What do you need help on? Cancel X

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

FAQ/Walkthrough by dcruze

Version: 2.0 | Updated: 03/12/15


                                                    ___
        /\            |               |            |              |\  |
       /__\           |               |            |--            | \ |
      /    \          |___            |            |___           |  \|

           __       _                      .  ___               _
   |      (_ .     / \       |        /\       |        |      / \       |\ |
 ..|      __)     .\_/      .|_    ../--\  ..  |.      .|      \_/..    .| \|



   Walkthrough - Version 2.0        Written by dcruze (dcruzefaq@gmail.com)

 ____________________________________________________________________________
|                                                                            |
                              Table of Contents                              
|____________________________________________________________________________|

  Controls .......................................................... (CTR1)
  Background ........................................................ (BKG1)

  Walkthrough ....................................................... (WKTH)
    Mission 1 - Closing the Book .................................... (MI01)
    Mission 2 - Welcome to Sevastopol ............................... (MI02)
    Mission 3 - Encounters .......................................... (MI03)
    Mission 4 - Seegson Communications .............................. (MI04)
    Mission 5 - The Quarantine ...................................... (MI05)
    Mission 6 - Outbreak ............................................ (MI06)
    Mission 7 - Seegson Synthetics .................................. (MI07)
    Mission 8 - Haven ............................................... (MI08)
    Mission 9 - Beacon .............................................. (MI09)
    Mission 10 - The Trap ........................................... (MI10)
    Mission 11 - Hazard Containment ................................. (MI11)
    Mission 12 - A Synthetic Solution ............................... (MI12)
    Mission 13 - Consultation ....................................... (MI13)
    Mission 14 - The Descent ........................................ (MI14)
    Mission 15 - The Message ........................................ (MI15)
    Mission 16 - Transmission ....................................... (MI16)
    Mission 17 - Desolation ......................................... (MI17)
    Mission 18 - Tomorrow, Together ................................. (MI18)
    Mission 19 - Isolation .......................................... (MI19)

    Crew Expendable ................................................. (DLC1)
    Last Survivor ................................................... (DLC2)

  Survivor Mode ..................................................... (SRVR)
    The Basement .................................................... (SRV0)
    Corporate Lockdown .............................................. (SRV1)
    Trauma .......................................................... (SRV2)
    Safe Haven ...................................................... (SRV3)
    Lost Contact .................................................... (SRV4)
    The Trigger ..................................................... (SRV5)
    Endurance Mode .................................................. (SRV6)

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

  Collectibles ...................................................... (COL1)
    Archive Logs .................................................... (ARL1)
    Nostromo Logs ................................................... (NOL1)
    ID tags ......................................................... (IDT1)
    Blueprints ...................................................... (BLP1)

  Achievements ...................................................... (AZT1)
  In-game Playing Tips .............................................. (TPS1)
  Log Transcripts ................................................... (SCR1)
    Archive Logs .................................................... (ARL2)
    Nostromo Logs ................................................... (NOL2)

  Version History ................................................... (VSN1)
  Legal ............................................................. (LEG1)
  Credits ........................................................... (CRD1)


 ____________________________________________________________________________
|                                                               ``:::%%%%%%HH|
|:..                               CONTROLS                        `:::::%%%%|
|%%%:::::..                         (CTR1)                             ::::::|
|HH%%%%%:::::.....___________________________________________________________|


  Xbox 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)


  Playstation Controller:

          L2: Aim/Focus Vision                   R2: Melee/ Fire
            (Motion Tracker)                     (when aiming)
                   |                                    |
                L1: Peek                     R1: Raise Motion Tracker
                   |                                  (hold)
                   |                                    |        Toggle
               _,.--.,_     Open Map     Pause       _,.--.,_    Flashlight/
              |  _____ |        |          |        | _____  |   Reload
              |-'     `'._______|__________|_______,'`     `-|   Flashlight
            ,'    __     `.     |          |     ,'    .,.    `.   | (hold)
           /     |  |      \    |  SONY    |    /     (/_\+--------'
          !   __  \/  __    |   |          |   !  ,-.  `-'  ,-.  |
 Weapon --+--|__ >  < __|   !__SELECT   START__| ([] )     ( O +-+-- Radial
  cycle   !       /\        ___`-.        ,-'     `+'  ,-.  `-'  |   Menu
          |\     |__|     ,'   `. \      / ,'   `. |  ( X )     /|
          | `.           /       \ |    | /       \|   `+'    ,' |
          |   `-.____,-. \   |   / |____| \   |   /|,-. '--------+- Interact/
          |           ,'\ `._|_,' /      \ `._|_,' |`.           |   Pickup
          |          /   `-._|_,-'        `-._|_,-'|  \          |
          \         /        |                |    '---------------- Reload
           \       /    Move/Sprint     Look/Crouch     \       /    (hold)
            `.__,-'       (click)         (click)        `-.__,'


  Keyboard Controls:

                 Move Forward           |  W
                 Move Back              |  S
                 Move Left              |  A
                 Move Right             |  D
                 Sprint                 |  Shift
                 Crouch                 |  C
                 Aim/Change Focus       |  Right Mouse button
                 Fire/Throw/Melee       |  Left Mouse button
                 Use                    |  E
                 Close/Radial Menu      |  Q
                 Reload/Activate        |  R
                 Peek                   |  CTRL
                 Select Revolver        |  1
                 Select Shotgun         |  2
                 Select Flamethrower    |  3
                 Select Bolt Gun        |  4
                 Select Stun Baton      |  5
                 Next Weapon            |  Mouse Wheel down
                 Previous Weapon        |  Mouse Wheel up
                 Select Motion Tracker  |  Space
                 Select Flashlight      |  F
                 Map Menu               |  TAB


 ____________________________________________________________________________
|                                                               ``:::%%%%%%HH|
|:..                              BACKGROUND                       `:::::%%%%|
|%%%:::::..                         (BKG1)                             ::::::|
|HH%%%%%:::::.....___________________________________________________________|


                        Final report of the commercial
                        starship Nostromo.
                        
                        Third officer reporting.

                        The other members of the crew -
                        Kane, Lambert, Parker, Brett,
                        Ash and Captain Dallas are
                        dead.

                        Cargo and ship destroyed.

                        I should reach the frontier in
                        about six weeks. With a little
                        luck, the network will pick me
                        up.

                        This is Ripley, last survivor
                        of the Nostromo, signing off.


You are Amanda Ripley, the daughter of Ellen Ripley, who went missing 15
years ago, in the year 2122, somewhere in deep space.

While you are working as an engineer in the same region your mother went
missing, Samuels, an exec from the Weyland-Yutani Corporation approaches you.

He tells you they may have found your mother. A commercial vessel, the 
Anesidora has found the flight recorder of the Nostromo, the ship your 
mother worked on. It has been taken to Sevastopol Station, a freeport in the
Zeta Reticuli system.

The company wants it to be collected as soon as possible, and transit has
been arranged aboard a courier ship called the Torrens. Samuels offers you a
place on the Torrens, if you want to come along. Maybe it will bring you
closure?

