FAQ/Walkthrough - Guide for Alien: Isolation
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Walkthrough (PC) Written by dcruze ([email protected])
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Table of Contents
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Controls .......................................................... (CTR1)
Background ........................................................ (BKG1)
Walkthrough ....................................................... (WKTH)
Mission 1 - Closing the Book .................................... (MI01)
Mission 2 - Welcome to Sevastopol ............................... (MI02)
Mission 3 - Encounters .......................................... (MI03)
Mission 4 - Seegson Communications .............................. (MI04)
Mission 5 - The Quarantine ...................................... (MI05)
Mission 6 - Outbreak ............................................ (MI06)
Mission 7 - Seegson Synthetics .................................. (MI07)
Mission 8 - Haven ............................................... (MI08)
Mission 9 - Beacon .............................................. (MI09)
Mission 10 - The Trap ........................................... (MI10)
Mission 11 - Hazard Containment ................................. (MI11)
Mission 12 - A Synthetic Solution ............................... (MI12)
Mission 13 - Consultation ....................................... (MI13)
Mission 14 - The Descent ........................................ (MI14)
Mission 15 - The Message ........................................ (MI15)
Mission 16 - Transmission ....................................... (MI16)
Mission 17 - Desolation ......................................... (MI17)
Mission 18 - Tomorrow, Together ................................. (MI18)
Mission 19 - Isolation .......................................... (MI19)
Collectibles ...................................................... (COL1)
Archive Logs .................................................... (ARL1)
Nostromo Logs ................................................... (NOL1)
ID tags ......................................................... (IDT1)
Blueprints ...................................................... (BLP1)
Achievements ...................................................... (AZT1)
In-game Playing Tips .............................................. (TPS1)
Log Transcripts ................................................... (SCR1)
Archive Logs .................................................... (ARL2)
Nostromo Logs ................................................... (NOL2)
Version History ................................................... (VSN1)
Legal ............................................................. (LEG1)
Credits ........................................................... (CRD1)
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| ``:::%%%%%%HH|
|:.. CONTROLS `:::::%%%%|
|%%%:::::.. (CTR1) ::::::|
|HH%%%%%:::::.....___________________________________________________________|
XBox 360 Controller:
LT: Aim/Focus Vision RT: Melee/Fire
(Motion Tracker) (when aiming)
| |
LB: Peek RB: Raise Motion Tracker
| (hold)
| _ Open Map Pause _ |
_.-'` `-._ | | _,-' `'-._
,-' `-.|___________|,.-' .-. `-.
/ .---. | ___ | ( Y +--------- Toggle
/ ,' ,-. `. _| / X \ |_ .-. `-` .-. \ Flashlight/
Move/ ------------ | | (__) | / \ | (__) ( X ) ( B ) \ Reload
Sprint / `. `-' ,' __ \___/ `+` ,-. `+` \ Flashlight
(click) | `---` ,-` `-. .---. | ( A ) | | (hold)
| / -' `- \ ,' . `. | `+` | |
Weapon ----+------------------ | | - - | | | | |
cycle ! \ -. ,- / `. | ,' | | '------+-- Radial
| `-.__,-' `-+-` | | | Menu
| _____________|__ | | |
| _,-'` | ``-|_ '----------+-- Interact/
| ,-' ------------' | `-. | Pickup
\ ,' | | `. /
`.__,-' | | `-.__,'
Look/Crouch (click) Reload (hold)
Keyboard Controls:
Move Forward | W
Move Back | S
Move Left | A
Move Right | D
Sprint | Shift
Crouch | C
Aim/Change Focus | Right Mouse button
Fire/Throw/Melee | Left Mouse button
Use | E
Close/Radial Menu | Q
Reload/Activate | R
Peek | CTRL
Select Revolver | 1
Select Shotgun | 2
Select Flamethrower | 3
Select Bolt Gun | 4
Select Stun Baton | 5
Next Weapon | Mouse Wheel down
Previous Weapon | Mouse Wheel up
Select Motion Tracker | Space
Select Flashlight | F
Map Menu | TAB
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| ``:::%%%%%%HH|
|:.. BACKGROUND `:::::%%%%|
|%%%:::::.. (BKG1) ::::::|
|HH%%%%%:::::.....___________________________________________________________|
Final report of the commercial
starship Nostromo.
Third officer reporting.
The other members of the crew -
Kane, Lambert, Parker, Brett,
Ash and Captain Dallas are
dead.
Cargo and ship destroyed.
I should reach the frontier in
about six weeks. With a little
luck, the network will pick me
up.
This is Ripley, last survivor
of the Nostromo, signing off.
You are Amanda Ripley, the daughter of Ellen Ripley, who went missing 15
years ago, in the year 2122, somewhere in deep space.
While you are at your work as an engineer in the same region your mother went
missing, an exec from the Weyland-Yutani Corporation approaches you.
He tells you they may have found your mother. A commercial vessel, the
Anesidora has found the flight recorder of the Nostromo, the ship your
mother worked on. It has been taken to Sevastopol Station, a freeport in the
Zeta Reticuli system.
The company wants it to be collected as soon as possible, and transit has
been arranged aboard a courier ship called the Torrens. Samuels offers you a
place on the Torrens, if you want to come along. Maybe it will bring you
closure...
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| ``:::%%%%%%HH|
|:.. WALKTHROUGH `:::::%%%%|
|%%%:::::.. (WKTH) ::::::|
|HH%%%%%:::::.....___________________________________________________________|
__________________________________________________________________________
| ':|
| Mission 1 - Closing the Book (MI01) |
| Archive Logs : 3 |
|:.________________________________________________________________________|
The game starts when you wake up in the Hypersleep Chambers of the Torrens,
as it is approaching Sevastopol Station. The first thing you need to do is
walk over to the nearby console and sign in. After you have done that, search
the lockers with green lights for some crafting items you will need later.
Objective: Explore the Torrens
Explore the ship before you arrive at Sevastopol Station
Get Dressed []
Speak to Taylor []
Speak to Samuels []
Pressing 'back' on the controller or 'TAB' on the keyboard brings up the map
menu so you can see where you need to go next. This walkthrough will refer
to compass directions at times, when that happens use the map to get your
bearings. The map menu will also pause the game, so do not worry about
getting killed while it is open.
The next order of business is to head to the Bunk Room to get dressed. As you
enter the Bunk Room, there is a computer terminal to your right. Access it to
read the first Archive Log in the game. Now search all the lockers above the
bunks, and go over to your locker to put on some clothes.
[] Archive Log 001 Just Missed You
You can save your game at the Registration Point here, which looks like a
phone booth. Grab the components from the lockers on the opposite side from
it.
Now head to Medical to speak to Samuels, after you have finished talking to
him go to the Galley and speak to Taylor. When the conversation ends, the
captain of the ship announces that you are approaching Sevastopol Station and
everyone needs to go the bridge. Before you head there, search the cupboard
then access the terminal for two more Archive Logs.
[] Archive Log 002 RE: Nostromo Incident
[] Archive Log 003 Torrens Manifest
Go to the Bridge for briefing []
When everyone has arrived on the bridge. The captain, Verlaine, fills you
in on the boarding procedure. Then, Samuels asks if everyone has their
briefing documents.
Collect your briefing document []
Pick up your briefing file from the nearby table, and watch the cutscene
where you unwillingly separate from the others as you all try to enter
Sevastopol Station.
__________________________________________________________________________
| ':|
| Mission 2 - Welcome to Sevastopol (MI02) |
| Archive Logs : 15 |
| ID tags : 2 |
| Blueprints : Medikit (V.1) |
| Tools : Maintenance Jack |
|:.________________________________________________________________________|
When you get back on your feet, head through the door that opens in front of
you.
Objective: Find Help
Search the Spaceflight Terminal for help
Change out of your Extra-vehicular activity (EVA) suit and then go through
the door to a four-way junction with a Registration Point. Pick up any
components you find here, then exit the Primary Airlock area and follow the
corridor until you see a gas blowout in front of you.
Climb into the vent to the left and crawl to the other side. When you
reemerge on the other side, keep following the corridor into another four-way
junction. Access the terminal to read an Archive Log.
[] Archive Log 004 Decommissioning
Start walking across the planks, which collapse causing you to fall down to
another corridor. Pick up the nearby flare and light it with 'X' on the
controller or 'R' on the keyboard. This will make it easier to see.
Go around the corner and then crouch down with 'R2' on the controller or 'C'
on the keyboard and crawl through the opening to the right, and follow the
path until you find another opening. Crawl through it to a pile of suitcases
with some more crafting material for you to pick up.
Now turn around and go back the way you came until you find a button on the
fence to the right. This lowers a luggage ramp, go up the ramp and get the
components from the crate before you climb up the ladder. When you get to
the top, pick up everything you can find then exit through the door.
Objective: Search the Spaceflight Terminal for help
Keep moving through the terminal to find help
It is dark in here and all the doors require power to open, so your next job
is to find a way to restore the power. Head up the stairs on either side and
update your map at the glowing terminal when you reach the top.
Go into the small control room nearby and restart the generator, then access
the terminal to read three more Archive Logs before you select the "Power
Junction" option from the utility menu to restore the power. One of the
Archive Logs contains a code. There is a Registration Point here you can use.
[] Archive Log 005 Moved Our Stash
[] Archive Log 006 Goodbye from Seegson
[] Archive Log 007 Kill the Power
The doors open and you see some people running across the room downstairs
from one door to the next. Head back down and check where they came from and
where they went for some more loot, then enter the passcode "0340" on the
panel to open the locked door to the southwest. Inside, pick up the crafting
materials and your first blueprint, which is lying on top of a crate.
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Medikit 10 Scrap The Medikit can be used to partially heal
(V.1) 1 SCJ Injector yourself in moments of need. It takes
1 Compound B careful precision to use the Medikit so
1 Bonding Agent make sure you have time to use it.
|____________________________________________________________________________|
Now you can put some of the stuff you have picked up to good use, press 'B'
on the controller or 'Q' on the keyboard to open up the Radial Menu. Select
Medikit and press 'LB' or the left mouse button to bring up the crafting
menu. Press 'A' or the left mouse button to commit components.
When you have committed all the components you need, press 'LB' or click the
box on the top with the left mouse button to create a Medikit. When you commit
components, you cannot change your mind and use it for another item instead.
Until you start to get a message that a certain component is maxed when you
try to pick something up, it is a good idea to only craft what you know you
are going to use straight away.
Now head back up the stairs and enter the new area. Crouch down to go under
the electrified wire and check the benches for more items. Go through the
door into the Passenger Lounge. Go up the stairs to the right and keep moving
towards the other side. You get a quick glimpse of the Torrens outside
through the windows before they shut.
Objective: Contact the Torrens
The Torrens is looking for you. Find a way on the station to contact the
ship.
Check the nearby benches for some more items. Then go down the stairs on the
other side. Turn left and enter the Cred-Op Amusements. Inside you will find
another generator you need to restart. This opens the door to a nearby
restaurant. Enter it. Inside is a Registration Point, an audio recorder and
another terminal with three Archive Logs.
[] Archive Log 008 Terminal Riot
[] Archive Log 009 Pulling the Plug
[] Archive Log 010 To all Spaceflight Employees
[] Archive Log 011 What is APOLLO?
When you have finished exploring, open the floor vent in the middle of the
room and enter it. Follow the vent to the other side, to find yourself in a
long corridor. Go down the corridor a little bit and use the cleaning robot
to move it out of the way. Now you can crouch down and enter the tunnel. Keep
moving south until you enter the Baggage Claim area.
When you get to the middle of the room, turn right and go through the door on
the west side. Inside you will find another generator, restart it and then go
back into the Baggage Claim area. Turn right and go south towards the large
set of doors and listen to the audio recorder on top of a wheeled table.
[] Archive Log 012 Last Power Coupling
Objective: Get through the main door
Find something to open the security brace with.
Turn left when facing the doors and head up the stairs straight ahead. Enter
the Immigration Office. There is another Registration Point here, and an
audio recorder in the control room to the north.
[] Archive Log 013 Another Break-in
Now go through the door next to the Registration Point and turn right, then
head south into the evidence lock-up. Through the grating, you see a dead man
holding the tool you need, a Maintenance Jack. Climb into the vent in the
corner and follow it until you drop down on the other side of the fence.
Pick up the Maintenance Jack, listen to the audio recorder and then collect
the first ID card you can find in the game. If you find all 50 of them, you
will get an achievement, "The Taken".
[] Archive Log 014 Dead Soldiers
____________________________
| NAME __________________ ID |
| Z. Watson 6132 |
|____________________________|
Remove the brace on the door and get out of the cell. Exit the evidence
lock-up, then remove the brace on the door in the corridor and enter the room.
Inside you will find another audio recorder and some more items on a table.
[] Archive Log 015 Interview: Heyst
Now head back to where you restarted the generator and remove the brace on
the door in the back, you will find some more components inside. Now go back
to the main door and attempt to remove the brace there, which will trigger a
cutscene. You meet Axel, who agrees to help you get to Comms in exchange for
a place on the ship.
Objective: Head to the transit with Axel.
Axel has agreed to guide you through the terminal to a transit link
that will take you to Comms.
Remove the brace on the door and proceed into the next room. Check the dark
rooms on the sides for some components then go further into the room. Some
other civilians are about to leave in an elevator, after they are gone keep
moving south. Axel unlocks an elevator next to a Registration Point. Enter
the elevator and press the button to go down to Freight Shipping.
On your way there, Axel tells you there is some kind of monster aboard the
station. When you arrive, go down the corridor a little bit until you see
some armed people ahead. Crouch down behind cover and wait for them to pass.
Then Axel says you will need to go around them as he unlocks a nearby vent.
Follow him inside to his hiding place.
Follow Axel into the vents []
Axel tells you it gets pretty dark around here, so you will need a flashlight.
Pick up the flashlight that's lying on top of the cooler, as well as the
batteries and any other components you can find. There is a Registration Point
here you can use. When you have finished follow Axel into the next room.
Stay close to Axel []
There are three more packs of batteries in here, and another ID tag in front
of a blocked vent at the south part of the area.
____________________________
| NAME __________________ ID |
| A. Fielding 8841 |
|____________________________|
Use your flashlight to find the vent entrance []
You will find the vent in the northwest corner; it is marked with red spray
paint. When you have found it, Axel opens it and climbs in. Follow him inside.
Halfway through, you see the armed people from before, you should hide for a
bit before you exit the vent. Save your game at the Registration Point, then
catch up with Axel.
Inside the Cargo Hangar, you see a whole group of armed people, hide and wait
for a little while. Axel suggests you disable a generator to distract them.
Objective: Find a way to distract the looters
The looters outnumber you and Axel. Find a way to distract them so you
can both sneak past them.
Shut off the generator []
Hug the wall to the right and head into the Power Generator room. Turn off
the generator by using the console and then open the vent right next to it so
you can escape. Start making your way to the other side of the vent. When the
people leave to check on it, climb out and make a run for it through the
doors.
Objective: Escape with Axel
Continue with Axel to the Transit Station
Save your game at the Registration Point, then move on into the next room.
Access the terminal to read the last Archive Logs of this mission. There is
another chance to get the blueprint for Medikit (V.1) in this room in case
you missed it before.
[] Archive Log 016 A Blind Eye
[] Archive Log 017 Two-Man Rule
[] Archive Log 018 Inventory
Hit the power at the same time as Axel []
To open up the next door, both you and Axel need to hit buttons on two
different consoles at the same time. Move back to the other side of the glass
and hit the two-man switch.
Save Axel []
The door opens and a man attacks Axel from behind on the other side. Now
quickly run back to save him, press 'RT' or 'LMB' to hit the man with your
Maintenance Jack. Axel shoots and kills the man, and the rest of the group
come to investigate, forcing you to run away.
Escape with Axel []
You make it into the Cooling Tower, which triggers a cutscene. You are
shocked that Axel killed the man, but Axel explains it was self-defense.
The Alien creature appears, abruptly ending the conversation as it kills
Axel before it retreats into a vent with his dead body.
Objective: Reach the transit station
Escape the area and take the transit car to the SysTech Spire
This is the first time the Alien can actually kill you. Do not run since that
will alert it for sure. Instead, keep walking calmly towards the transit
station to the north. Call the transit by using the button on the right side,
and wait.
This part is stressful the first time you play, since the car takes what seems
like a small eternity to arrive, and the soundtrack just keeps building
tension. When the transit car finally does arrive, enter it and take it to the
Lorenz SysTech Spire, ending the mission. Phew!
__________________________________________________________________________
| ':|
| Mission 3 - Encounters (MI03) |
| Archive Logs : 4 |
| ID tags : 3 |
| Blueprints : Smoke Bomb (V.1), Flashbang (V.1) |
| Tools : Security Access Tuner Level 1 |
| Weapons : Revolver |
|:.________________________________________________________________________|
Objective: Get to Seegson Communications
Axel said the SysTech Spire houses Seegson Communications.
Find a way to get in there.
Find an elevator to Seegson Communications []
Turn right and climb up the stairs to the west. Walk around to the other side
and go down the stairs. Search the dead body and remove the brace on the door.
Now walk to the other side of Transit Station and save your game at the
Registration Point. Go up the stairs and enter the door ahead. Turn left and
walk through the door into the Lobby.
Take the elevator up to Seegson Communications []
Start to go up the stairs, but be prepared to crouch and move back. There is
a woman complaining loudly about something straight ahead. When she notices
you, she fires two shots at you with a gun before she runs off to warn her
friends.
Now, somewhat counter-intuitively, you have the whole area to yourself until
you trigger a new event by approaching the elevator where the woman was
standing. Feel free to search the entire Lobby for items before you do that.
Listen to the audio recorder on the counter in the center of the lobby, and
then collect the ID tag directly underneath it.
[] Archive Log 019 Leave Work Now
____________________________
| NAME __________________ ID |
| A Hutchison 1453 |
|____________________________|
Walk up the stairs to the left of the elevator, turn right and climb into the
vent straight ahead. Pick up all the components in the room on the other side.
Now, go to the entrance to the elevator where you will find an Access Tuner,
some kind of hacking tool you can use to access locked doors and terminals.
It is broken, so you will need to find a new Data Cell for it.
Find a Data Cell to repair the Security Access Tuner []
The woman and her armed friends will return now, so quickly climb the opposite
flight of stairs from the ones you took before. Hide in the first doorway you
see and wait for them to pass you. Now go directly south towards your map
marker. Look out for another man wearing a white coat. When you can, sneak by
him around the corner to your left.
Go through the doors and walk down the stairwell. You will hear the woman's
friend saying he thought he saw you go downstairs, but she convinces him
there is no point in following you down there. Update your map at the terminal
on the way down, and when you reach the near bottom, you get a quick glimpse
of the Alien ahead, before it disappears into a vent.
Search Tech Support for a new Data Cell []
Go towards the Facility Control room where the Alien went. Update your map at
the terminal before you enter the room. There is a Registration Point inside,
use it to save your game. Turn around and pick up the Revolver and keycard
from the console.
Walk into the corridor to the left of the Registration Point and then unlock
the door with the keycard. Walk through the door to enter Tech Support. On a
desk in the southwest corner, you find another ID tag.
____________________________
| NAME __________________ ID |
| C. Ward 2265 |
|____________________________|
Turn around and pick up the blueprint from the table straight ahead.
____________________________________________________________________________
| |
Smoke Bomb 10 Scrap This device which detonates on impact
(V.1) 1 Ethanol will release a cloud of smoke that
1 Sensor obscures visibility. As a modified
1 Bonding Agent proximity device, it can be placed as a
trap that will trigger when enemies are
near.
|____________________________________________________________________________|
Search the rest of the room for components, then head down the corridor to
System Monitoring where there is a dead man sitting in a chair. Search the
body and then pick up the blueprint from the wall.
____________________________________________________________________________
| |
Flashbang 10 Scrap A non-harmful device which detonates on
(V.1) 1 Bonding Agent impact, stunning nearby humans and
1 Blasting Cap blinding humans and synthetics looking at
1 Sensor the detonation. As a modified proximity
device,it can be placed as a trap that
will trigger when enemies are near.
|____________________________________________________________________________|
--( TIP )---------------------------------------------------------------
The Smoke Bomb is not very useful, but the Flashbang is effective at stunning
humans allowing you to get by looters without having them shoot at you. It
can be useful if you are trying to get the "Mercy or Prudence?" achievement
by completing the game without killing any humans.
------------------------------------------------------------------------
Go back to Tech Support and head east through the door that reads
"Sevastopol Works Archive". Inside you find the flight recorder from the
Nostromo, but there is nothing on it. An alarm starts ringing and you find
yourself trapped inside the room. When it becomes active, press the button on
the server bank to move it. Do this with three server banks allowing you to
reach the Data Cell, which is on a shelf in the southwest corner. Pick it up
and then hack the door to get back out.
Hack the elevator to Seegson Communications []
To solve the Access Tuner minigame, you need to use the 'LS' (LMB + Mouse) to
move the fine-tuning marker until you receive a signal, then use the 'RS'
(Movement keys on keyboard) to pick the corresponding symbol. Then you use 'A'
('E' on keyboard) to enter one symbol at a time.
Return to the corridor where you found the last blueprint and hack the door.
Inside you will find some components, an audio recorder and an ID tag.
[] Archive Log 022 Empty Box
____________________________
| NAME __________________ ID |
| J. Williams 9744 |
|____________________________|
Exit the Tech Support and save your game at the Registration Point. Leave
Facility Control and you discover that a shutter is now blocking access to
the stairwell back up to the Lobby.
Disable Security Lockdown []
Climb into the vent on the right side of the shutter, pick up the crafting
material inside and then follow the vent to the other side. Walk down the
short stairs and hack the door leading to the Tech Workshop. Once you are
inside, access the terminal straight ahead to read the last two Archive Logs
of the mission.
[] Archive Log 020 Archives
[] Archive Log 021 An Outpost of Progress? #1
Search the suitcases and pick up any other items you can find and then use
the console to disable the security lockdown... The Alien drops down from a
vent in front of you and you quickly hide under the console. It then walks
out of the room and disappears into another vent.
Hack the elevator to Seegson Communications []
Leave through the same doorway it went into and remove the brace on the door
to the left. Go through the door, then straight to Facility Control to save
your game once again. Now make your way back up the stairwell, hack the door
at the top and go back into the lobby.
Now you witness the Alien killing the looters you ran into earlier. Crouch
down and stay out of sight until it heads back into a vent. If you are feeling
adventurous then you can try to loot the dead bodies, you will return here
later but the bodies will be long gone by then.
Get to the elevator and hack it with your Access Tuner. Enter the elevator
and press the button to go to Seegson Communications.
__________________________________________________________________________
| ':|
| Mission 4 - Seegson Communications (MI04) |
| Archive Logs : 12 |
| Nostromo Logs : 1 |
| ID tags : 4 |
| Blueprints : Noisemaker (V.1), EMP Mine (V.1) |
| Tools : Motion Tracker |
|:.________________________________________________________________________|
Objective: Make your way to Comms Control
Comms Control will handle external communications. Find it and send a
message to the Torrens.
Make your way to Comms Control []
Exit the elevator and update your map at the terminal to the left. Approach
the reception desk and talk to the Working Joe android. Go down the stairs and
access the rewire panel. Toggle the camera feed off and activate the door
access. This unlocks a door behind you.
Exit the rewire panel and then turn around, go down the small stairs and enter
the room. Get the components from the suitcase inside. Now, exit the room then
turn right and search the suitcase in front of you. Follow the corridor until
you get to another Working Joe.
--( TIP )---------------------------------------------------------------
This is a good opportunity to get the "My Turn Now" achievement, which
requires you to kill an android using nothing but the Maintenance Jack.
To get it, sneak up on the android from behind and hit him a couple of times
with the Maintenance Jack. Then run all the way back to the elevator in the
Reception and wait there for a little while until he stops chasing you and
goes back to his post.
Now, rinse and repeat until he is dead. It takes 8-10 hits before he goes
down, do not get too greedy or he will grab you. Just hit him twice each
time to be safe.
------------------------------------------------------------------------
Follow the corridor all the way to the other end. Enter the Comms Control
Access room and then collect the Motion Tracker inside.
You bring up the Motion Tracker by holding down 'RB' ('SPACE' on the
keyboard), and you can shift focus by holding down 'LT' at the same time
('RMB' if using keyboard and mouse). Later in the game, if the Alien is close
it might hear the beeping coming from the Tracker, so use it with caution.
You can also use the Motion Tracker to guide you to your destination. The
marker on the edge of the Motion Tracker points you in the right direction.
Pick up all the other components in the room and then access the terminal to
read four Archive Logs before you select the "Door Access" option from the
utility menu. This unlocks the door to a stairwell nearby.
[] Archive Log 023 Door Override
[] Archive Log 024 Our Manifesto
[] Archive Log 025 Tomorrow, Together' #1
[] Archive Log 026 Please Understand
Climb the stairwell and then save your game at the Registration Point when
you reach the top. Go through the door and look to your left. Remove the brace
on the door then step inside. In this area, you will find some more components
as well as another blueprint.
____________________________________________________________________________
| |
Noisemaker 10 Scrap This home-made device continuously emits
(V.1) 1 Charge Pack a high-pitched noise when triggered which
1 Sensor will attract a lot of attention. If
1 SCJ Injector placed, The device has a handy 4 second
delay before it activates.
|____________________________________________________________________________|
This is one of the more useful items in the game; you will rely heavily on
these later in the game to distract the Alien.
When you have finished exploring, go to the other end of the area where you
find a door with a lever. Pull the lever to open the door and then go back
into the main corridor. Turn left and you will see some short stairs with
conveyors on the sides. Use the conveyors to get some more components. Then
climb the stairs and talk to the android behind the glass. You tell him you
need to get inside, but he says it is a restricted area and refuses to open
the door.
Find another way inside []
Go back down the stairs, turn left and hack the door to the left. This is
a new hacking minigame where you simply need to get the timing correctly.
Inside, search the suitcase below the table and pick up the flashlight
batteries. Climb into the vent and start to crawl to the other side. Halfway
there, you witness an argument between a man and a Working Joe. It ends badly
for the man when his gun goes off by accident, provoking the android. The
android kills the man by bashing his head against the wall.
Gain access to the elevator. Avoid detection. []
The androids will be hostile towards you from this point on, so do not let
them see you. If they do spot you however, quickly climb into a vent and hide
inside until they lose interest. Unlike the Alien, they will not follow you
there.
There is an achievement for this mission, "Just Out of Reach" which you get
if you can contact your team and escape Comms without being attacked by an
android. If you are trying to get it, and find yourself in a position where
an android is about to grab you, quickly pause the game before it happens and
load your current save to try again.
Exit the vent, and be careful not to step into the beam from the security
camera. Turn left and search the dead body. Enter the Security Surveillance
area, and look to your right. Access the terminal to read two more Archive
Logs.
[] Archive Log 029 Your Logged Message
[] Archive Log 030 APOLLO's Eye
There are two androids nearby, so crouch down to stay out of sight. Now turn
around and climb up the stairs, search the suitcase on the desk in front of
you then turn right and disable the security camera at the terminal ahead.
Turn around and collect the ID tag that is on the table to the left.
____________________________
| NAME __________________ ID |
| T. Curwen 1569 |
|____________________________|
Now get back to the elevator and call it. Wait for it to arrive, then enter
it and press the button to go to Comms Control.
Contact Verlaine and the Torrens []
Step out of the elevator and you will hear a broadcast from Verlaine. Enter
the door to your left, climb the stairwell and then go to your right into
the No Access room. Get the components and hack the terminal to gain access
to it. There are three Archive Logs on it.
[] Archive Log 031 Torrens Hail
[] Archive Log 032 Torrens Damage
[] Archive Log 033 RE: Torrens Hail
Now turn around and go into the External Communications room. As you attempt
to access the External Comms Link, you discover that APOLLO, the central
artificial intelligence (AI) of Sevastopol Station, has disabled external
communication.
Find an alternate Communications Terminal []
Go back down the stairs and update your map from the terminal straight ahead.
Turn around and save at the Registration Point. Turn right and walk east a
little bit until you get to the ramp, then crouch down and sneak around the
corner to your right. Get the components from the nearby suitcase and then
open the vent in the floor and drop down. Approach the door close to you to
open it.
The android nearby has a set routine where he will check a terminal, then
move on to the next one. Carefully exit the vent through the door and hug
the wall to your right. Sneak into the corridor to the south when the android
has his back to you.
You now hear a repeating broadcast from Samuels calling for help. Keep heading
down the corridor to the south. When you get to the end, you see an android
going through a door. Follow him inside but keep your distance. In this next
room, there is an android lying on the floor behind a counter. Be careful,
since he will grab your leg if you get too close.
If the android grabs you, you can hit him with your Maintenance Jack until he
is disabled, allowing you to search him for components. It is better to stay
clear of him, though, since the fight might alert the other androids.
Reactivate Samuels' communication []
Exit the room through the other door and turn left. Head east to the end of
the corridor and climb into the vent. Follow the vent to the other side and
get out. Access the terminal in front of you for another Archive Log.
[] Archive Log 034 Receipt of Transmission
Turn around and search the wheeled cabinet, then access the rewire panel on
the left side of the door. Press 'RB' ('TAB' on keyboard) to switch to Int.
Access and then deactivate the alarm system and activate the door access.
This will unlock a door in the corridor.
Now turn left and climb into another vent on the west wall. Make your way to
the other end and exit the vent. Pick up some more items then walk through
the doorway into the next room. Get the blueprint on the table in front of
you.
____________________________________________________________________________
| |
EMP Mine 25 Scrap The EMP detonates on impact to release an
(V.1) 1 SCJ Injector electromagnetic pulse that temporarily
2 Sensors disables non-industrial Synthetics. It
3 Charge Packs can be placed to become a proximity
2 Bonding Agents device.
|____________________________________________________________________________|
--( TIP )---------------------------------------------------------------
The EMP Mine will disable a Working Joe for a short time giving you the
chance either to escape or to hit him with your Maintenance Jack until you
disable him for good.
------------------------------------------------------------------------
Walk into the main room and then solve the minigames at the center console.
If you get the inertial damping minigame, you need to match the top and bottom
numbers. When you have finished, a cutscene is triggered where you get back
in contact with Samuels.
Objective: Return to Samuels and Taylor
Samuels and Taylor are in SciMed Transit. Samuels has sent a transit
car to collect you.
Return through Seegson Comms to escape []
This set off an alarm, and the androids are coming to check. Quickly, go
back to the previous room where you picked up the blueprint and save at the
Registration Point. Get back to the corridor by using the vents, avoiding
the androids completely.
Before you exit the vent and enter the elevator, use your Motion Tracker to
get a reading on where the androids are. When you feel safe leave the vent
and go into the room to the right. Here you will find more components as well
as an ID tag on the floor.
____________________________
| NAME __________________ ID |
| D. Turner 7637 |
|____________________________|
Exit this room and go back to the room with the android on the floor. Go up
the stairs in the short adjoining corridor, but be careful as you reenter
the main corridor since there is a Working Joe nearby. Crouch down and enter
the door slightly to your left. Hug the left wall and get back to Comms
Control.
Open the small door you used to exit the vent earlier and enter the vent.
Now go to where you entered the vent earlier and use your Motion Tracker to
see if there are any androids nearby. When it is clear, climb out of the
vent and head towards the elevator.
If there is an android blocking the elevator, then get his attention and
when he moves in, climb into the vent near the ramp. It will take you back to
External Communications upstairs. Now you can run down the stairs.
Either way, get into the elevator and take it back down to Comms Security
Surveillance.
--( TIP )---------------------------------------------------------------
You will have to be careful in the next part since the Alien can attack you
from the ceiling vents. Avoid going directly underneath them. It is a good
idea to stay crouched so you can see them easier. If there is ooze dripping
from a ceiling vent, the Alien is there.
------------------------------------------------------------------------
Sneak past the android who refused you access earlier and get to the
Registration Point at the top of the stairwell. Save your game and then
head down the stairwell.
Get back into the main corridor and turn left. The nearby android will move
from time to time, sneak into the nearest room on the right side when you
have the chance. Hug the right wall and go down the stairs into a room that
contains some components and a vent. Take this opportunity to get in the vent
and climb the ladder inside. At the top of the ladder, open the door to the
other side of the vent. This will be useful later on in the game.
Climb back down the ladder and exit the vent. Go up the stairs and then hug
the right wall until you get to the next doorway. Enter it and access the
terminal here to read the last two Archive Logs of the mission. On a nearby
table in the corner, you find an ID tag. Search the lockers for some more
items.
[] Archive Log 027 Call Log AM
[] Archive Log 028 Call Log PM
____________________________
| NAME __________________ ID |
| P. Brophy 5529 |
|____________________________|
Climb the stairs in front of the table and climb into the vent on the right
side of the short corridor. Follow the vent to the other side and open the
door before you exit. Stay hidden from the android nearby when you do the next
part. Walk down the short stairs and then through the doorway to your left.
Turn left and climb the short stairs in front of you then walk through the
doorway straight ahead into the Relay Facility. Access the terminal in front
of you to listen to the first Nostromo log you find in the game.
[] Nostromo Log 001 An Initial Report
Keep going clockwise around the room and collect the ID tag from the console
on your right side as you move along.
____________________________
| NAME __________________ ID |
| T. Armer 7938 |
|____________________________|
Exit the room through the south doorway and then turn left and make a run for
the elevator. Press the button to take the elevator back up to the Lorenz
SysTech Lobby.
Take Transit to SciMed Tower []
Be careful not to make too much noise here, since the Alien will come to
investigate. There is another Working Joe on the floor on the west side of
the counter in the center of the Lobby. He will grab you if you get too
close. It is better to avoid him altogether.
