lingard Once you arrive at Solomons Galleria, head up the stairs to your right and then
take your first left, hugging the left wall until you find the I.D. Tag on the bench.
Mission 10
W. Woodbury This tag is found inside the door to the right of where you found the
Flamethrower. Look for it on the left windowsill.
R. Tafler Head into Server Hub Reception and up the stairs to Tech Support. Use the
terminal inside Seegson Security to open the cells and grab this tag from the left hand cell.
C. Gascoyne You can locate this collectible after using Ricardos Lockdown code. Head into
the Server Farm and head to your right back by the table with the large red object. Grab this
I.D. Tag off the table in the back room.
K. Lenton Find this tag shortly after triggering the Lab Research Breaker. Climb into the
nearby vent and follow it for a few seconds to find the tag by a bloody corpse.
P. Ryniak While on route to Project KG348, head to your right down the stairs and into the
Decontamination Room. Take your first left and grab this tag from the bed beside the man on
the ground rocking back and forth.

Mission 11
B. Hymers Find this I.D. Tag in the room where you have to restart the power. Head to the
desk opposite the switch to grab the tag.
G. Ramsey From the burning metal ramp of the Galleria, head through the left hand metal
door. Head up the stairs to your left and hug the right wall to find the collectible on the bench.
Mission 12
B. Bullock Find this tag on a desk in the right hand room through the unmarked door past the
room where you deactivate one of the generators to cut the power to the electrified door. Youll
know youre on the right track when you pass the immobile Android and see a pile of Working
Joes on the floor of a room to your right. Head forward to spot your door.
J. Mitchell Youll find this I.D. tag under the desk just in front of the save station in Sales
Agreement.
E. Hampton Locate this collectible be heading through the rooms with all the sleeping synths.
Once you reach the third room, enter the middle office and climb in the floor vent. Follow this
vent to your left to find the tag at the end.
E. Guevara Enter the unmarked door just outside the area where Samuels died to find this tag
on the floor in front of you. It is between a cabinet like cart and a radio-style machine.
Mission 13
J. Shotliff Exit the transit and head to your left into Apollo Transit Security to find this
collectible on the desk to your left.
K. Hussein Youll find this tag in the first door to your left once you enter the Left
Hemisphere Servers. Look on top of the stacked crates to collect it.
G. Spedding Head into the Monitoring Control Room to find this I.D. Tag on the console
across from the tape recorder.
J. King Once you enter the right side of the Human Consultation Room, look directly down
to find this I.D. Tag. If you dont see it, try looking in front of the other door, as you may have
entered the room differently.
Mission 14

Chief Porter This tag is found in the room where you collect the Boltgun. Grab it from the
bloody bunk opposite the desk.
P. Timlett Find this I.D. tag on the shelf behind the ladder where you locate
Ripleys Shotgun and Revolver.
Mission 15
J. Jones Head into the Ambulance Bay and grab your Security Access Tuner upgrade. Make a
180 degree turn and head to the opposite side of the room. You should spot this handy tag on the
floor in the corner.
Mission 16
M. Radcliffe Once you spot the flaming Android next to the Ion Torch panel, immediately
open the panel and crawl into the vent. Head to your right and follow the vent to your first exit
on the left. Now turn left and head up the stairs, turning right at the top and locating this
collectible on the bench ahead.
M. Perry Travel to Lorenz Systech Spire and head into the lobby, taking the stairs on your
right. Head to the Kitchens and open the door using your Security Access Tuner. Youll find
this tag on the center desk inside.
K. Bennet Now travel over to Solomons Habitation and head left from your transit. Continue
up the stairs and access the first room on your left. This collectible is inside on the left most
console, on the back wall.
O. Smith Once youre back in Seegson Communications and following your main objective,
head down the elevator in E.V.A. Preparation. Once you reach the bottom, grab this tag from its
spot hanging on the wall in front of you.
Mission 17
E. Winters From the transit, head forward and to your right. Turn down the stairs to your left
and grab this tag from the bench after turning left at the bottom.
F. Sinclair Youll find this tag in Living Area past the Air Hockey table when looking for an
alternate route to the Spaceflight Terminal. Look to your left to find it laying across the bed.
Mission 18

R. Padjdlhauser Grab this I.D. Tag from the table in front of the blood corpse between your
first two objectives of the mission. Its hard to miss the corpse since you have to walk this way.
S. Cooper Youll get the final I.D. Tag of the game after being pulled back to the nest by the
Xenomorph. Once you wake up, grab it off the bench immediately to your left.
Congratulations, you found all 50 of the collectible I.D. Tags located through Sevastopol Station.
Give yourself a round of cheers for unlocking the Voices of Sevastopol Trophy!

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