 ____________________________________________________________________________
|                                                               ``:::%%%%%%HH|
|:..                             WALKTHROUGH                       `:::::%%%%|
|%%%:::::..                         (WKTH)                             ::::::|
|HH%%%%%:::::.....___________________________________________________________|

Before you start a new game, you have a few things to consider. If you only
plan on playing the game once and still want to get all the achievements, then
you should select Hard difficulty. It is the easiest way to get the "Survivor"
achievement.

There is an achievement for never dying, "One Shot", which can be difficult
to get on your first playthrough, but it is still possible. Consult the
achievements section of this guide for more information.

You can get an achievement for completing the game without killing any
humans, "Mercy or Prudence?" so that can dictate your playing style.

Nightmare difficulty is for veterans who have played through the game before
and are looking for a new challenge. It has a number of restrictions: There
is no map system; there is less game feedback (no health bar, ammo counter or
flashlight indicator). Your Motion Tracker will be broken and unreliable. You
will have a hard time finding crafting material and ammunition. The Flamer
burns fuel faster and the enemies move faster and are deadlier.

It is possible to change the difficulty in the game settings at any time if
you find a section to be too hard, except if you are playing Nightmare.

  __________________________________________________________________________
 |                                                                        ':| 
 |    Mission 1 - Closing the Book (MI01)                                   |
 |      Archive Logs  : 3                                                   |
 |:.________________________________________________________________________|

The game starts when you wake up in the Hypersleep Chambers of the Torrens,
as it is approaching Sevastopol Station. The first thing you need to do is
walk over to the nearby console and sign in. After you have done that, search
the lockers with green lights for some crafting items you will need later.

  Objective: Explore the Torrens
    Explore the ship before you arrive at Sevastopol Station

                                                              Get Dressed []
                                                          Speak to Taylor []
                                                         Speak to Samuels []

   --( TIP )---------------------------------------------------------------

                Xbox 360 | Xbox One | PS3      | PS4      | Keyboard
                ====================================================
      Open Map  back     | view     | select   | touchpad | TAB

Press the appropriate button for your system to bring up the map menu to see
where you need to go next. This walkthrough will refer to compass directions
at times, when that happens use the map to get your bearings.

The map menu will also pause the game, so you do not have to worry about
being killed while it is open.

On Nightmare difficulty, the map data will be unavailable, which complicates
things. You can still use this guide since it will give you the compass
direction you are facing before it refers to another direction.

   ------------------------------------------------------------------------

The next order of business is to head to the Bunk Room to get dressed. As you
enter the Bunk Room, there is a computer terminal to your right. Access it to
read the first Archive Log in the game. Now search all the lockers above the
bunks, and go over to your locker to put on some clothes.

  [] Archive Log 001  Just Missed You

You can save your game at the Registration Point here, which looks like a
phone booth. Grab the components from the lockers on the opposite side from
it.

Now head to Medical to speak to Samuels, after you have finished talking to
him go to the Galley and speak to Taylor. When the conversation ends, the
captain of the ship announces that you are approaching Sevastopol Station and
everyone needs to get to the bridge. Before you go there, search the cupboard
then access the terminal for the last two Archive Logs of the mission.

  [] Archive Log 002  RE: Nostromo Incident
  [] Archive Log 003  Torrens Manifest

                                            Go to the Bridge for briefing []

When everyone has arrived on the bridge. The captain, Verlaine, fills you
in on the boarding procedure. Then, Samuels asks if everyone has their
briefing documents.

                                           Collect your briefing document []

Pick up your briefing file from the nearby table, and watch the cutscene
where you unwillingly separate from the others as you all try to enter
Sevastopol Station.


  __________________________________________________________________________
 |                                                                        ':| 
 |    Mission 2 - Welcome to Sevastopol (MI02)                              |
 |      Archive Logs  : 15                                                  |
 |      ID tags       : 2                                                   |
 |      Blueprints    : Medikit (V.1)                                       |
 |      Tools         : Maintenance Jack, Flashlight                        |
 |:.________________________________________________________________________|

When you get back on your feet, head through the door that opens in front of
you.

  Objective: Find Help
    Search the Spaceflight Terminal for help

Change out of your Extra-vehicular activity (EVA) suit and then go through
the door to a four-way junction with a Registration Point. Pick up any
components you find here, then exit the Primary Airlock area and follow the
corridor until you see a gas blowout in front of you.

   --( TIP )---------------------------------------------------------------

You are now able to run by clicking the left stick once on your controller
or by holding down 'Shift' if you are playing with a keyboard. Running is
very loud, so it will attract attention if there are enemies nearby.

                Xbox     | Playstation | Keyboard
                =================================
        Sprint  LS       | L3          | Shift
        Crouch  RS       | R3          | C

You can crouch down by clicking the right stick once on your controller or
by pressing 'C' on the keyboard. It will allow you to move around quietly,
but it is slower than walking. While you are crouched down you can reach
places you cannot enter while standing up.

   ------------------------------------------------------------------------

Climb into the vent to the left and crawl to the other side. When you
reemerge on the other side, keep following the corridor into another four-way
junction. Access the terminal to read an Archive Log.

  [] Archive Log 004  Decommissioning

Start walking across the planks, which collapse causing you to fall down to
another corridor. Pick up the nearby flare and follow the instructions to
light it. This will make it easier to see.

Go around the corner, crouch down and crawl through the opening to the right.
Follow the path until you find another opening. Crawl through it to a pile of
suitcases with some more crafting material for you to pick up.

Turn around and go back the way you came until you find a button on the
fence to the right. This lowers a luggage ramp, go up the ramp and get the
components from the crate before you climb up the ladder. When you get to
the top, pick up everything you can find and then exit through the door.

  Objective: Search the Spaceflight Terminal for help
    Keep moving through the terminal to find help

It is dark in here and all the doors require power to open, so your next job
is to find a way to restore the power. Head up the stairs on either side and
update your map at the glowing terminal when you reach the top. These map
terminals adds unexplored areas to your map screen.

Go into the small control room nearby and restart the generator, then access
the terminal to read three more Archive Logs before you select the "Power
Junction" option from the utility menu to restore the power. One of the
Archive Logs contains a code. There is a Registration Point here you can use.

  [] Archive Log 005  Moved Our Stash
  [] Archive Log 006  Goodbye from Seegson
  [] Archive Log 007  Kill the Power

The doors open and you see some people running across the room downstairs
from one door to the next. Head back down and check where they came from and
where they went for some more items, then enter the passcode "0340" on the
panel to open the locked door to the southwest. Inside, pick up the crafting
materials and your first blueprint, which is lying on top of a crate.
 ____________________________________________________________________________
|                                                                            |
  Medikit      10 Scrap            The Medikit can be used to partially heal
  (V.1)         1 SCJ Injector     yourself in moments of need. It takes
                1 Compound B       careful precision to use the Medikit so
                1 Bonding Agent    make sure you have time to use it.
|____________________________________________________________________________|

   --( TIP )---------------------------------------------------------------

                            Xbox     | Playstation | Keyboard
                            =================================
               Radial Menu  B        | Circle      | Q
  Crafting Menu/Craft Item  LB       | L1          | LMB
          Commit Component  A        | Cross       | LMB

Now you can put some of the stuff you have picked up to good use, hold the
appropriate button for your system to open up the Radial Menu. Select Medikit
and press the button to bring up the crafting menu. Commit components with
'A', 'Cross' or clicking them with the left mouse button.