Head back down to the Transit Station. When you get there the transit car
Samuels sent for you is just arriving. Enter it and take it to the SciMed
Tower to meet up with him and Taylor.
__________________________________________________________________________
| ':|
| Mission 5 - The Quarantine (MI05) |
| Archive Logs : 6 |
| ID tags : 6 |
| Blueprint : Pipe Bomb (V.1) |
|:.________________________________________________________________________|
Objective: Go to Samuels and Taylor
Taylor is injured. Talk with Samuels and Taylor to find out how you
can help.
Go to Samuels and Taylor []
Walk up to Samuels and engage in a short conversation about Taylor's
condition. Since he needs to look after Taylor, you volunteer to search the
Medical Facility for supplies. When the conversation ends, APOLLO shuts down
all transit leaving you stranded in this area for now.
Objective: Find help for Taylor
Explore the Hospital for medical supplies to help Taylor
Get to San Cristobal Medical Facility []
Turn around and walk towards the transit car you just used. Then turn right
and collect the ID tag from the bench furthest away from you. Turn around and
climb the stairs to the west.
____________________________
| NAME __________________ ID |
| E. Koorlander 1685 |
|____________________________|
Walk through the ticket gates and update your map at the terminal to your
left. Collect some more components from the crates nearby and then you
discover that the door leading into Medical is locked.
Turn right and then go north to your new map marker. You hear someone on the
speaker system asking if you need some help. After you explain that you need
a doctor, the man opens a nearby elevator for you. Step into the elevator and
take it to the Medical Staff Entrance.
Get into the San Cristobal Medical Facility []
When you arrive, the voice says the Marshals have locked the doors, and he
suggests you use a vent. Climb into the vent on the east side of this room.
After you have entered the vent, the man remotely locks it behind you. Follow
it to the other side and drop down into a new area. Look to your left and
update your map at the terminal. Climb the stairs to the west and walk into
the Visitors area.
You meet Dr. Kuhlman, who is in another room behind a glass window. Since you
both need medical supplies, he agrees to help you find them in the Medical
Dispensary if you can find a passcode for the service elevator. He suggests
looking for it in Dr. Morley's office.
Objective: Help Dr. Kuhlman
Kuhlman says he knows how to get to the Medical Dispensary downstairs,
but needs your help.
Find Morley's Office []
Turn around and climb into the vent on the north side of the room. Follow the
vent into the Assessment Room. Grab the components and collect the ID tag from
the desk, then update your map at the terminal. Exit through the door, go
through another room and pull the lever to open the door at the end of the
short corridor.
____________________________
| NAME __________________ ID |
| F. Whitechapel 4928 |
|____________________________|
Head back to Dr. Kuhlman and press the emergency override on the left side of
the west door to open it so you can get into the Psychiatric Ward. Follow
the corridor around the corner, then south until it branches off to the west.
Stop to update your map at the terminal and then keep following the corridor
counterclockwise picking up what you can along the way. You will come to a
padded cell that contains a bloody corpse, search the body and collect the ID
tag in front of it.
____________________________
| NAME __________________ ID |
| C. Burrows 3309 |
|____________________________|
Exit the padded cell and head towards your map marker, getting confirmation
from Kuhlman that you are on the right track. When you arrive at the door
to Morley's office, hack it to open it. Before you go inside, head to the
closest Registration Point, which is in the Day Room to the west. Take all
the items you can find inside the Day Room and listen to the audio recorder.
[] Archive Log 038 Left Out of the Loop
Now SAVE YOUR GAME at the Registration Point. Again, save your game! You will
discover why soon enough.
Go back to Morley's office and access the computer terminal. You will find
three Archive Logs on it; one of them contains the passcode you were looking
for, which is "1702". A number you will possibly remember for a long time to
come...
[] Archive Log 035 Low on Meds
[] Archive Log 036 Hospital Quarantine
[] Archive Log 037 An Outpost of Progress? #3
Find Dr. Morley's Keycard []
Kuhlman reveals that knowing the passcode will not be enough; you will need
to find a keycard as well. An alarm system starts sounding and an automated
message warns that the system has detected a medical facility quarantine
breach.
Exit the office and make your way back towards the Day Room. Get ready to
crouch down behind the stretcher on the right side on top of the stairs.
The Alien drops down from a vent in the ceiling, and starts to patrol the
area. Pause your game so you can take a minute to think, and read the next
few paragraphs.
--( TIP )---------------------------------------------------------------
The Alien will actively stalk you now, as if connected with an invisible
umbilical cord. From now on, the first thing you should do when you enter a
new room is to scan it for places to hide.
Sometimes the Alien will search a room, leave and then come straight back in.
It is very unpredictable, especially on hard difficulty; the best thing you
can do is to beeline from objective to Registration Point as best you
can.
Try to rely more on your ears than by using the Motion Tracker, since the
sound of it can give you away. If the Alien is out of the vents and close to
you, you can hear a thumping sound from its footsteps and even feel it if
you are using a controller. There is a distinct sound if it is in the vents,
and if it is close, you can hear some eerie music.
This walkthrough will suggest the optimal route to your objectives and any
collectibles, but you will quite often have to improvise since the Alien will
be in-between you and your goal forcing you to hide or take an alternative
route. It also comes down to luck, save as often as possible.
There is an achievement, "Hide. Run. Survive", for finishing this mission
without being killed by the Alien. If you are attempting to get it, and the
Alien discovers you, quickly pause your game and load your current save
before it kills you.
If it kills you and you see the cassette tape in the corner of the screen,
the game saves your death to the current save and you will be unable to get
the achievement if you use that save. If that happens, load your previous
save and try again.
------------------------------------------------------------------------
Now, use either a Flare or a Noisemaker and throw it as far as you can down
the corridor to the west. This will distract the Alien for a short time.
Now turn left and move south. Enter the passcode to open the first door
you get to on your left side, about halfway down the corridor. Enter the room
and turn left, go into the next room and collect an ID tag from the desk.
____________________________
| NAME __________________ ID |
| T. Miller 3773 |
|____________________________|
Get back to the Registration Point in the Day Room and save your game one
more time.
--( TIP )---------------------------------------------------------------
You will see a warning if there are hostile creatures nearby when you try to
use a Registration Point. If you save your game and you hear the Alien shriek
as it discovers you, let it finish saving. If you are lucky it will finish
saving before the Alien kills you, and when you reload, the Alien will still
be close, but not directly at your position. If you are trying to get the
achievement, avoid doing this.
------------------------------------------------------------------------
Turn around and head straight south towards the map marker. Enter the passcode
and go through the door. Update your map at the terminal on the right side
of the corridor, then get around the boxes and enter the small corridor to the
right. Follow this corridor to a small kitchen area where you will find
another ID tag on a counter to your right on the west side.
____________________________
| NAME __________________ ID |
| L. Tart 1917 |
|____________________________|
From there, turn around and go east into the Staff Quarters, you will notice
a whiteboard on your right side. After you have scanned the whiteboard for a
few seconds, you find Dr. Morley's name and your objective updates. When that
happens, go hide in the nearby locker.
Investigate rooms on Dr. Morley's rounds []
--( TIP )---------------------------------------------------------------
When you are hiding in a locker and the Alien is nearby, make sure you lean
back using the 'LS' or 'S' on keyboard. If it decides to inspect the locker
up close, you will need to hold your breath with 'LT' (RMB if using mouse
and keyboard). Holding your breath depletes your health, and when you run out
of health, you cannot hold your breath any longer. Try to keep your health up
at all times by using Medikits.
------------------------------------------------------------------------
When you feel it is safe, exit the locker and turn right. Leave the Staff
Quarters through the north door. Turn right, go down the corridor, and then
enter the first room you get to on the right side.
This room functions as a bit of a sanctuary at this point. It has a couple
of islands where two desks have been pushed together, if you crawl under them
they are excellent hiding places. A blueprint lies on top of one of the desks,
and there is a Registration Point in the back that you should use to save
your game.
____________________________________________________________________________
| |
Pipe Bomb 25 Scrap The Pipe Bomb is an explosive device
(V.1) 2 Blasting Caps which detonates on impact. It is lethal
1 Ethanol to humans and non-industrial synthetics
2 Sensors in close proximity. When placed as an
2 SCJ Injectors explosive trap, it will trigger when
enemies are near.
|____________________________________________________________________________|
--( TIP )---------------------------------------------------------------
This is the first IED blueprint you find in the game. The Pipe Bomb can be
used to chase away the Alien. The only problem is that it takes a lot of
components to build, and you probably only have enough to build one at this
point of the game.
It is better to build the IEDs and save them for much later in the game.
------------------------------------------------------------------------
Leave this room, turn right and then follow the corridor until you reach
its end. Now go through the door into a circular corridor, and update your
map at the terminal to your immediate right. Get to room A-29, which is the
next room to your south. Inside you will discover Dr. Morley dead on the
floor. Search his body for the keycard, and get everything else you can from
this room.
Return to Dr. Kuhlman []
Exit room A-29 and enter the room directly across from it. Access the terminal
to read the last two Archive Logs of the mission.
[] Archive Log 039 RE: Recovery Rooms
[] Archive Log 040 Medical Record 1
You are almost done with this nightmare... There is just one more room to
check before returning to Dr. Kuhlman. Turn around and go back to the circular
corridor and then turn left and head to room A-27, walk inside and collect
the final ID tag of the mission, it is on a table in the back.
____________________________
| NAME __________________ ID |
| A. Lynch 4326 |
|____________________________|
Exit the room, turn right and then walk up to the locked door straight
ahead and use your keycard to unlock it. Return to Dr. Kuhlman and give him
a piece of your mind for sending you into danger. He primes the elevator and
says he needs to gather his things, but of course...
...The Alien gets him.
Take the elevator to the Lower Hospital []
Follow your map marker to the elevator and enter it. Use your keycard to
activate it and then press the button to go to the Maintenance and Morgue.
__________________________________________________________________________
| ':|
| Mission 6 - The Outbreak (MI06) |
| Archive Logs : 15 |
| ID tags : 3 |
| Blueprints : Molotov (V.1) |
| Weapons : Stun Baton |
|:.________________________________________________________________________|
Objective: Explore the San Cristobal Medical Facility
Taylor is injured. Search through San Cristobal for a Trauma Kit and
return to the Transit Station with it.
Find a Trauma Kit []
Step out of the elevator and walk into the corridor ahead, get the components
from the suitcase to your right, then go to the middle of the large corridor
and get the Stun Baton that is stuck in the door to Environmental Control.
Go inside and access the computer terminal to read two Archive Logs, and
select the "Activate Cooling System" option from the utility menu.
[] Archive Log 042 Urgent: Marshal Investigation
[] Archive Log 043 Environmental Controls
Pick up the components next to the terminal and engage both coolants on the
left side of the terminal. This opens up Cold Chamber 2 to the south. Go
there and collect the coolant canister. Return to Environmental Control, then
insert and engage the coolants on the other side.
Go to Cold Chamber 1 to the north and access the rewire panel to deactivate
air purification and activate vent access, which unlocks a vent in the
corridor across from the door to Environmental Control. You inform Samuels
that you are going to check Dr. Lingard's office for more information on how
to obtain the supplies.
Investigate Lingard's Office for information []
Before you exit this room, collect an ID tag from the morgue drawer to the
left of the rewire panel.
____________________________
| NAME __________________ ID |
| C. McCormack 4237 |
|____________________________|
Save your game at the Registration Point next to the elevator, then climb
into the vent and follow it until you drop down in a new area. The Alien will
begin to stalk you now, so be careful. Search the suitcase in the middle of
the room and leave by going through the doorway to the west.
Turn right and follow the circular corridor clockwise until there is a gas
explosion. Quickly turn around and enter the Security Desk straight ahead.
Access the terminal to select the "Emergency Valve Shutoff" option from the
utility menu. This shuts off the gas and stops the fire.
Collect the blueprint to the left of the terminal and save your game at the
Registration Point.
____________________________________________________________________________
| |
Molotov 25 Scrap The Molotov is an incendiary device which
(V.1) 2 Sensors detonates on impact. It is lethal to
2 Ethanol humans and other organics but synthetics
1 Blasting Cap are very resistant to fire. As a modified
2 Compound B proximity device, it can be placed as an
explosive trap.
|____________________________________________________________________________|
There are four more Archive Logs on the computer to read, one of them contains
a passcode, "2505". Use the passcode to unlock the security locker and collect
the keycard from inside.
[] Archive Log 045 Colonial Marshal Directive
[] Archive Log 046 Morley: Updates and Codes
[] Archive Log 047 San Cristobal Lockdown
[] Archive Log 048 An Old Friend
Now make your way to the map marker by following the corridor west. Once you
are inside Dr. Lingard's office, update your map at the terminal, then access
the computer terminal to read one more Archive Log and watch Dr. Lingard's
video log.
[] Archive Log 044 Dispensary is Empty
It turns out Dr. Lingard has been blackmailed by Chief Executive Ransome for
her involvement with a Patient Zero who was infected by an unknown parasite.
Search Operating Theater for Trauma Kit []
Before you leave the office, pick up all the items you can carry and then
head back to the Security Desk and save your game. Now, go into the room to
the north that you can see through the glass. Unlock the door with your
keycard and go through it into a large corridor. Look to your left and go
into the branching corridor that is almost completely dark.
Go to the very end of this corridor and enter the Operating Theater through
the door to your left. Pick up the trauma kit from the wheeled table next to
Patient Zero. You get in contact with Samuels and he tells you to get to the
Medical Reception, but warns you that they heard gunshots and that the Alien
most likely did too.
Access San Cristobal Medical Reception []
Collect an ID tag from one of the hanging shelves behind Patient Zero, then
access the terminal to read two more Archive Logs.
____________________________
| NAME __________________ ID |
| K. Neville 2845 |
|____________________________|
[] Archive Log 049 Autopsy Report
[] Archive Log 050 Tape Off the Scene
Go back into the dark corridor and make your way back towards the Security
Desk. Look to your right when you get back into the main corridor and update
your map at the terminal. Now, go and save your game at the Security Desk.
Return to the large corridor, turn right and go around the corner to the
south. Be careful, since looters patrol this corridor. You have three options
now; wait for the Alien to kill them, speed things along by throwing a
noisemaker in their direction, or try to sneak past them.
Follow the corridor until you get to the first room on the left side, inside
there is a desk with a lot of controls and monitors, overlooking a CT scanner.
On the same desk is an ID tag.
____________________________
| NAME __________________ ID |
| A. Sawers 4005 |
|____________________________|
Exit the room and look slightly to your left. Go down the adjoining corridor
towards your map marker. The Marshals have locked this door as well, but
Samuels suggests you find and initiate the evacuation procedure.
Initiate San Cristobal Medical Evacuation Procedures []
Now go back to the main corridor and follow it to the right into the Emergency
Room. Once you are inside, turn right and access the terminal in the corner
to read five more Archive Logs.
[] Archive Log 051 Human Touch
[] Archive Log 052 Duty Roster
[] Archive Log 053 Medical Record 2
[] Archive Log 054 Medical Record 3
[] Archive Log 055 The Incident
Turn left and exit the Emergency Room through the north door. At the four-way
junction ahead, turn right and go through the door into the Power Plant. Avoid
stepping under any ceiling vents from now on. Save your game at the
Registration Point and then restart the two generators to the north and south
of the Power Plant.
This will restore power to the main terminal in the Power Plant, but it will
also activate a hostile android. It is best to deal with him directly, using
either the Stun Baton or an EMP Mine to disable him and then beat him with
the Maintenance Jack. After you have dealt with the android, search his body
for components. Now hack the main terminal to initiate the evacuation
procedure.
Escape through San Cristobal Medical Reception []
Now you need to get back to the Medical Reception, but the evacuation
procedure has locked the doors to the emergency room, so you have to take the
long route. Use a Medikit now if your health is low. Keep watching out for
the ceiling vents, since the Alien is lurking above.
Go through the Operating Theater, but do not forget to avoid the vent in there
as well. Now, follow the corridor directly to your map marker. You could save
your game at the Security Desk if you want. The Alien will sometimes come out
as well; if that happens, hide under a stretcher. Make the final push back to
the door to the Medical Reception...
Once inside, the Alien ambushes you, and just when it looks like your days
are numbered, an explosion takes place. The blast knocks you out, when you
wake up flames are engulfing the entire area and you need to find a way out
quickly since your health is slowly decreasing from the extreme heat.
Escape! []
Sprint over to Dental Surgery on the other side of the reception, go inside
and play the audio recorder on the counter in the back. Then quickly sprint
back to where you got on your feet after the explosion.
[] Archive Log 130 Let Me Be a Friend to You
Climb the ladder all the way to the top, then follow the vent all the way
to the other side and drop down to the room below. Finally, there is some
calm music suggesting you are safe, at least for now...
Enter the elevator and press the button to go to Seegson Synthetics.
__________________________________________________________________________
| ':|
| Mission 7 - Seegson Synthetics (MI07) |
| Archive Logs : 10 |
| ID tags : 2 |
| Blueprints : Smoke Bomb (V.2) |
| Tools : Security Access Tuner Level 2 |
|:.________________________________________________________________________|
Objective: Return to Taylor with Medical Supplies
Make your way through Seegson Synthetics to find an alternate way
back to the transit where you left Samuels and Taylor.
Find an alternate elevator []
Exit the elevator and climb into the vent to your left. Follow the vent to
the other side and then drop down. You notice there is a piece missing in the
elevator in front of you. Save your game at the Registration Point.
Find a Compression Cylinder to repair the elevator []
Turn around and carefully sneak up to the dead body at the end of the
corridor close to where the men are standing. Stay in the shadows and you
should be fine. Search the body and collect the ID tag next to it.
____________________________
| NAME __________________ ID |
| O. Sans-Gomez 2497 |
|____________________________|
Now retreat to where you came from and climb into the vent on the right side.
When you exit on the other side, stay out of sight of the armed men and make
your way to the floor vent in front of you, open it and drop down into the
Maintenance Vents. Eavesdrop on the conversation the men are having. They
suggest that a requisitions android could help to get the part needed to fix
the elevator.
Crawl to the north and then take a right, right, left, straight, right to get
to the other side. There are also some components in here if you feel like
exploring. Exit the vent and then climb up the nearby ladder.
Turn right and follow the corridor counterclockwise until you get to an office
on the right side. Update your map at the console, and access the terminal
to read two Archive Logs.
[] Archive Log 056 WY are Years Ahead
[] Archive Log 057 Your Report
Pick up the items in here, then go back into the corridor and keep going to
the right. You will find another office on the right side, enter it and
access the terminal to read two more Archive Logs and then pick up the
components and the blueprint upgrade on the wall on the right side of the
doorway.
[] Archive Log 058 Working Joe Spiel
[] Archive Log 059 Storage Inventory
____________________________________________________________________________
| |
Smoke Bomb 10 Scrap This device which detonates on impact
(V.2) 1 Ethanol will release a cloud of smoke that
1 Sensor obscures visibility. This upgraded
1 Bonding Agent version creates smoke which lasts for a
longer duration. As a modified proximity
device, it can be placed as a trap that
will trigger when enemies are near.
|____________________________________________________________________________|
--( TIP )---------------------------------------------------------------
This is the first blueprint upgrade you find. When you find an upgrade, all
the devices you have already crafted will conveniently be upgraded to the
new and improved version.
------------------------------------------------------------------------
Save your game at the Registration Point, then go back into the corridor and
keep going to the right. When you reach the bottom of the stairs where the
wheelchairs and the small forklift are, the Alien comes out of the vent and
kills all the men. When this happens, keep moving straight ahead until you
get to the Synthetics Storage, and stay out of sight.
** If you are playing on Hard then this event does not take place.
It makes things a little more difficult, since you have to sneak
by the men on your way back to the elevator as well.
Find a way to open the door to the Warehouse []
Use the Requisitions Android to access the Components Warehouse []
When you enter Synthetics Storage, turn left and go all the way north to the
small room in the back. Pick up the Data Cell on the desk to upgrade your
Security Access Tuner and then collect the ID tag in front of the dead man
on the floor.
____________________________
| NAME __________________ ID |
| N. Brunswick 5530 |
|____________________________|
Find a way to power up the Requisitions Android []
Now go back to the ladder you just passed in the corridor and climb it to the
top. Go into the Facility Administration straight ahead and hack the terminal
to power up the Requisitions Android. Turn around and save your game at the
nearby Registration Point.
Activate the Requisitions Android at its booth []
Exit the room and hack the door on your right. Go through the door into
another office. Pick up the components on the desk and then access the
terminal to read three Archive Logs.
[] Archive Log 062 Requisitions Android
[] Archive Log 063 Elevator Out
[] Archive Log 065 Last Bidders
Now go back to the android booth in Synthetic Storage. Press the button to
activate the android.
Retrieve the Compression Cylinder []
Allow the android to unlock the door to the Warehouse with his keycard.
Parts of the floor have been electrified inside the Warehouse, which means
you cannot take the most direct path to the Compression Cylinder. The
android mindlessly electrocutes himself, allowing you to search his body
for components.
Go to the right row and use the controls to move the stack all the way down
so you can get past, hug the right wall until you get to your map marker.
When you arrive at your destination, move the stack down one step so you can
pick up the Compression Cylinder.
Replace Component in the elevator []
Exit the warehouse, turn right and go into the office to your right. Pick
up the components from the desk and then access the terminal to read two
Archive Logs.
[] Archive Log 060 Tomorrow, Together #2
[] Archive Log 061 VIP Visit
** On Hard difficulty, you should climb up the ladder and save your
game at the Registration Point now, in case something goes wrong
on your way back to the elevator.
You can either provoke the Alien to attack the men by throwing a
Noisemaker in their direction (which is risky), or you can use the
vents to get back.
If the men are already dead, you can take the direct route back to
the elevator. Search their bodies on your way there.
Replace the Compression Cylinder in the elevator and save your game. Enter
the elevator and press the button to go up to the Synthetic Fluid Plant.
Find exit to Synthetic Fluid Plant []
Exit the elevator and go into the Synthetic Fluid Processing. There are three
armed people on an Observation Platform above at the other end. The Alien
appears and takes one of them with it. While it happens, make your way to the
other side. With some luck, the Alien will distract the two remaining people
allowing you to get across unseen.
Enter the door to your left. If the people did notice you, they will come
looking for you now. In that case, use a Flashbang so you can either kill
them for their items or sneak by if you are trying to get the "Mercy or
Prudence?" achievement.
Follow the corridor until you get to a room on the left side, enter it and
collect any items you can find and then access the terminal to read the last
Archive Log of the mission. Save your game at the Registration Point if you
want.
[] Archive Log 064 Synthetic Engineer Request
Exit the room and go left. Go through the door into the Observation Platform.
If the people did not notice you earlier, they will still be here with their
backs turned to you. Sneak by them to the other side and go through the door
into a straight corridor that takes you to the Reception. Search the cabinets
behind the reception counter and then use the elevator to go to the SciMed
Tower Transit.
__________________________________________________________________________
| ':|
| Mission 8 - Haven (MI08) |
| Archive Logs : 3 |
| ID tags : 3 |
| Blueprints : Flashbang (V.2) |
| Tools : Gas Torch |
|:.________________________________________________________________________|
Objective: Return to Samuels and Taylor
Samuels and Taylor are waiting for you at the Transit Station.
Return to them with the Medical Supplies.
Get to the SciMed Transit Station []
Step out of the elevator and walk into the doorway to your right, pull the
lever to open the door. Go through the door and walk down the stairs in front
of you. Turn left and then hack the door straight ahead. Now go straight to
the Transit Station, the same way you came at the beginning of Mission 5.
Your arrival at the Transit Station triggers a cutscene, where Samuels and the
Colonial Marshal, Waits, are in the midst of an argument about why you are on
station after Waits sent a message ordering you not to land. You inquire about
what the Alien is, and Waits tells you it is something brought on station by
Marlow, the captain of the Anesidora - the ship that found the Nostromo's
Flight Recorder.
Taylor needs medical attention and since it is not safe at Medical, Waits
says there is a basic life support unit at the Colonial Marshal Bureau you
can use, but there is no way to get there while the transit is down. He is
disgruntled that you triggered his trap at Medical Reception so he sends you
on an errand to reactivate the Transit System. His deputy, Ricardo gets a
lock on your radio so you can stay in touch.
Objective: Reactivate the Transit System
Find a way to reactivate the Transit System so that Taylor can be
taken to the Colonial Marshal Bureau.
Get to Transit Control []
Save your game at the nearby Registration Point and then climb the stairs next
to it. Walk through the door to your left and go to the end of the corridor.
Turn left and remove the brace on the door to your right. Call the elevator,
when it arrives step inside and press the button to take it to up to Transit
Control.
Reactivate the Transit at the Main Console []
As you leave the elevator, you notice loud banging coming from another door
nearby. Ignore it for now and pick up the blueprint upgrade from the table to
your left.
____________________________________________________________________________
| |
Flashbang 10 Scrap A non-harmful device which detonates on
(V.2) 1 Bonding Agent impact, stunning nearby humans and
1 Blasting Cap blinding humans and synthetics looking at
1 Sensor the detonation. This upgraded version
stuns humans over a wider area. As a
modified proximity device, it can be
placed as a trap that will trigger when
enemies are near.
|____________________________________________________________________________|
You need to do this next part quickly, go down the stairs to your right and
activate the Main Console. This turns off the power and an armed man will
arrive.
Enable the Transit System's Power Back-Ups []
Now, turn around to your right until you are facing the elevator, and go pull
the lever slightly to the left of the elevator in the northeast corner of the
Transit Control.
Unlock Transit System Control []
Turn around, crouch down and hug the right side, follow it counterclockwise
until you reach the first chair, look underneath the chair and collect the
ID tag from the floor.
____________________________
| NAME __________________ ID |
| K. Clarke 2961 |
|____________________________|
Continue to hug the right side and move forward until you reach another
console. Use the console to open the door you heard banging from earlier.
This releases a hostile android and the man starts to panic.
The android murders the man, leaving you with only one hostile to worry about.
Disable the android with an EMP or the Stun Baton and then beat him with your
Maintenance Jack. Search the bodies, then use the Main Console one more time
to reactivate the Transit.
Waits sends a message on the radio telling you that the transit has arrived
and they are waiting for you. You tell him that they should go ahead since
Taylor needs medical attention.
Objective: Regroup with Samuels, Taylor and the Marshals.
Waits, Samuels, Ricardo and Taylor are on their way to the Colonial
Marshal Bureau in the Solomons Habitation Tower. Rejoin them there.
Get back to the Transit Station []
The elevator you arrived on has broken down, so you need to find another way
back. Go into the room the android was trapped in, and pick up everything you
can find then access the terminal to read a couple of Archive Logs.
[] Archive Log 067 Restart Transit
[] Archive Log 068 Double Crossed
Turn right and head into the room in the back. Get the items and then pick
up the Gas Torch from the workbench. Go back to the main area and climb the
stairs, then turn left and use the Gas Torch to cut through the panel
blocking the vent. Once you have cut through it, pull back to to remove it.
Climb into the vent and take two right turns, then climb down the ladder to
get to the other side. Exit the vent, and get the components, then play the
audio recording and collect the ID tag from the desk.
[] Archive Log 069 We Need Supplies
____________________________
| NAME __________________ ID |
| V. Nash 2961 |
|____________________________|
Pull the lever to open the door and turn right. Go down the stairs to the
Transit Station. Waits sends a message on the radio saying they heard voices
as they were leaving so you need to be careful.
Take the Transit Car to Solomons Habitation Tower []
Save your game at the Registration Point, then press the button to call the
transit to Solomons Habitation Tower. Some looters will come down from the
stairs to your right. You can either hide in one of the nearby lockers until
they leave, or kill them for their items, depending on which achievements you
are trying to get.
When the transit arrives, enter it and to the Solomons Habitation Tower.
Objective: Regroup with Samuels, Taylor and the Marshals.
Samuels, Taylor, Marshal Waits and Ricardo are waiting at Colonial Marshal
Bureau. It's time to regroup with them and figure out what to do next.
Get to Colonial Marshal Bureau []
Collect the items from the Transit Station and go up the left stairs. Hug the
left wall until you find another ID tag on a bench in the Galleria Upper
Concourse, pick up everything you can find on the way.
____________________________
| NAME __________________ ID |
| K. Lingard 6734 |
|____________________________|
Keep hugging the left wall until you get to the Colonial Marshal Bureau.
Update your map from the nearby terminal and enter the Bureau. Go straight
and then through the left doorway to meet up with Marshal Waits.
He tells you that Taylor is stable, and that fixing the transit has made you
even as far as he is concerned. Ricardo is away preparing for their next move.
Waits wants you to talk to Marlow to see if you can get him to reveal the
command codes to the Anesidora, since the codes will allow Waits to bring the
ship to Sevastopol.
Talk to Marlow []
Pick up what you can from the desks in the Bureau, then head over to Marlow's
cell and use the intercom to talk to him. He wants a way off Sevastopol and
agrees to tell you what happened to him and his crew on LV-426...
__________________________________________________________________________
| ':|
| Mission 9 - Beacon (MI09) |
| |
|:.________________________________________________________________________|
In this short mission, you get to play as Marlow, as he tells his story about
the previous events on LV-426. Listen to your crew's banter while you wait
for the ramp to lower itself and then step outside.
Objective: Find the Source of the Signal
Marlow and the crew of the Anesidora have detected a beacon signal coming
from somewhere on the planet. Find and track the signal to its source.
Scan for the signal using the Tracking Device []
The Tracking Device is similar to the Motion Tracker; get a fix on the
signal, which is a little bit to the right from the ramp.
Follow the signal []
Keep following the linear path until you reach a blockage. Then turn around
and get Heyst to help you get up to another path, which is on the right hand
side a little way back.
Find a route around the blockage []
Follow the path for a little while until it collapses, leaving you with no
other way to go than forward. Continue walking until you reach a fissure in
the rock. Place a bomb there and move back so you can detonate it.
Turn around and get Heyst's help once again to get further up. Walk up the
path until you see the Derelict spacecraft from the Alien movie in the
distance...
We jump ahead a little bit in time, with the crew much closer to the
Derelict. Walk along the linear path for a while until you are just outside
the spacecraft.
Enter the Derelict []
Explore the Derelict []
Enter the Derelict, and walk through the corridor until you get into the
large chamber with the Space Jockey in the middle. If you look slightly to
your left, you will see an opening in the distance.
That is your next destination, start walking over there and listen to the
conversation between the crewmembers. Marlow is excited that they have found
what seems to be an alien spaceship, but the others discover that there is
equipment here originating from the Nostromo.
He decides to find the distress beacon and to shut it down so no one else can
find the Derelict and get the salvage rights. He orders Foster and Heyst to
check a cavern below.
Locate the Distress Beacon []
When you get to the opening, wait for Meeks to arrive so he can give you a
boost. Walk inside and shut down the beacon at the end. Foster reports that
she has found something amazing. Get back to the Space Jockey to rejoin them
down in the cavern.
Return to the Winch []
Use the winch to be lowered into the cavern below. You enter a large chamber
filled with Alien eggs. Walk to the end of the pier to trigger a cutscene;
an egg opens up and Foster moves in too close and is attacked by a
Facehugger...
__________________________________________________________________________
| ':|
| Mission 10 - The Trap (MI10) |
| Archive Logs : 29 |
| ID tags : 5 |
| Blueprints : Medikit (V.2), Noisemaker (V.2) |
| Tools : Plasma Torch |
| Weapons : Flamethrower |
|:.________________________________________________________________________|
Marlow refuses to give up the codes for the Anesidora unless you let him out
of jail. You say it is not going to happen. Ricardo breaks in over the radio
saying he has located the Alien in the Tech Spire. You volunteer to help and
Waits says he has something you are going to need. He opens up a door nearby.
Collect the Flamethrower []
Enter the room and collect the Flamethrower inside. Pick up any components
you can find then go back out. Waits says he has a plan to trap the Alien.
He wants you to take a transit to the SysTech Spire and meet up with Ricardo
while he coordinates everything from the Bureau.
--( TIP )---------------------------------------------------------------
Try to conserve your fuel for the Flamethrower; it would be optimal if you
avoid reloading it until Mission 14. It will become clear why later.
It is better to beeline to your objectives in the Missions where you face
the Alien, than to waste a lot of fuel chasing it away.
When you find yourself in a situation where you have to use the Flamethrower,
aim directly at the Alien's head and only use short bursts. Once you have
used the Flamethrower to make the Alien retreat once, it learns that the
Flamethrower hurts it, which means you can aim at the Alien and it will only
move slowly towards you.
Save often, that way you can explore and learn the layout of the various
areas then reload to finish them more efficiently.
------------------------------------------------------------------------
Objective: Trap the Creature
Waits has a plan to trap the Creature. Track it down in the Lorenz
SysTech Spire and isolate it.
Go to Lorenz SysTech Spire []
Turn left and go through the next door to your left, go through the short
corridor into an interrogation room. Inside you will find more components as
well as an ID tag lying on the windowsill.
____________________________
| NAME __________________ ID |
| W. Woodbury 7035 |
|____________________________|
Go into the Chief Marshal's Office where Taylor is lying on a stretcher and
play the audio recording on the table in the back of the room. Then access
the terminal next to the door to read two more Archive Logs.
[] Archive Log 102 Retirement Plan
[] Archive Log 103 Impounded
[] Archive Log 104 Some Kind of Parasite
Exit the office and turn right. Go through the door on the left of the
Registration Point, there is a terminal with two more Archive Logs inside.
[] Archive Log 070 First Trap Gone
[] Archive Log 071 Arrest Sheets
That is it for the Marshal Bureau for now. Make your way back to the Transit
Station. On your way there, Waits informs you that Ricardo is moving in ahead,
and that he has sent Samuels to Android Processing to get APOLLO to lift the
lockdown.