When you have committed all the components you need, press 'LB', 'L1' or
click the box on the top with the left mouse button to create a Medikit. When
you commit components, you cannot change your mind and use it for another
device instead.

Until you start to get a message that a certain component is maxed when you
try to pick something up, it is a good idea to only craft what you know you
are going to use straight away.

There are two achievements you can get for crafting items: "Build to Survive"
for constructing your first item, and "A True Engineer" for constructing one
of each craftable item.

It is also possible to learn Blueprints from picking up devices, but it is
not beneficial. You should have found the Blueprints long before that.

   ------------------------------------------------------------------------

Now head back up the stairs and enter the new area. Crouch down to go under
the electrified wire and check the benches for more items. If you did not pick
up the Medikit Blueprint earlier, you will get another chance here.

  [] Blueprint - Medikit (V.1)

Go through the door into the Passenger Lounge. Go up the stairs to the right
and keep moving towards the other side. You get a quick glimpse of the Torrens
outside before the windows shut.

  Objective: Contact the Torrens
    The Torrens is looking for you. Find a way on the station to contact the
    ship.

Check the nearby benches for some more items, then go down the stairs on the
other side. Turn left and enter the Cred-Op Amusements. Inside you will find
another generator you need to restart. This opens the door to a nearby 
restaurant. Enter it. Inside is a Registration Point, an audio recorder and
another terminal with three Archive Logs.

  [] Archive Log 008  Terminal Riot
  [] Archive Log 009  Pulling the Plug
  [] Archive Log 010  To all Spaceflight Employees
  [] Archive Log 011  What is APOLLO?

When you have finished exploring, open the floor vent in the middle of the
room and enter it. Follow the vent to the other side, and you will find
yourself in a long corridor. Go down the corridor a little bit and use the
cleaning robot to move it out of the way. Now you can crouch down and enter
the tunnel. Keep moving south until you enter the Baggage Claim area.

When you get to the middle of the room, turn right and go through the door on
the west side. Inside you will find another generator, restart it and then go
back into the Baggage Claim area. Turn right and go south towards the large 
set of doors and listen to the audio recorder on top of the wheeled table.

  [] Archive Log 012  Last Power Coupling

  Objective: Get through the main door
    Find something to open the security brace with.

Turn left when facing the doors and head up the stairs straight ahead. Enter
the Immigration Office. There is another Registration Point here, and an
audio recorder in the control room to the north.

  [] Archive Log 013  Another Break-in

Now go through the door next to the Registration Point and turn right, then
head south into the evidence lock-up. Through the grating, you see a dead man
holding the tool you need, a Maintenance Jack. Climb into the vent in the
corner and follow it until you drop down on the other side of the fence.

Pick up the Maintenance Jack, listen to the audio recorder and then collect
the first ID card you can find in the game. If you find all 50 of them, you
will get an achievement, "The Taken".

  [] Archive Log 014  Dead Soldiers
    ____________________________
   | NAME __________________ ID |
   | Z. Watson             6132 |
   |____________________________|

Remove the brace on the door and get out of the cell. Exit the evidence
lock-up, then remove the brace on the door in the corridor and enter the room.
Inside you will find another audio recorder and some more items on a table.

  [] Archive Log 015  Interview: Heyst

Now head back to where you restarted the generator and remove the brace on
the door in the back, you will find some more components inside. Now go back
to the main door and attempt to remove the brace there, which will trigger a
cutscene. You meet Axel, who agrees to help you get to Comms in exchange for
a place on the ship.

  Objective: Head to the transit with Axel.
    Axel has agreed to guide you through the terminal to a transit link
    that will take you to Comms.

Remove the brace on the door and proceed into the next room. Check the dark
rooms on the sides for some components then go further into the room. Some
other survivors are about to leave in an elevator, after they are gone keep
moving south. Axel unlocks an elevator next to a Registration Point. Enter
the elevator and press the button to go down to Freight Shipping.

On your way there, Axel tells you there is some kind of monster aboard the
station. When you arrive, go down the corridor a little bit until you see
some armed people ahead. Crouch down behind cover and wait for them to pass.
Then Axel says you will need to go around them as he unlocks a nearby vent.
Follow him inside to his hiding place. 

                                               Follow Axel into the vents []

Axel tells you it gets pretty dark around here, so you will need a flashlight.
Pick up the flashlight that is lying on top of the cooler, as well as the
batteries and any other components you can find.

   --( TIP )---------------------------------------------------------------

                            Xbox     | Playstation | Keyboard
                            =================================
        Toggle Flashlight/  Y        | Triangle    | F
  Reload Flashlight (hold)           |             |

Hold down the button to change the batteries in your flashlight. Pressing the
button once will activate it. Be careful using the flashlight if you are close
to enemies since they will react to the beam.

   ------------------------------------------------------------------------

There is a Registration Point here you can use. When you have finished follow
Axel into the next room.

                                                       Stay close to Axel []

He needs you to look for a vent that he has marked with red paint. There are
three more packs of batteries in here, and another ID tag in front of a
blocked vent at the south part of the area.
    ____________________________
   | NAME __________________ ID |
   | A. Fielding           8841 |
   |____________________________|

                            Use your flashlight to find the vent entrance []

You will find the vent Axel is looking for in the northwest corner. When you
have found it, Axel opens it and climbs in. Follow him inside. Halfway
through the vent, you see the armed people from before, you need to hide for
a bit before you exit. Save your game at the Registration Point, then catch
up with Axel.

Inside the Cargo Hangar, you see a whole group of armed people, hide and wait
for a little while. Axel suggests you disable a generator to distract them.

  Objective: Find a way to distract the looters
    The looters outnumber you and Axel. Find a way to distract them so you
    can both sneak past them.

                                                   Shut off the generator []

Crouch down and hug the wall to the right and head into the Power Generator
room. Turn off the generator by using the console and then open the floor vent
next to it so you can escape. Start making your way to the other side of the
vent. When the looters leave to check on the generator, climb out and make a
run for it through the doors.

   --( TIP )---------------------------------------------------------------

A faster alternative to crouching to get by the looters is to use a technique
called "Moonwalking" (Thanks to PsychoHypnotic for this).

While standing up, move forwards and to the right at the same time. You will
float without making any sound. It only works if you move to the right.

It is easier to pull off if you play with a keyboard, but it is possible to do
with a controller as well if you hold the stick all the way in the upper right
corner. You can use this technique throughout the game when you need to move
fast without making sound.

You can also combine it with running, but it is a little bit more involved,
and will only work on a keyboard. Look in the 'Advanced Techniques' section
for more information.

   ------------------------------------------------------------------------

  Objective: Escape with Axel
    Continue with Axel to the Transit Station

Save your game at the Registration Point, then go into the next room. Access
the terminal to read the last three Archive Logs of this mission.