Get a transit to Lorenz SysTech Spire, when you arrive Waits warns you that
some systems are malfunctioning in your area.
Objective: Seal the Creature inside the Server Farm
Lock down all escape routes en route to the Server Farm before sealing
the creature inside.
Get to the Server Hub []
Turn right, climb the right set of stairs, and then update your map at the
terminal. When you enter the lobby, you find some friendly civilians for
a change. Walk up to the men at the counter and warn them about the creature.
Then climb the stairs to your left and warn the woman in the Lounge to your
left. Go back down the stairs and search the dead body on the bench in front
of the elevator to Seegson Communications.
Now make your way to Facility Control on the Lower Level (where you found
the Revolver in Mission 3), and go through it into Tech Support. Give the
woman in System Monitoring a warning, and she will give you the code to open
the door to the Transit Office, which is "0482".
[] Archive Log 149 Transit Office Code
You could save this for later, but it is much easier to do this now. Walk all
the way back to the Transit Station, but right before you walk down the
stairs to the right, use your newly acquired code to open the door to the
Transit Office, which is marked with a sign that says "Security", Inside
you will find some components as well as a blueprint upgrade. Access the
terminal to read another Archive Log.
____________________________________________________________________________
| |
Medikit 10 Scrap The Medikit can be used to partially heal
(V.2) 1 SCJ Injector yourself in moments of need. It takes
1 Compound B careful precision to use the Medikit so
1 Bonding Agent make sure you have time to use it. This
advanced version restores more health.
|____________________________________________________________________________|
[] Archive Log 072 Removal of Transit
Exit the Transit Office and try to enter the room on the opposite side of
the stairs leading up to the Lobby. An explosion takes place and you need to
find a way to put out the fire before you can move on. To make matters worse
there is a fiery android with bad intent coming towards you.
Locate and activate the Fire Suppression System []
Get into the nearby vent and wait until the android burns to death, it will
take a little while. Then enter the room and find the button in the back
that puts out the fire. Now pick up everything you can carry from the room,
and go back to the Facility Control.
Once you are there, access the terminal to read three Archive Logs and to
select the "Door Control" option from the utility menu. This will open up the
door. Now SAVE at the Registration Point.
[] Archive Log 073 Pointless Requests
[] Archive Log 074 Hardware Problems
[] Archive Log 075 An Outpost of Progress? #4
--( TIP )---------------------------------------------------------------
The Alien will begin to stalk you when you enter the stairwell; it is random
how intense it is going to be. Sometimes you do not see it at all, and other
times it just will not leave you alone. Keep this in mind.
------------------------------------------------------------------------
Waits calls you up on the radio and tells you that Ricardo is finalizing
the lockdown. He tells you that you need to close the security doors all
around the stairwell, then the Supplies Storage, Maintenance Access and
Server Hub Reception.
Seal off the Stairwell []
Lock down Maintenance Access Corridor []
Lock Down Supplies Storage Corridor []
You can ignore the androids in this area; they are not hostile unless you
provoke them. Enter the stairwell and climb the stairs all the way to the top,
making stops at the map terminals to update your map. Enter the Supplies
Storage area and climb the short staircase to the right of the entrance to
find a terminal with two Archive Logs.
[] Archive Log 077 Taken
[] Archive Log 078 Scavenging
Turn around and follow the corridor to the south. Update your map at the
terminal on your right side next to a dead body. Pick up all the items you
can find in this area and then lock down the Supplies Storage Corridor at
the electrical junction in the south end of the corridor.
Now get back to the stairwell and go down to the next landing, turn right
and enter the door to Maintenance Access straight ahead. When you are inside,
turn to your left and access the terminal in the corner to read two more
Archive Logs.
[] Archive Log 079 Security Shutters
[] Archive Log 080 The Camp
Now turn around and enter Seegson Security through the door to your right
after going down some short stairs. Once you are inside, turn right and hack
the terminal on the desk. Access it to read two Archive Logs and to select the
"Cells" option from the utility menu. This opens up the cells in this area.
[] Archive Log 081 A Warning
[] Archive Log 082 Truce
Back up from the terminal and look 45 degrees to your right, use the lever
to open a door leading back to the Lobby. Now go back to the terminal and
head into the cells straight ahead to the south. Pick up all the items you
can here and then enter the cell to the east to collect another ID tag next
to a dead body.
____________________________
| NAME __________________ ID |
| R. Tafler 1337 |
|____________________________|
Exit the cells and go back to Maintenance Access through the door to your
right. Turn right after you have gone through the short corridor and initiate
the lockdown at the electrical junction. Before you exit this room and go
back to the stairwell, listen to the audio recording that is on a crate near
the junction.
[] Archive Log 076 I Can't Tell Who Escaped
Once you have returned to the stairwell, go straight ahead to find the final
electrical junction. After you initiate the lockdown in the stairwell, the
doors to the Server Hub Reception opens in front of you.
As you walk inside, you get a message from Ricardo saying he needs you to
access the terminal behind the reception desk in front of you to run a bypass
program so you can initiate the lockdown.
Activate Ricardo's Override Command []
Access the terminal to read three more Archive Logs, one of them requires a
code, which is "7789". Do as Ricardo said and run the bypass program from
the shared menu and then select the "Initiate Lockdown" option from the
utility menu.
[] Archive Log 083 Hacked
[] Archive Log 084 Transmission Relay Archive
[] Archive Log 085 Folder Code
Lock Down the Server Farm []
Search the wheeled cabinets under the desk then get into the stuck elevator
to search the body inside. Climb back out of the elevator and turn right.
Go through the door marked "Server Farm" in front of you.
Proceed to the end of the corridor and go through the doorway on the right
side. Get around the glowing table and enter the room to the north. It has
a coil of cable on a table, and there is an ID tag next to a radio on a
counter on the side.
____________________________
| NAME __________________ ID |
| C. Gascoyne 3425 |
|____________________________|
Update your map at the terminal, then leave this room and go through the
south doorway straight ahead into the Coolant Control corridor. Access the
rewire panel to deactivate door access and to activate air purification, this
removes the poisonous gas in the corridor. Follow the corridor south, then
turn right and remove the brace on the door.
Now go back to the rewire panel and activate the door again. Go all the way
back to the Server Hub Reception, and go through the door you just opened.
Go through the short corridor and into the Canteen ahead. Pick up everything
you can find, then go into the little room to the north and hack the security
locker. Get the keycard from inside.
Go back to Reception, turn right and go back into the north corridor again,
now go through the left door at the end of the corridor and down the short
stairs. Look to your left and you will find a blueprint upgrade on the
glowing table.
____________________________________________________________________________
| |
Noisemaker 10 Scrap This home-made device continuously emits
(V.2) 1 Charge Pack a high-pitched noise when triggered which
1 Sensor will attract a lot of attention. This
1 SCJ Injector upgraded version has a longer duration
and attracts attention over a wider area.
If placed, the device has a handy
4 second delay before it activates.
|____________________________________________________________________________|
Ricardo sends a message saying you need to trigger the emergency shutdown
from a terminal inside the Server Farm before you get out. He will keep the
exit open until you are through, then he will shut the trap.
Go into the corridor to the west to find another Registration Point, finally!
Use it to SAVE your game. Turn right, and go through the corridor to enter
the Server Farm.
Once you enter the Server Farm, the Alien will start to become much more
bothersome. Try your best to stay out of sight and avoid it.
Go down the short stairs and get to the other side of the room by navigating
around the servers until you get to a glowing table with a corpse lying on
top of it. Climb into the vent nearby and crawl to the other side.
After you exit the vent, turn left, then head to the other side of the room,
again navigating around the servers. Climb the stairs and go through the
short corridor to the east. Search the wheeled cabinets in the next room for
more components and then remove the braces on the two doors. Go back to the
Registration Point and save your game again.
Turn right and go back into the Server Farm. Once you are inside, turn right
and hack the door in front of you. Now you can head straight to your map
marker. Pick up the Flamethrower fuel next to the terminal and then hack
the terminal to lock down the Server Farm.
Now quickly get out the same way you came in to get into the more open area,
since all the noise alerts the Alien, and it will drop down right next to
you if you stick around.
Escape the Server Hub []
Something goes wrong, and you are locked inside the Server Farm along with
the Alien. After some tense moments, Ricardo has to undo the entire lockdown
so you can escape.
Go back to the Registration Point to save your game. Turn left and go back
to the reception through the door you just opened. Then turn right and go
back into the stairwell. Climb the stairs to the Supplies Storage corridor
and enter it.
Waits is upset that the trap failed, and informs you that the Alien is still
on your tail. He says you should take an elevator to Gemini Labs so you can
trap it there if it follows.
Objective: Take Elevator to Gemini Exoplanet Solutions
The Creature has escaped, but Waits thinks it can still be trapped by
luring it to the Gemini Labs.
Take elevator to Gemini Exoplanet Solutions []
Turn left and then go into the branching corridor to your left. At the end of
the corridor, use the keycard you found and enter. Search all the lockers
in this room and get all the items you can find. Then get back to the main
corridor and go through the door to the Lobby straight ahead.
Some looters have now arrived in the Lobby, so be careful. You need to get
to the elevator, which is to the very south at the same level you are on now.
There is a woman nearby to your left, so turn right and go counterclockwise
all the way to your map marker. When you get close, sprint into the elevator
and push the button. This takes you to Gemini Exoplanet Solutions.
Once you arrive, Waits informs you that the whole facility needs to be powered
up. There is a Freight Elevator you can take, but due to lack of funding it
has been decommisioned.
Objective: Restore Access to Distribution
Restore access to Distribution inside Gemini Exoplanet Solutions.
Once inside locate the Freight Elevator and take it to Project KG348.
Restore Access to Distribution []
There is a Registration Point here, but you just passed a checkpoint, so you
can skip it for now. Go through the door next to the Registration Point, then
climb up the stairs and follow the corridor all the way to the other end.
Update your map at the nearby terminal and then go through the door into Ore
Synthesis. Waits sends you a message warning you that security is still
online. Pick up all the items you can find in here, and keep going straight
ahead for a bit.
When you get close to the end of the corridor, be on the lookout for a
security camera. Make sure you do not step in its beam since that will sound
an alarm that alerts the Alien. Sneak past it and get to the rewire panel
below the camera. Access the rewire panel, disable the camera and then pick
up the Plasma Torch next to the dead body on the ground.
Use the Plasma Torch to cut through the panel on the door to your left and
then pull the lever to open the door. Go inside the dark room and then
update your map from the terminal to your left. Access the computer terminal
to read a couple of Archive Logs and to select the "Request Maintenance"
option from the utility menu. This will distract an android for a little
while, allowing you to get on with your next task.
[] Archive Log 087 Seegson Funding
[] Archive Log 088 Maintenance Systems
Turn right and then go through the short corridor into Product Storage. While
the android is away, access the computer terminal on the desk to read one
more Archive Log and to select the "Distribution Systems" from the utility
menu. This restores power and opens up a nearby door.
[] Archive Log 086 Surplus to Requirements
Once this is done, you ask Waits where you can find the power breakers.
He answers that there is one in the Analysis Labs and another in the
Decontamination Room.
Find the Breakers to bring Gemini Facility Online []
Trigger the Analysis Lab Breaker Switch []
Trigger the Decontamination Room Breaker Switch []
Search all the lockers in this room and then pull the lever on the door to
open it. Go through the door and then turn left and go through the door that
just opened. At the end of the short corridor, turn right and climb into the
vent. Search the suitcase to your right, then turn around and crawl as far to
the south as you can get and then exit the vent.
Now go around the corner to your left and slowly approach the south door, but
be careful since a security camera has come online since the last time you
were here. Sneak past it and disable it at the rewire panel. Go through the
door next to the rewire panel into a dark room and get some more components
from the suitcase on the counter to your left. Then turn right and go west
into the Decontamination Room and pull the breaker.
Get back into the corridor through the door in the northwest corner of the
room. Then turn left and go west a little bit and cut through the panel on the
first door to the right. Pull the lever to open the door and go through it.
Follow the short corridor to a control room and pick up everything you can
carry and then access the terminal to read two more Archive Logs.
[] Archive Log 089 What is KG348?
[] Archive Log 090 Gemini Exoplanet Solutions Manifesto
Since it is close, go ahead and save your game in the Reception area where
you arrived. Then get back to the short corridor south of Product Storage
where you climbed into the vent. Go through the door into Ore Processing.
There is another Registration Point here you can use next to the ladder on
the east side. Climb the ladder to get to the Analysis Laboratory. When you
get to the top, search all the lockers then go to the end of the short
corridor.
There is a security camera in the room to the left, so be aware of that. The
Alien will stalk you more than usual in this area as well. First, go into the
room to the right and then turn right and go into a small office area. Access
the terminal here for a couple of Archive Logs.
[] Archive Log 091 Sit Tight
[] Archive Log 094 Gemini Shutdown
You now have the passcode for the security locker in the previous room, which
is "2743". Open it up and get the components inside. Now get into the room
on the other side of the corridor and sneak over to the rewire panel to
disable the security camera. Pick up everything you can and move west into
the Toxic Materials room. Remove the brace on the door and then pull the
breaker switch on the west wall.
Initialize the Distribution Conduit []
Turn around and follow the trail of blood into the vent on your left side,
inside you will find a dead body and another ID tag.
____________________________
| NAME __________________ ID |
| K. Lenton 3724 |
|____________________________|
Pull the lever above you to your right and climb into the shortcut back to
Product Storage. Go back to Ore Processing, save your game, and then head over
to the terminal in the center of the room. Access the terminal and select
"Service Request" from the utility menu; this will activate an android who
will assist you in the next part.
Turn left and go around the central cylinder to the closest breaker. Wait for
it to become active and then pull it. Now go to your left and pull the second
breaker. Waits calls in and tells you the elevator has come back online.
Take the Freight Lift to Project KG348 []
Save your game again if you want, then go through the doors that just opened
up to the south. Go up the stairwell to search a container for components,
then go down to the landing and update your map at the terminal. Go to the
bottom of the stairs and enter Quality Control.
Get everything you can from here and then press the right button on the north
wall. Enter the left opening and turn left then go left through the next
opening into Distribution. Climb the stairs in the corner of the room and
remove the brace on the door at the top. As usual, pick up what you can and
then go back down the stairs, turn right and go through the doors to find
the Freight Elevator to your left. Enter it and press the button to take it
to Project KG348.
You call up Waits and inform him that you made it. Waits asks if the Alien is
still after you. When you say you think it is, he says he has a plan and wants
you to head to the labs.
Objective: Access the Project KG348 Research Labs
Find a way inside the Lab and activate the Primary Alarm Systems
Access the Project KG348 Research Labs []
Get out of the elevator and then check all the small rooms and the vent for
components before you go through the door. Hack the panel next to the first
door to your left, then save your game at the Registration Point.
Turn right and go through the east door to turn on the lights in the area and
then turn around and go through the doorway to your left. Follow the corridor
into a control room, and get everything you can carry. Then go through the
door to the south and follow the corridor into an adjoining corridor.
Turn right and go through the door to your left into the Galley. Search the
dead body on the pool table for a keycard, then go into the small room to the
northeast. Ignore the civilian and collect the ID tag from the left bunk.
Turn around and access the terminal to read another Archive Log.
____________________________
| NAME __________________ ID |
| P. Ryniak 8540 |
|____________________________|
[] Archive Log 093 Clarke is Dead
Head back to the Registration Point and save your game again. Turn right and
then go through the door straight ahead. Go down the short stairs then turn
left and follow the large corridor north until you reach a door on the left
side. Open it using keycard you just found then enter the room. Turn left and
listen to the audio recorder on the nearby desk, then pick up everything in
this room.
[] Archive Log 092 Samples
Go back to the corridor, turn left and cut through the panel on the door to
the north. Pull the lever and go through the door. You call up Waits to let
him know you are inside. He tells you that he can separate the Lab from the
main station; he wants you to bring the power back online so the systems can
reconnect.
Restore Power to the Lab []
Update your map at the console and then climb the ladder down. Go through the
door and then follow the short corridor to enter the Hazard Laboratories.
Get into the floor vent in front of you and crawl as far south as you can,
then east. Climb out of the vent and go east to the next floor vent, and do
the same thing there, crawl as far north as you can, then west.
Climb out and enter the first doorway to your left, go through the short
corridor into the Synthesis Lab. Turn right and reset the breaker on the
north wall, then turn around and save your game at the Registration Point.
Waits informs you that he sees a power spike, and wants you to reconnect the
Lab's systems to Sevastopol from a console in the Central Lab.
Activate the Primary Alarm System []
Go back into the the circular corridor the same way you came. Then turn right
and go through the next doorway to your right into the Analysis Lab. Go to
the center of the room and hack the terminal, then turn right and go through
the west doorway.
Escape the Lab []
Now get back to the ladder you used to enter the Hazard Laboratories. When
you are almost there, Waits apologizes over the radio, then he remotely locks
the door in front of you and separates the Lab from the station. You become
weightless for a few moments before the gravity backup comes online.
Get to the Airlock []
Now, use the vents to get to the Airlock on the other side without the Alien
detecting you forcing you to waste precious Flamethrower fuel.
Pressurize the Airlock []
Once you are there press the button to pressurize the Airlock. It takes a
while before it is finished so get back into the vent to wait.
Wait for the Airlock to Pressurize []
When the Airlock opens, run into it to trigger a cutscene. The Alien almost
manages to get into the Airlock with you, but you manage to hit the door
override at the very last second. You put on an EVA suit and miraculously
make it back to Sevastopol...
__________________________________________________________________________
| ':|
| Mission 11 - Hazard Containment (MI11) |
| Archive Logs : 7 |
| ID tags : 2 |
| Blueprint : EMP Mine (V.2) |
| Weapon : Shotgun |
|:.________________________________________________________________________|
Objective: Find a way back to the Colonial Marshal Bureau
The Creature has been trapped outside Sevastopol in the jettisoned
Project KG348 Labs. Find the rest of the team and confront Waits.
The first order of business is to change out of the EVA suit.
Take the elevator to the Solomons Galleria []
You are furious that Waits left you to die in the Lab; you have a brief
conversation with him over the radio where he rationalizes his methods.
You say you will discuss it with him when you get back to the Bureau.
Go into the corridor and then go through the door to your right. Pick up
all the items inside. Go back to the corridor and cut through the panel on
the door to your right. Continue down the corridor and go through the
opening to the left, then take the stairs down to the right. Pick up the
Shotgun and the keycard from the dead body here, then go east and use the
keycard to open the door.
Enter the Baggage Claim area, walk across to the other side and cut through
the panel on the door. Pull the lever to open it and go inside. Pick up all
the items you can carry then leave this area.
--( TIP )---------------------------------------------------------------
If there are any Working Joes here, you have an opportunity straight away to
test out your Shotgun... Wait for the androids to get close then shoot them
in the head. If you do it perfectly, they only take one shot to go down.
------------------------------------------------------------------------
Turn left and go through the main door, then go into the elevator on your
left side. Push the button to go to Solomons Galleria.
When you arrive, Ricardo calls you and apologizes for messing things up with
the lockdown. You forgive him and tell him you will see him back at the
bureau.
Return to the Marshal Bureau []
Collect all the items you can carry in this area and then save at the
Registration Point. Turn left and walk into the corridor ahead. Update your
map at the terminal to your right. Run to the other side of the corridor,
and you see some looters on the other side of a shutter that does not open
when you approach it.
Restore Power to the Galleria Security Shutters []
Inspect the nearby Harold cleaning robot and activate it. It will start to
head back to its recharging station, follow it there and crawl inside. Get
the components in this room and climb into the vent on the west wall. When
you exit the vent on the other side, pick up the blueprint upgrade on the
table in front of you.
____________________________________________________________________________
| |
EMP Mine 25 Scrap The EMP detonates on impact to release an
(V.2) 1 SCJ Injector electromagnetic pulse that temporarily
2 Sensors disables non-industrial Synthetics. This
3 Charge Packs upgraded version has a wider area of
2 Bonding Agents effect. It can be placed to become a
proximity device.
|____________________________________________________________________________|
Turn left and pull the lever to open the door. Walk through it to enter
Supply Corridor B. Ricardo calls in saying there is something wrong with the
androids. They have left their posts and are entering public areas. He urges
you to be careful.
Search the suitcases in this corridor for items and then pull the lever to
open the only door you can interact with here. Go inside and search the
suitcase, then climb into the floor vent and start to crawl to the other side.
You call up Waits on the radio and ask him what is going on with the androids.
He says he does not know and that he is trying to contact Samuels to ask if he
knows what APOLLO is doing.
When you get to the other side of the vent, climb out and collect the ID tag
from the desk. Restart the generator, quickly get back down in the vent, and
crawl back to the other side.
____________________________
| NAME __________________ ID |
| B. Hymers 3541 |
|____________________________|
Return to the Marshal Bureau []
The androids have now invaded the Galleria and are killing off all the looters
for you. Get out of the vent, and go through the door to the east to enter a
bar. There is a Registration Point here, use it to save your game. Then go to
the north end of the bar and listen to the audio recorder that is sitting on
a table.
[] Archive Log 095 No Future
Walk towards the shutters which automatically open and get what you can from
the outside, then go back to the Supply Corridor and from there backtrack to
the robot recharging station, and then to where you first found the robot.
Make sure you loot all the bodies you see now to get some much-needed ammo
for the shotgun.
Go north to make the shutters open, then deal with the androids. After they
are dead, turn right and walk down the steps, then turn left and hug the left
wall until some shutters open. Go down the burning ramp, and have a brief
conversation with Waits over the radio about how it seems that the androids
are hunting humans.
Turn right and go through the metal door straight ahead, look to your right
and update your map at the terminal. Keep going down the corridor in this
direction. When you get to the end, turn left and go through the door. Turn
right and go east towards the Marshal Bureau. Someone has blocked off the
access with security shutters, and you call up Waits to ask if he can open
them. Then you hear the androids murder him...
Find an alternative route []
Go back to the last map terminal you used and go straight ahead to some
stairs. Climb the stairs and go through the door. Update your map again at
the terminal to your right, then go to the end of this corridor to find an
ID tag on a bench.
____________________________
| NAME __________________ ID |
| G. Ramsey 3423 |
|____________________________|
Turn around and go through the door on the right side. Enter the Bunk House
Hotel nearby. Save your game at the Registration Point, then turn left and
access the computer terminal on the round table in front of you to read two
more Archive Logs.
[] Archive Log 100 Help
[] Archive Log 101 Low Profile
If you have been following this walkthrough, then this should be your 100th
Archive Log, giving you the "Voices of Sevastopol" achievement! There is not
any achievement for getting all 151 of them, but they give some interesting
background on what happened before you arrived on Sevastopol...
Go through the door in the back of this room and then pull the lever to open
the next door. Enter the corridor and kill the android there. Go into the
stairwell to your right and walk down the stairs. When you reach the bottom,
go through the doorway into another large corridor. Pull the lever to open
the door that is slightly to the right.
Enter the door and go through the other door into an empty store. Look to
your left, enter the floor vent, and crawl to the other side. Exit the vent
and go through the door to the north to find a terminal with the last four
Archive Logs of the mission.
[] Archive Log 096 What are Your Plans?
[] Archive Log 097 Security Risk
[] Archive Log 098 To All Sevastopol Inhabitants
[] Archive Log 099 People are Scared
Use the lever on the door behind you and go back into the corridor, turn
right and go to the end of the corridor. Turn left, ready your Revolver and
shoot the android on the floor in the head. Search his body and climb into
the vent to your right.
Crawl to the other side and climb out of the vent. Go to the reception area
of the Bureau and discover that the androids have slaughtered everyone in the
Marshal Bureau. Ricardo, having just returned from the SysTech Spire is
sitting on a bench in shock. You tell him you are going to find Samuels to
find out what APOLLO is doing, and that you need him to run the Bureau to
keep you covered. He agrees.
Objective: Find Samuels in Seegson Synthetics
Samuels was heading for Seegson Synthetics when androids attacked the
Colonial Marshal Bureau. You must find him.
Take the Transit to the SciMed Tower []
Go through the door Ricardo opens, then through the door to the right and
update your map at the terminal. Kill the androids here as you go along.
Hug the left wall and go through the next door to your left. Turn left and
go through the door. Climb the stairs and turn left, hug the right wall
and head straight to the Transit Station. Call the transit for the SciMed
Tower and take it there to end the mission.
__________________________________________________________________________
| ':|
| Mission 12 - A Synthetic Solution (MI12) |
| Archive Logs : 10 |
| ID tags : 4 |
| Blueprint : Molotov (V.2) |
|:.________________________________________________________________________|
When you arrive, Ricardo calls in to say he can see activity on the terminals
at the top levels of Seegson Synthetics. However, he is having self-doubts,
but you calm him down by saying that if Samuels can get APOLLO to make the
androids stand down this will all be over.
Objective: Find Samuels in Seegson Synthetics
Samuels has gone to Seegson Synthetics in order to reach APOLLO and ask
it to cancel the heightened lockdown. Locate him there and help him.
Take the elevator to Seegson Synthetics []
Follow the map marker to your destination; the same elevator you used at the
end of Mission 7. Enter the elevator and take it to Seegson Synthetics. When
you arrive and step out of the elevator, Ricardo calls and informs you that
there is a security alert due to Samuels snooping around which has disabled
the elevators. You will need to find a service vent to get through to the
elevator shaft.
Objective: Find Samuels
Samuels has gone to the Android Lab in order to reach APOLLO, locate and
help him.
Climb the elevator shaft to the Upper Labs []
Search the Reception area for items, then access the terminal close to the
unfortunate man to read two more Archive Logs. One of them contains a
passcode, which is "8382".
[] Archive Log 105 Smythe Read This
[] Archive Log 106 An Outpost of Progress #2
Use your Plasma Torch to cut through the panel on the door to your right and
then input the passcode to open it. Once you are inside, pick up any items
you find and climb into the vent. Crawl to the other side and exit the vent.
Walk across the ladder that is lying across the elevator shaft and then climb
the ladder to your left.
As you get to the top of the ladder, you can feel that the elevator you are
standing on is starting to give. Quickly walk across the other ladder before
it collapses. You barely make it. Look above you, and climb up to another
the top of the elevator. Climb into the vent in front of you and crawl to
the other side by taking two right turns.
You arrive in an area filled with disabled Working Joes. Go into the corridor
to your left, and shoot the second android lying on the floor there. Go to
the other end of the corridor and you will call Ricardo to tell him you have
arrived at the synthetics graveyard.
There is a Registration Point here, use it to save your game. Go through the
doorway to the left, turn right, and follow the corridor around the corner.
Enter the Reclamation room to your left. Go to the door at the other end of
the room and you will discover that the door leading further into
Administration has been electrified.
Find a way through the electrified door []
Turn around and divert the power at the electrical junction to your left. Then
grab the Flashlight Batteries from the desk, as well as any other stuff you
can get from the cabinets behind it. Access the computer terminal to read a
couple of Archive Logs.
[] Archive Log 107 Reformat Chamber
[] Archive Log 108 Investigations
Go back to the corridor, and enter a room you passed by earlier which is
slightly to your right. Notice the heap of androids on the floor here. Divert
the power at the electrical junction to your left.
Return to the corridor and turn right. Walk down the corridor a little bit and
then enter the next room to your right, walking past another heap of androids.
Ready your Shotgun and then divert the power at the electrical junction. Now
quickly turn around and shoot the android who rises up from the heap.
Exit this room and go through the next door to your right into a small office
area. Collect the ID tag from the desk furthest away from you on the left and
then hack the door, and pick up a few more components inside.
____________________________
| NAME __________________ ID |
| B. Bullock 3889 |
|____________________________|
Go back to the electrified door and divert the power at the final electrical
junction, which will open the door. Walk inside, only to have another door
shut in front of you. Climb into the vent next to the door and start to crawl
to the other side. You hear Samuel's voice, and get to witness him disable a
Working Joe in a quite impressive manner.
Find Samuels []
Get out of the vent on the other side and then press the button on the door
to your left to open it. Go through the door into the Synthetic Showroom.
Notice the eight Working Joes lined up in here and then try to get through
the door on the other side, only to discover that it is locked.
Find a way out of the Synthetic Showroom []
Pick up the items you can find in here and then access the terminal to read
three more Archive Logs.
[] Archive Log 109 RE: Plan Tonight
[] Archive Log 110 Last Chance
[] Archive Log 111 Showroom Appointments
Turn right and go behind the pillar in front of you. Press the button here
to lift the lockdown. Then get ready to sprint past the androids to the other
side of the room and through the door. The androids are activated and they
seem very upset at the fact that you do not have an appointment.
The door closes behind you, and you hear the androids banging angrily on it
from the other side. Turn right, and head south into the Sales Agreements
area. Pick up the blueprint upgrade and shotgun shells from the dead man on
the left side of the stairs before you go into the next room.
____________________________________________________________________________
| |
Molotov 25 Scrap The Molotov is an incendiary device which
(V.2) 2 Sensors detonates on impact. It is lethal to
2 Ethanol humans and other organics but synthetics
1 Blasting Cap are very resistant to fire. This upgraded
2 Compound B version inflicts more damage over a
slightly wider area. As a modified
proximity device, it can be placed as an
explosive trap.
|____________________________________________________________________________|
Notice all the EMP mines and Molotovs lying around; pick them up unless
you are already carrying your max capacity. Now save your game at the
Registration Point, then turn around, and go back to the previous room.
Go through the center door in front of you and access the rewire panel to
activate a gas divert. This sets off a wall of flaming gas in front of the
door to the Synthetic Showroom.
Ready your EMP Mine and go to the front of the door to the Showroom. When the
androids manage to get it open, let them advance a little bit beyond the
flames, then throw an EMP Mine at them and get ready to bash as many of them
as you have time for with your Maintenance Jack. Rinse and repeat. You
probably need to use all three of your EMP Mines to do this. Feel free to go
to town using Molotovs as well.
When they are all dead, find the one android that you can search and get his
keycard. Go back to the Sales Agreement area and collect the ID tag from
the floor under the desk in front of the Registration Point.
____________________________
| NAME __________________ ID |
| J. Mitchell 1227 |
|____________________________|
Pick up replacements for the items you just used to kill the androids, and
access the terminal to read two more Archive Logs.
[] Archive Log 112 RE: Smythe Read This
[] Archive Log 113 Holding Out
Save your game again if you want, then head north to the locked door. Open it
with your keycard, and go through it. Climb the stairs then follow the cable
into the room where you last saw Samuels. Divert the power at the electrical
junction.
Objective: Follow Samuels
Samuels has gone to Seegson Synthetics in order to reach APOLLO and ask
it to cancel the heightened lockdown. Locate him there and help him.
Find Samuels in Seegson Synthetics []
Exit this room and enter the elevator to your right, push the button to go
down to Android Orientation.
Leave the elevator and go through the door. You discover that the cable car
is malfunctioning, forcing you to get to the other side by carefully
sidestepping along the wall to your right. Wait for the vents to stop blowing
out steam and then get past them. After you have passed two vents, jump down
to the beam and climb up on the other side. Get past the last vent and jump
across to the ladder.
Once you are on the other platform, make your way through the U-shaped
corridor into a long corridor. Go halfway down the corridor and play the
audio recorder that is sitting on top of a crate. Pick up the items, ready
and reload your Shotgun then save at the Registration Point.
[] Archive Log 114 White on Red
Pull the lever to open the door to the east and walk inside. There are
androids lying on bunks in this area, and they will wake up as your approach.
If you have any fuel left in your Flamethrower (not spare fuel, but fuel
already loaded) then feel free to use it against the androids at this point.
If not, use any other weapons you have. There is no need to deactivate the
security cameras in this area, since you are just going to kill the androids
anyway.
When they are all dead, go into the office in the last room and enter the
vent. Crawl south, then crawl left to find another ID tag.
____________________________
| NAME __________________ ID |
| E. Hampton 8239 |
|____________________________|
Crawl back to the office, get out of the vent and exit the office. Turn left
and hack the door in front of you. Go through the door into a corridor.
Finally, you have found Samuels!
He says that he has discovered that APOLLO's security has been built so only
Seegson synthetics can interact with it, and reveals that he will have to do
something drastic to connect with APOLLO.
Turn left and follow the corridor clockwise. Samuels continues to explain his
plan, he is going to use the Reformat Chamber since it is the only remaining
option and he has diverted the power allowing him to try. When you reach the
end of the corridor, save your game at the Registration Point.
Turn right and go through the door to enter the Upgrade Suite. You see Samuels
go into the Reformat Chamber, locking the door behind him. He tries to
convince APOLLO that the infection on the station has been purged, and get it
to suspend the Hazard Containment. APOLLO rejects him, and you need to divert
power from a series of electrical junctions in a specific order to save him.
Halt grid purge []
The first one has a red cable and is located next to the door you used to
enter the Suite. Turn it off. Then turn them off by going clockwise around
the room (blue cable, upturned gurney, deactivated android). Then finally
turn off the last one in front of the window to the Reformat Chamber.
It is too late however, in his dying breaths, Samuels tells you he managed to
open the transit to APOLLO for you, and that it will talk to you once you
reach its Core. After he is gone, you inform Ricardo of the plan.
Take private transit to APOLLO Core []
Go back to the Registration Point, enter the room to the left of it, and pick
up the items inside. Leave this room and turn right, follow the corridor
until you get to a door with a panel on the left side. Hack the panel to open
the door and go inside. Collect the ID tag from the floor straight ahead and
then pick the other items in the room.
____________________________
| NAME __________________ ID |
| E. Guevara 3077 |
|____________________________|
Exit this room and turn right, follow the corridor back to the three rooms
you passed through earlier. Kill the android here, then get to the the
Synthetic Fluid Plant Overlook by backtracking through the U-shaped corridor.
Ricardo calls you saying he has found an interview tape you need to hear. He
plays it for you and it is a recording of Taylor interviewing Marlow about
the organism and its origin. He agrees to give her information and a way off
the station if she can get him out of the cell. Then the recording is cut
off by what was probably the android attack on the Marshal Bureau.
Enter the cable car and press the button to activate it. When you get to
the other side take the elevator back to the Administration level. Now call
the private transit to APOLLO Core and take it there...
__________________________________________________________________________
| ':|
| Mission 13 - Consultation (MI13) |
| Archive Logs : 11 |
| ID tags : 4 |
| Tools : Gas Mask |
|:.________________________________________________________________________|
Ricardo calls in and tells you that you are on the floor above the APOLLO
Core. He tells you that the area contains the supportive systems with the Core
itself at the center. Samuels was unable to lift the lockdown remotely, but
once inside, APOLLO will at least talk to you.
Objective: Gain Direct Access to the APOLLO Core
Samuels has ensured that Ripley will be able to consult with APOLLO,
but access must be gained to the core at the centre of its mainframe.
Find a way to the Lower Floor []
Step out of the elevator and enter the security office to your left. Search
all the lockers for components and collect the ID tag from the desk, then
access the terminal to read two Archive Logs.
____________________________
| NAME __________________ ID |
| J. Shotliff 2149 |
|____________________________|
[] Archive Log 115 Tomorrow, Together #3
[] Archive Log 116 Hazard Containment
Leave the security office, turn left and enter the Reception area ahead.
Climb the stairs and go into the Security Checkpoint. Unfortunately, as you
pass through the metal detector, it detects your weapons - making you unable
to proceed unless you give them up. Place your weapons on the conveyor belt
to the left of the metal detectors, then go through the metal detectors again
and wait for the doors to open.
** Now you understand why reloading your Flamethrower was discouraged.
Even though you lost your Flamethrower along with the Revolver and
Shotgun, you keep any spare fuel and ammunition you have.
Once inside the Welcome Lobby you discover that the way inside has been
blocked off. Ricardo suggests you look for schematics to find a back door.
Check the APOLLO Sales Tour Schematics []
Check the schematics on the north table, and take note of the encircled code,
"4930". You conclude that a power conduit links to the APOLLO Core, but you
will need to power it down first.
[] Archive Log 150 Code on Blueprint
Power Down the Conduit []
Enter the passcode to open the door and save your game at the Registration
Point ahead. Turn right and go through the door to the north. Turn left in
the next corridor and go to the other end. Now turn right and go through
the door into the Right Hemisphere Overview. Listen to the audio recorder on
top of the panel and then hack the terminal to the left.
[] Archive Log 118 Something up with your Synthetics
Shut off the Turbine Ventilation []
Ricardo calls to let you know that finding and shutting off an emergency shut
off nearby can allow access through the Turbine Shaft, but you will have to
get inside quickly since it will not stay off for long.
Head back to the Registration Point and keep going south to the other end of
the glass corridor. Go through the door and you will see the Turbine Shaft in
front of you. Now turn left and go into an office. Pick up the items in here
and access the terminal to read another Archive Log.
[] Archive Log 117 APOLLO Sales One Sheet
Turn around and exit the office. Go to the end of the corridor, turn left and
enter the Left Hemisphere Overview. Once inside, hack the console to shut off
the turbine ventilation. Ricardo calls in and says you need to run to the
Turbine Shaft before the system reboots.
Access Conduit through the Turbine Shaft []
Quickly sprint over to the Turbine Shaft and then climb the ladder inside.
Now make your way through the vent to the other side. Ricardo warns you that
there might be many androids near the core. You tell him that Samuels
sacrificed himself so you could speak to APOLLO, so you have to try to reach
the Core.
Access APOLLO []
When you drop down into the Human Staff Entrance, approach the main entrance
to your right. You discover that it is locked, and you lose contact with
Ricardo. Turn around and save your game at the Registration Point. The next
part can be a little tricky.
Find APOLLO's Human Consultation Control Room []
--( TIP )---------------------------------------------------------------
This is the first area where you will encounter the Industrial Synthetics,
which are improved versions of the Working Joes. They wear rubber suits and
are immune to the Stun Baton and EMP Mines. Your best choice to deal with
them at this point is to use a Pipe Bomb followed by Molotov.
Make sure you have some distance between you before doing so, since you
usually hurt yourself as well. Watch your health and use Medikits as needed.
If you play on Hard difficulty then you need two Pipe Bombs to kill them.
Search their bodies when they are dead so you can get components to craft
more IEDs.
You do not have to kill them though; you can choose to be stealthy instead...
------------------------------------------------------------------------
Turn around and go through the door to your left, then go into the Core
Observation room to your right. Pick up the Gas Mask from the console in
front of you and then turn left and access the terminal to read two more
Archive Logs.
[] Archive Log 119 Hazard Containment Alert
[] Archive Log 120 Sold!
Now go back to the Human Staff Entrance and through the orange door to the
south and then go into the other Core Observation room to your left. Turn
right and collect the ID tag that is lying on top of a crate.
____________________________
| NAME __________________ ID |
| K. Hussein 2729 |
|____________________________|
Go back to the Registration Point to save your game again. Then turn around
and go through the left door. Go through the corridor into a gas-filled room
and then into the opening slightly to your right. When you reach the rewire
panel, access it to deactivate the gas divert.
Get the attention of the android in here, which will also alert a second
android. Then play a little cat and mouse with them, go back to the North
Observation Room (where you found the Gas Mask) and wait for them to get
close.
Now sprint to the back of the Right Hemisphere Servers and access the terminal
and select the "Initialize Emergency Coolant Flow?" option from the utility
menu. Quickly exit the terminal and turn right. When both androids are on the
floor in the server bank ahead of you, hit the button on the pillar to freeze
them. It is a little hard to pull off, but satisfying when it works.
Get out of the little alcove and then turn left, go through the door in
front of you to enter a corridor. Kill off the next android with a Pipe Bomb
followed by a Molotov, then follow the corridors southeast to the Human
Consultation Control room and hack the console there.
Search the Right Server Bank Console []
Search the Left Server Bank Console []
Turn around and save your game at the Registration Point and then collect the
ID tag that is lying on the floor in front of the door to your right.
____________________________
| NAME __________________ ID |
| J. King 4025 |
|____________________________|
Enter the door and go through the corridor. Go into the Monitoring Control
Room straight ahead and then get the ID tag from the console to the left.
Turn right and play the audio recorder, which is on top of the nearest table.
____________________________
| NAME __________________ ID |
| G. Spedding 4627 |
|____________________________|
[] Archive Log 123 They're at the Door
Now hunt down the remaining androids and kill them off. If you run out of
IEDs then you have one more way of dealing with them. Lure them into the Left
Hemisphere Servers and access the terminal in the alcove and select the
"Reengage Hemisphere Power-Link?" option from the utility menu. It is hard
to get the timing on this right, though. There is another Archive Log on the
same terminal.
[] Archive Log 122 Twisting in the Wind
Go to the vent in the northeast corner of the Left Hemisphere Servers, then
turn around and use the terminals closest to you, going from left to right.
After you have done this about three times, the vent will unlock allowing you
access to the dome.
** It does not seem to matter which terminals you pick, these three
are closest to the vent, however.
Use Access Tuner on Dome Terminal to Gain Access []
Climb into the vent and crawl to the other side. Turn left and walk around
the Dome until you reach the terminal. Attempt to hack it and discover that
APOLLO's security measures are too strong, only giving you a couple of
seconds to solve the hacking minigame.
Find a way to reduce APOLLO's Security Capabilities []
You need to restore power to the terminals inside the vents. Turn left and
head to the vent on the north side. Before you climb inside, press the button
on the right side of the vent. Enter the vent and hack the terminal inside.
Repeat this process at the vent to the south, only you have to get to the
other side of the screen to hack it there.
Use Access Tuner on Dome Terminal to Gain Access []
Go back to the Dome Terminal and hack it. Wait for the Dome to rise, allowing
you access to APOLLO.
Consult with APOLLO []
Walk inside to trigger a cutscene. You sit down at the main interface terminal
to consult with APOLLO. When you try to get APOLLO to disengage the androids,
it refuses to do so because of Weyland-Yutani Special Order 939. It turns out
your own employer bought Sevastopol two days after you left. You ask APOLLO
what Special Order 939 is, and its answer comes up on the screen:
_________________________________
| |
| |
| PRIORITY ONE |
| |
| PROTECT SPECIMEN |
| MAINTAIN STATION QUARANTINE |
| DISALLOW COMMUNICATIONS |
| |
| ALL OTHER CONSIDERATIONS |
| SECONDARY |
| |
|_________________________________|
You get angry and ask APOLLO to suspend the order since you have purged the
creature from the station. APOLLO answers:
_________________________________
| |
| |
| |
| |
| NEGATIVE |
| |
| SCHEDULED REACTOR |
| SCANS ARE UNVERIFIED |
| |
| |
| |
|_________________________________|
You leave the Dome and go back to the exterior.
Objective: Investigate Central Reactor
APOLLO refuses to lift the lockdown and says there is an obstruction.
Investigate the Central Reactor.
Exit APOLLO beneath Core []
The bridge to the Dome retracts and a ladder rises. Climb down the ladder
to get below the Core and then climb down another ladder to a room with a
lift and a terminal. Access the terminal to read the last two Archive Logs
of the mission.
[] Archive Log 121 Keep Things Quiet
[] Archive Log 124 APOLLO Primary Interaction Log
Get on the lift and press the button to go down to Engineering.
__________________________________________________________________________
| ':|
| Mission 14 - The Descent (MI14) |
| Archive Logs : 5 |
| ID tags : 3 |
| Tools : Ion Torch |
| Weapons : Shotgun, Revolver, Flamethrower |
|:.________________________________________________________________________|
You reestablish radio contact with Ricardo and tell him that APOLLO is now
running Weyland-Yutani protocols, and it is refusing to lift the lockdown
since there is something up with the reactor.
Objective: Investigate the Central Reactor
APOLLO will not downgrade the Hazard Containment Alert due to
an unknown presence within the Central Reactor.
Get to the Reactor []
Go through the door into a large room. Then turn left, walk up to the
electrical junction, and turn it on to power up the Tram Systems. Turn around
and walk along the fence until you find an audio recorder on top of a crate.
Play the recording and restart the nearby generator. This will move the tram
out of the way.
[] Archive Log 125 Missing Engineer
Go up the ramp to the north and save at the Registration Point. Then go
through the door into a corridor. Go to the other end of the corridor and
enter the Engineering Floor. Ready and reload your Stun Baton, then get the
attention of the Working Joe.
Deal with him and then search his body, then enter the room to your right and
work your way counterclockwise through three rooms collecting all the
components you can carry. Update your map at the terminal in the last room.
Turn around and go back into the corridor. Now enter the room across the
corridor and pick up the Ion Torch from the table. Get the rest of the
components in this room and then go back into the corridor through the other
doorway.
Follow the corridor to a blocked off vent where you get your first chance to
try out the Ion Torch. Cut through the panel and remove it, then climb in
crawl to the other side. Exit the vent and save at the Registration Point.
Go through the doorway into the Workshop.
Find a way out of the Engineering Workshop []
Deal with the android here. When it is dead go up the ramp in the southeast
corner of the Workshop and divert power to the electrical junction. Then go
down the ramp, turn right and go to the north end to divert power at another
junction. Now go southwest to divert power to the final junction. Go up the
ramp to your right and restart the generator to activate a winch. It lifts up
a vehicle allowing you to drop down into a vent below.
Pick up everything you can from the Workshop before you move on. Crawl through
the vent until you reach a ladder, climb it and then exit the vent. Cut
through the panel on the door in front of you and pull the lever to open the
door. Turn around and follow the corridor until you reach a Registration Point
on your right side, use it to save your game. Turn around and go through the
door into a large corridor. Turn right and watch as two androids drop a
shutter blocking off the path to the Reactor.
Unlock the Shutter []
Go down the corridor a little bit and turn right, then enter the doorway to
Facility Management and go through the door into a large room.
This next part can be a bit tricky. Get the attention of the industrial
synthetic, then run to the other end of the room into the Chief Engineer's
Office and pick up the Bolt Gun from the desk. Turn around, then take aim and
start to charge the Bolt Gun. When the android gets close, aim at his head
and release the bolt. You need to reload the Bolt Gun for every shot, so
reload it now.
Pick up the Bolt Gun ammo from the desk, then turn around and collect the ID
tag next to the corpse lying on the bunk. Access the terminal to read three
more Archive Logs, one of which contains a code, "6832". Use the code on the
same terminal and then select the "Security Shutters" option from the utility
menu to unlock the shutter.
____________________________
| NAME __________________ ID |
| Chief Porter 3193 |
|____________________________|
[] Archive Log 127 Power Delivery
[] Archive Log 128 I'm Coming to Find You
[] Archive Log 129 Shutters Code
Get to the Reactor []
Leave the office and pick up the Bolt Gun ammo from the crate in front of you.
Turn right and get the Bolt Gun ammo from the table on your way back to the
corridor. Once you are back in the corridor, turn right and head south to the
Reactor Coolant Plant. Follow the corridor until you get to an elevator.
Call it, and when it arrives take it down to the Central Reactor.
When you arrive, step out of the elevator and pick up the Bolt Gun ammo from
the top of the blue cabinet as well as any other components you can find in
this room. Listen to the audio recorder that is sitting on top of some crates
next to the blue cabinet.
[] Archive Log 126 I Saw It
Go through the doorway and through the corridor to find your Shotgun and
Revolver in front of a ladder. Collect the ID tag from the shelf behind the
ladder, then pick up your weapons and climb the ladder.
____________________________
| NAME __________________ ID |
| P. Timlett 9443 |
|____________________________|
When you get to the top, pick up the Bolt Gun ammo from the shelf and save
your game at the Registration Point. Go through the doorway and then through
the door at the other end of the corridor to get your first view of the
awesome reactor...
You call Ricardo to let him know you have arrived at the top of the Reactor
Core, but that everything looks normal from up here, so you will have to
explore the Lower Level. He replies that you should look for an elevator down
somewhere.
Descend to Base of Reactor []
Ready your Bolt Gun and press the button on the lift to go down to the
Central Reactor. This can be a little hard; you need to deal with four
industrial synthetics in rapid succession. Kill the first one, then quickly
reload and move forward to kill the next one. You do not want the androids to
corner you at the lift. Repeat doing this until all four are dead and then
search their bodies for components.
Pick up the Bolt Gun ammo from on top of the first crate you pass and then go
to the Central Core, turn left and go around it to the north. Turn left when
it branches and go northeast to the Beta Core. Get the Bolt Gun ammo from the
crate to your right. Go around the Beta Core and then turn left when it
branches and go all the way east to the elevator. Enter the elevator and take
it down to Central Reactor Maintenance.
"Oh no. God no."
The first thing you should do is pick up the Flamethrower from the table to
your left. With some luck, you should also have maxed out your spare fuel
to 500. Get the Flashlight batteries as well.
As you start to go down the corridor, you call Ricardo and tell him that all
the missing people are there, trapped in some kind of nest. You tell him
there are eggs and that it is like a farm. He urges you to get out of there
immediately.
Objective: Destroy the Nest
Reactor Maintenance has been compromised. Destroy it.
Overload Alpha Core []
Search the dead bodies and grab the Flamethrower fuel if you need it before
you SAVE your game at the Registration Point. Oh, and save your game!
Now, turn left and ready your Flamethrower before you enter the door. Go
around the C-shaped corridor, when you walk around the last corner be on
the lookout. Walk forwards a little bit until you hear a shriek. That is
the sound of a Facehugger coming towards you. Give it a blast with your
Flamethrower and then walk up to the pillar ahead.
Have a look around and use your Shotgun to shoot the two unopened Alien eggs.
Ready and reload your Flamethrower then search all the bodies trapped in the
webbing lining the walls. Pick up any other components that you can find.
Enable the conduit interface from the console in the southwest corner. Then
go to the back of the pillar and disengage the locking mechanism. It might be
a good idea to go back to the Registration Point now and SAVE your game one
more time.
Pull the lever at the south side of the pillar to activate the Alpha Conduit.
There is no reason to stick around here any longer, so make your way back to
the Registration Point...
Overload Beta Core []
When you get through the door and spot the Alien, you inform Ricardo that
there is radio silence from now on!
--( TIP )---------------------------------------------------------------
If you manage to get through Reactor Maintenance without dying, you will get
the "Mind Your Step" achievement. The same tip from Mission 4 and Mission 5
applies here, if the Alien is about to kill you, pause and reload your
current save before the death animation ends.
The Facehuggers complicate things here since their death animation is almost
instant. If they catch you off guard, you could reload the second you hear
their shriek. Eventually you will have the map memorized.
------------------------------------------------------------------------
Wait for the Alien to walk by and then head into the corridor to your left.
Look out for a light on the right side of the corridor, when you reach it,
crouch down and enter the tunnel. A dotted line on your map also marks it if
you have trouble finding it.
If you have made good time, you should be in this tunnel by the time Alpha
Core overloads. Wait for the shrieks and screams to die down before you
proceed. The Alien cannot get to you in these tunnels.
Get out of the tunnel on the other side and start to go around the U-shaped
corridor. When you hear the Facehugger shriek be ready to torch it with your
Flamethrower. After it is dead, wait for an Alien to drop down to inspect
what the noise was. Use your Flamethrower to make it retreat.
You have a choice of two corridors here; you need to take the one to the
left. When you arrive at the Beta Core Conduit, an Alien will drop down in
front of you. Chase it away with your Flamethrower and then quickly SAVE your
game at the Registration Point.
If you do not stop to deal with the first Alien after killing the Facehugger,
you might find yourself being sandwiched between two Aliens at the Beta Core
Conduit. Uh-oh... There is more than one of them. Nice!
That is not your only problem though, as you approach the console at your map
marker, you discover that it does not have any power. You will need to find
a way to fix that.
Redirect Power to the Central Core []
Turn around and leave the control booth. Turn left and head into the left
corridor leading south. Look for a flashing light on your left side,
indicating another tunnel. Crouch down to enter it and crawl to the other
side into a small room. Just like the tunnels, this room is a safe haven from
the Aliens. Here you will find some more items, as well as the generator that
you need to restart. Restart the generator to restore power.
Overload Beta Core []
Get back to the Beta Core Conduit and SAVE your game once more. Now, enable
the conduit interface at the console, then go to the right side of the pillar
to disengage the locking mechanism and then finally activate the Beta Conduit
by pulling the lever on the other side of the pillar. If you can, SAVE your
game yet again.
Return to the Central Reactor []
Now start to make your way back to the elevator. Watch out for Facehuggers
along the way. There is one when you start to go south around the U-shaped
corridor, and another inside the tunnel. After you have killed the second
Facehugger, stick around in the tunnel until all the sounds from the Beta
Core overloading quiet down - it is hard to hear if an Alien is near when
there is too much going on.
Reload your Flamethrower and start to make the final push towards the
elevator. When you are almost there, an Alien drops down nearby, torch it
with your Flamethrower and then sprint into the elevator and push the button
to go back up to Central Reactor Maintenance.
You call Ricardo and tell him you can destroy the nest. He responds that
you have put yourself in enough danger for one day. You explain how you can
power up all the cores, overload them and then initiate a reactor purge.
He replies that he is not trying to dissuade you, but he would prefer it if
you did not die.
Overload Alpha Core []
Overload Beta Core []
Head west and collect the Bolt Gun ammo from the crate to the left. Then
turn left at the T-junction and start to go towards the Alpha Core. Four
more industrial synthetics have arrived, you need to kill them before you
can do anything else. The Bolt Gun is your best choice, and the Shotgun will
get the job done as well. After you have killed them, search their bodies for
items.
Now go and overload the Alpha Core by pulling the lever. Turn left and go
north to your next map marker, hack the terminal to deactivate the core
limiter. Now turn left and go clockwise around the Central Core to the next
terminal. Hack it to deactivate the protective relay.
Turn right and go counterclockwise around the Central Core towards the Beta
Core. Pull the lever there to begin the overload, and then turn right and go
to the terminal on the north side of the Central Core. Hack the terminal to
deactivate the protective relay. Turn right, go counterclockwise around the
Central Core to the next terminal and hack it to deactivate the core limiter.
Redirect Power to the Central Core []
This will make four more industrial synthetics arrive, but do not worry.
Sprint back to the T-junction west of the elevator and pull the lever to
divert the power to the Central Core.
Initiate Purge from Reactor Control []
Watch as the androids catch on fire and then search their bodies. Now you need
to get to the west side of the Central Core. Enter the door marked "Emergency
Exit" and climb into the vent on the west side of the corridor.
Once you're inside the vent, take a right turn and then climb the ladder. Now
go straight, then take a right turn, and go straight until you drop down into
the Control Room below.
Initialize the Emergency Purge Sequence at the two terminals ahead. This is
easy; all you need to do to solve this minigame is press down five times at
each terminal. When it is done you tell Ricardo that you are about to purge
the nest and you advise him to hang tight. Press the button in the middle of
the console to commence the Purge Sequence.
A cutscene follows where you see the Reactor purge, while it grows in
intensity you start to notice Aliens appearing on both sides of the Central
Core. After the Reactor has finished its cycle, they climb on top of it and
then some other Aliens crawl across the window right outside. Then they all
disappear into the depths of Sevastopol Station...
You call Ricardo to tell him that there are still some Aliens on the station,
and you apologize for failing to kill them all. He tells you to make it back
to the Marshal Bureau in one piece.
Objective: Return to Ricardo
Get to the Engineering Transit Station []
Turn around and go through the door, then follow the corridor to the west.
When you go through the next door, Ricardo calls and tells you that he needs
you to get to Medical; The Reactor purge is resetting systems all across the
station and he hopes this includes communications. He is heading down to
Comms.
Objective: Go to the San Cristobal Medical Facility
Go down the stairs and go through the ticket gates into the right corridor.
Enter the door to your right and collect the ID tag from the desk to your
left. Search all the lockers and suitcases in here. Then go back into the
corridor, turn right and climb up the stairs.
____________________________
| NAME __________________ ID |
| B. Ransome 4121 |
|____________________________|
Call the first transit on your right side and wait for it to arrive. Then
step inside and take it to the SciMed Tower.
__________________________________________________________________________
| ':|
| Mission 15 - The Message (MI15) |
| Archive Logs : 7 |
| Nostromo Logs : 2 |
| ID tags : 1 |
| Blueprint : Flashbang (V.3) |
| Tools : Security Access Tuner Level 3 |
|:.________________________________________________________________________|
You call Ricardo to let him know you have arrived and ask him if he managed
to get to Comms. He did, but he was too late since APOLLO has recovered and
has locked out external comms again. You ask why he sent you to Medical.
He explains that before he left the Bureau, systems showed a ship approaching
the station, possibly the Anesidora. Marlow called it in while the comms were
temporarily open. The ship is in a holding position nearby, and if you can
find an Ambulance Shuttle, you can travel to it.
Objective: Find a Short-Range Ambulance
Systems reset throughout Sevastopol after the reactor vent. Marlow has
managed to call in his ship - The Anesidora.
Find a Short-Range Ambulance []
Leave the transit and turn left, go straight ahead and climb the stairs. Go
through the ticket gates and then cut through the panel on the door in front
of you. Pull the lever to open the door and walk into the Reception area.
Turn left and go south into the next room.
Go past the counter and turn right, cut through the panel on the right of the
door, then pull the lever to open the door. Enter the room and access the
terminal on the desk to listen to another Nostromo Log.
[] Nostromo Log 004 Overworked and Underpaid
Go back to the Reception, turn left and enter the elevator on the west side.
Push the button to go up to the Primary Care Floor.
As you get back to the burning Medical Reception you left at the end of
Mission 6, Ricardo calls and tells you that Marlow has just left with one of
the shuttles.
Objective: Find an Ambulance Craft in the Medical Emergency Bay
Systems reset throughout Sevastopol after the reactor vent. Marlow has
managed to call in his ship - The Anesidora.
Find an Ambulance Craft in the Medical Emergency Bay []
An Alien can come out of the vents to stalk you in this area, so be careful.
Step out of the elevator and turn right, then go east into the corridor
marked with "Service Elevator". When you get to the end, turn right and cut
through the panel on the door with your Ion Torch. Pull the lever and enter
the gas-filled room. Turn right and access the terminal on the desk to listen
to another Nostromo Log.
[] Nostromo Log 005 System Check Went Okay
Now get back to the Medical Reception and head west towards the Security
Desk by following the long corridor. You find an industrial synthetic here
so deal with him using your Bolt Gun. It makes some noise however, and an
Alien will probably drop down to investigate. Chase it away with your
Flamethrower then go to the Security Desk to save your game.
Get back into the main corridor, then turn left and follow it until you get
to the four-way junction. Go into the Power Plant to save your game there.
Then go back to the four-way junction, turn right and enter the Ambulance Bay.
Turn left and walk up to the door leading to the Shuttle. You discover that
you cannot reach it yet since your Access Tuner is not powerful enough.
Find a Level 3 Upgrade for the Access Tuner []
Turn around and pick up the blueprint upgrade from the stretcher in front of
you, then turn left and go to the northwest corner of the Bay and collect the
ID tag from the floor. Now turn right, go to the northeast corner of the Bay
and pick up the Data Cell that is on top of a crate.
____________________________________________________________________________
| |
Flashbang 10 Scrap A non-harmful device which detonates on
(V.3) 1 Bonding Agent impact, stunning nearby humans and
1 Blasting Cap blinding humans and synthetics looking at
1 Sensor the detonation. This upgraded version
stuns humans over a wider area. As a
modified proximity device, it can be
placed as a trap that will trigger when
enemies are near. It will start to emit a
noise that will attract a lot of
attention 10 seconds after it has been
placed
|____________________________________________________________________________|
____________________________
| NAME __________________ ID |
| J. Jones 3657 |
|____________________________|
Hack the door and board the Shuttle []
Instead of heading straight for the Shuttle, go back to the four-way junction,
turn right and head west until you can enter an elevator on your right side.
Take the elevator to Crisis Stabilization.
It is this place again, where you met Dr. Kuhlman earlier. However, it is a
lot easier to navigate now since an Alien is not actively stalking you. Feel
free to search the entire area for components you may have missed during your
last visit in Mission 5.
Get back to Dr. Morley's office and hack the door to the north, go through it
into the same room where the Alien took Dr. Kuhlman. Search the cabinets in
here and then go through the other door into the room where he was sitting
behind the glass when you first met him. Search the containers in here and
then play the audio recorder on the desk. Notice how the Alien busted through
the floor vent in the corner when it took Dr. Kuhlman.
[] Archive Log 041 Prep the Patients
Get back to the elevators and take the left one (the one without a keycard
reader), back to the Primary Care Floor.
Now go back to the Shuttle door and hack it, then board the Shuttle. Ricardo
calls and tells you that the coordinates have already been loaded; all you
need to do is punch the dash. Go to the cockpit and launch the Ambulance
Shuttle.
The Shuttle transports you to the Anesidora and as you exit the Shuttle you
try to get in touch with Ricardo, but he is barely comprehensible since you
are moving out of range.
Objective: Explore the Anesidora
Someone has brought the Anesidora into Sevastopol space. Find them.
Bring the Anesidora's systems back online []
Enter the Shuttle Bay and save your game at the Registration Point. Go north
through the corridor into a four-way junction, then continue north into
another corridor and down two sets of stairs. Listen to the audio recorder
that sits on top of a crate to your right.
[] Archive Log 131 Feeling Lucky
Go north through another room, then into another corridor. Follow the corridor
into a room with a security locker straight ahead from the entrance. Push the
button to open it and get the fuel and Shotgun shells from inside. Now turn
left and access the terminal on the desk to read three more Archive Logs, the
Technician's Report contains a passcode, "4510".
[] Archive Log 132 Signal Detected
[] Archive Log 133 Approaching Sevastopol
[] Archive Log 134 Technician's Report
Turn slightly to your left, and enter the passcode on the panel next to the
door. Go inside to the Power Distribution and restart the two generators.
Wait for a panel to rise between the generators and then hack it.
Turn around and go through the door back into the corridor. You send a message
to Ricardo telling him you got the Anesidora's basic power back on. Then you
hear Marlow's voice on the speaker systems welcoming you to the Anesidora. He
thanks you for saving him a job by switching the power back on, he only needed
it off-line temporarily to fix some things.
Find Marlow []
Return to the Registration Point in the Shuttle Bay and save your game. Then
go back to the four-way junction, turn right and go through the door. Marlow
comes back on the speakers asking if you want to join his crew, then Taylor
breaks in saying Marlow double-crossed her. You ask Marlow what he is doing.
He replies that he is doing what no one else seems prepared to do. He wants
you to find him, since he has something for you.
Follow the corridor east and get your Flamethrower ready. A Facehugger shrieks
and comes crawling towards you through a stack of boxes, torch it with your
Flamethrower. Pick up the items you can from this room, then access the
terminal in the northeast corner to read the final two Archive Logs of this
mission.
[] Archive Log 135 Sevastopol
[] Archive Log 136 Anesidora Hail
Turn right and hack the door on the east side of the room, go through it and
follow the linear path further into the Anesidora. Marlow comes back on the
speakers saying he tried to save Foster, his wife, by breaking quarantine
rules bringing her to Sevastopol. He tells you that you cannot hope to defeat
the creature, and that the Company will never know what happened here. He
will not allow it.
Keep moving until you reach a locked door, hack the door and enter Crew
Habitation. When you reach the Registration Point, use it to save your game.
Then go through the door and turn left to get to the Power Core.
Use Terminal []
Use the terminal to view the flight recorder data. It is a personal message
to you from your mother. She explains how the crew of the Nostromo found a
dangerous alien creature, and they had to destroy their ship to stop it.
She needed to protect you. She tells you not to worry, and she will see you
soon.
You need a moment to calm yourself, and then you see Marlow bring out Taylor
at gunpoint on the other side of the window. He makes preparations to overload
the fusion reactor since this will turn it into a nuclear bomb destroying both
the Anesidora and Sevastopol, making sure the creature is annihilated for
good.
Taylor pleads with him to stop since there are still people on the station,
and when she gets the chance, she hits him in the head with a wrench knocking
him out. It is too late since he has already set the overload going. You
instruct Taylor on how to redirect power to the auxiliary generator.
Shut off Fusion Systems to prevent overload []
** This next section is timed, so you can die if you take too long.
When Taylor finishes redirecting the power, charge the auxiliary generator
on the north side of the room. You then help her to switch the maintenance
terminal back on. Hack the maintenance terminal that is on the wall to the
right of the auxiliary generator. Finally deactivate the fusion relay, which
is on the floor to the right of the maintenance terminal.
However, it is not enough. Marlow was still able to force an overload. Taylor
is caught in an explosion and is killed. You need to get out of here, fast!
Escape! []
Start running back the way you came while the ship is quickly disintegrating
around you. After you fall from the walkway, turn right and continue to run
until you get to the four-way junction. Turn left and run all the way south
into the shuttle. Launch it to escape the Anesidora ending the mission.
__________________________________________________________________________
| ':|
| Mission 16 - Transmission (MI16) |
| Archive Logs : 4 |
| Nostromo Logs : 5 |
| ID tags : 4 |
| Blueprints : Molotov (V.3), Pipe Bomb (V.2), Pipe Bomb (V.3), |
| Noisemaker (V.3), Smoke Bomb (V.3) |
|:.________________________________________________________________________|
When you get back to the station. Ricardo calls and lets you know that the
blast from the Anesidora took out the orbital stabilizers of Sevastopol,
its orbit is now decaying rapidly. The explosion also damaged the Shuttle,
so getting back on the Torrens is the only way to escape.
Objective: Find a way to contact the Torrens
The Anesidora explosion has compromised Sevastopol stability. You must
find a way to contact Verlaine on the Torrens.
Find Ricardo []
As you step into the Local Departure Bay, Ricardo calls to say the broadcast
from Verlaine just updated and he plays it for you. Verlaine says they saw the
explosion. They have no place to dock, but she will leave the channel open for
any survivors to get in touch with her.
Hack the door to your right and go into the corridor, then cut through the
panel on the next door and pull the lever to open it. You are now back in
Seegson Communications that you last visited in Mission 4.
** Now is the time to pick up everything you were not able to get before
since you did not have the tools necessary to access them. It means you
have to stray from your mission objective for a while. You should be
safe from any Aliens unless you make a lot of noise to attract them;
walk everywhere, do not run.
Go into the elevator to your right and take it to the Lorenz SysTech Lobby.
When you arrive, go up the stairs to your right, then turn slightly left and
go down the stairs into the lounge area where you warned one of the women in
Mission 10. Hack the door to the Kitchen on the other end.
Walk inside and pick up the blueprint upgrade on the counter to your left.
Pick up all the items in here and collect the ID tag from the center table.
____________________________________________________________________________
| |
Molotov 25 Scrap The Molotov is an incendiary device which
(V.3) 2 Sensors detonates on impact. It is lethal to
2 Ethanol humans and other organics but synthetics
Mission 1 Blasting Cap are very resistant to fire. This advanced
16 2 Compound B version inflicts much more damage over a
wider area. As a modified proximity
device, it can be placed as an explosive
trap. It will start to emit a noise that
will attract a lot of attention 10
seconds after it has been placed.
|____________________________________________________________________________|
____________________________
| NAME __________________ ID |
| M. Perry 5831 |
|____________________________|
--( TIP )---------------------------------------------------------------
Now the IEDs start getting really useful. With the advanced blueprints, you
can place them somewhere and they will start to make noise 10 seconds later.
When the Alien is stalking you, you can place one of these and then find a
good hiding spot. The Alien will then go investigate the noise and trigger
the IED causing it to retreat.