  [] Archive Log 016  A Blind Eye
  [] Archive Log 017  Two-Man Rule
  [] Archive Log 018  Inventory

There is another chance to pick up the Medikit Blueprint from the wall
if you missed it before.

  [] Blueprint - Medikit (V.1)

                                   Hit the power at the same time as Axel []

To open up the next door, you and Axel need to hit buttons on two different
consoles at the same time. Go to the other side of the glass and hit the
two-man switch.

                                                                Save Axel []

The door opens and you see a man attack Axel from behind on the other side.
Quickly run back to save him, press 'RT', 'R2' or 'LMB' to hit the man with
your Maintenance Jack. Axel shoots and kills the man, and the rest of the
group come to investigate, forcing you to run away.

   --( TIP )---------------------------------------------------------------

You can now use your Jack as a weapon if you attack without aiming. It can
also be used to hit walls or hard surfaces to attract attention. It does
not work while you are crawling in a vent, though.

   ------------------------------------------------------------------------

                                                         Escape with Axel []

You make it into the Cooling Tower, which triggers a cutscene. You are
shocked that Axel killed the man, but Axel explains that it was done in
self-defense. The Alien creature appears, abruptly ending the conversation
as it kills Axel before it goes back into a vent with his dead body.

  Objective: Reach the transit station
    Escape the area and take the transit car to the SysTech Spire

This is the first time the Alien can actually kill you. Do not run since that
will alert it for sure. Instead, keep walking calmly towards the transit
station to the north. Call the transit by using the button on the right side,
then wait.

This part is stressful the first time you play, since the car takes what seems
like a small eternity to arrive, and the soundtrack just keeps building
tension. When the transit car finally does arrive, enter it immediately and
take it to the Lorenz SysTech Spire, ending the mission. Phew!


  __________________________________________________________________________
 |                                                                        ':| 
 |    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 for the Medikit and remove the
brace on the door. Walk to the other side of the Transit Station and save
your game at the Registration Point. Go up the stairs and enter the door
ahead. Turn left and walk through the door into the Lobby.

                           Take the elevator up to Seegson Communications []

Start to go up the stairs, but be prepared to crouch and move back. You hear
a woman complaining loudly about something. When she notices you, she fires
two shots at you before she runs off to warn her friends.

Now, somewhat counterintuitively, you have the whole area to yourself until
you trigger a new event by approaching the elevator where the woman was
standing. Feel free to search the entire Lobby for items before you do that.

Listen to the audio recorder on the counter in the center of the lobby, and
then collect the ID tag from the floor directly underneath it.

  [] Archive Log 019  Leave Work Now
   ____________________________
  | NAME __________________ ID |
  | A Hutchison           1453 |
  |____________________________|

Climb the stairs to the left of the elevator, turn right and climb into the
vent straight ahead. Pick up all the components in the room on the other side.
Now, go to the entrance to the elevator where you find an Access Tuner, some
kind of hacking tool you can use to access locked doors and terminals. It is
broken, so you will need to find a new Data Cell for it.

                     Find a Data Cell to repair the Security Access Tuner []

The woman and her armed friends return now, so quickly climb the opposite
flight of stairs from the ones you took before. Hide in the first doorway you
see and wait for them to pass you. Crouch down and turn left. Now go directly
south towards your map marker. Look out for another man wearing a white coat.
When you can, sneak by him around the corner to your left.

Go through the doors and walk down the stairwell. You will hear the woman's
friend saying he thought he saw you go downstairs, but she convinces him
there is no point in following you down there. Update your map at the terminal
on the way down, and when you reach the near bottom, you get a quick glimpse
of the Alien ahead, before it disappears into a vent!

                                  Search Tech Support for a new Data Cell []

Go towards the Facility Control room where the Alien went. Update your map at
the terminal before you enter the room. There is a Registration Point inside,
use it to save your game. Turn around and pick up the Revolver and keycard
from the console.

   --( TIP )---------------------------------------------------------------

                Xbox     | Playstation | Keyboard
                =================================
           Aim  LT       | L2          | RMB
          Fire  RT       | R2          | LMB
        Reload  X        | Square      | R

Now you have your first ranged weapon, to use it you need to hold the aim
button and then press the fire button. You can press the reload button once
to load a single bullet, or hold it down to fully reload.

   ------------------------------------------------------------------------

Walk into the corridor to the left of the Registration Point and then unlock
the door with the keycard. Walk through the door to enter Tech Support. On a
desk in the southwest corner, you find another ID tag.
   ____________________________
  | NAME __________________ ID |
  | C. Ward               2265 |
  |____________________________|

Turn around and pick up the blueprint from the table.
 ____________________________________________________________________________
|                                                                            |
  Smoke Bomb   10 Scrap            This device which detonates on impact
  (V.1)         1 Ethanol          will release a cloud of smoke that
                1 Sensor           obscures visibility. As a modified
                1 Bonding Agent    proximity device,  it can be placed as a
                                   trap that will trigger when enemies are
                                   near.
|____________________________________________________________________________|

Search the rest of the room for components, then head down the corridor to
System Monitoring where there is a dead man sitting in a chair. Search the
body and then pick up the blueprint from the wall.
 ____________________________________________________________________________
|                                                                            |
  Flashbang    10 Scrap            A non-harmful device which detonates on 
  (V.1)         1 Bonding Agent    impact, stunning nearby humans and
                1 Blasting Cap     blinding humans and synthetics looking at
                1 Sensor           the detonation. As a modified proximity
                                   device, it can be placed as a trap that
                                   will trigger when enemies are near.
|____________________________________________________________________________|

   --( TIP )---------------------------------------------------------------

The Smoke Bomb is not very useful, but the Flashbang is effective to stun
humans allowing you to get by looters without them shooting at you. It can
be useful if you are trying to get the "Mercy or Prudence?" achievement for
completing the game without killing any humans.

   ------------------------------------------------------------------------

Go back to Tech Support, turn left and go through the door that reads
"Sevastopol Works Archive". Inside you find the flight recorder from the
Nostromo, but there is nothing on it. An alarm starts sounding and you find
yourself trapped inside the room.

When it becomes active, press the button on the server bank to your right to
move it. Do this with three server banks allowing you to reach the Data Cell,
which is on a shelf in the southwest corner. Pick it up and then hack the door
to get back out.

                              Hack the elevator to Seegson Communications []

   --( TIP )---------------------------------------------------------------

To solve the Access Tuner minigame, you need to use the left stick
(LMB + Mouse) to move the fine-tuning marker until you receive a signal, then
use the right stick (Movement keys on keyboard) to select the corresponding
callback code. Then you use 'A', 'Cross' or 'E' on keyboard to enter one
code at a time, left to right.

When you have performed 10 successful hacks, you get the "Seegson Security
Bypass" achievement. If you are playing on Nightmare difficulty, the systems
are harder to hack.

   ------------------------------------------------------------------------

Return to the corridor where you found the last blueprint and hack the door.
Inside you will find some components, an audio recorder and an ID tag.

  [] Archive Log 022  Empty Box
   ____________________________
  | NAME __________________ ID |
  | J. Williams           9744 |
  |____________________________|

Exit the Tech Support area and save your game at the Registration Point. When
you leave Facility Control, you discover that a shutter is now blocking access
to the stairwell back up to the Lobby.

                                                Disable Security Lockdown []

Climb into the vent on the right side of the shutter, pick up the crafting
material inside and then follow the vent all the way to the other side. Walk
down the short stairs and hack the door leading to the Tech Workshop. Once you
are inside, access the terminal straight ahead to read the last two Archive
Logs of the mission.

  [] Archive Log 020  Archives
  [] Archive Log 021  An Outpost of Progress? #1

On one of the desks you will find the Blueprint for Medikit (V.1) if you have
not picked it up yet. Search the suitcases and pick up any other items you
can find and then use the console to disable the security lockdown.

  [] Blueprint - Medikit (V.1)

The Alien drops down from a vent in front of you and you quickly hide under
the console. It then walks out of the room and disappears into another vent!

                              Hack the elevator to Seegson Communications []

Leave through the same doorway the Alien went into and remove the brace on
the door to the left. Go through the door, then straight to Facility Control
to save your game once again. Now make your way back up the stairwell, hack
the door at the top and go back into the lobby.

You witness the Alien killing all the looters you ran into earlier. Crouch
down and stay out of sight until it heads back into a vent! If you are feeling
extra adventurous then you can try to loot the dead bodies, you will return
here later but the bodies will be long gone by then.

Get to the elevator and hack it with your Access Tuner. Enter the elevator
and press the button to go to Seegson Communications, ending the mission.


  __________________________________________________________________________
 |                                                                        ':| 
 |    Mission 4 - Seegson Communications (MI04)                             |
 |      Archive Logs  : 12                                                  |
 |      Nostromo Logs : 1                                                   |
 |      ID tags       : 4                                                   |
 |      Blueprints    : Noisemaker (V.1), EMP Mine (V.1)                    |
 |      Tools         : Motion Tracker                                      |
 |:.________________________________________________________________________|

  Objective: Make your way to Comms Control
    Comms Control will handle external communications. Find it and send a
    message to the Torrens.

                                           Make your way to Comms Control []

Step out of the elevator and update your map at the terminal to the left.
Approach the reception desk and talk to the Working Joe android. Go down the
stairs and access the rewire panel to your left. Deactivate the camera feed
and air purification and then activate the door access. This unlocks a door
behind you. Once you have accessed ten different rewire points you will get
an achievement, "Power Games".

Exit the rewire panel and then turn around, go down the small stairs and enter
the room. Get the components from the suitcase inside. Now, exit the room then
turn right and search the suitcase in front of you. Follow the corridor until
you get to another Working Joe.

   --( TIP )---------------------------------------------------------------

This is a good opportunity to get the "My Turn Now" achievement, which
requires you to kill an android using nothing but the Maintenance Jack.

To get it, sneak up on the android from behind and hit him a couple of times
with the Maintenance Jack. Then run all the way back to the elevator in the
Reception and wait there for a little while until he stops chasing you and
goes back to his post.

Now, repeat this process until he is dead. It takes 8-10 hits before he goes
down, do not get too greedy or he will grab you. Just hit him twice each
time to be safe.

Note that if you are trying to get the "Just Out of Reach" achievement you
cannot allow him to grab you at all. If he does reload and try again.

   ------------------------------------------------------------------------

Follow the corridor all the way to the other end. Enter the Comms Control
Access room and collect the Motion Tracker inside.

   --( TIP )---------------------------------------------------------------

                        Xbox     | Playstation | Keyboard
                        =================================
  Raise Motion Tracker  RB       | R1          | SPACE
          Focus Vision  LT       | L2          | RMB

You bring up the Motion Tracker by holding down 'RB', 'R1' or 'SPACE' on the
keyboard, and you can shift focus by holding down the aim button at the same
time. You can also use the Motion Tracker to guide you to your destination.
The marker on the edge of it points you to the next waypoint.

It has its limitations, the range is limited and it does not tell you if the
target is above or below you. Since it detects motion, a target that is
standing still will not show up as a blip. Later in the game, if you are
close to any enemies, they might hear the beeping coming from the Tracker.
Use it with caution.

  ** On Nightmare difficulty, the Motion Tracker is broken and gives you a
     distorted and unreliable signal.

After you have detected 30 targets with it, you get the "I Admire its Purity"
achievement.

   ------------------------------------------------------------------------

Pick up all the other components in the room and then access the terminal to
read four Archive Logs before you select the "Door Access" option from the
utility menu. This unlocks the door to the stairwell nearby.

  [] Archive Log 023  Door Override
  [] Archive Log 024  Our Manifesto
  [] Archive Log 025  Tomorrow, Together' #1
  [] Archive Log 026  Please Understand

Climb the stairwell and then save your game at the Registration Point at the
top. Go through the door and look to your left. Remove the brace on the door
then step inside. In this area, you will find some more components as well as
another blueprint.
 ____________________________________________________________________________
|                                                                            |
  Noisemaker   10 Scrap            This home-made device continuously emits 
  (V.1)         1 Charge Pack      a high-pitched noise when triggered which
                1 Sensor           will attract a lot of attention. If
                1 SCJ Injector     placed, the device has a handy 4 second
                                   delay before it activates.
|____________________________________________________________________________|

This is one of the more useful items in the game; you will rely heavily on
these later in the game to distract the Alien.

When you have finished exploring, go to the other end of the area where you
find a door with a lever. Pull the lever to open the door and then go back
into the main corridor. Turn left and you will see some short stairs with
conveyors on the sides. Use the conveyors to get some more components. Then
climb the stairs and talk to the android behind the glass. You tell him you
need to get inside, but he says it is a restricted area and refuses to open
the door.

                                                  Find another way inside []

Go back down the stairs, turn left and hack the door to the left. This is
a new hacking minigame where you simply need to get the timing correctly by
matching the frequency fluctuation.

Walk inside the room, search the suitcase below the table and pick up the
flashlight batteries. Climb into the vent and start to crawl to the other
side. Halfway there, you witness an argument between a man and a Working Joe.
It ends badly for the man when his gun goes off by accident, provoking the
android. The android kills the man by bashing his head against a wall.

                            Gain access to the elevator. Avoid detection. []

The androids in this area will be hostile towards you from this point on, so
do not let them see you. If they do spot you however, quickly climb into a
vent and hide inside until they lose interest. Unlike the Alien, they will
not follow you.

   --( TIP )---------------------------------------------------------------

There is an achievement for this mission, "Just Out of Reach" which you get
if you can contact your team and escape Comms without being attacked by an
android. If you are trying to get it, and find yourself in a position where
an android is about to grab you, quickly pause the game before it happens and
load your current save to try again.

Later in the game you will come across androids that are not hostile. You can
tell if they are friendly by looking at their eyes. If they have white eyes,
they are friendly and if they have red or orange eyes they will be hostile.

   ------------------------------------------------------------------------

Exit the vent and be careful not to step into the beam from the security
camera, if you do then it will trigger an alarm. Turn left and search the
dead body. Enter the Security Surveillance area, and look to your right.
Access the terminal to read two more Archive Logs.