------------------------------------------------------------------------
Go to the room in the back and pick up everything from there as well. Now
exit the kitchen and walk to the elevator you used in Mission 10 to get to
Gemini Exoplanet Solutions. There are two elevators here so make sure you use
the correct one, it is the one to the left.
When you arrive at Gemini Exoplanet Solutions, watch out for the security
camera so you do not attract the attention of the Aliens. Access the rewire
panel underneath the camera and disable it, then save your game at the nearby
Registration Point.
Now make it all the way over to Ore Processing, but watch out for the android
in Product Storage since he has turned hostile since the last time you were
here. It is best to sneak by him, since killing him will make the Aliens
investigate. When you get to Ore Processing, climb the ladder then walk to
the end of the corridor.
Turn right and walk straight until you reach a locked door to your left.
Cut through the panel and pull the lever to open the door. Once inside,
access the terminal to listen to another Nostromo Log. Search the suitcases
on the shelf to your right before you leave.
[] Nostromo Log 008 Antarctica Control Will Get Our Call
Now head back to the Reception, save your game again at the Registration
Point, and take the leftmost elevator back to the Lorenz SysTech Lobby.
Step out of the elevator and turn right, follow the upstairs Lobby
counterclockwise to the Supplies Storage. Then get into the stairwell and go
down to the next landing. Turn left and head north into the Server Hub
Reception, then walk through the door next to the desk and go west into the
Server Farm.
Once inside, turn right and walk into the next room. Turn right again and
you will see a gas-filled room ahead. Access the terminal inside to listen
to another Nostromo Log.
[] Nostromo Log 003 Delayed Pick-up
Search the containers on the shelf to your right and exit the Server Farm the
same way you came. Make a stop at the Registration Point to the north for a
quick save and then go through Maintenance Access and Seegson Security to get
back to the Lobby.
Head to the Transit Station next, and go up the left stairs on the other side.
Hack the door to your left and go inside. Grab what you can from the suitcase
and lockers, then access the terminal to listen to the Nostromo Log.
[] Nostromo Log 002 Science Officer Reporting
Go back down the stairs to the Transit Station and call the transit to your
right, then go save at the Registration Point on the other side of the
Station. When the transit arrives, take it to Engineering.
Step out of the transit and turn right, then go down the stairs and through
the ticket gates. Turn right and go down the corridor until you reach the
shutter. Cut through the panel and pull the lever to open the shutter. Enter
the elevator to your right and take it up to the Maintenance Deck.
Follow the corridor until you get to the Registration Point; use it to save
your game. Now turn right and go to the end of the corridor, then turn right
again and enter the Workshop.
Go down the ramp and turn left. Go to the left of the aircraft and then up
the next ramp. Hack the door and walk inside. Pick up the blueprint upgrade
from the desk to your right, then access the terminal to listen to another
Nostromo Log.
____________________________________________________________________________
| |
Pipe Bomb 25 Scrap The Pipe Bomb is an explosive device
(V.2) 2 Blasting Caps which detonates on impact. It is lethal
1 Ethanol to humans and non-synthetics in close
2 Sensors proximity. This upgraded version inflicts
2 SCJ Injectors more damage over a wider area. When
placed as an explosive trap, it will
trigger when enemies are near.
|____________________________________________________________________________|
[] Nostromo Log 007 Finishing Up Here
Get back to the Transit Station in Engineering via the elevator you just used
and call the transit on the right side, then go save at the Registration
Point while you wait. When it arrives, take the transit to the SciMed Tower.
When you get there, save yet again at the nearby Registration Point then turn
around and head up the stairs to the west. When you get through the ticket
gates, turn right and go through the door to the north. Walk up the stairs
and through the door straight ahead. When you get to the large corridor, turn
right and circle around to the locked door. Hack the door and go inside the
Reception.
Get what you can from the suitcases in here and pick up the blueprint upgrade
from the southwest wall. Then play the audio recorder that is on top of the
cabinet to your left. Exit the Reception and turn left and then use the
elevator at the other end of the corridor to go to Seegson Synthetics.
____________________________________________________________________________
| |
Pipe Bomb 25 Scrap The Pipe Bomb is an explosive device
(V.3) 2 Blasting Caps which detonates on impact. It is lethal
1 Ethanol to humans and synthetics in close
2 Sensors proximity. This advanced version inflicts
2 SCJ Injectors much more damage over a wider area. When
placed as an explosive trap, it will
trigger when enemies are near. It will
start to emit a noise that will attract
a lot of attention 10 seconds after it
has been placed.
|____________________________________________________________________________|
[] Archive Log 066 Cutting Ties
When you arrive step out of the elevator and then go through the corridor in
front of you until you reach the Observation Platform. Climb down the ladder
to Synthetic Fluid Processing. Turn around and go all the way south, call the
elevator, then save your game at the Registration Point. When the elevator
arrives, take it down to Synthetic Storage.
Exit the elevator and go all the way south to the four-way junction, then turn
left and enter the door. Climb the ladder in front of you. When you get to
the top, turn around and enter the gas-filled room. Access the terminal there
to listen to another Nostromo Log.
[] Nostromo Log 006 The Secondary Load Unit
Pick up the components from the desk and then backtrack all the way back to
SciMed Tower Transit via the two elevators you just used.
Go back to the Transit Station and call the first transit to your right.
While you wait for it, go and save your game at the Registration Point.
When the transit arrives, take it to Solomons Habitation Tower.
Step out of the transit and then turn right and climb the stairs to the left.
Hack the door to your left when you get up the stairs, and go inside. Now pick
up what you can from the locker, collect the ID tag from the console to
your left, and then get the blueprint upgrade from the desk next to the
window.
____________________________
| NAME __________________ ID |
| K. Bennett 3122 |
|____________________________|
____________________________________________________________________________
| |
Noisemaker 10 Scrap This home-made device continuously emits
(V.3) 1 Charge Pack a high-pitched noise when triggered which
1 Sensor will attract a lot of attention. This
1 SCJ Injector advanced version has a significantly
longer duration and attracts attention
over a much wider area. If placed, the
device has a handy 4 second delay before
it activates.
|____________________________________________________________________________|
Exit the Transit Office and turn left. Go straight, then turn left and go
straight until you reach the stairs going down. Walk down the stairs and then
approach the shutter in front of you. Walk through when it opens.
Hug the left wall and go straight until the metal door opens to your left.
Walk through the door and up the burning ramp in front of you. Now turn right
and make your way to the Spaceflight Terminal elevator. Save your game at the
Registration Point and then take the elevator to the Spaceflight Terminal.
When you arrive, turn right and go north into the Baggage Claim area. Then go
through the door to your left. Go to the other end of the dark area and
climb the short stairs. Turn left and go into the next corridor. Turn left
again and cut through the panel on the door. Pull the lever to open it and go
inside.
Search the lockers above the bunk and get the Shotgun shells next to the dead
man on the floor. Play the audio recorder on the desk. It gives us the
identity of the man in here, his name was Mike Tanaka.
[] Archive Log 146 Goodbye
There is a security locker here with a lot of goodies you can open with the
code "2931". You probably have the maximum amount of Molotovs and EMP Mines
by now though, but the Flamethrower fuel is always useful.
** I found this code using a brute force approach. I made a script for
AutoHotKey that would automatically input numbers, starting at 0000,
then I recorded the game footage so I could leave the computer alone
and come back to see when the locker opened. It took around two hours
to open it.
The "correct" way to find the code is not anywhere in the game itself,
but instead Mike Tanaka mentions it on his Twitter account, apparently
Twitter still exists in the year 2137:
Mike Tanaka @MikeTanaka2095 - Oct 3
So I don't forget it myself - locker combo is 2931. Your
combined birthday days, Jellybeans :) X
Before you leave, pick up all the items from the shelf to the left of the
security locker. Now go back to the elevator and return to Solomons Galleria.
Make your way back to the Transit Station and call the first transit on your
right, then save your game at the Registration Point. When the transit
arrives, take it to the Lorenz SysTech Spire.
Now it is time to continue with the mission, return to the Lobby and take
the large elevator back to Seegson Communications.
When you arrive, go down the stairs to your right and begin to go down the
corridor to your left. Ricardo calls and tells you that he had to hide from
Seegson Security. He says they heard the broadcast from the Torrens. They
want to contact and then hijack it. He suggests you stay clear of them,
since they are dangerous and desperate.
Stay out of sight of the security guards, if any of them corners you; use a
Flashbang to get by them. It is better to keep them alive for now.
Cut through the panel to the left of the burning android. Remove it and
climb inside the vent. Turn right and crawl until you reach another exit to
your left. Use it to exit the vent.
It is dark in here so turn on your Flashlight. Listen to the audio recorder
on top of the crate right in front of you.
[] Archive Log 137 Journal Entry # 340
Turn left and walk up the stairs. Check the shelf to your left for some more
components, then turn around and follow the trail of blood to a dead man
sitting on a couch. Search his body and collect the ID tag next to him.
____________________________
| NAME __________________ ID |
| M. Radcliffe 6433 |
|____________________________|
Turn around and get the items from the other two shelves in this room, then
pick up the blueprint upgrade from the wall. Now climb back into the vent.
Turn left and crawl to the other end. Open the door here and exit.
____________________________________________________________________________
| |
Smoke Bomb 10 Scrap This device which detonates on impact
(V.3) 1 Ethanol will release a cloud of smoke that
1 Sensor obscures visibility. This advanced
1 Bonding Agent version creates smoke which lasts for a
significantly longer duration. As a
modified proximity device, it can be
placed as a trap that will trigger when
enemies are near. It will start to emit
a noise that will attract a lot of
attention 10 seconds after it has been
placed.
|____________________________________________________________________________|
Turn left and walk straight until you get to the next vent on your left side.
Climb into the vent and crawl to the other side. Exit the vent, turn left and
go down the stairs into the next room. Search the lockers here, but do not
hack the terminal. It has a utility option to open a nearby door, which will
release an industrial synthetic. You do not want that right now.
Sneak into the room to the east and go down the stairs at the other end.
Go through the door and climb into the vent to your right. Climb the ladder
inside the vent and exit on the other side. Turn left and walk to the
stairwell nearby.
Climb the stairs and save your game at the Registration Point at the top.
Enter the corridor and follow it until you find Ricardo.
He tells you that the terminal he is sitting at still has logs of Marlow's
permissions. If you can find the coordinates for the Torrens, you could
align the transmitter dishes manually, bypassing APOLLO. You tell him about
an Observatory near the Comms Array. He says you should be able to find the
coordinates using that and then he opens the door for you.
Find the Sevastopol Observatory []
Walk through the door to the other end of the corridor and call the elevator.
When it arrives, take it up to Comms Control.
The lights have gone out since your last visit here. The androids are all
gone and some looters have moved in. Avoid them and get to the door to the
Observatory Chamber, which is located to the northeast. Cut through the
panel and pull the lever to open the door. Go through the corridor and
search the body sitting in the chair in the next room, then climb the ladder.
Use the Tracking System to find the Torrens []
Turn around and use the console to the left to activate the Observation
Platform.
This is a new minigame where you need to press the 'LS' (movement keys on the
keyboard) in the same direction as the flashing text then press 'A' (Enter on
the keyboard) to confirm. Do this until you have highlighted all four
directions.
Now turn around and access the terminal to the left of the window to
commence a deep space scan. In this minigame you need to align the circle
you can control with the one that's increasing in size. When they match
press 'A' (Enter on the keyboard).
Do the same thing with the console to the right of the window. When you have
both coordinates, you call Ricardo. He tells you that you need to align the
dishes to the Torrens' position manually. So you need to go outside.
[] Archive Log 151 Torrens Co-Ordinates
Manually input Torrens Coordinates []
Climb down the ladder and exit the Observatory Chamber. Go down the corridor
until Ricardo remotely unlocks the door to the airlock to your left. Enter it
and take the lift down.
When you arrive at the bottom, shine your flashlight on the wall in front of
you, then collect the ID tag from the rack.
____________________________
| NAME __________________ ID |
| O. Smith 2381 |
|____________________________|
Change into an EVA suit and save your game at the Registration Point. Turn
right and go outside. Ricardo urges you to hurry, since the station is going
to start falling soon. Walk down the long walkway to the lift and then take
it up to the External Array. Go to the terminal to the east and try to input
the Torrens' coordinates.
You discover that the Parabolic Antennas are in a fixed position so you
cannot input the coordinates. Ricardo tells you there is an override console
by the transmitters.
Remove Parabolic Antenna Lock []
Turn right and go down the stairs towards the Dish Maintenance. When you get
inside, move straight ahead until you find a lever. Pull it to reboot the
array clamp controls. Turn right and wait until you get the option to power
up the clamp releases. Pull all three levers going from right to left. Then
turn left and pull the lever to unlock the emergency clamp.
Head back to the terminal and input the coordinates. The first is 35 and the
second is 75. If you are using a controller, you will get feedback when it is
in the right position.
You finally manage to get in contact with Verlaine on the Torrens; you tell
her there is a deadly Alien organism on-station and you need urgent
extraction. Verlaine tells you she may be able to dock if you can extend the
Towing Platform Clamps beneath the Spaceflight Terminal.
Objective: Find a way for the Torrens to dock
Extend the Tow Platform beneath the Spaceflight Terminal to escape on the
Torrens before Sevastopol falls into the KG348 Gas Giant
Find a way to the Solomons Habitation Tower []
Return to Ricardo []
Return to the airlock and change back into your clothes, then save at the
Registration Point. Take the lift back up. You call Ricardo and tell him that
he needs to get ready since you are both leaving. He answers that is the best
news he has heard in weeks. Then you suddenly lose contact with him...
As you step off the lift, all hell breaks loose. An Alien drops into the
Comms Control and starts attacking the people there. Go into the corridor
and throw a Noisemaker towards the east end of Comms Control and get to the
elevator, then take it down to Comms Security Surveillance.
Start to go west towards where you last met Ricardo, about halfway through
the corridor you hear an Alien in the vent to your left. Keep moving towards
the security desk. When you arrive, you discover that a Facehugger has
attacked Ricardo.
Now make your way to the top of the stairwell and save at the Registration
Point. The Alien is going to attack all the security guards so they will
serve as distractions making it easier for you to get back to the Reception
area where you started the Mission.
When you get to the stairs going up to the Reception, keep going straight,
then turn right and enter the elevator. Push the button to take it up to
SysTech Upper Transit.
__________________________________________________________________________
| ':|
| Mission 17 - Desolation (MI17) |
| Archive Logs : 8 |
| Nostromo Logs : 2 |
| ID tags : 2 |
| Blueprints : EMP Mine (V.3) |
|:.________________________________________________________________________|
Find a way for the Torrens to dock []
A security guard patrols this next area. Throw a Noisemaker in his direction
to get the Alien to deal with him and then hide. After the Alien leaves, step
out of the elevator, turn left and go to the southwest corner of the Transit
Station.
Restore power to the Solomons Habitation Tower Transit []
Turn left and cut through the panel on the door, pull the lever to open it
and walk inside. Go into the next room, get all the items you can carry and
access the terminal to read three Archive Logs, one of them contains a
passcode.
[] Archive Log 138 Code for Repair Job
[] Archive Log 139 Tomorrow, Together #4
[] Archive Log 140 Bet on the Wrong Horse
Return to the Transit Station and turn right, use the passcode "1851" to open
the next door and go inside. Head south into Transit Monitoring and reboot
the power systems at the center console.
Go back to the Transit Station and turn right, then save your game at the
Registration Point ahead. Ready your Flamethrower, then pull the lever on the
door next to the Registration Point and torch the charging Facehugger. This
will probably attract the attention of the Alien, so be ready to chase it
away as well.
Go through the door into the Transit Control and then get what you can from
the wheeled cabinets. Play the audio recorder in the northeast corner, then
turn around and initialize the transit system from the terminal on the west
side.
[] Archive Log 141 Nowhere to Run
Access Spaceflight Terminal through Habitation Area []
Get back to the other side of the Terminal and call the transit. Since it
takes a while before it shows up, go south and wait there for a while. When
the transit arrives, enter it and take it to Habitation Tower Upper Transit.
Step out of the transit and walk through the ticket gates in front of you.
Then go down the stairs to your left. Turn left and walk forward and then
collect the ID tag from the bench on your left side.
____________________________
| NAME __________________ ID |
| E. Winters 2613 |
|____________________________|
Now climb back up the stairs and go around the corner into the Transit
Control, access the terminal here to listen to another Nostromo Log.
[] Nostromo Log 009 Health Checks
Leave the Transit Control and turn right, then go into the nearby elevator
and take it down to the Spaceflight Terminal. However, the elevator breaks
down and you have to find another way to the Spaceflight Terminal.
Find alternate route to Spaceflight Terminal []
Get out of the stuck elevator and save your game at the Registration Point to
your left. Ready and reload your Bolt gun then turn left and head through the
door.
As you walk down this corridor, a fiery industrial synthetic starts chasing
you. Shoot him in the head with your Bolt Gun and search the body, then
follow the corridor to the Canteen and enter.
An Alien drops down and starts to search the room, place a Molotov in front
of you and back out of the Canteen and wait for it to start making noise
attracting the Alien. The Molotov detonates and the Alien will run screaming
back into the vents. This should give you the "Retreat from Fire" achievement.
Go back into the Canteen and search the man straight ahead. Then get to the
other side where a loaded forklift is blocking a doorway. Search the dead
body, then access the terminal to the left of the forklift to read two more
Archive Logs, one of them contains a code.
[] Archive Log 143 Shut Out
[] Archive Log 144 Last Stand
Now turn around, then go to the security locker on the north wall of the
Canteen and open it with the code "1984". Pick up the keycard and the other
items inside it. Turn right and go to a tall remote control unit, which is
directly southeast of the locker. Use your keycard in it, which causes the
forklift to lift the load.
Get back to the forklift, search the two disabled androids nearby and then
crouch to crawl under the load. Enter the next corridor, then ready and reload
your Flamethrower if you have not done so already. Turn right and follow the
corridor to a dead end, then search the body here.
Turn around and go to the other end of the corridor where you will find a
locked door. Cut through the panel on the right side of the door with your
Ion Torch and pull the lever to open the door.
Go through the door and follow this corridor all the way to the Rec Room,
picking up what you can from the lockers along the way. When you get there,
turn right and save your game at the Registration Point nearby.
Turn around and go get the Flamethrower fuel from the table in the corner
of the room to your left, go clockwise around the room to pick up items until
you get to a dead body next to a vent. Search the body then climb into the
vent.
Crawl to the other side and then exit the vent. Have your Flamethrower ready
as you hug the right wall going into a small side room. Torch the Facehugger
that charges at you from behind the boxes to the left as you enter then
search all the lockers above the bunks. Get the keycard from the dead man and
play the audio recorder next to him.
[] Archive Log 142 Sealed In
Exit the side room and go to the tall remote control unit in the southeast
corner of the room. Pick up the Flamethrower fuel on the right-hand side table
then use your keycard in the unit, this unlocks a couple of doors. You see an
Alien come out from one of the rooms that unlocked in the corridor outside,
and it notices you through the window. Trouble!
You hear it running all the way to the Rec Room. You should move away from
where you are standing since there is a ceiling vent nearby and it is likely
that the Alien will drop down from there. When it arrives, use your
Flamethrower to make it retreat.
Now go into the Rec Room through the doorway that just opened and save your
game one more time at the Registration Point. Go back into the corridor and
follow it until you can enter the room where the Alien came out.
When you enter this room, there is another Registration Point straight ahead,
use it to save your game. Turn left and enter the Games Room to the east.
Have your Flamethrower ready since the Alien ambushes you by crawling through
the blocked doorway to your left as you enter the room. After you have chased
away the Alien, pull the lever next to the locked door. The power goes out and
you have to find a way to turn it back on.
Restart the Generator []
Watch the vents in the corridor as you make your way back to the Rec Room.
Save your game there and go into the Projector Room where you used the remote
to open the doors. Restart the generator, then carefully return to the Games
Room and enter the door to the Living Area.
There is an audio recorder on the bunk in front of you when you enter, listen
to it, then turn left and collect the ID tag from the left bunk. Search the
dead body and then climb into the vent.
[] Archive Log 145 Blood on my Hands
____________________________
| NAME __________________ ID |
| F. Sinclair 2033 |
|____________________________|
Crawl straight ahead then take a right turn to get to the other side. Now
turn left and go into the next corridor. Verlaine sends a broadcast saying
she is attempting to dock on the Towing Platform. The elevator you need to
take is on your right-hand side, enter it and take it to the Spaceflight
Terminal.
Find a way for the Torrens to dock []
Step out of the elevator and save your game at the Registration Point to your
right. Then walk through the door and crouch down to get through the debris
on the right side. You are back in the Passenger Lounge of the Spaceflight
Terminal you last visited in Mission 2.
Turn left and go down the stairs, then turn right and go to the door in the
corner. Cut through the panel next to it and pull the lever to open the door.
Walk inside and access the terminal straight ahead to listen to the final
Nostromo Log!
If you have been following this walkthrough, you should get the "Archivist"
achievement now for collecting all 10 Nostromo logs.
Pick up everything you can carry, especially the Flamethrower fuel from the
floor beneath the terminal. Pick up the blueprint upgrade on the wall to your
right as you exit the room. This blueprint is useless this late in the game,
though.
[] Nostromo Log 010 Nostromo Report Packet (Dallas)
____________________________________________________________________________
| |
EMP Mine 25 Scrap The EMP detonates on impact to release an
(V.3) 1 SCJ Injector electromagnetic pulse that temporarily
2 Sensors disables non-industrial Synthetics. This
3 Charge Packs advanced version has a much wider area of
2 Bonding Agents effect. It can be placed to become a
proximity device. It will start to emit a
noise that will attract the attention of
nearby synthetics 10 seconds after it has
been placed.
|____________________________________________________________________________|
Stay on the ground floor and run to the other side of the Passenger Lounge.
Cut through the panel on the door and pull the lever to open it. Walk through
the short corridor and take the elevator to the Tow Platform, ending the
mission.
__________________________________________________________________________
| ':|
| Mission 18 - Tomorrow, Together (MI18) |
| Archive Logs : 2 |
| ID tags : 2 |
|:.________________________________________________________________________|
As you arrive, Verlaine sends a message saying the station is falling apart
urging you to hurry.
Objective: Escape Sevastopol
Sevastopol is falling towards the Gas Giant. Board the Torrens and escape.
Exit the elevator and save your game at the Registration Point to your right.
Walk through the doorway to your right to enter the Dock Control. As you
enter, you get back in contact with Verlaine and she tells you she needs you
to extend two nearby dock cradle clamps.
Initiate the Docking Procedure []
Activate the Hydraulic Systems []
Activate the Guidance Systems []
Walk down the stairs and then climb the stairs in front of you to the middle
of the room. Turn right and then search the dead body sitting in the chair
slightly to your left and collect the ID tag from the table in front of him.
____________________________
| NAME __________________ ID |
| R. Padjdlhauser 1710 |
|____________________________|
Turn around and crawl under the debris to the right, then hack the terminal
in front of you. Turn left and open the floor vent, then drop down into it.
Crawl around the corner behind you and then crawl straight until you see some
cables going into an opening to your right.
Follow the cables into the opening and reboot the systems by pulling the
lever where they end. Now turn around and climb back up, then crawl to the
right, search the dead body there and make another right turn to find
another exit.
Climb out of the vent and hack the terminal nearby. Verlaine tells you to use
another terminal to extend the docking clamp.
Engage the Docking Clamp []
Go down the right stairs towards the next map marker, but avoid the android
on the floor since he will grab you. Once you reach the terminal, read another
Archive Log and select the "Initialize Docking Clamp" option from the utility
menu.
[] Archive Log 147 Stability Alert
With the docking clamps now engaging, Verlaine tells you to get to the Upper
Control Room.
Extend the Personnel Umbilical []
Get back to the middle of the room, then turn left and go north into the
stairwell. Climb the stairs to the top, searching the containers on your way
there and then go through the door and through the corridor to the Personnel
Umbilical Control. You call Verlaine telling her that the personnel umbilical
is gone, but that you can use the maintenance rig instead if you find an EVA
suit.
Extend the Maintenance Rig []
Search the suitcases in the control room, then access the terminal to read
the final Archive Log in the game and to select the ">Extend Maintenance Rig"
option from the utility menu. Now quickly turn around and go save at the
Registration Point back in the corridor.
[] Archive Log 148 Sevastopol Initialization
Get to the Airlock []
Enter the stairwell where an Alien drops down in front of you, you can torch
it with your Flamethrower or wait for it to go down the stairs, then slowly
follow it.
--( TIP )---------------------------------------------------------------
If you are trying to get the "100 Times Too Many" achievement, which requires
the Alien to have killed you 100 times, then this is an excellent place to
get it...
Walk past the Alien down the stairs and allow it to impale you with its tail,
killing you. Then load your current save and repeat this process until you
get the achievement.
------------------------------------------------------------------------
When you get back to the Dock Control, you discover that there are two Aliens
here. The choice to be aggressive or stealthy is up to you. Either way, make
your way to the Airlock, which is next to the Registration Point close to
where you began the mission.
Go inside and start to change into an EVA suit. However, you notice some ooze
dripping down on the helmet, and when you look up there is an Alien in the
vent above. It pulls you up into the vent and captures you...
Get back to the Airlock []
You wake up trapped in a different nest and manage to break free from the
webbing. When you get back on your feet, do not move anywhere yet, but look
down and to your right to see an unopened Alien egg. Shoot it with your
Shotgun and then turn around and collect the ID tag and Flamethrower fuel
from the couch in front of you. This is the final ID tag of the game; if you
have followed this walkthrough then you should get the achievement now for
collecting all the ID tags, "The Taken"!
____________________________
| NAME __________________ ID |
| S. Cooper 7336 |
|____________________________|
Shoot the next Alien egg to your right. Ready and reload your Flamethrower and
crawl through the opening ahead into a corridor filled with Alien eggs. Turn
right and start to walk down the corridor. Torch the two charging Facehuggers
and then pick up the Flamethrower fuel from the floor next to the first egg.
Now follow the corridor until you get to a door.
Quickly turn around and torch the Facehugger coming at you from behind, then
pick up the Flamethrower fuel from the floor. Go through the door, head left,
and then crouch down to crawl through some debris. As you crawl along, another
Facehugger charges you, so torch it with your Flamethrower.
Keep following this path until two Aliens drop down in front of you. Torch
the one closest to you when it turns to face you, making it retreat. Then
wait for the second one to go into the transit car ahead, and eventually go
back into the vents.
Stand up and go through the stranded transit car, then go through the door
to your right. When you get into the room, it will collapse taking you with
it...
After you get back on your feet, crawl through the opening into another room.
Pick up the ammunition and Flamethrower fuel from the bunks, and search the
lockers if you want. It is doubtful you will need to craft any more items in
the game, though.
Climb down the ladder and pick up the Flamethrower fuel from the desk to your
left, as well as from on top of the crate behind you.
Now go through the short corridor, but be careful, as a transit car will rush
by in front of the door as it opens. This is an area where you can easily mess
up your "One Shot" achievement if you are trying to get it, since being hit
by a transit car means instant death.
Step into the tunnel and look slightly to your right, go into the opening and
turn left. When you get to the next opening, try to angle it so instead of
going straight out, you sprint out at a 45-degree angle to your left. If you
do it correctly, the next transit car will pass over you and you will survive.
Turn left, go up the ramp and then go through the opening and into the tunnel.
Turn right and walk forward until you drop down in a maintenance pit. Start to
climb up the ladder, when another transit car passes by throwing you back
down!
Climb up the ladder for the second time and then turn right and climb the
stairs to the Maintenance Office ahead. Crouch down to get through the door
and then climb into the vent once you are inside the office.
You will hear the shrieking of Facehuggers as you enter the vent, crawl around
the corner to your right, and when you hear a second shriek, crawl backwards
the same way you came. Torch the two Facehuggers as they approach you.
Now crawl to the other side of the area with all the eggs and follow the vent
there to the other side. You drop down on top of an elevator, turn right and
start to climb down the ladder. You lose grip on the ladder and fall down on
your back. Above, you see the elevator collapse and drop down, but it stops
just before it crushes you!
Before you move, look to your left and blast the unopened Alien egg. Then
climb out of the shaft through the opening in front of you. You get in
contact with Verlaine and she tells you the gravitational pull has twisted
the rig so they cannot break free from the station. You have to activate the
emergency release outside.
Release the Torrens []
You are still dazed from the fall and everything is blurry. Make your way
back to the Airlock on the other side of the Dock Control, then change into
an EVA suit.
Turn left and walk outside. Take the lift up and then follow the walkway to
the cable car. Press the button to take it to the end of the Maintenance Rig.
When you arrive, climb over the gate.
Climb up the stairs. Verlaine tells you that you need to find two priming
mechanisms to unlock the manual release. Notice the Alien lurking nearby.
Prime the Release Mechanisms []
Go down the ramp on either side and pull the lever to access the keycard.
Pick up the keycard and insert it. Then do the same thing on the other side.
This opens up the emergency release. Verlaine informs you she has set the
airlock to auto.
Blow the Emergency Release Bolts []
Get to the emergency release and use it. You have to do this part without
hesitation since the Aliens can kill you here. Now activate the bolts in any
order until you have activated all four.
You hook yourself to the railing, and just as a whole group of Aliens arrives,
you manage to hit the last button on the emergency release. One of the Aliens
attempt to grab you as it blows, but you swirl out of the way until you drop
down next to the Airlock of the Torrens.
The Torrens has now freed, and a cutscene follows of Sevastopol Station
disintegrating as it enters the atmosphere of KG348.
__________________________________________________________________________
| ':|
| Mission 19 - Isolation (MI19) |
| |
|:.________________________________________________________________________|
Objective: Meet Verlaine on the Bridge
Sevastopol is no more. Reunite with Verlaine on the Bridge.
Get to the Bridge []
You call Verlaine to say that you are on your way up to the Bridge. However,
there is no response. Follow the corridor until you reach the four-way
junction. Turn left and push the button on the door, it opens and you are
shocked to find an Alien on the other side.
Quickly move backwards into the airlock behind you. When instructed to do so
move left, then right and finally push the button to decompress the airlock.
You float unconscious in space when suddenly something approaching shines a
light on your helmet...
____________________________________________________________________________
| ``:::%%%%%%HH|
|:.. COLLECTIBLES `:::::%%%%|
|%%%:::::.. (COL1) ::::::|
|HH%%%%%:::::.....___________________________________________________________|
You do not have to find all of these in one playthrough, the game will
remember which ones you already found in a previous playthrough.
Look in the mission walkthroughs for more detailed information on how to find
the various collectibles.
There are seven achievements you can get related to collectibles, not
including the achievements you get for using various weapons:
A Record of Disaster Collect an archive log
A True Engineer Construct one of each craftable item
Archivist Collect 10 Nostromo logs in the main campaign
Build to Survive Construct an item
The Missing Collect an ID tag
The Taken Collect all ID tags
Voices of Sevastopol Collect 100 archive logs
There are two weapons that you could possibly miss, the Bolt Gun and the
Flamethrower in Mission 14. For a real challenge, try to finish the game
without them. You need to pick up all the other weapons for story
progression, so they are impossible to overlook.