  [] Archive Log 029  Your Logged Message
  [] Archive Log 030  APOLLO's Eye

There are two androids nearby, crouch down to stay out of sight. Turn around,
climb up the stairs and then search the suitcase on the desk in front of
you. Turn right, disable the security camera at the terminal ahead and then
turn around and collect the ID tag that is on the table to the left.
   ____________________________
  | NAME __________________ ID |
  | T. Curwen             1569 |
  |____________________________|

Go back to the elevator and call it. Wait for it to arrive, then enter it and
press the button to take the elevator up to Comms Control.

  ** If you do not care about the ID tag and the Archive Logs, you can call
     the elevator right after exiting the vent. The elevator will arrive
     before the androids inspect the alarm raised by stepping in the beam
     from the security camera.

                                         Contact Verlaine and the Torrens []

When you arrive, step out of the elevator to hear a broadcast from Verlaine.
Enter the door to your left, climb the stairwell and then go to your right
into the room with the sign that says "No Access". Get the components and
hack the terminal to gain access to it. There are three Archive Logs on it.

  [] Archive Log 031  Torrens Hail
  [] Archive Log 032  Torrens Damage
  [] Archive Log 033  RE: Torrens Hail

Now turn around and go into the External Communications room. As you attempt
to access the External Comms Link, you discover that APOLLO, the central
artificial intelligence (AI) of Sevastopol Station, has disabled external
communication.

                                Find an alternate Communications Terminal []

Go back down the stairs and update your map from the terminal straight ahead.
Turn around and save at the Registration Point. Turn right and walk east a
little bit until you get to the ramp, then crouch down and sneak around the
corner to your right. Get the components from the nearby suitcase and then
open the floor vent and drop down. Approach the door nearby door to open it.

The android nearby has a set routine where he will check a terminal, then
move on to the next one. Carefully exit the vent through the door and hug
the wall to your right. Sneak into the corridor to your right when he has his
back to you.

When you go through the doorway marked "Internal Communications", you hear a
repeating broadcast from Samuels calling for help. Keep heading down the
corridor to the south. When you get to the corner, you see an android going
through a door. Follow him inside but keep your distance.

In this next room, there is an android lying on the floor behind a counter.
Be careful, he will grab your leg if you get too close to him. If you did not
pick up the Flashbang Blueprint in Mission 3, you get another chance here.

  [] Blueprint - Flashbang (V.1)

If the android grabs you, you can hit him with your Maintenance Jack until he
is dead, allowing you to search him for components. It is better to stay clear
of him, though, since the fight might alert the other androids.

                                        Reactivate Samuels' communication []

Exit the room through the other door and turn left. Head east to the end of
the corridor and climb into the vent. Follow the vent to the other side and
get out. Access the terminal in front of you for another Archive Log.

  [] Archive Log 034  Receipt of Transmission

Turn around and search the wheeled cabinet, then access the rewire panel on
the left side of the door. Press 'RB', 'R1' or 'TAB' on keyboard to switch to
Int. Access and then deactivate the alarm system and activate the door access.
This will unlock a door in the corridor.

Now turn left and climb into another vent on the west wall. Make your way to
the other end and exit the vent. Pick up some more items then walk through
the doorway into the next room. Get the blueprint on the table in front of
you.
 ____________________________________________________________________________
|                                                                            |
  EMP Mine     25 Scrap            The EMP detonates on impact to release an
  (V.1)         1 SCJ Injector     electromagnetic pulse that temporarily
                2 Sensors          disables non-industrial Synthetics. It 
                3 Charge Packs     can be placed to become a proximity 
                2 Bonding Agents   device.
|____________________________________________________________________________|

   --( TIP )---------------------------------------------------------------

The EMP Mine will disable a Working Joe for a short time giving you the
chance to escape or to hit him repeatedly with your Maintenance Jack until
you deactivate him for good.

   ------------------------------------------------------------------------

Walk into the main room and then solve the minigames at the center console.
If you get the inertial damping minigame, you need to match the top and bottom
numbers. Later in the game, when you have solved 10 minigames like these you
will get the "Seegson Systems Expert" achievement. When you have finished, a
cutscene is triggered where you get back in contact with Samuels. 

  ** If you get here before the androids deactivate Samuels' broadcast,
     you do not have to do the minigames.

  Objective: Return to Samuels and Taylor
    Samuels and Taylor are in SciMed Transit. Samuels has sent a transit
    car to collect you.

                                   Return through Seegson Comms to escape []

This sets off an alarm, and the androids are coming to check. Quickly, go
back to the previous room where you picked up the blueprint and save at the
Registration Point. Avoid the androids completely by using the vents to get
back to the corridor.

Before you exit the vent, use your Motion Tracker to get a reading on where
the androids are. When you feel safe leave the vent and go into the room to
the right. Here you will find more components as well as an ID tag on the
floor.
   ____________________________
  | NAME __________________ ID |
  | D. Turner             7637 |
  |____________________________|

Exit this room and go back to the room with the android on the floor. Go up
the stairs in the short adjoining corridor, but be careful as you reenter
the main corridor since there is a Working Joe nearby. Crouch down and enter
the doorway slightly to your left. Hug the left wall to get back to Comms
Control.

Open the small door you used to exit the vent earlier and enter it. Now go to
where you entered the vent earlier and use your Motion Tracker to see if
there are any androids nearby. When it is clear, climb out of the vent and
head towards the elevator.

If there is an android blocking the elevator, get his attention and when he
moves in, climb into the vent near the ramp. It will take you back to
External Communications upstairs. Run down the stairs and get back into
the corridor.

  ** You can also run at him and shoot him with the Revolver just before you
     pass him, stunning him allowing you to get by without getting grabbed.

Either way, get into the elevator and take it back down to Comms Security
Surveillance.

   --( TIP )---------------------------------------------------------------

You will have to be careful in the next part since the Alien can attack you
from the ceiling vents. Avoid going directly underneath them. It is a good
idea to stay crouched so you can see them easier. If there is ooze dripping
from a ceiling vent, the Alien is there.

   ------------------------------------------------------------------------

Sneak past the android who refused you access earlier and get to the
Registration Point at the top of the stairwell. Save your game and then
head down the stairwell.

Get back into the main corridor and turn left. The nearby android will move
from time to time, sneak into the nearest room on the right side when you
have the chance. You will find the Blueprint for Smoke Bomb (V.1) in this
room if you missed it earlier.

  [] Blueprint - Smoke Bomb (V.1)

Hug the right wall and go down the stairs into a room that contains some
components and a vent. Take this opportunity to get in the vent and climb the
ladder inside. At the top of the ladder, open the door to the other side of
the vent. This will be useful later on in the game.

Climb back down the ladder and exit the vent. Go up the stairs and then hug
the right wall until you get to the next doorway. Enter it and access the
terminal to read the final two Archive Logs of the mission. On a nearby table
in the corner, you find an ID tag. Search the lockers for some more items.

  [] Archive Log 027  Call Log AM
  [] Archive Log 028  Call Log PM
   ____________________________
  | NAME __________________ ID |
  | P. Brophy             5529 |
  |____________________________|

Climb the stairs in front of the table and climb into the vent on the right
side of the short corridor. Follow the vent to the other side and open the
door before you exit.

Stay hidden from the android nearby when you do the next part. Walk down the
short stairs and then through the doorway to your left. Turn left and climb
the short stairs in front of you then walk through the doorway straight ahead
into the Relay Facility. Access the terminal in front of you to listen to the
first Nostromo log you find in the game. 

  [] Nostromo Log 001  An Initial Report

Keep going clockwise around the room and collect the ID tag from the mid
console on your right side as you move along.
   ____________________________
  | NAME __________________ ID |
  | T. Armer              7938 |
  |____________________________|

Exit the room through the southernmost doorway and then turn left and make a
run for the elevator. Press the button to take the elevator back up to the
Lorenz SysTech Lobby. 

                                             Take Transit to SciMed Tower []

Be careful not to make too much noise here, since it will attract the
attention of the Alien. There is another Working Joe on the floor on the right
side of the counter in the center of the Lobby. He will grab you if you get
too close. It is better to avoid him altogether.

Head back down to the Transit Station. When you get there the transit car
Samuels sent for you will arrive. Enter it and take it to the SciMed Tower to
meet up with him and Taylor.


  __________________________________________________________________________
 |                                                                        ':| 
 |    Mission 5 - The Quarantine (MI05)                                     |
 |      Archive Logs  : 6                                                   |
 |      ID tags       : 6                                                   |
 |      Blueprints    : Pipe Bomb (V.1)                                     |
 |:.________________________________________________________________________|

  Objective: Go to Samuels and Taylor
    Taylor is injured. Talk with Samuels and Taylor to find out how you
    can help.

                                                 Go to Samuels and Taylor []

Walk up to Samuels and engage in a short conversation about Taylor's
condition. Since he needs to look after Taylor, you volunteer to search the
Medical Facility for supplies. When the conversation ends, APOLLO shuts down
all transit leaving you stranded in this area for now.

  Objective: Find help for Taylor
    Explore the Hospital for medical supplies to help Taylor

                                    Get to San Cristobal Medical Facility []

Turn around and walk towards the transit car you just used. Then turn right
and collect the ID tag from the bench furthest away from you. Turn around go
through the door to the west.
   ____________________________
  | NAME __________________ ID |
  | E. Koorlander         1685 |
  |____________________________|

Climb the stairs, walk through the ticket gates and update your map at the
terminal to your left. Collect some more components from the trolley nearby.
When you approach the door to Medical you discover that it is locked.

Turn right and then go through the doorway to your new map marker. You hear
someone on the speaker system asking if you need some help. After you explain
that you need a doctor, the man opens an elevator for you. Step into the
elevator and take it to the Medical Staff Entrance.

                               Get into the San Cristobal Medical Facility []

When you arrive, the voice says the Marshals have locked the doors, and he
suggests you use a vent. Climb into the vent on the east side of this room.
After you have entered the vent, the man remotely locks it behind you. Follow
it to the other side and drop down into a new area. Look to your left and
update your map at the terminal. Climb the stairs to the west and walk into
the Visitors area.

You meet Dr. Kuhlman, who is in another room behind a glass window. Since you
both need medical supplies, he agrees to help you find them in the Medical
Dispensary if you can find a passcode for the service elevator. He suggests 
looking for it in Dr. Morley's office.

  Objective: Help Dr. Kuhlman
    Kuhlman says he knows how to get to the Medical Dispensary downstairs,
    but needs your help.

                                                     Find Morley's Office []

Turn around and climb into the vent on the north side of the room. Follow the
vent into the Assessment Room. Grab the components and collect the ID tag from
the desk, then update your map at the terminal. Exit through the door, go
through the waiting room and pull the lever to open the door at the end of
the short corridor.
   ____________________________
  | NAME __________________ ID |
  | F. Whitechapel        4928 |
  |____________________________|

Head back to Dr. Kuhlman and press the emergency override on the left side of
the west door to open it so you can get into the Psychiatric Ward. Follow
the corridor around the corner, then south until it branches off to the west.
Stop to update your map at the terminal and then keep following the corridor
counterclockwise picking up what you can along the way. You will come to a
padded cell that contains a bloody corpse, search the body and collect the ID
tag in front of it.
   ____________________________
  | NAME __________________ ID |
  | C. Burrows            3309 |
  |____________________________|

Exit the padded cell and head towards your map marker, getting confirmation
from Kuhlman that you are on the right track. When you arrive at the door
to Morley's office, hack it to open it. Before you go inside, head to the
closest Registration Point, which is in the Day Room to the west. Take all
the items you can find inside the Day Room and listen to the audio recorder.

  [] Archive Log 038  Left Out of the Loop

Now SAVE YOUR GAME at the Registration Point. Again, save your game! You will
discover why soon enough.

Go back to Morley's office and access the computer terminal. You will find
three Archive Logs on it; one of them contains the passcode you were looking
for, which is "1702". A number you will possibly remember for a long time to 
come.

  [] Archive Log 035  Low on Meds
  [] Archive Log 036  Hospital Quarantine
  [] Archive Log 037  An Outpost of Progress? #3

                                                Find Dr. Morley's Keycard []

Kuhlman reveals that knowing the passcode will not be enough; you will need
to find a keycard as well. An alarm system starts sounding and an automated
message warns that the system has detected a medical facility quarantine
breach.

Exit the office and make your way back towards the Day Room. Get ready to
crouch down behind the stretcher on the right side on top of the stairs.

The Alien drops down from a vent in the ceiling, and starts to patrol the
area! Pause your game so you can take a minute to think, and read the next
few paragraphs.

   --( TIP )---------------------------------------------------------------

The Alien will actively stalk you now, as if connected with an invisible
umbilical cord. From now on, the first thing you should do when you enter a
new room is to scan it for places to hide.

Sometimes the Alien will search a room, leave and then come straight back in.
It is very unpredictable, especially on Hard and Nightmare difficulty; the
best thing you can do is to beeline from objective to Registration Point as
best you can.

Try to rely more on your ears than by using the Motion Tracker, since the
sound of it can give you away. If the Alien is out of the vents and close to
you, you can hear the thumping sound from its footsteps and even feel it if
you are using a controller. There is a distinct sound if it is in the vents,
and if it is close, you can hear some eerie music.

This walkthrough will suggest the optimal route to your objectives and any
collectibles, but you will quite often have to improvise since the Alien will
be in-between you and your goal forcing you to hide or take an alternative
route. It also comes down to luck, save as often as possible.

There is an achievement, "Hide. Run. Survive", for finishing this mission
without being killed by the Alien. If you are attempting to get it, and the
Alien discovers you, quickly pause your game and load your current save
before it kills you.

If it kills you and you see the cassette tape in the corner of the screen,
it means the game has updated the current save to reflect your death making
you unable to get the achievement if you continue to use that save. If that
happens, load your previous save instead and try again.

   ------------------------------------------------------------------------

Now, use either a Flare or a Noisemaker and throw it as far as you can down
the corridor to the west. This will distract the Alien for a short time.
Turn left and move south. Enter the passcode to open the first door you get
to on your left side, about halfway down the corridor. Enter the room, turn
left, and then go into the next room to collect an ID tag from the desk. If
you did not pick up the Blueprint for EMP Mine (V.1) in Mission 4, it will
be on the desk as well.