__________________________________________________________________________
| ':|
| Archive Logs (ARL1) |
| |
|:.________________________________________________________________________|
# Location Sublocation Mission
------------------------------------------------------------------------------
001 The Torrens A Deck 1
002 The Torrens A Deck 1
003 The Torrens A Deck 1
004 Sevastopol Spaceflight Terminal Arrivals and Departures 2
005 Sevastopol Spaceflight Terminal Arrivals and Departures 2
006 Sevastopol Spaceflight Terminal Arrivals and Departures 2
007 Sevastopol Spaceflight Terminal Arrivals and Departures 2
008 Sevastopol Spaceflight Terminal Arrivals and Departures 2
009 Sevastopol Spaceflight Terminal Arrivals and Departures 2
010 Sevastopol Spaceflight Terminal Arrivals and Departures 2
011 Sevastopol Spaceflight Terminal Arrivals and Departures 2
012 Sevastopol Spaceflight Terminal Arrivals and Departures 2
013 Sevastopol Spaceflight Terminal Security 2
014 Sevastopol Spaceflight Terminal Security 2
015 Sevastopol Spaceflight Terminal Security 2
016 Sevastopol Spaceflight Terminal Freight Shipping 2
017 Sevastopol Spaceflight Terminal Freight Shipping 2
018 Sevastopol Spaceflight Terminal Freight Shipping 2
019 Lorenz SysTech Spire Upper Level 3
020 Lorenz SysTech Spire Lower Level 3
021 Lorenz SysTech Spire Lower Level 3
022 Lorenz SysTech Spire Lower Level 3
023 Seegson Communications Monitoring Rooms 4
024 Seegson Communications Monitoring Rooms 4
025 Seegson Communications Monitoring Rooms 4
026 Seegson Communications Monitoring Rooms 4
027 Seegson Communications Monitoring Rooms 4
028 Seegson Communications Monitoring Rooms 4
029 Seegson Communications Observation Deck 4
030 Seegson Communications Observation Deck 4
031 Seegson Communications Central Communications 4
032 Seegson Communications Central Communications 4
033 Seegson Communications Central Communications 4
034 Seegson Communications Observation Deck 4
035 San Cristobal Medical Facility Crisis Stabilization Unit 5
036 San Cristobal Medical Facility Crisis Stabilization Unit 5
037 San Cristobal Medical Facility Crisis Stabilization Unit 5
038 San Cristobal Medical Facility Crisis Stabilization Unit 5
039 San Cristobal Medical Facility Crisis Stabilization Unit 5
040 San Cristobal Medical Facility Crisis Stabilization Unit 5
041 San Cristobal Medical Facility Crisis Stabilization Unit 15
042 San Cristobal Medical Facility Maintenance and Morgue 6
043 San Cristobal Medical Facility Maintenance and Morgue 6
044 San Cristobal Medical Facility Primary Care Floor 6
045 San Cristobal Medical Facility Primary Care Floor 6
046 San Cristobal Medical Facility Primary Care Floor 6
047 San Cristobal Medical Facility Primary Care Floor 6
048 San Cristobal Medical Facility Primary Care Floor 6
049 San Cristobal Medical Facility Primary Care Floor 6
050 San Cristobal Medical Facility Primary Care Floor 6
051 San Cristobal Medical Facility Primary Care Floor 6
052 San Cristobal Medical Facility Primary Care Floor 6
053 San Cristobal Medical Facility Primary Care Floor 6
054 San Cristobal Medical Facility Primary Care Floor 6
055 San Cristobal Medical Facility Primary Care Floor 6
056 Seegson Synthetics Facility Observation 7
057 Seegson Synthetics Facility Observation 7
058 Seegson Synthetics Facility Observation 7
059 Seegson Synthetics Facility Observation 7
060 Seegson Synthetics Synthetic Storage 7
061 Seegson Synthetics Synthetic Storage 7
062 Seegson Synthetics Facility Observation 7
063 Seegson Synthetics Facility Observation 7
064 Seegson Synthetics Synthetic Fluid Plant 7
065 Seegson Synthetics Facility Observation 7
066 Sevastopol SciMed Tower Transit Station 16
067 Sevastopol SciMed Tower Maintenance Deck 8
068 Sevastopol SciMed Tower Maintenance Deck 8
069 Sevastopol SciMed Tower Transit Station 8
070 Solomons Habitation Tower Galleria Lower Concourse 10
071 Solomons Habitation Tower Galleria Lower Concourse 10
072 Lorenz SysTech Spire Upper Level 10
073 Lorenz SysTech Spire Lower Level 10
074 Lorenz SysTech Spire Lower Level 10
075 Lorenz SysTech Spire Lower Level 10
076 Lorenz SysTech Spire Upper Level 10
077 Lorenz SysTech Spire Lobby and Technical 10
078 Lorenz SysTech Spire Lobby and Technical 10
079 Lorenz SysTech Spire Upper Level 10
080 Lorenz SysTech Spire Upper Level 10
081 Lorenz SysTech Spire Upper Level 10
082 Lorenz SysTech Spire Upper Level 10
083 Lorenz SysTech Spire Upper Level 10
084 Lorenz SysTech Spire Upper Level 10
085 Lorenz SysTech Spire Upper Level 10
086 Gemini Exoplanet Solutions Manufacture and Distribution 10
087 Gemini Exoplanet Solutions Manufacture and Distribution 10
088 Gemini Exoplanet Solutions Manufacture and Distribution 10
089 Gemini Exoplanet Solutions Manufacture and Distribution 10
090 Gemini Exoplanet Solutions Manufacture and Distribution 10
091 Gemini Exoplanet Solutions Upper Floor 10
092 Project KG348 Upper Decks 10
093 Project KG348 Upper Decks 10
094 Gemini Exoplanet Solutions Upper Floor 10
095 Solomons Habitation Tower Galleria Upper Concourse 11
096 Solomons Habitation Tower Galleria Lower Concourse 11
097 Solomons Habitation Tower Galleria Lower Concourse 11
098 Solomons Habitation Tower Galleria Lower Concourse 11
099 Solomons Habitation Tower Galleria Lower Concourse 11
100 Solomons Habitation Tower Galleria Upper Concourse 11
101 Solomons Habitation Tower Galleria Upper Concourse 11
102 Solomons Habitation Tower Galleria Lower Concourse 10
103 Solomons Habitation Tower Galleria Lower Concourse 10
104 Solomons Habitation Tower Galleria Lower Concourse 10
105 Seegson Synthetics Synthetic Fluid Plant 12
106 Seegson Synthetics Synthetic Fluid Plant 12
107 Seegson Synthetics Seegson Synthetics Administration 12
108 Seegson Synthetics Seegson Synthetics Administration 12
109 Seegson Synthetics Seegson Synthetics Administration 12
110 Seegson Synthetics Seegson Synthetics Administration 12
111 Seegson Synthetics Seegson Synthetics Administration 12
112 Seegson Synthetics Seegson Synthetics Administration 12
113 Seegson Synthetics Seegson Synthetics Administration 12
114 Seegson Synthetics Android Orientation 12
115 APOLLO Core APOLLO Welcome Area 13
116 APOLLO Core APOLLO Welcome Area 13
117 APOLLO Core APOLLO Welcome Area 13
118 APOLLO Core APOLLO Welcome Area 13
119 APOLLO Core APOLLO Servers and Observation 13
120 APOLLO Core APOLLO Servers and Observation 13
121 APOLLO Core APOLLO Servers and Observation 13
122 APOLLO Core APOLLO Servers and Observation 13
123 APOLLO Core APOLLO Servers and Observation 13
124 APOLLO Core APOLLO Servers and Observation 13
125 Engineering Maintenance Deck 14
126 Engineering Central Reactor 14
127 Engineering Maintenance Deck 14
128 Engineering Maintenance Deck 14
129 Engineering Maintenance Deck 14
130 San Cristobal Medical Facility Primary Care Floor 6
131 The Anesidora Upper Decks 15
132 The Anesidora Upper Decks 15
133 The Anesidora Upper Decks 15
134 The Anesidora Upper Decks 15
135 The Anesidora Upper Decks 15
136 The Anesidora Upper Decks 15
137 Seegson Communications Monitoring Rooms 16
138 Solomons Habitation Tower Habitation Decks 17
139 Solomons Habitation Tower Habitation Decks 17
140 Solomons Habitation Tower Habitation Decks 17
141 Solomons Habitation Tower Habitation Decks 17
142 Lorenz SysTech Spire Upper Transit 17
143 Lorenz SysTech Spire Upper Transit 17
144 Lorenz SysTech Spire Upper Transit 17
145 Lorenz SysTech Spire Upper Transit 17
146 Sevastopol Spaceflight Terminal Arrivals and Departures 16
147 Station Maintenance Lower Deck 18
148 Station Maintenance Upper Deck 18
149 Lorenz SysTech Spire Lower Level 10
150 APOLLO Core APOLLO Welcome Area 13
151 Seegson Communications Observation Deck 16
__________________________________________________________________________
| ':|
| Nostromo Logs (NOL1) |
| |
|:.________________________________________________________________________|
# Location Sublocation Mission
------------------------------------------------------------------------------
001 Seegson Communications Monitoring Rooms 4
002 Lorenz SysTech Spire Upper Level 16
003 Lorenz SysTech Spire Upper Level 16
004 Sevastopol SciMed Tower Transit Station 15
005 San Cristobal Medical Facility Primary Care Floor 15
006 Seegson Synthetics Facility Observation 16
007 Engineering Maintenance Deck 16
008 Gemini Exoplanet Solutions Upper Floor 16
009 Solomons Habitation Tower Upper Transit 17
010 Sevastopol Spaceflight Terminal Arrivals and Departures 17
__________________________________________________________________________
| ':|
| ID tags (IDT1) Personnel Log Missing Persons |
| |
|:.________________________________________________________________________|
Name Sex Last Known Location ID Code Mission
------------------------------------------------------------------------------
A. Fielding M Freight Shipping 8841 2
A. Hutchison F Lorenz SysTech Spire 1453 3
A. Lynch F San Cristobal Medical Facility 4326 5
A. Sawers M San Cristobal Medical Facility 4005 6
B. Hymers M Solomons Habitation Tower 3541 11
B. Ransome M Engineering 4121 14
B. Bullock M Seegson Synthetics 3889 12
C. McCormack M San Cristobal Medical Facility 4237 6
C. Ward F Lorenz SysTech Spire 2265 3
C. Burrows F San Cristobal Medical Facility 3309 5
C. Gascoyne M Lorenz SysTech Spire 3425 10
D. Turner M Seegson Communications 7637 4
K. Lingard F Solomons Habitation Tower 6734 8
E. Hampton M Seegson Synthetics 8239 12
E. Winters F Lorenz SysTech Spire 2613 17
E. Koorlander F Sevastopol SciMed Tower 1685 5
E. Guevara M Seegson Synthetics 3077 12
F. Whitechapel M San Cristobal Medical Facility 4928 5
F. Sinclair M Solomons Habitation Tower 2033 17
G. Ramsey M Solomons Habitation Tower 3423 11
G. Spedding M APOLLO Core 4627 13
J. Mitchell M Seegson Synthetics 1227 12
J. Williams F Lorenz SysTech Spire 9744 3
J. Shotliff M APOLLO Core 2149 13
J. King M APOLLO Core 4025 13
J. Jones F San Cristobal Medical Facility 3657 15
K. Bennett M Solomons Habitation Tower 3122 16
K. Clarke F Sevastopol SciMed Tower 2961 8
K. Neville F San Cristobal Medical Facility 2845 6
K. Hussein M APOLLO Core 2729 13
K. Lenton F Gemini Exoplanet Solutions 3724 10
L. Tart M San Cristobal Medical Facility 1917 5
M. Perry M Lorenz SysTech Spire 5831 16
M. Radcliffe M Seegson Communications 6433 16
N. Brunswick F Seegson Synthetics 5530 7
O. Smith M Seegson Communications 2381 16
O. Sans-Gomez M Seegson Synthetics 2497 7
P. Ryniak F Project KG348 8540 10
P. Brophy M Seegson Communications 5529 4
P. Timlett M Engineering 9443 14
R. Padjdlhauser M Station Maintenance 1710 18
R. Tafler M Lorenz SysTech Spire 1337 10
S. Cooper M Station Maintenance 7336 18
T. Miller M San Cristobal Medical Facility 3773 5
T. Armer M Seegson Communications 7938 4
T. Curwen M Seegson Communications 1569 4
V. Nash F Sevastopol SciMed Tower 9142 8
Chief Porter M Engineering 3193 14
W. Woodbury M Colonial Marshal Bureau 7035 10
Z. Watson M Freight Shipping 6132 2
__________________________________________________________________________
| ':|
| Blueprints (BLP1) |
| |
|:.________________________________________________________________________|
____________________________________________________________________________
| |
EMP Mine 25 Scrap The EMP detonates on impact to release an
(V.1) 1 SCJ Injector electromagnetic pulse that temporarily
2 Sensors disables non-industrial Synthetics. It
Mission 3 Charge Packs can be placed to become a proximity
4 2 Bonding Agents device.
Location: Seegson Communications - Observation Deck
|____________________________________________________________________________|
____________________________________________________________________________
| |
EMP Mine 25 Scrap The EMP detonates on impact to release an
(V.2) 1 SCJ Injector electromagnetic pulse that temporarily
2 Sensors disables non-industrial Synthetics. This
Mission 3 Charge Packs upgraded version has a wider area of
11 2 Bonding Agents effect. It can be placed to become a
proximity device.
Location: Solomons Habitation Tower - Galleria Upper Concourse
|____________________________________________________________________________|
____________________________________________________________________________
| |
EMP Mine 25 Scrap The EMP detonates on impact to release an
(V.3) 1 SCJ Injector electromagnetic pulse that temporarily
2 Sensors disables non-industrial Synthetics. This
Mission 3 Charge Packs advanced version has a much wider area of
17 2 Bonding Agents effect. It can be placed to become a
proximity device. It will start to emit a
noise that will attract the attention of
nearby synthetics 10 seconds after it has
been placed.
Location: Sevastopol Spaceflight Terminal - Arrivals and Departures
|____________________________________________________________________________|
____________________________________________________________________________
| |
Flashbang 10 Scrap A non-harmful device which detonates on
(V.1) 1 Bonding Agent impact, stunning nearby humans and
1 Blasting Cap blinding humans and synthetics looking at
Mission 1 Sensor the detonation. As a modified proximity
3 device,it can be placed as a trap that
will trigger when enemies are near.
Location: Lorenz SysTech Spire - Lower Level
|____________________________________________________________________________|
____________________________________________________________________________
| |
Flashbang 10 Scrap A non-harmful device which detonates on
(V.2) 1 Bonding Agent impact, stunning nearby humans and
1 Blasting Cap blinding humans and synthetics looking at
Mission 1 Sensor the detonation. This upgraded version
8 stuns humans over a wider area. As a
modified proximity device, it can be
placed as a trap that will trigger when
enemies are near.
Location: Sevastopol SciMed Tower - Maintenance Deck
|____________________________________________________________________________|
____________________________________________________________________________
| |
Flashbang 10 Scrap A non-harmful device which detonates on
(V.3) 1 Bonding Agent impact, stunning nearby humans and
1 Blasting Cap blinding humans and synthetics looking at
Mission 1 Sensor the detonation. This advanced version
15 stuns humans over a much wider area. As
a modified proximity device, it can be
placed as a trap that will trigger when
enemies are near. It will start to emit a
noise that will attract a lot of
attention 10 seconds after it has been
placed
Location: San Cristobal Medical Facility - Primary Care Floor
|____________________________________________________________________________|
____________________________________________________________________________
| |
Medikit 10 Scrap The Medikit can be used to partially heal
(V.1) 1 SCJ Injector yourself in moments of need. It takes
1 Compound B careful precision to use the Medikit so
Mission 1 Bonding Agent make sure you have time to use it.
2
Location: Sevastopol Spaceflight Terminal - Arrivals and Departures
|____________________________________________________________________________|
____________________________________________________________________________
| |
Medikit 10 Scrap The Medikit can be used to partially heal
(V.2) 1 SCJ Injector yourself in moments of need. It takes
1 Compound B careful precision to use the Medikit so
Mission 1 Bonding Agent make sure you have time to use it. This
10 advanced version restores more health.
Location: Lorenz SysTech Spire - Upper Level
|____________________________________________________________________________|
____________________________________________________________________________
| |
Molotov 25 Scrap The Molotov is an incendiary device which
(V.1) 2 Sensors detonates on impact. It is lethal to
2 Ethanol humans and other organics but synthetics
Mission 1 Blasting Cap are very resistant to fire. As a modified
6 2 Compound B proximity device, it can be placed as an
explosive trap.
Location: San Cristobal Medical Facility - Primary Care Floor
|____________________________________________________________________________|
____________________________________________________________________________
| |
Molotov 25 Scrap The Molotov is an incendiary device which
(V.2) 2 Sensors detonates on impact. It is lethal to
2 Ethanol humans and other organics but synthetics
Mission 1 Blasting Cap are very resistant to fire. This upgraded
12 2 Compound B version inflicts more damage over a
slightly wider area. As a modified
proximity device, it can be placed as an
explosive trap.
Location: Seegson Synthetics - Seegson Synthetics Administration
|____________________________________________________________________________|
____________________________________________________________________________
| |
Molotov 25 Scrap The Molotov is an incendiary device which
(V.3) 2 Sensors detonates on impact. It is lethal to
2 Ethanol humans and other organics but synthetics
Mission 1 Blasting Cap are very resistant to fire. This advanced
16 2 Compound B version inflicts much more damage over a
wider area. As a modified proximity
device, it can be placed as an explosive
trap. It will start to emit a noise that
will attract a lot of attention 10
seconds after it has been placed.
Location: Lorenz SysTech Spire - Lobby and Technical
|____________________________________________________________________________|
____________________________________________________________________________
| |
Noisemaker 10 Scrap This home-made device continuously emits
(V.1) 1 Charge Pack a high-pitched noise when triggered which
1 Sensor will attract a lot of attention. If
Mission 1 SCJ Injector placed, The device has a handy 4 second
4 delay before it activates.
Location: Seegson Communications - Observation Deck
|____________________________________________________________________________|
____________________________________________________________________________
| |
Noisemaker 10 Scrap This home-made device continuously emits
(V.2) 1 Charge Pack a high-pitched noise when triggered which
1 Sensor will attract a lot of attention. This
Mission 1 SCJ Injector upgraded version has a longer duration
10 and attracts attention over a wider area.
If placed, the device has a handy
4 second delay before it activates.
Location: Lorenz SysTech Spire - Upper Level
|____________________________________________________________________________|
____________________________________________________________________________
| |
Noisemaker 10 Scrap This home-made device continuously emits
(V.3) 1 Charge Pack a high-pitched noise when triggered which
1 Sensor will attract a lot of attention. This
Mission 1 SCJ Injector advanced version has a significantly
16 longer duration and attracts attention
over a much wider area. If placed, the
device has a handy 4 second delay before
it activates.
Location: Solomons Habitation Tower - Galleria Lower Concourse
|____________________________________________________________________________|
____________________________________________________________________________
| |
Pipe Bomb 25 Scrap The Pipe Bomb is an explosive device
(V.1) 2 Blasting Caps which detonates on impact. It is lethal
1 Ethanol to humans and non-industrial synthetics
Mission 2 Sensors in close proximity. When placed as an
5 2 SCJ Injectors explosive trap, it will trigger when
enemies are near.
Location: San Cristobal Medical Facility - Crisis Stabilization Unit
|____________________________________________________________________________|
____________________________________________________________________________
| |
Pipe Bomb 25 Scrap The Pipe Bomb is an explosive device
(V.2) 2 Blasting Caps which detonates on impact. It is lethal
1 Ethanol to humans and non-synthetics in close
Mission 2 Sensors proximity. This upgraded version inflicts
16 2 SCJ Injectors more damage over a wider area. When
placed as an explosive trap, it will
trigger when enemies are near.
Location: Engineering - Maintenance Deck
|____________________________________________________________________________|
____________________________________________________________________________
| |
Pipe Bomb 25 Scrap The Pipe Bomb is an explosive device
(V.3) 2 Blasting Caps which detonates on impact. It is lethal
1 Ethanol to humans and synthetics in close
Mission 2 Sensors proximity. This advanced version inflicts
16 2 SCJ Injectors much more damage over a wider area. When
placed as an explosive trap, it will
trigger when enemies are near. It will
start to emit a noise that will attract
a lot of attention 10 seconds after it
has been placed.
Location: Sevastopol SciMed Tower - Transit Station
|____________________________________________________________________________|
____________________________________________________________________________
| |
Smoke Bomb 10 Scrap This device which detonates on impact
(V.1) 1 Ethanol will release a cloud of smoke that
1 Sensor obscures visibility. As a modified
Mission 1 Bonding Agent proximity device, it can be placed as a
3 trap that will trigger when enemies are
near.
Location: Lorenz SysTech Spire - Lower Level
|____________________________________________________________________________|
____________________________________________________________________________
| |
Smoke Bomb 10 Scrap This device which detonates on impact
(V.2) 1 Ethanol will release a cloud of smoke that
1 Sensor obscures visibility. This upgraded
Mission 1 Bonding Agent version creates smoke which lasts for a
7 longer duration. As a modified proximity
device, it can be placed as a trap that
will trigger when enemies are near.
Location: Seegson Synthetics - Facility Observation
|____________________________________________________________________________|
____________________________________________________________________________
| |
Smoke Bomb 10 Scrap This device which detonates on impact
(V.3) 1 Ethanol will release a cloud of smoke that
1 Sensor obscures visibility. This advanced
Mission 1 Bonding Agent version creates smoke which lasts for a
16 significantly longer duration. As a
modified proximity device, it can be
placed as a trap that will trigger when
enemies are near. It will start to emit
a noise that will attract a lot of
attention 10 seconds after it has been
placed.
Location: Seegson Communications - Monitoring Rooms
|____________________________________________________________________________|
____________________________________________________________________________
| ``:::%%%%%%HH|
|:.. ACHIEVEMENTS `:::::%%%%|
|%%%:::::.. (AZT1) ::::::|
|HH%%%%%:::::.....___________________________________________________________|
Achievement Description
------------------------------------------------------------------------------
100 Times Too Many Get killed by the Alien 100 times
A Hunt Begins Complete the third mission
A Perfect Organism Encounter the Alien in Sevastopol for the first
time
A Record of Disaster Collect an archive log
A Synthetic Solution Complete the twelth mission
A True Engineer Construct one of each craftable item
An Outpost of Progress Complete the seventh mission
Archivist Collect 10 Nostromo logs in the main campaign
Awake Complete the first mission
Back Off Cause the Alien to retreat by using the
flamethrower
Bait Complete the tenth mission
Build to Survive Construct an item
Caught in the Trap Complete the sixth mission
Consulation Complete the thirteenth mission
End of the Hunt Complete the eighteenth mission
Every Bullet Counts Use the revolver
Fault Detected Kill an android
Free the Torrens Complete the seventeenth mission
Hazard Containment Complete the eleventh mission
Hide. Run. Survive. Complete the fifth mission without being killed by
the Alien
How Do You Feel? Complete the fifth mission
I Admire its Purity Detect 30 targets with the motion tracker
Just out of Reach Contact your team and escape Comms without being
attacked by an android
Light'em Up Use the flamethrower
Mercy or Prudence? Complete the game without killing any humans
Mind Your Step Navigate Reactor Maintenance without dying
My Turn Now Kill an android using only the maintenance jack
Not a Scratch Escape from android combat without taking damage
Not the First Turn off the beacon
One Shot Complete the game without dying
Power Games Access 10 different rewire points
Retreat From Fire Cause the Alien to retreat using a molotov
Ripley, Signing Off Complete the game on any difficulty setting
Seegson Security Bypass Perform 10 successful hacks
Seegson Systems Expert Complete 10 minigames successfully
Self Defense Kill 10 humans
She's in the Vents Use the vent system 20 times
Shock to the System Use the stun baton
Stunned Knock down a human or stun an android with a
non-lethal attack
Survivor Complete the game on the hardest difficulty setting
The Message Complete the fifteenth mission
The Missing Collect an ID tag
The Taken Collect all ID tags
This Should Work Use the bolt gun
Throwing the Switch Complete the fourteenth mission
Transmission Complete the sixteenth mission
Use With Caution... Use the shotgun
Voices of Sevastopol Collect 100 archive logs
Welcome to Sevastopol Complete the second mission
You Shouldn't Be There. Complete the fourth mission
Most of these are self-explanatory, and you will get the majority of them by
just progressing through the game normally. Some of them may be a little
harder to get, so what follows is a more in-depth explanation of those:
100 Times Too Many
------------------
You can get this anywhere, and over a number of playthroughs. The most
efficient way is during Mission 18, after you have extended the maintenance
rig and are on your way back down the stairwell. There is a Registration Point
where you can save your game only a short distance from a scripted Alien
appearance.
Hide. Run. Survive.
-------------------
You will need to finish Mission 5 without the Alien killing you. Whenever the
Alien discovers you during this mission, simply pause your game, load your
current save and then try again.
If you are too slow and the death animation finishes (when you see the
cassette tape in the corner of the screen), then the game updates your current
save with that information. You will then have to load either your previous
save, or the mission save to be able to get the achievement. In addition,
playing on Easy difficulty makes it well, easier...
Just out of Reach, Mind Your Step, One Shot
-------------------------------------------
You can apply the same strategy used for "Hide. Run. Survive." to get these
achievements.
Mercy or Prudence?
------------------
You can sneak past the looters in most cases, and other times you can use the
Alien or the Working Joes as weapons, getting them to do the killing for you.
The Flashbang can be useful to stun humans, allowing you to get by unscathed.
My Turn Now
-----------
It is easy to get at the beginning of Mission 4. Sneak up on the android in
the corridor in Seegson Communications and hit him a couple of times with the
Maintenance Jack. Then run all the way back to the elevator and wait there
until he loses interest in chasing you and returns to his post. Then rinse and
repeat until he is dead. You will get the "Fault Detected" and "Not a Scratch"
achievements from doing this as well.
____________________________________________________________________________
| ``:::%%%%%%HH|
|:.. IN-GAME PLAYING TIPS `:::::%%%%|
|%%%:::::.. (TPS1) ::::::|
|HH%%%%%:::::.....___________________________________________________________|
* Aiming your weapon at someone will be taken as an aggressive act and a
confrontation can escalate very quickly.
* Avoid making loud noises, keep contacts at a distance and you will
find survival much easier.
* Collect blueprints to help Ripley learn how to craft different and
improved devices.
* Committing a component to an IED removes it from your inventory. Use
this to clear space for more items.
* Conserve your ammunition as you never know when you might need it.
* Crafted devices can damage, disable or distract enemies.
* Crafting items to survive is vital. Find somewhere quiet and dark to
build devices.
* Crouching whilst moving is quieter but will slow you down.
* Distractions are a useful way to avoid a dangerous situation.
* Distractions can sometimes attract a deadlier threat. Use with
caution.
* Don't attack allies or civilians!
* Don't try to outrun the Alien. You won't make it.
* EMP devices can be used to disable androids for a short amount of
time.
* Enemies will react to the beam of your flashlight.
* Firing a weapon, hitting surfaces and detonating hand-built devices
will all attract unwanted attention.
* Hiding is only ever a temporary solution.
* If you are spotted, run, hide or break line of sight. The longer you
stay hidden the better chance you have of evading your pursuer.
* If you see or hear the Alien react, it may have sensed you
* In addition to callback codes, the Security Access Tuner can also
match frequency fluctuations.
* Keep moving slowly and carefully.
* Look for terminals to unlock map schematics for the station.
* Make too much noise, and you will attract the Alien.
* Map terminals will add unexplored locations to your in game map.
* Move slow, quiet and at a distance to survive against the Alien
* Noises above and below you are indicators that something is lurking
nearby.
* Not everyone aboard the station is aggressive. Judge the situation by
listening in on their conversation and approach carefully.
* Personal Logs and audio recorders give a good insight into the lives
of people onboard the station.
* Ripley is a survivor and can use many things to evade danger.
* Ripley is not a violent person, but will defend herself if she needs
to.
* Run when you can, crouch frequently, cause distractions and stay
behind cover.
* Sevastopol still has an automated security camera system running in
some places. This can trigger alarms and bring unwanted attention.
* Sevastopol's transit system is the fastest way to move between its
three main towers.
* Short range shuttles are used by the hospital for fast journeys
between Sevastopol's towers. Executives have priority access to them.
* Some doors have been secured with security braces. Use the Maintenance
Jack to release the magnetic locks.
* Sprinting is a last resort. It is loud and alerts anything nearby that
could hear you.
* Sprinting is loud, so move slowly to avoid detection.
* Strike a wall or hard surface with the Maintenance Jack to cause a
distraction.
* Survivors on the station are just trying to stay alive. Don't mess
with them and they won't mess with you.
* Synthetics are susceptible to physical attacks when they are stunned.
* The Alien has heightened senses. It will spot you quicker than humans
or androids.
* The Alien is not the only threat on board the station.
* The flashlight is useful in the dark, but is also likely to alert
enemies that spot it. Use it carefully.
* The Maintenance Jack can be used to divert power inside an electrical
junction.
* The more you can collect and build the more options you will have to use
in a difficult situation.
* The motion tracker can be heard if you are very close to an enemy.
Use it wisely.
* The motion tracker is only accurate in the direction you are facing.
Keep an eye on the side and rear indicators.
* The Rewire system aboard the station is a handy way of tilting the
odds in your favor. Look out for junction boxes.
* The Security Access Tuner can be used to override systems, doors and
terminals. Tune in to the correct frequency and enter the callback
code.
* There are a lot of missing people on the station. Collect their
ID tags to find out more.
* Try to avoid conflict or at least make sure you have enough ammo for
a fight.
* Use combinations of devices to safely dispatch a Working Joe.
* Vents are a great way of avoiding danger, but they may not always be
as safe as you think.
* Violence towards humans is contrary to primary synthetic programming,
but it doesn't mean the Working Joes are incapable of doing it.
* Working Joes are rudimentary androids, but it doesn't mean they're
harmless.
____________________________________________________________________________
| ``:::%%%%%%HH|
|:.. LOG TRANSCRIPTS `:::::%%%%|
|%%%:::::.. (SCR1) ::::::|
|HH%%%%%:::::.....___________________________________________________________|
Logs with (#) contain a passcode, you need to have read it in your current
game to be able to enter a passcode into the corresponding security locker
or door. It is not enough to have it show up in your Archive Logs from
earlier.
The audio recordings are marked with (A).
__________________________________________________________________________
| ':|
| Archive Logs (ARL1) |
| |
|:.________________________________________________________________________|
Subject Sender Date
------------------------------------------------------------------------------
001 Just Missed You Blane 11/15/2137
Verlaine, you on the lookout for a navigational officer? I have a
friend that's just lost his ship and he's looking for work. I can
vouch for him, he's got good papers.
Same old story - The megacorps undercut him, picked up all his
clients. Contracts are getting harder to come by for the smaller
companies and I'm thinking of getting out myself while I still have
something to sell. Sounds like you're doing okay though. Dropped by
the docks and heard you just shipped out. Sevastopol Station - what a
shithole. Still, I hear Weyland-Yutani pay well.
Good luck to you - if you can't beat them, right? Let's catch up when
you get back.
Blane.
Subject Sender Date
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002 RE: Nostromo Incident Saul 11/13/2137
To N. Taylor
RE: Nostromo incident. Weyland-Yutani file #DS9398476
Hey, Taylor, I got your case request. It may take me a while to dig
out the files and the incident happened before my time at the company,
so I'm a bit fuzzy on the details.
In 2122, the Weyland-Yutani cargo vessel the USCSS Nostromo went
missing. No trace was found of its cargo or crew. Apart from a new
science officer, the rest of the crew had worked together before,
seven in all:
Dallas - Captain
Ash - Science Officer
Kane (or is it Cain?) - Executive Officer.
Ripley - Warrant Officer
Lambert - Navigation Officer
Parker - Chief Engineer
Brett - Engineer Technician
Weyland-Yutani lost a lot of money from it, it's a bit of a black mark
in the history. Get the impression they don't like to mention it.
Anyway, I'll try and find the files later, clarify some of the points.
If you want I can help you go through them? Maybe some of your luck
will rub off on me, I hear upstairs have an eye on you for something
big.
Saul.
Subject Sender Date
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003 Torrens Manifest Torrens 11/15/2137
Name: MSV-7760 Torrens
M-Class Starship
Captain: Verlaine, Diane
Navigator/Comm Officer: Connor, William
Owner: Verlaine, Diane
Contractor: Weyland-Yutani
Outbound and return transportation for Weyland-Yutani retrievel team
to Sevastopol Station.
Team Consists of three W-Y employees: Samuels, C, Ripley, A,
Taylor, N.
Passengers: Samuels, Christopher. Ripley, Amanada. Taylor, Nina
Number of decks - Two
Number of crew - Two
Interstellar communications antenna. Long haul hypersleep chamber.
Commercial passenger/cargo ship retrofitted from a tow rig. Retains
operational heavy duty tow umbilical.
Subject Sender Date
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004 Decommissioning Chief' Porter 10/07/2137
To Engineering Team
RE: DECOMMISSION
So boys and girls, you've probably heard the whispers about Sevastopol
by now and I can confirm it's official. Sevastopol is being
decommissioned.
I will go over with each of you what this means in regards to your
contracts and next placement, but for now we still have a job to do.
The suits want this done with a skeleton crew, which means we'll only
be getting a few outside contractors to help, but it does mean
overtime. I recommend taking what you can while it's available.
I should point out that the decommission does NOT MEAN 'lucky dip'.
Everything here has to be accounted for and I will personally escort
anyone found helping themselves to equipment to Marshal Waits.
Chief
(#) Subject Sender Date
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005 Moved Our Stash Anna 12/04/2137
Langley, if you're looking for our stash, I've moved it. You left it
right out in the open where anyone could have taken it! Jesus, do you
know what I had to do to get it? I've hidden it in one of the
storerooms - You should be able to find it. The code is 0340. Don't
worry, no-one goes down to the Terminal anymore. Not after what
happened.
Also, we're out of meds and low on water so you're going to need to
get some - It's your turn. Maybe it'll teach you to take care of our
stuff in future.
Anna
Subject Sender Date
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006 Goodbye from Seegson Seegson 09/28/2137
PUBLIC NOTICE: THE DECOMMISSIONING OF SEVASTOPOL STATION
We've had a long journey together but sadly it's coming to an end.
Seegson Corp would like to take this opportunity to thank all of you
who worked and lived at Sevastopol over the years, and hopes that
Seegson has helped to make it a productive and rewarding environment.
Our investment and belief in the station has never wavered.
Be assured that Seegson's APOLLO central A.I. and 'Working Joe'
androids will be there to serve Sevastopol until the last rivet is
removed. We wish you all the very best for the future. After all,
Sevastopol isn't just a station. It's people.
Seegson Corp.
(A) Subject Sender Date
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007 Kill the Power Waits 12/05/2137
Harris? Turner? Get back here now. We have a track, somewhere in
Engineering. Lock the terminal down, kill the power, and don't forget
your reports. Make them thorough. We're going to need our paperwork to
be bulletproof when this shit is over. Waits out.
(A) Subject Sender Date
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008 Terminal Riot Julia Jones 12/02/2137
Julia Jones. Today's update. After numerous demands, Marshal Waits
finally called a public meeting to address the rumors that have been
circulating on Sevastopol. But instead of the answers we wanted, he
continued to be evasive and after only a few minutes he and his team
were pelted by projectiles from an angry crowd. A gun was fired, there
was panic and now Waits and what's left of his team are forcibly
ejecting us from the Terminal. Feels like we're on our own now.
Subject Sender Date
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009 Pulling the Plug Harper 09/22/2137
Zoe, I'm sorry, but I won't need you to come in next week.
As you know, the store's been in trouble for some time now and I
couldn't hold off the creditors any longer. There's just no-one coming
to Sevastopol anymore.
It's not just us either - It sounds like the whole station is in the
red and they're pulling the plug. Going to sell it off for scrap, I
guess. I was speaking to one of the engineers and he reckons they'll
announce it soon. I'm telling you this so you don't stick around
looking for another job. Sevastopol's finished, time to move on.
Harper
Subject Sender Date
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010 To All Spaceflight Employees Waits 11/25/2137
To all Spaceflight Terminal employees: In the interest of public
safety and the prevention of panic, it must be made clear to all
potential passengers that there are currently no scheduled flights
leaving Sevastopol, nor ships available.
The Colonial Marshals are investigating problems on-station and will
update accordingly.
From the office of Marshal Waits.
Subject Sender Date
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011 What is APOLLO? Sevastopol Information 06/--/2115
Service
What is APOLLO? APOLLO is the central A.I. that monitors and provides
guidance for all the Seegson 'Working Joes' on Sevastopol. APOLLO also
oversees all communications on the station. So wherever you are, you
know your're in safe hands.
Seegson, Tomorrow, Together.
(A) Subject Sender Date
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012 Last Power Coupling Turner 12/05/2137
Harris? This is Turner. I found the last power coupling. Took me a
while, but it's off now. Just fitting the last security brace. Come
find me when you've shut yours down. Then we can get the hell out of
here. Jesus, man... I'm hearing noises everywhere. Every creak and...
just hurry the fuck up, will you?
(A) Subject Sender Date
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013 Another Break-In Turner 12/04/2137
Harris? It's Turner. I had to deal with that wasted asshole again.
This time he nearly wrecked the door with a maintenance jack. Guess he
figures it's safe here, wants to lock himself in. Screw him. We've got
too much to worry about without babysitting drunks. Anyway, I threw
him in the evidence lock-up. Let the son of a bitch sleep it off.
(A) Subject Sender Date
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014 Dead Soldiers Zach Watson 12/08/2137
Hello? I wanna make a complaint. To the... the highest authority,
okay? My name is Zachary Watson. That's WATSON, you get that? My
complaint is this: the fucking Marshals. They should be protecting us,
it's their job! Something's on the station with us and no one knows
what it is, no one fucking knows! They put braces on the doors -
lockdown. You know, like to keep something out! I'm fucking terrified,
man. I'm fucking... shit, it's so cold. I don't think this fucking
thing even works.
(A) Subject Sender Date
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015 Interview: Heyst Waits 11/28/2137
Interview subject: Heyst. Did I say that right - Heyst? Look, if you
can't even tell me your name we're going to be here a hell of a long
time. I just want to know about your boss. He's got you all into a lot
of trouble. Someone's got to be accountable. I'm gonna make damn sure
someone's accountable. No? Tough guy, eh? Turner, turn off the tape.
Maybe our friend here is just shy.
Subject Sender Date
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016 A Blind Eye Bailey 10/19/2137
S - I managed to get my hands on that stuff I was talking about. Chief
won't even notice the stock missing: Things always get lost when a
station's closing down. Don't worry about customs either, Sinclair's
told his men to turn a blind eye. They'd probably be too busy goofing
off or taking backhanders to notice anyway -you get what you pay for,
I guess.
Bailey.
Subject Sender Date
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017 Two-Man Rule Joe 12/08/2137
Nearson, Leonard, you're both first shift on the door so read
carefully. Putting this together wasn't easy and we don't want
intruders getting in because you didn't read the instructions
properly.
This here is what you call a two-man rule lock. This means it needs
two to open the door simultaneously from two different consoles. Most
of us don't know each other, so this is the safest way of making sure
everything stays secure and none of us decide to head off on their own
with our stuff. When you're on shift, take it in turns to keep guard
and notify the other if one of us needs to be let in or out.
That means just us, no-one else. No matter how much anyone begs and
no matter what sob story they try and pull. I was with a group before
and we got soft and now I'm the only one left. Trust no-one.
Joe
Subject Sender Date
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018 Inventory Jenkins 12/09/2137
INVENTORY - NO-ONE IS TO TAKE ANYTHING OR MARK IT OFF THE LIST WITHOUT
TALKING TO ME FIRST!!!
Aspirin - x4
Canned food - 32
Cereals - 6 boxes
Water - 4 gallons
Toothpaste - 12 tubes
Cigarettes - 3 cartons
Toilet paper - 26 rolls
Industrial tape - 6 rolls
Med kits - 2
Powdered milk - x 52
Notes: Running low on ammunition. Zoe managed to pick up some
prescription drugs, all addressed to the same person. Guess they
didn't need them anymore.
(A) Subject Sender Date
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019 Leave Work Now Hughes 12/01/2137
Marie, listen to me very carefully. I want you to leave work now,
collect Claire, pick up the cat and head home. We need to find
someplace safe until Seegson send a ship. I saw the guy from down the
hall - can't remember his name, the one in the dirty baseball cap,
weird smell - he had something in his coat, I think it was a gun. He
just looked right through me. Don't talk to anyone; don't tell them
where you're going. I'll meet you as soon as I can.
Subject Sender Date
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020 Archives Franco 10/16/2137
To W. 'Chief' Porter
RE: Sevastopol Terminals
Chief, the good news is that I'm about 80% through archiving
Sevastopol's internal mail system for the decommissioning. It's been
disconnected from APOLLO but I've left the basic messaging system in
place for the people still here. The bad news is whoever set it up in
the first place skimped on the hardware and we've had some leaks. I've
got Mike Tanaka looking into it now - He's the specialist archivist we
called in, seems to know his shit. Just thought I better give you the
heads up in the meantime.
Franco
Subject Sender Date
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021 An Outpost of Progress? #1 Julia Jones 09/06/2137
Sevastopol: An Outpost of Progress?
By Julia Jones
DESOLATION THROUGH ISOLATION
The space station that nobody needed, run by a company we all forgot.
Sevastopol is now a backwater. The population is a tenth of the
station's optimal capacity. Docking bays are empty and the shutters
are down on local stores and businesses. The orders for Seegson's
cheaply manufactured androids have long since dried up, and the
antiquated APOLLO governing AI system frequently malfunctions.
How did we get here and, more importantly, where have billions of
dollars of investment gone? My name is Julia Jones. I have lived on
Sevastopol for two months compiling this report for The Colonial
Times, discovering the price our second-tier corporations have paid
for their over-expansion during the race into the Outer Rim.
(A) Subject Sender Date
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022 Empty Box Chief' Porter 11/29/2137
Message for Marshal Waits. This is Chief Porter in Tech Support. Look,
there's nothing on this flight recorder, Waits. We've broken god knows
how many corporate confidentiality agreements and come up with zip -
nothing except the Weyland-Yutani logo and an empty read-out. Now,
these things are built to last, so either someone on board 'the
Nostromo' asked its MOTHER core to wipe it clean, or somehow the
data's been corrupted before it got here. Care to fill me in on why
this was a priority job?
Subject Sender Date
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023 Door Override Chief 12/01/2137
Hughes, I've put a manual lock on the door leading upstairs. Don't
want any accidents until we figure what's going on here.
Chief
Subject Sender Date
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024 Our Manifesto Seegson 02/--/2115
(First published in 'Eye on Seegson', Feb 2115)
We don't want to show you a new world. We want to discover it with
you. Here at Seegson, every new technology, research project and
discovery is driven to find real world applications to help YOU.
We hope you'll join us for the journey.
Subject Sender Date
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025 Tomorrow, Together' #1 Sebastian Sieg 03/--/2115
Together Tomorrow: Seegson's journey into Colonial Space
An Official History, by Sebastian Sieg (First printed in 'Eye on
Seegson')
OUR ORIGINS IN SPACE
2034 changed everything. The advent of Faster Than Light travel put
Seegson (then known as Sieg and Son) on the path to success. The race
into space began in earnest and, under the steady hand of our founder
Josiah Sieg, our company was primed and ready for the years that
followed.
Sieg and Son built the components that enabled ships to extend
colonial space beyond the Sol system. As history relates, Weyland Corp
was reluctant to share its FTL technologies with other corporations.
Fortunately, Josiah Sieg was on hand to speculate, innovate and
produce.
Without Sieg and Son, the skies would have looked very different
indeed!
(A) Subject Sender Date
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026 Please Understand Hughes 12/11/2137
Marie, if you get this, I'm making my way to Seegson Communications
now. I didn't wake you because I knew you'd try to stop me. Please
understand, this is our best shot. Someone's got to re-establish
communications. We need to make sure the officials back at home know
what's going on here. Don't worry about me. I'll be back. I'm not
going to leave you and Claire alone.
Subject Sender Date
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027 Call Log AM APOLLO 11/27/2137
Call ID: 128451386
What's going on up there? I've been waiting for a call and...
APOLLO
Please stand by. Your call is being rerouted.
CALL ID: 128451400
Hello? My Working Joe is acting strangely. It won't listen to anything
I...
APOLLO
Please stand by. Your call is being rerouted.
CALL ID: 128451417
I need help! I'm trapped in my apartment! There's an android outside
and...
APOLLO
Please stand by. Your call is being rerouted.
Subject Sender Date
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028 Call Log PM APOLLO 11/27/2137
Call ID: 128451464
Put me through to the Marshal's office! It's an emergency! Someone's
robbing my store. I...
APOLLO
Please stand by. Your call is being rerouted.
CALL ID: 128451470
He's gone! It... It k-killed him! I think it's still here...
APOLLO
Please stand by. Your call is being rerouted.
Subject Sender Date
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029 Your Logged Message APOLLO Datasearch 11/25/2137
Sensitive Corporate information has been automatically detected in a
Sevastolink message recently sent from this terminal. This event has
been logged by Apollo, on behalf of Seegson.
If you have any further questions please talk to your line manager or
your nearest synthetic Seegson representative.
Subject Sender Date
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030 APOLLO's Eye Ransome 06/14/2135
Riggs, are you still working down in Seegson Communications? Remember
that trouble you got into last year? The trouble I helped you out of?
Well, it's time to repay the favor.
One of my colleagues has been looking into some of the import
documents and found a few problems. He's new, so he doesn't understand
how we do things on Sevastopol and he's threatening to go to Waits
about it.
This could hurt us all, so I need you to keep an eye on him, see if
anything interesting comes up. APOLLO has cameras everywhere, it just
needs someone to tell it where to point to. His name is Daniel Haldin,
lives in Josiah Sigg Executive apts. 651.
If this goes well, I might have some more work for you. We could clean
up here.
Ransome.
(A) Subject Sender Date
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031 Torrens Hail Verlaine 12/11/2137
This is the commercial vessel Torrens out of Saint Clair, registration
number MSV-7760, calling Sevastopol traffic control. We're carrying
three passengers on a Weyland-Yutani bond. You're holding the Nostromo
flight recorder unit. We request immediate permission to transfer the
passengers port-side. Over.
(A) Subject Sender Date
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032 Torrens Damage Verlaine 12/11/2137
This is Verlaine on the Torrens. What the hell just happened?
Sevastopol? Did any of our EVA team make it on board? Please respond.
We've taken damage in the explosion and are pulling out of Sevastopol
space. Systems will be down while we repair. I can't say for how
long...
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033 RE: Torrens Hail Waits 12/11/2137
This is Waits, Colonial Marshal at Sevastopol station. We have a
serious situation here. Non-local comms are down and we need you to
send out an emergency message, do you read me? Repeat, our ranged
communications are down and we need help. Stand off and send help.
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034 Receipt of Transmission Taylor 11/12/2137
Sevastopol, this is Weyland Yutani Executive Administrator Nina
Taylor, confirming receipt of your transmission. I am a member of the
team assigned to collect the Nostromo flight recorder. The black box
in your possession is of primary importance to Weyland Yutani. Under
existing corporate agreements we should remind you that you must not
attempt to read its contents, nor disclose its presence to any third
parties. We will be with you soon. A private message for Marshal Waits
will follow.
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035 Low on Meds Morley 10/07/2137
Dr. Lingard, we need more supplies of mood stimulants up here. We're
getting really low, and it doesn't help that Kuhlman seems to be
handing them out like candy. Logs show he's been to the dispensary
sixteen times this week. We need to start rationing medication.
Sevastopol's people are only going to need these more and more the
closer we get to shutdown.
Can you talk to Kuhlman? Find out where these prescriptions are going?
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036 Hospital Quarantine Lingard 11/23/2137
FOR SENIOR MANAGEMENT EYES ONLY
San Cristobal Medical Facility Quarantine: active.
Entrance to Primary Care deck now limited to Marshals and Senior
Staff.
Universal facility pass code: 1702
Systems will scan for potential quarantine breaches every fifteen (15)
minutes.
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037 An Outpost of Progress? #3 Julia Jones 09/12/2137
Sevastopol: An Outpost of Progress?
By Julia Jones
A TROUBLED POPULATION
For better or worse, the right to bear arms followed us into colonial
space. Alone, vulnerable and light years from law enforcement, who
could deny our voyagers a way to defend themselves, their ships and
their families? The flip-side of this argument is Sevastopol, where
gun crime is rampant.
Endlessly turning circles in a neglected corner of space, its people
are downbeat and disconsolate. Those who could afford to leave did so
years ago, abandoning friends and neighbors among empty stores,
creaking systems and the forgotten dreams of the Deep Space economic
boom.
Sevastopol's people feel deceived - tempted here by corporations that
refused to recognize the Deep Space bubble was about to burst. They
are angry, desperate and increasingly divided. Recent Colonial Marshal
clamp-downs on the black market have increased resentment. Every day
it feels as if the station has edged a little closer to free-fall.
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038 Left Out of the Loop Kuhlman 10/08/2137
I do not take kindly to being left out of the loop, Morley. You hear
me? I tried to use the dispensary today and found I was locked out. I
can't possibly be expected to carry out my duties if you and Lingard
cut my access privileges. I have patients who will relapse without
that medication, particularly when things on the station are so
precarious. I will not see patient care suffer. Consider this a formal
warning. And, for the record, I do not have a problem. Kuhlman out.
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039 RE: Recovery Rooms Morley 10/05/2137
I just found a patient who's been locked in a Recovery Room for DAYS
listening to that godawful bullshit about pretty sunrises and a wife
back home frying bacon.
We have been requested to vacate the premises in readiness for the
decommission but we HAVE NOT been given leave to abandon our duty of
care.
Don't let this happen again.
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040 Medical Record 1 Morley 09/23/2137
Green, J.
Doctor Morley attending.
Anxiety disorder. Fractured tibia. Suspected internal bruising.
Patient edgy. Responds well to the little personal interaction I have
time for. Our chess games are a welcome break for us both. Minimal
care. No insurance.
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041 Prep the Patients Waits 10/06/2137
Dr. Morley, this is Marshal Waits. Make sure all your patients are
prepped for the decommission. That means full documentation, personal
effects, and any meds they'll need during the journey. I'm scheduling
shuttles to transfer them to the medical ship for transportation. I
strongly recommend placing the more volatile patients into early
hypersleep prior to transfer. I don't want to hear your complaints. I
don't have the manpower to guarantee protection for everyone if any of
them decide to kick off. Pharms or hypersleep, I don't care. Just get
them subdued. That's just the way it's got to be. Waits out.
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042 Urgent: Marshal Investigation Lingard 11/14/2137
Frank.
I need to talk to you. I've got a body up here that's part of a
Marshal investigation - female, late thirties, chest wound.
I have no idea how long Marshal Waits will want to keep her up here,
but this is a highly sensitive situation. I am going to need your
discretion, and I'll also need you to trust me on this one. Come see
me in my office.
Lingard, Senior Medical Officer
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043 Environmental Controls Lingard 11/16/2137
Frank, your concern about San Cristobal's lockdown has been noted, but
I assure you an evacuation is 100% necessary and only a temporary
measure. My priority is the welfare of the living, while you seem to
be more preoccupied with the dead.
If you're worried about power fluctuations, morgue temperature and the
condition of the corpses just adjust the coolant delivery system. Just
get out of there ASAP.
Lingard.
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044 Dispensary is Empty Morley 11/15/2137
Message for Lingard on her return. I've prepped the patients in the
trauma ward for transportation, as best I can, before Waits locks the
place down. I'm going upstairs to the Psychiatric Ward to make sure
there are no stragglers.
The dispensary is now empty. Everything San Cristobal has to offer in
terms of first aid and medicine is with you, or elsewhere on-station.
I'm hoping you'll bring back good news.
Morley
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045 Colonial Marshal Directive Marshal Waits 11/16/2137
Dr. Morley, I don't care what you think you need to do. I want you out
of San Cristobal NOW.
You know what we've set up in there, and I'm truly sorry for what it
means for the patients who can't be moved, but this is the only way.
There will be no further warnings.
Marshal Waits
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046 Morley: Updates and Codes Lingard 11/18/2137
Morley, I need you out of Medical.
We've set up shop in the Habitation Tower. People are fighting over
supplies. We've got more injuries coming in than we have the meds to
deal with them, and my team is depleted to say the least. I don't know
how you'll break the lockdown, but if you need to access San
Cristobal's central wards I left a keycard in the security locker.
The code is 2505.
Lingard
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047 San Cristobal Lockdown Marshal Waits 11/16/2137
San Cristobal Medical has been locked down by the Colonial Marshals
until further notice. Sevastopol's medical team are setting up field
hospitals throughout Sevastopol to deal with the ongoing crisis.
Locations to follow.
Marshal Waits
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048 An Old Friend Ransome 11/12/2137
Dr. Lingard, this is Ransome. Remember me? Your friendly Seegson chief
executive? Lingard, you don't drop by, you don't call. Aren't we pals
any more? Oh well, we're both busy people... and after all, I have
lots of other friends. Some of them have badges. One of them told me
you called Marshal Waits about a... shall we say... interesting find?
I want in. No arguments. After all, how much does Waits really know
about you? Not as much as your old friend here. And I bet he wouldn't
be as understanding about black market med supplies. I look forward to
your call, Doc.
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049 Autopsy Report Lingard 11/14/2137
Name: FOSTER, Catherine
Coroner's Case# 11/14/2137
D/O/B: 01/20/2098
Age: 39
Sex: Female
Origin: Crew member of The Anesidora
Body Identified By: Marlow, H - Anesidora Captain
Case # 001794-26B-2137
Investigative Agency:
Sevastopol Colonial Marshal Authority
EVIDENCE OF TREATMENT:
Classified
EXTERNAL EXAMINATION:
Classified
INTERNAL EXAMINATION:
Classified
LABORATORY DATA:
Classified
EVIDENCE COLLECTED:
Classified
OPINION:
Classified
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050 Tape Off the Scene Waits 11/13/2137
Turner, we've had something go down here in San Cristobal. Tape off
the scene and make sure it's not touched until Garcia comes in with
forensics. Keep this quiet for now. I want total silence. Last thing
this station needs is a panic. And one other thing - if I find out who
leaked this to Ransome, I'll make them eat their fucking badge. He
turned up, quoted Seegson privileges, and had a ringside seat for the
whole god damn mess. This is a serious incident. I don't need Ransome
making it more complicated. Waits out.
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051 Human Touch Barker 11/08/2137
This is by way of a formal complaint to Station Medical. I do not want
to be attended by an android... ANY android. I am a senior Seegson
executive with a significant financial investment in Sevastopol.
I should be treated appropriately, by which I mean, by humans only.
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052 Duty Roster Lingard 09/09/2137
Duty Roster 09/09/2137
Lingard, Senior Medical Consultant
Morley, General Medical
Practitioner
Kuhlman, General Medical
Practitioner
West, Radiologist
Fernandez, Dental Surgeon
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053 Medical Record 2 Lingard 09/23/2137
Paul, B.
Doctor Lingard attending.
Severe chemical burns to arms and legs.
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054 Medical Record 3 Kuhlman 09/23/2137
Wright, I.
Doctor Kuhlman attending. Suspected brain damage caused by
asphyxiation through manual strangulation. Nothing to do.
Wasted bed.
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055 The Incident Lingard 11/14/2137
Morley, it's Lingard. After the incident the Marshals want us to rope
off Medical. They're bringing in a team to find whatever it was the
patient was carrying. I told them it was fast, but they're convinced
they can trap it. They've got nets. I'll set up a temporary medical
center outside, You're in charge for now. Don't let Kuhlman sweet-talk
his way in. The last thing we need is him 'self medicating' with
Marshal Waits around.
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056 WY are Years Ahead Smythe 09/11/2137
Report, Smythe, head of Synthetic Development. I just received
schematics for the 120-A/8. I don't know how much we paid our mole,
but the Seegson board is gonna need to shell out a hell of a lot more.
I know this seems old tech for WY, but it's beyond anything we're
capable of. Our key executives and shareholders won't listen, but we
need investment.
The Company and all its subsidiaries are light years ahead of us.
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057 Your Report Ransome 09/11/2137
Smythe, I've been looking over your report on the Weyland-Yutani
androids and your proposals for improving the Working Joes. Now, I
appreciate the work you put in, but understand we live in different
worlds. Yours is full of extrapolations and estimations. Mine has an
executive suite and eight thousand dollar suits. Bottom line is: I've
got to look after the money, buddy! I hired you because you were the
cheapest, not the best. Find a way to bring these costs down, huh?
Ransome out.
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058 Working Joe Spiel Smythe 09/16/2137
Russell, here's my spiel for the potential clients today. What do you
think? Spedding will hang me out to dry if they don't bite.
"Welcome Gentlemen! Welcome, to the buzzing heart of the 'Sevastopol
Synthetic Solution'. Next up on your tour will be the SysTech Spire
and the APOLLO Core itself, but first - An example of android
self-governance. When APOLLO's synthetics require a little more care
than the repair wards can provide - they come here."
"We believe this is the first roll-out of fully automated
synthetic-to-synthetic medical intervention. No human expertise
required. No costly human surgical training. All data is streamed
directly from APOLLO, and every incision recorded in its logs. This is
the future, gentlemen. Tomorrow, together!"
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059 Storage Inventory Smythe 09/15/2137
Russell, upstairs want a full run-down on what we've got stacked in
components storage. There's some useful stuff in there, some junk.
They want value estimates too. Smythe.
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060 Tomorrow, Together #2 Sebastian Sieg 04/--/2115
Together Tomorrow: Seegson's journey into Colonial Space
An Official History, by Sebastian Sieg (First printed in 'Eye on
Seegson')
OUR REMARKABLE GROWTH
Sieg and Son proved to be the backbone of colonial FTL expansion,
providing reliable components that could carry humanity deep into
space. In so doing it grew, and by 2066 was running vast manufacture
plants in London, Buenos Aires, Nagasaki and the lunar Schickard-
Wargentin Frontier.
By 2071, the year the Sieg family sold its shares back into the
company, its expansion remained exponential. Single-minded rivals
looked on with envy as Sieg and Son became market leaders
manufacturing cars, chemicals, educational equipment and building
materials.
Towards the end of the last century, came a move that would forge our
shared future. Sieg and Son became Seegson. We took on the name our
customers had known us by for decades, and we turned to face tomorrow
together, among the stars.
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061 VIP Visit Spedding 09/16/2137
Smythe, have you been practicing the script for the VIPs visiting
today? We NEED to impress. Noise from upstairs says they're the last
potential bidders for Sevastopol's Working Joe roll-out. If they go
with Weyland-Yutani cast offs instead, the jobs Seegson have allocated
for us back on Earth are on the line. Don't screw up. Spedding out.
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062 Requisitions Android Smythe 09/17/2137
Spedding. Now you've fired me you'll have to descend from your ivory
tower to pick up the slack. The guys decommissioning Sevastopol have
free access to Supplies and Storage, but EVERYTHING will need
logging - so use the Requisitions Android.
Power him up. Let him out of his box, and watch him go - just like,
me huh?
By the time you get this I'll be dead drunk in Gillen's Bar. I guess
you already know this, but it's been pure hell working for you. This
is the best thing that's ever happened to me.
Smythe.
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063 Elevator Out Chief 11/15/2137
I just got another message from Spedding about the busted elevator
outside the Android Examination Theater.
My guys have got a million things to do right now, so it's not going
to be fixed in time for your VIP visit. If Spedding wants to be a
priority then maybe he should stop being a petulant asshole.
It's an easy job. Off the top of my head I can tell you the parts you
need are in components Storage - Row 1, Stack B.
If you can't find it yourself, ask the Requisitions Android. Just get
off my back.
Chief
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064 Synthetic Engineer Request Fernandez 11/14/2137
Can I get someone from Seegson Synthetics to look at my android? I've
just worked a twenty four hour shift helping out with trauma patients
and I'm the dentist! Waits wants every one of them moved out of the
hospital and no-one is telling me anything.
If I'm going to be pulling down these kinds of hours I need some extra
help. We've got an android down here with perfectly adequate
programming but he's been gathering dust because apparently the same
model started acting up on the other side of the station.
What the hell is going on with this place? Get someone down here now,
before I make an official complaint.
Fernandez.
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065 Last Bidders Spedding 09/17/2137
Smythe, it's Spedding. You knew full well that these guys were the
last bidders for Sevastopol's APOLLO system, and you totally fucked
the android presentation. They're not interested. So no bonus for me,
no half-share for you, and God only knows what it means for the suits
upstairs. That's got me pissed, but do you know what's getting me even
more pissed? I have to stay on Sevastopol to oversee the synthetic
shut-down - while you go home. Don't have nightmares on the trip back,
jackass.
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066 Cutting Ties Sinclair 12/02/2137
This is a message for all members of the Seegson Security team.
There's been an altercation in the Spaceflight Terminal. Waits doesn't
have our back. As of right now no-one hired as Seegson Security is
going on-shift. We're cutting ties with the Marshals and everyone else
on-station. It's time to take care of our own. I'm going to find
someplace safe for everyone to hole up. Money's dried up here. We
don't owe these people anything.
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067 Restart Transit Nash 12/11/2137
Listen you crazy bastard, you think that thing gets around in a
fucking transit car?
You're SITTING on an override that'll disconnect the transit from
APOLLO, so fucking pull it! You can stop all this bullshit just by
pulling a lever. You think you're safer with the transit powered down,
but we're trapped like rats.
For God's sake help us!
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068 Double Crossed Cooper 12/07/2137
Get a heads up for you, jackass. Don't even think about throwing in
with Sinclair and the Seegson Security guys. I told them it was you
that killed Morrison, if they see you, they'll shoot on sight.
You should've let me join you in your bolt-hole. You won't last a
week.
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069 We Need Supplies Sinclair 12/09/2137
Guys, it's Sinclair. We need supplies. Take what you can, from whoever
you want. I found an area in habitation where we can seal ourselves in
and wait for rescue. I've got guys welding vents and shutting off
elevators. The plan is to make it watertight. There's no room for more
people in the sanctuary, but we can make space for food, meds, water
and guns. If we're going to get through this alive there's no room for
pity.
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070 First Trap Gone Ricardo 12/11/2137
Waits. We're a trap down. The creature set off explosives we set in
the habitation tower, and I'm hearing reports of damage to the
Spaceflight Terminal docks. I don't think we put a dent in it.
There's activity in San Cristobal, so maybe it's gone back. Find a way
over to the SciMed Tower transit. Hope to God the sensors in Medical
Reception are still online.
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071 Arrest Sheets Turner 11/19/2137
11/13/2137
Cell 2
Marlow, Henry
Crime Number: #--- (------)
Status: Indefinite incarceration.
11/18/2137
Cell 1
Tanaka, Mike
Crime number #342 (Drunk and disorderly)
Status: Night in the cells to sober up. Let off with a warning.
12/02/2137
Cell 3
Webster, Robert
Crime number: #343 (Domestic incident)
Status: Released due to on-station security breach
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072 Removal of Transit W. 'Chief' Porter 10/09/2137
Chief here. As requested, I've resubmitted my report for the removal
of the transit system for use elsewhere once Sevastopol's been closed
off. I still don't see how it's possible. I know Seegson is trying to
recoup as much investment as it can on this place, but the thing is
trashed. Junctions have rusted through. Major safety protocols have
been ignored for years... It's a wreck. Nothing short of a miracle has
stopped it killing half the population.
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073 Pointless Requests Chief 10/05/2137
These people have been told Sevastopol's due for the scrap heap,
right?
I just got a message from Ellison in Seegson accounts. 'Can we fix the
hand-drier in the Rest Room'. Can we hell. Next time one of these
bullshit requests comes through, send them right back.
We're about to strip this place out, not patch it up.
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074 Hardware Problems Patterson 11/25/2137
SERVICE REQUEST: Ref #SR6684
Category: Hardware Problems
Title: 'Not receiving messages'
Details: Expecting an order from off-station that should have arrived
by now. I usually get
several a week, but there's nothing. Can someone check my comms unit?
Can't afford to lose the business.
Created: 11.09.37
User: Martin Patterson
Notes: Engineer sent out 11.25.37.
Equipment seems to be functioning. Flag up with Seegson Comms. See if
something's slipped through APOLLO's net.
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075 An Outpost of Progress? #4 Julia Jones 09/14/2137
Sevastopol: An Outpost of Progress?
By Julia Jones
AN UNCERTAIN FUTURE
Seegson has now cut its losses and is set to abandon Sevastopol. This
is yet another sign of the retrenchment that is rife throughout the
sector. Some days it has felt as if corporate pride was the only thing
keeping this troubled station in orbit above KG348. Living aboard this
station today, it's abundantly clear that Seegson has gambled wildly
with both its own investment and that of banking corps such as GeoFund
Investor.
The ill-judged rush into Space Colonization, its hubris and its
over-expansion, have cost our second tier corporations dearly.
Weyland-Yutani, with its extensive financial and technological
firepower, can weather these storms while its lesser rivals fall away.
Even The Company, however, must hear alarm bells ringing as it looks
towards these fading orbital outposts.
WY's ongoing investment in terraforming research technology looks
increasingly shrewd, as it watches each of these distant lights blink
out...
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076 I Can't Tell Who Escaped Winters 12/09/2137
I am recording this for anyone else who was away when it happened. I
can't tell who escaped, there are some bodies but... the others were
taken through the vents. One by one. The doors were locked, but the
ceiling vents were open. There was nowhere to run, and no-one to let
them out. It was like a fox dropping into a henhouse. You and I - we
have two options: there's a camp of survivors who still trust the
Marshals in the Mall, and there's Sinclair and his idiot men with
guns - somewhere in Habitation. I doubt either will last a week.
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077 Taken Rosco 12/08/2137
It took her and I couldn't do a thing to stop it.
First it tore through Doug. Then it cut Liam in half and threw him
aside like a rag doll.
Then it cornered Emma. I was in the shadows and it didn't see me. Emma
was calling for me - calling for help, but I couldn't move. I was too
scared.
I let it take her, but I'm going to find her.
If you find this, arm yourself.
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078 Scavenging Lincoln 12/04/2137
Eric? Can you hear me? Eric? Damn comms are screwed again. You there?
Eric, it's Lincoln. Can you hear me? I made it down to tech support.
I've picked up some canisters of water, and some battery packs. Oh,
and some tools too.
A lot of stuff has already been looted. I'm going to try and break
into the lock-up. I think they keep security hackers in there. We
could use one. But I'm not going to stay down here much longer.
There's something... God, I dunno. It's scary as crap down here. I
want to get back to Freight.
Call me if you get this. Okay? Okay?
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079 Security Shutters Thompson 12/07/2137
To the camp group: We can't keep up a full guard 24/7, but with the
volunteer look-outs and the Spire's existing security systems we can
keep it watertight. From this point onward, we don't raise the
security shutters for ANYONE and all supply runs have to go through
me.
We can get through this guys.
Thompson.
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080 The Camp Bertram 12/07/2137
Don't know how much longer I can take this. It's cramped and dirty and
the trash is starting to rot. I don't even know if we're really safe
here.
Carter and Thompson came back from their recons last week with a
couple of guns, and I'm starting to see a different side to some of
the people here. Maybe that woman, Winters, was right.
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081 A Warning Waits 12/10/2137
Sinclair,
I have verified reports that you and your men are shooting civilians
and looting supplies.
When I find a way to kill this creature, I hope to hell that it found
you first.
Waits
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082 Truce Waits 12/05/2137
Sinclair,
I know we've had our differences since you and your Seegson Security
team arrived on Sevastopol, but right now we have a severe situation.
We need a united front.
In return for your TOTAL cooperation I am willing to drop my
investigation in unregistered black market trading and drop all claims
I had on the SysTech spire Marshal office where you and your thugs
operate from. Let's do this right.
Marshal Waits
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083 Hacked Mike Tanaka 10/24/2137
Franco, I've been investigating those archive leaks and I'm pretty
sure it's just faulty hardware. These Arious systems are too old to
properly integrate into something as complex as APOLLO.
I found something else though - it looks like someone has been
accessing people's private messages and camera feeds for the last
couple of years. The executive suites, San Cristobal, even the Marshal
Bureau have been hacked. Does the name Ransome mean anything to you?
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084 Transmission Relay Archive Ransome 11/24/2137
Hughes, it's Ransome - I just got your query. Yes, I have been in our
transmission relay archive and I've done some decrypting. I'm looking
for crew logs that passed through Sevastopol a while ago. I know
you're concerned, but it's ancient history. It's just some stuff I
need to know: A routine Company transmission packet sent from the edge
of Thedus before a ship started its trip home. Nothing that's gonna
break anything. Still, no-one else needs to know about it, right? If
you talk - well, there'll be consequences. I mean, there's plenty
Marie doesn't know, right? Leave them decoding and let me know when
they're done. We can keep this civil.
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085 Folder Code Walsh 12/03/2137
Personal message: code is 7789
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086 Surplus to Requirements Hunter 03/20/2136
RE: Power Budgets.
The distribution department is surplus to requirements and will be
decommissioned shortly. We will be reducing the power budget to the
area in due course as it is required for a corporate function. Any
questions should be directed to your line manager.
Regards, G.Hunter
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087 Seegson Funding Seegson Investment 02/17/2136
Board
Seegson regrets to inform that Gemini Exoplanet Solutions will receive
no further funding.
Seegson is not liable for time remaining on Gemini personnel
contracts. Please talk to your line manager about the facility
shutdown and what it will mean for you.
We would like to take this opportunity to personally thank you for
the time you spent with us.
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088 Maintenance Systems Hunter 03/21/2136
RE: Power Budgets
After a discussion with the line manager, several of you have
questions about restoring power. Should power be required in
distribution, say in case of emergency, you can access the maintenance
systems using keycode 8897.
NOTE: This still needs to be cleared with your line manager and should
not be done without authorization.
Regards, G. Hunter.
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089 What is KG348? Seegson Information 05/--/2115
Service
What is KG348? KG348 is a Jovian gas giant, situated at a mean
distance of 6.2 astronomical units from the heart of the system.
Initial surveys of its cloud layers show a rare mix of metallic gases.
To exploit the potential of this resource, we are proud to announce
the KG348 research project, spearheaded by Gemini Exoplanet Solutions.
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090 Gemini Exoplanet Solutions Manifesto Gemini Exoplanet 08/--/2115
Solutions
Gemini Exoplanet Solutions.
Be Bold. Learn. Adapt. Live. Life is change. We grow by adapting and
evolving to meet each new challenge. At Gemini Exoplanet Solutions we
take Mother Nature's blueprint as our starting point by breaking new
ground, and by finding new applications for existing technologies.
Fuel resources become building materials. Weapon developments advance
agricultural growth. Space exploration is applied to surgical
procedures.
Look around. You never know what might be useful
[sponsored by Seegson Investment Board]
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091 Sit Tight Unknown Number 02/03/2136
S - We're going to have to find a new way to get the goods into
Sevastopol. Waits has commercial cargo under scrutiny at the moment
and he's checking the ambulance shuttles. Tell your man outside to sit
tight for now, I know a guy called Sinclair who could help us.
I remember when the Marshals actually had to deal with real crime
rather than harassing businessmen and screwing with their deals. -T
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092 Samples Ransome 11/16/2137
Seegson executive Ransome here. I'm sending over some samples for
investigation. I want the minimum number of employees on this. Keep it
on the down-load and report only to me. If any of this gets out, I'll
make sure your career dies with Sevastopol. There are a lot of
inconsistencies in Gemini's ledgers. Do right by me and I'll remember
you. Whatever you're skimming now will seem like chicken feed. Do the
smart thing.
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093 Clarke is Dead Elaine 12/07/2137
Jameson, Clarke is dead. Last time I saw him he was using some of the
junk around the station to make explosives for protection. I told him
to be careful, but when I got back from gathering supplies there was
just explosive damage and blood. I'm on my own now, so I'm going to
come to you. Where are you? Elaine.
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094 Gemini Shutdown Hunter 10/11/2136
Ladies and Gentlemen, I appreciate many of you are upset with the
current situation and the imminent total shutdown of Gemini. I have
been asked by Seegson to assure you that the future of Sevastopol
itself is 100% secure. Early negotiations with interested corporate
buyers have begun in earnest.
In the mean-time, before you leave, please deposit all Seegson-owned
equipment in the security locker. The code is 2743.
We have made a full inventory, and the Marshals will be informed if
anything goes missing.
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095 No Future Julia Jones 12/07/2137
I don't know when anyone will get this, but someone needs to keep a
record and I don't know... I came here a few months ago to write about
the collapse of a dream, a future gone sour. For me, the people here
were little more than footnotes for my article; something to tug at
the heartstrings. And when the disappearances started, oh, I was
thrilled. This was something big. But now people are afraid and a
communications fault means we're alone. I'm trapped here, just like
everybody else. Another footnote. Another victim.
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096 What are Your Plans? Gillen 10/04/2137
Hey, Mart. I guess you've heard about the station decommission by now.
What are your plans? I've got some connections that can hook me up
with work when we leave - I can't promise anything, but maybe they can
find you something too.
They've started closing down the stores in the Galleria. Your place
was still boarded up from last year. Sorry you had to lose it, you
never seemed to catch a break. Do you still hear from Margaret and the
kids? Maybe you should go see them when you leave Sevastopol.
Let me know if want me to ask around for you.
Gillen.
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097 Security Risk Joseph 12/08/2137
Blyth, we need to find a way to shut down those Automated Janitors.
They're a security problem - every time they start their cleaning
circuit there's a risk they'll open up a route for that thing that's
hunting us. Or at the very least, let looters in.
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098 To All Sevastopol Inhabitants Geofund Investor 10/01/2137
The station's decommission process is now underway. Please read
carefully and take note:
* An initial team is on-station to survey Sevastopol and initialize
the decommisioning process. Please help them in any way you can.
* We have enough food and medical supplies. The redirection of the
supply ship flight path will not impact on your quality of life.
Rationing will, however, be deemed necessary if stocks run low.
* Hoarding and illegal trading will not be tolerated. Please report
suspicious activity to Seegson Security, who will investigate in
cooperation with the Colonial Marshals.
* A population re-homing service has been established. We are happy to
help you with your next step, but are not liable for costs incurred.
If you require financial support we recommend Seegson Credit Services.
* The decommision is final. You must relocate, or you will be faced
with forced removal.
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099 People are Scared Winters 12/10/2137
I have been camped out in Galleria Mall for maybe twenty four hours.
The people here, they are scared, but they still believe that Marshal
Waits will kill the creature. They forget other dangers. They forget
themselves. People are turning on each other for food, for water. I
cannot stay here.
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100 Help Lewis 11/25/2137
Heyst, you still there? Why the hell didn't we have the smarts to stay
on the Anesidora? They shut me in a lab over in the SysTech Spire. For
the love of GOD come find me.
Elevators are out and there are bodies EVERYWHERE. I'm sure I can hear
it in the walls.
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101 Low Profile Heyst 11/26/2137
Meeks, I'm leaving this for you when you wake up. I know that you're
still all over the place after that thing came out of Foster, but
you've got to stop fucking up like this. You got way too drunk, and
told those people sleeping in the Mall way too much. I dragged you
away when I saw the look in their eyes. We can't go back there again.
No-one can know we're connected to Marlow and the Anesidora. I'll come
back once you've dried out.
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102 Retirement Plan Ransome 11/20/2137
Waits, we should talk about what happened in San Cristobal. Now, it
was a nasty business and I understand that you want to deal with it as
quietly and quickly as possible, but I wanted to make sure you didn't
do anything rash. I'm talking about catching the specimen without
killing it. If we play it smart, we could be set up for life. I have
the connections, Waits. I can set it up. You're getting old, Waits,
you can't do this forever and what are you going to do when Sevastopol
closes? You have my number. Ransome out.
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103 Impounded Harris 11/13/2137
Week beginning 11/11/2137
Marlow. H. **** Ammunition and Weaponry - Various ****
Marlow. H. **** LVL 3 Plasma Shear - Unauthorized ****
Marlow. H. **** WY Proprietary Flight Recorder Unit - USCSS
Nostromo ****
Marlow. H. **** Watch, wallet and personal effects ****
Marlow. H. **** Suspected contraband medical supplies
(Pharmax, Naproleve - no duty stamps) ****
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104 Some Kind of Parasite Lingard 11/12/2137
Waits, it's Dr Lingard. I've just examined a patient with - well, I've
never seen anything like it. It's some kind of unknown parasite. I did
a quick check on the name they gave me and there's no one registered
under it at Sevastopol. I think she came on board recently. Do you
know anything about this? I have no idea what Sinclair and his men
were doing, but this should have been picked up during quarantine. Who
knows what else they've let through? The patient and her captain are
waiting for me in the examination room. Get down here, now.
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105 Smythe Read This Russell 12/11/2137
Don't be mad, but I went through to the elevator shaft and shut the
access door behind me. I had a Joe on my tail, so I had to get out of
there.
If you can find something to cut through the panel the code is 8382.
Don't worry if not, I'm coming back down for you now.
No sign of the lovebirds, but I've got a whole heap of guns and
supplies up here.
Russell
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106 An Outpost of Progress? #2 Julia Jones 09/06/2137
Sevastopol: An Outpost of Progress?
By Julia Jones
SEEGSON'S FRAIL ORIGINS
After Weyland Industries led the way in Faster Than Light travel,
Seegson found success mass producing the flight components central to
the colonial gold rush that followed. Its ensuing overexpansion and
reputation for producing 'low-cost alternatives' to WY branded goods
is a matter of public record.
In the modern day Seegson is attempting to change the fortunes of
ailing colonial outposts. Stations like Sevastopol receive investment,
and Seegson-affiliated companies set up shop. But the economic
patterns that once worked within the Sol system have not flourished in
deep space.
On Sevastopol, mass-produced no frills androids still sit in their
boxes. Machines in research facilities are still shrouded in the
plastic they were delivered in. Trading docks are used only by the
flourishing black market that the station's residents have come to
rely on.
Sevastopol is a ghost town. And nobody cares.
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107 Reformat Chamber Russell 09/15/2137
Spedding, I've sent up some blank androids for the VIP Sevastopol
sale tour. If you haven't done it before, just have them lie on the
slab in the Reformat Chamber. It'll connect to APOLLO and upgrade them
with the latest programming. Let's hope they bite. Russell.
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108 Investigations Ransome 11/26/2137
This is Seegson Executive Ransome speaking. I just woke up to find a
Working Joe in my suite and when I asked what the hell it was doing
it lunged for me. I had to leave my own fucking apartment! Send your
best technicians to APOLLO Core and find out what the hell is going
on, now! Get those things under control, I want a full report ASAP.
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109 RE: Plans Tonight Spedding 11/26/2137
Suzanne, sweetheart. I'm going to have to raincheck.
I'm getting reports from downstairs about abnormal android behavior -
it might have something to do with all those folks going missing.
I need you to get to the showroom and shut yourself in. There's a
lockdown button near my desk from when these machines were actually
worth something. Don't worry about them. They're only display models.
Just sit tight - I'll sort this out and we can celebrate the deal
finally going through when we're not on company time.
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110 Last Chance Ransome 09/16/2137
Spedding, I'm expecting the VIPs to get here early, so I want you and
your people ready and waiting to greet them. The clock's ticking down
and this is our last chance to salvage something from this piece of
shit. I want your people to answer their every whim, every vice and
laugh at every one of their fucking jokes.
Take them to the showroom when they're ready - don't rush them and
don't bore them with speeches. If they say they want something changed
in the Working Joes, just say yes. We can let the tech heads worry
about it later.
I hope you have your best people on this.
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111 Showroom Appointments S. Archer 09/15/2137
SALES SHOWROOM VIEWING APPOINTMENTS
Monday: 0 appointments
Tuesday: 0 appointments
Wednesday: 0 appointments
Thursday: 0 appointments
Friday: Date night
Saturday: 0 appointments
Sunday: 0 appointments
SEEGSON FACILITY STAFF
Reception: Suzanne Archer
Line Manager: Android Liaison Executive, Spedding.
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112 RE: Smythe Read This Smythe 12/11/2137
What do you mean you shut the access door to the elevator?? All your
guns and supplies mean jack shit to me when the synthetic that was
chasing you is
STILL
FUCKING
DOWN
HERE!!
I don't think it's seen me. It's stood staring at your old magazines
in the blood plant overlook. Get back down here and open this door:
now.
Smythe
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113 Holding Out Russell 12/11/2137
I don't know how many of you are still around to get this, but I've
got weapons and supplies and I'm setting up shop outside the Synthetic
Showroom. I'm hoping we'll be safe from the creature up here.
Smythe is with me and waiting to be let up from the Fluid Plant
Reception. I still haven't seen Suzanne, if you're with her let me
know.
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114 White on Red Spedding 11/27/2137
This is Spedding in Android Processing. We've got a situation - we
have white-on-red casualties onstation. I've just had an android
report to the APTC with head trauma - but he's covered in blood. Human
blood. I've alerted the Marshals, put my secretary someplace safe, and
right now I'm headed for the transit. I'm going to get a Working Joe
to consult APOLLO. Maybe it knows who the HELL is to blame for this.
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115 Tomorrow, Together #3 Sebastian Sieg 05/--/2115
Together Tomorrow: Seegson's journey into Colonial Space
An Official History, by Sebastian Sieg (First printed in 'Eye on
Seegson')
OUR ASCENT TO SEVASTOPOL
While Seegson prepared for its ascension into colonial space, its
foothold was under construction. Sevastopol: a station with
unparalleled potential, and a perfect position deep in deep space.
Sevastopol began as a Freeport, built by Lorenz SysTech Development
and funded by our friends at GeoFund Investor. The station's opening
would, however, coincide with tumult in the space race. Years of
mismanagement, and the re-routing of the Sol-Thedus flight path, left
Sevastopol in real danger of being decommisioned.
Thankfully, Seegson were waiting in the wings to reenergize this
station - among many others! In 2124 we arrived in Sevastopol - and
made possible the buzzing cosmopolitan hub you see today!
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116 Hazard Containment Spedding 11/28/2137
I've come over to APOLLO to find out what sent the synthetics crazy.
This place has gone to hell. APOLLO's redirected core android duties,
and they've just walked away from the maintenance we requested after
we got the news. Coolant's everywhere, gas has escaped, and the
primary access lift has shut itself down. I've flagged a help request,
but apparently I'm forty-fifth in the line. Systems are suddenly
obsessed with Hazard Containment. I'm going to find a way down.
Spedding out.
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117 APOLLO Sales One Sheet Seegson 09/15/2137
APOLLO INFORMATION SHEET
WHY AN APOLLO SYSTEM FOR YOUR DEEP SPACE ORBITAL STATION?
Self-regulation and android maintenance. Security through removal of
synthetic self-determination. Instant communication. No interference.
Lightning fast data movement across the station. Reliable. Efficient.
Self sustaining. A true Seegson product.
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118 Something up with Your Synthetics Chief' Porter 11/25/2137
Hey, it's Chief. There's something wrong with your synthetics. The
team I requisitioned to asset-strip lower habitation just stopped in
their tracks. They barked something about a Hazard Containment order,
tried to get into my control booth and then just marched off. I know I
always complain about those spooky, bald bastards, but now I've got
proof their wiring's faulty. I've got a meeting with your boss
Spedding tomorrow, and I'm going to kick some ass. So when he starts
kicking your ass... well, it's coming from me.
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119 Hazard Containment Alert APOLLO Systems 12/11/2137
APOLLO would ask for your patience during the current: Hazard
Containment Alert.
Which is currently at level: Omega.
Thank you.
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120 Sold! Ransome 11/17/2137
Spedding, something crazy just happened. Sevastopol is off the market.
We got a buyer. After all those endless presentations and tours, I
guess the talks weren't stalled at all. Someone at Company
Headquarters just had to click his fingers. A message of confirmation
just came in, Apollo's currently receiving a packet of new operation
rulesets, so I guess the deal's sealed. This is board level, need to-
know stuff until it's announced to shareholders. Quite the promotion,
huh?
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121 Keep Things Quiet Ransome 11/21/2137
Spedding it's Ransome. With the Weyland Yutani buy-out it's more
important than ever that the flight-recorder hand-over goes without a
hitch. They'll be low level execs and won't know jack about the
buy-out, but if they hear rumors about a 'disappearing people
problem'? Well I don't want to rock the boat, and neither do you.
Let's just keep everything nice and quiet, we don't want them having
second thoughts.
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122 Twisting in the Wind Ransome 12/09/2137
This is Seegson executive Ransome, reporting in to the board. You sons
of bitches. I was loyal to you and you cheap bastards left me twisting
in the wind. I was going to give you the find of a lifetime. I was
willing to risk my life for the company. I could have called in a
special team, secured the specimen and we all would have been happy.
But APOLLO has cut all communications. None of the technicians in
APOLLO Core are answering my messages. We're all dying here, you
bastards! You threw it all away! Fuck you and fuck your company! Fuck
you!
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123 They're at the Door Spedding 11/30/2137
I'm in APOLLO. There are... androids at the door. Ransome's nowhere to
be seen. There are conflicts with the Hazard Containment Breach.
Synthetic safety procedures are getting by passed left and right.
Comms are offline. I thought it was random, but now I'm not so sure.
Oh God, they're going to get in. Tell Suzanne I love her.
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124 APOLLO Primary Interaction Log APOLLO Systems 12/11/2137
11/11/2137
Class: Human interaction
Request for inter-corporate messaging received. Outgoing message to
Weyland-Yutani representatives accepted and monitored.
11/16/2137
Class: Colonial Marshal Incident Report
Temporary emergency measures initiated in San Cristobal Medical
Facility. No further information provided.
11/17/2137
Class: External interaction
Purchase order received. Weyland-Yutani operational ruleset packet
received, verified and installed.
11/23/2137
Class: Colonial Marshal Incident Report
Emergency measures initiated in San Cristobal Medical Facility
extended. No further information provided. Station scans initiated
under WY directive #00043b56.
11/24/2137
Class: Containment Hazard Alert
Unverified scans in Reactor systems. Special Order 939 initiated.
Priority One. Protect Specimen. Maintain station quarantine. Disallow
communications.
12/11/2137
Class: Sevastopol Arrivals Log
New inhabitants logged with Apollo systems by synthetic staff.
Ripley, Amanda. Level 2, Weyland-Yutani.
Taylor, Nina. Level 4, Weyland-Yutani.
Samuels, Christopher. Level 3, Weyland-Yutani.
Expendable.
12/11/2137
Class: Containment Hazard Alert
Viable threat to specimen detected in Project KG348 Hazard lab.
Containment Hazard Alert raised to Omega.
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125 Missing Engineer Chief 12/01/2137
Chief here. Something weird's happening. Synthetics are on the fritz,
so I found some guys to help me out. I sent one of them into a
manufacturing room, but he never came out. Every door's locked, and he
sure as hell couldn't fit through the air vent without a fight. We
don't know what to do. It doesn't seem right to keep working without
looking for him, but there's nowhere to look. Our shift's over soon.
I'll report the incident to Waits and the Marshals.
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126 I Saw It Chief' Porter 12/06/2137
I saw it. It had its back to me - walking down a corridor like it was
the most natural thing in the world. I hid, but when I looked up it
wasn't there. I think it went into the floor. Maybe the ceiling.
Sevastopol's a maze. It could be living anywhere. This must be what
the marshals have been chasing. This shouldn't have been kept from me.
Chief out.
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127 Power Delivery Chief 12/03/2137
We need you down in Reactor Maintenance, Flores. I've got reports of
localized brown-outs all over the station. I know it's going to hell
on-station, but I can't see anything up here that would be
compromising power delivery.
Can you run a full systems check down there?
Chief
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128 I'm Coming to Find You Chief Porter 12/07/2137
Flores, if you're still there, find somewhere safe and wait, I'm
coming down to you. We need to stick together now. Sanders is dead and
at least four of the other engineers are missing.
One of those damn androids nearly took my head off, so I've scavenged
some parts together to make a weapon. It's got enough kick to punch a
nice clean hole in one of those bastards.
I'll be there as soon as I can.
Chief.
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129 Shutters Code Flores 12/04/2137
Chief, I'm heading down to Reactor Maintenance now as requested.
I've locked the shutters behind me, the code you'll need is 6832.
Flores
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130 Let Me Be a Friend to You Julia Jones 11/15/2137
Dr. Lingard, my name is Julia Jones and I'm a writer covering
Sevastopol's decommissioning. I was hoping to interview you about your
experiences on the station... You know, the limited medical resources,
the mental effects on patients in deep space, that kind of thing? But
look, doctor, I've heard there was some kind of incident in the
hospital recently. No-one seems to know anything. Doctor, if there's
a major public health issue here on Sevastopol, people need to know.
I'm freelance, unbiased. I don't have any corporate affiliations. I'll
take any statement you'd care to give me. Call me.
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131 Feeling Lucky Foster 10/20/2137
I think we may have broken our losing streak. We've barely been
scraping a living the past couple of years and the Anesidora is
starting to look like the wrecks we salvage. Can't say the crew's been
faring any better. Then we found that flight recorder. It belongs to
a ship, the Nostromo. Weyland-Yutani property. That means there'll be
a reward. But then Marlow had an even better idea: extrapolate the
path of the flight recorder to try to find the wreck of the Nostromo.
We got lucky, found a distress signal and now we're following it. This
is it. I can feel it in my bones. He always said he'd do right by me.
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132 Signal Detected Foster 10/20/2137
Marlow, Heyst says he's just picked up some kind of signal. I've got
Lewis trying to decode it now. Could be the Nostromo. Want to come up
and see for yourself?
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133 Approaching Sevastopol Heyst 11/11/2137
We're outside Sevastopol. Marlow and Foster woke up first. She looked
terrible. Meeks and me are about to take a shuttle to the station.
But, well, this has got to break quarantine procedures - right? It's
Marlow's ship, she's Marlow's wife. Things got heated and Meeks got a
bloody nose. So... I don't know... Maybe the doctors will give her the
all-clear and things can get to normal. But if they sniff it out when
we get on board, I don't want any part of it. Marlow doesn't pay
nearly enough for that kind of noise.
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134 Technician's Report Lewis 10/24/2137
Technician's report, 10.24.2137. Marlow, I just had to do some much
needed work on the sub-light engines. The old girl was complaining so
loudly I'm surprised something didn't fall off during the last jump.
Everything's holding together for now, but she'll need a full overhaul
soon, and not just for the core systems. We keep pushing her like this
and we're gonna end up being the only salvage crew hitchhiking through
deep space. It's gonna be an expensive job, so let's hope you're right
about that beacon. It could be our last chance for a decent paycheck.
Anyway, I had to reset the door keycode afterwards, the new one is
4510
. Lewis.
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135 Sevastopol Marlow 10/26/2137
Log #543374
Whatever it was that attached itself to Foster is dead. I found it on
the floor by her bed; all curled up like a spider. Foster said she
felt fine, but I insisted on putting her into hypersleep. That thing
must have done something to her, but maybe I can slow the process.
Sevastopol's the nearest station so I'm going to get her checked out.
Quarantine will be a problem but I figure the Nostromo flight recorder
may be the ticket in. Whatever we have to do.
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136 Anesidora Hail Waits 11/11/2137
Anesidora, this is Marshal Waits of Sevastopol. Officially, I should
deny your request to dock. Sevastopol is currently being decommisioned
and I can't compromise security for unscheduled vessels. However... in
the light of the property you found I will allow a small number of
your crew to dock via a short-range shuttle. I must remind you that
Sevastopol is entitled to a cut of any reward for return of said
property once it's on station. Let me know your decision. Waits out.
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137 Journal Entry # 340 Axel 12/08/2137
Axel's journal entry 340 - Right, got to be quiet now. I've found a
small hideaway in the Spaceflight Terminal. Not exactly five-star, but
it's cosy enough. I filled a bag with essentials and picked up a few
things on the way, making sure I didn't run into anyone. Too many
people with guns on Sevastopol now, shooting at shadows. I mean, I
have one myself but I'm not fucking insane. At least here it's
secluded and I'm close to the Terminal. So, if there's a chance of a
ship arriving I'll get a front seat.
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138 Code for Repair Job Francis 09/02/2137
Hey, Myers. MY shift's over and I'm clocking off. If you turn up to
repair the system in the next three hours, I won't be here, so the
code you need is 1851.
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139 Tomorrow, Together #4 Sebastian Sieg 06/--/2115
Together Tomorrow: Seegson's journey into Colonial Space
An Official History, by Sebastian Sieg (First printed in 'Eye on
Seegson')
OUR SYNTHETIC FUTURE
With the guidance of key Seegson executive talent, Sevastopol has
become an outpost of progress: A trade hub, a vibrant community and
the beating heart of the Seegson Synthetic Solution.
Sevastopol is the primary off planet site for the development, sales
and maintenance of Seegson androids. From Sevastopol's unique position
in the cosmos we can ship our range of Working Joes wherever they're
needed in colonial space within months, not years.
Above and beyond our reliable and cost-efficient synthetics is
Sevastopol's governing AI: Seegson's award-winning APOLLO system.
Through the hard work of our scientists and Seegson's bold
investments, the station is now a showcase for economical and
self-governing artificial human operations. Even now our sales
executives are overseeing the population of APOLLO mainframes across
colonial space!
Just as we assured you throughout this journey: We made it to
tomorrow, and we did it together.
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140 Bet on the Wrong Horse Sinclair 12/11/2137
This is Sinclair. You guys took too long down there - I had to power
down this facility and take the last transit. We can't afford to keep
sanctuary wide open. All it'll take is one creature to get in - and
all the supplies and weapons we've taken will come to jack shit. Me
and mine are gonna sit this out till the rescue comes. I'm sorry, but
when you started chasing after a ship that'll never come you broke
with the plan. Sinclair out.
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141 Nowhere to Run Winters 12/11/2137
I got here when they were sealing the sanctuary. I don't know what I
expected, maybe that they'd change their minds and let me in, maybe
that they'd shoot me dead like everyone else on the station who gets
in their way. They shut the door in my face. I can hear movements from
the floor below me. I haven't got long. Sinclair and his people have
Sevastopol's food supplies and much of its weaponry, but I heard the
voices of children too. I'd wondered where the children had gone.
Maybe they can keep these monsters from them. Despite it all, I hope
they do.
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142 Sealed In Sinclair 12/11/2137
If you're listening to this, and you're on the team, we've sealed the
Habitation Sanctuary. There's one way in, one way out. I've still got
raiding parties heading out to loot supplies and weapons, but it looks
like we shut it off just in time. The Seegson Synthetics have started
moving away from their stations. I've seen a trail of strangled bodies
in public areas. So, be aware. Oh, and if you're listening to this and
you're not on the team, don't come find us. We will shoot.
Subject Sender Date
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143 Shut Out Denver 12/11/2137
Is anyone there? It's Denver. I'm back with the supplies, but I'm
locked out and nobody's answering. What happened? Was there an attack?
It's getting worse out here, you have to let me back inside now - my
wife is in there, she'll tell you who I am. I have the supplies!
Someone please answer me!
(#) Subject Sender Date
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144 Last Stand Sinclair 12/11/2137
Mendonca, we rounded up everyone we could find and are camped out in
the Rec Room. The security system we discussed is rigged up, but you
won't be able to get in the old way.
We caught a stranger sneaking in - after a couple of hours he
confessed who let him in and we threw them both out. We've only got
limited space and supplies here and we've got to control who gets in -
if they want in, they've got to bring something to the table.
What you need is in the usual place. I don't want to say here but
you'll know what I mean. I changed the code to 1984. Use what you find
there.
Of course, we'll need to make sure you've got the supplies you
promised us, but we'll check you upon entrance - I'm sure you've got
what we need. After all, I vouched for you.
Don't make me regret it.
Jake
(A) Subject Sender Date
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145 Blood on my Hands Sinclair 12/11/2137
Last will and testament of some fuck you don't give a shit about. We
couldn't keep them out. My wife is dead. My children have been taken.
I tried, but I couldn't stop them. They broke through our defences.
There's... there's so much blood on my hands. This is for the rescue
party, for Seegson or... I don't know... Whoever has to clean up this
mess. We held out in here as long as we could. You didn't come fast
enough. You fucked it. Just send in the marines or blow this place up.
Take these creatures back to Hell.
(A) Subject Sender Date
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146 Goodbye Mike Tanaka 12/08/2137
Anne, I am so sorry. You were right, I never should have come here.
Please tell Beth and Heidi, tell them that I love them more than
anything. God, it hurts so much. I found something, Anne. I don't know
what it was, but I found it and now it's killed me. It's killing
everyone. I have to tell someone... there has to be a record. I was so
stupid, Anne. I should have stayed with you. I wish... I wish...
Subject Sender Date
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147 Stability Alert Automated Alert System 12/11/2137
Disruption to Orbital Stabilizers has been confirmed. Orbital
Stabilizer array back-ups are offline.
Systems waiting for Orbital Emergency Convenor response.
Subject Sender Date
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148 Sevastopol Initialization Hope, A 08/04/2105
I can now confirm that all Sevastopol Systems are operational, and our
KG348 orbit is no longer degenerative. My thanks to the tow team.
We're open for business. Good luck everyone.
(#) Subject Sender Date
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149 Transit Office Code Unknown Civilian 12/11/2137
"Code for the Transit Office is 0482 if you need supplies."
(#) Subject Sender Date
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150 Code on Blueprint APOLLO Blueprint 12/11/2137
"Try to remember this time"
4930
Subject Sender Date
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151 Torrens Co-Ordinates Observatory Chamber 12/11/2137
Co-Ordinate Conversion Input:
35
75
__________________________________________________________________________
| ':|
| Nostromo Logs (NOL1) |
| |
|:.________________________________________________________________________|
(A) Subject Sender Date
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001 An Initial Report Dallas NOS-7363-2121
This is Captain Dallas, logging an initial report from the return log
of our Thedus voyage. When we get back home I want a meeting with a
shipping coordinator. My usual Science Officer has been replaced - no
reason given. The new guy is more than capable, I'm sure, but only
getting two days' notice for this kinda thing is crazy. I'd just like
an explanation. We'll be ready for our load when we get the call.
Dallas, Nostromo Captain, signing off.
(A) Subject Sender Date
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002 Science Officer Reporting Ash NOS-7367-2121
Science Officer's initial log. I've been installed aboard the
Nostromo. All the relevant paperwork has been signed and I have access
to the ship's MU-TH-UR 6000 mainframe. Captain Dallas and the
Executive Officer seem... put out by my appearance, but that's perhaps
to be expected. All that's left is to hope for a productive journey.
Ash signing off.
(A) Subject Sender Date
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003 Delayed Pick-up Lambert NOS-7370-2121
This is Lambert confirming the delayed pick-up of the refinery we're
taking back to Earth. I've entered initial coordinates for the edge
of the Epsilon Reticuli using the established haulage route. My next
entry will be confirmation of our flightplan to the Sol system.
Lambert out.
(A) Subject Sender Date
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004 Overworked and Underpaid Parker NOS-7392-2121
Ripley's asked me to log a report on what happened to the umbilicus
when we hooked up onto the refinery. I'll tell you what happened: me
and Brett, we're holding this place together with our bare arms. You'd
think millions of tons of ore would get someone from the front deck,
someone on a full share, down here with us. Y'now, checkin' up on the
stuff we need. You want to get out of the system on schedule next
time? You put the Nostromo in drydock for a month, you wait till we're
done with it, you pay what we're due. Parker out.
(A) Subject Sender Date
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005 System Check Went Okay Dallas NOS-7398-2121
Sounds like the system check went okay. Some ducts still need
rerouting but, as I keep getting told, there's not much we can do
about it while the Nostromo is in the air. Parker's coming up with the
sign-off sheets, but I know Ripley wants to chew his ear about the
secondary load unit. I'm gonna stay out of it for now, they know what
they're doing. Dallas, Nostromo Captain, signing off.
(A) Subject Sender Date
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006 The Secondary Load Unit Parker NOS-7402-2121
We're heading to the edge of the system. Ripley's given me list of
stuff she says needs doing, says MOTHER's not gonna let us hit the gas
if we don't fix the secondary load unit. Helluva lot of work for a
routine flight. Dallas, if you somehow found the time in your schedule
to listen in on this, Brett and me - we're working double-time. If you
don't come good with a bonus we'll be taking it to the union.
(A) Subject Sender Date
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007 Finishing up Here Brett NOS-7611-2121
Right. Finishing up here. Kane asked if we could fix it so the heating
came on before we get outta the ole freezerinos. Parker said no way -
not our job. Next they'll be asking for monogrammed towels and a
massage. So we didn't do that; we told them that. Brett - over and
out.
(A) Subject Sender Date
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008 Antarctica Control Will Get Our Call Lambert NOS-7641-2121
This is Lambert, Navigator on the USCSS Nostromo registering that all
navigation beacons and Sol system co-ordinates have now been verified
by MOTHER. Antarctica Traffic control will get our call on October
22nd, or a few hours on either side. Signing off.
(A) Subject Sender Date
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009 Health Checks Ash NOS-7663-2121
Pre-hypersleep health checks have been performed on the entire crew
including, after some persistence from the engineer's staff, the
ship's cat. Everyone regular, present and correct - as set out in the
report I've just logged with MOTHER. I have a little more work to do
setting up my equipment and initialising systems, but otherwise: we're
ready to go.
(A) Subject Sender Date
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010 Nostromo Report Packet Dallas NOS-7680-2121
This is Dallas, I'm about to broadcast the Nostromo report packet back
to the Sol system before we hit the pods. Nearest open relay station
looks to be Sevastopol. All things being well - you'll hear from us
once we reach the edge of Sol. Don't miss us too much. Dallas out.
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Date Version Comment
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10/23/2014 0.1 Started writing the guide.
10/24/2014 0.2 Finished writing Missions 1-4.
10/25/2014 0.3 Finished writing Missions 5-9.
10/26/2014 0.4 Finished writing Missions 10-11.
10/26/2014 0.5 Finished writing Missions 12-14.
10/28/2014 0.6 Finished writing Missions 15-16.
10/30/2014 0.7 Finished writing Missions 17-19.
11/06/2014 0.9 Replayed the game, corrected errors.
11/07/2014 1.0 Finished writing Collectibles section.
Finished writing Achievements section.
Submitted to GameFAQs
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|:.. LEGAL (LEG1) `:::::%%%%|
|%%%:::::.. ::::::|
|HH%%%%%:::::.....___________________________________________________________|
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
Copyright 2014 Jan Kruse ([email protected])
____________________________________________________________________________
| ``:::%%%%%%HH|
|:.. CREDITS `:::::%%%%|
|%%%:::::.. (CRD1) ::::::|
|HH%%%%%:::::.....___________________________________________________________|
Twentieth Century Fox Film Corporation }
SEGA Corporation } for creating this game
The Creative Assembly Limited }
Osrevad } for the XBox 360 controller
ASCII art.
Avlandre } for finding Mike Tanaka's
Twitter account.