  [] Blueprint - EMP Mine (V.1)
   ____________________________
  | NAME __________________ ID |
  | T. Miller             3773 |
  |____________________________|

Get back to the Registration Point in the Day Room and save your game one
more time.

   --( TIP )---------------------------------------------------------------

You will see a warning if there are hostile creatures nearby when you try to
use a Registration Point. If you save your game and you hear the Alien shriek
as it discovers you, let it finish saving. If you are lucky it will finish
saving before the Alien kills you, and when you reload, the Alien will still
be close, but not directly at your position. If you are trying to get the
achievement, avoid doing this.

   ------------------------------------------------------------------------

Turn around and head straight south towards the map marker. Enter the passcode
and go through the door. Update your map at the terminal on the right side
of the corridor, then get around the boxes and enter the small corridor to the
right. Follow this corridor to a small kitchen area where you will find
another ID tag on a counter to your right on the west side. You can also pick
up the Blueprint for Noisemaker (V.1) in case you missed it earlier.

  [] Blueprint - Noisemaker (V.1)
   ____________________________
  | NAME __________________ ID |
  | L. Tart               1917 |
  |____________________________|

From there, turn around and go east into the Staff Quarters, you will notice
a whiteboard on your right side. After you have scanned the whiteboard for a
few seconds, you find Dr. Morley's name and your objective updates. When that
happens, go hide in the nearby locker.

                                 Investigate rooms on Dr. Morley's rounds []

   --( TIP )---------------------------------------------------------------

When you are hiding in a locker and the Alien is nearby, make sure you lean
back using the left stick or 'S' on keyboard. If it decides to inspect the
locker up close, you will need to hold your breath with 'LT', 'L2' or RMB if
using mouse and keyboard. Holding your breath depletes your health, and when
you run out of health, you cannot hold your breath any longer. Try to keep
your health up at all times by using Medikits. Avoid hiding in lockers unless
it is the only option.

   ------------------------------------------------------------------------

When you feel it is safe, exit the locker and turn right. Leave the Staff
Quarters through the north door. Turn right, go down the corridor, and then
enter the first room you get to on the right side.

This room functions as a bit of a sanctuary at this point. It has a couple
of islands where two desks have been pushed together, if you crawl under them
they are excellent hiding places. A blueprint lies on top of one of the desks,
and there is a Registration Point in the back that you should use to save
your game.
 ____________________________________________________________________________
|                                                                            |
  Pipe Bomb    25 Scrap            The Pipe Bomb is an explosive device
  (V.1)         2 Blasting Caps    which detonates on impact. It is lethal
                1 Ethanol          to humans and non-industrial synthetics
                2 Sensors          in close proximity. When placed as an
                2 SCJ Injectors    explosive trap, it will trigger when
                                   enemies are near.
|____________________________________________________________________________|

   --( TIP )---------------------------------------------------------------

This is the first IED blueprint you find in the game. The Pipe Bomb can be
used to chase away the Alien. The only problem is that it takes a lot of
components to build, and you probably only have enough to build one at this
point of the game. Unless you are playing on Novice difficulty, it is better
to build the IEDs and save them for much later in the game.

   ------------------------------------------------------------------------

Leave this room, turn right and then follow the corridor until you reach
its end. Now go through the door into a circular corridor, and update your
map at the terminal to your immediate right. Get to room A-29, which is the
next room to the south. Inside you will discover Dr. Morley dead on the floor.
Search his body for the keycard, and get everything else from this room.

If the Alien is right outside, you can access the rewire panel to deactivate
air purification and activate the alarm system, which distracts the Alien
allowing you to leave.

                                                    Return to Dr. Kuhlman []

Exit room A-29 and enter the room directly across from it. Access the terminal
to read the last two Archive Logs of the mission.

  [] Archive Log 039  RE: Recovery Rooms
  [] Archive Log 040  Medical Record 1

You are almost done with this nightmare. There is just one more room to check
before returning to Dr. Kuhlman. Turn around and go back to the circular
corridor and then turn left and head to room A-27. If you did not pick up the
Blueprint for the Pipe Bomb (V.1) earlier, you can find it on a gurney on your
way there. Enter room A-27 and collect the final ID tag of the mission, it is
on a table in the back.

  [] Blueprint - Pipe Bomb (V.1)
   ____________________________
  | NAME __________________ ID |
  | A. Lynch              4326 |
  |____________________________|

Exit the room, turn right and then walk up to the locked door straight
ahead and use your keycard to unlock it. Return to Dr. Kuhlman and give him
a piece of your mind for sending you into danger. He primes the elevator and
says he needs to gather his things, but of course...

   ...the Alien gets him.

                                  Take the elevator to the Lower Hospital []

Follow your map marker to the elevator and enter it. Use your keycard to
activate it and then press the button to go to the Maintenance and Morgue.

  ** An alternative way of completing this Mission is to run straight from
     Morley's office to the door south of the Day Room. Quickly enter the
     code and run to room A-29 to get the keycard. Then run to the door 
     on the other side of room A-26 and use your keycard to open it.

     When Dr. Kuhlman leaves the room to prime the elevator, the Alien goes
     away temporarily. You can then explore the area at your leisure.


  __________________________________________________________________________
 |                                                                        ':| 
 |    Mission 6 - The Outbreak (MI06)                                       |
 |      Archive Logs  : 15                                                  |
 |      ID tags       : 3                                                   |
 |      Blueprints    : Molotov (V.1)                                       |
 |      Weapons       : Stun Baton                                          |
 |:.________________________________________________________________________|

  Objective: Explore the San Cristobal Medical Facility
    Taylor is injured. Search through San Cristobal for a Trauma Kit and
    return to the Transit Station with it.

                                                        Find a Trauma Kit []

Step out of the elevator and walk into the corridor ahead, get the components
from the suitcase to your right, then go to the middle of the large corridor
and get the Stun Baton that is stuck in the door to Environmental Control.

   --( TIP )---------------------------------------------------------------

                Xbox     | Playstation | Keyboard
                =================================
           Aim  LT       | L2          | RMB
           Use  RT       | R2          | LMB
        Reload  X        | Square      | R

The Stun Baton is a melee weapon that will knock out humans and temporarily
disable Working Joes. It is easier to hit with it if you aim for the torso,
but you have to get the timing right with the androids to avoid them grabbing
you.

   ------------------------------------------------------------------------

Go inside and access the computer terminal to read two Archive Logs, and
select the "Activate Cooling System" option from the utility menu.

  [] Archive Log 042  Urgent: Marshal Investigation
  [] Archive Log 043  Environmental Controls

Pick up the components next to the terminal, turn left and engage both
coolants. This opens up Cold Chamber 2 to the south. Go there and collect the
canister. Return to Environmental Control, then insert and engage the coolants
on the other side.

Go to Cold Chamber 1 to the north and access the rewire panel to deactivate
air purification and activate vent access, which unlocks a vent in the
corridor across from the door to Environmental Control. You inform Samuels
that you are going to check Dr. Lingard's office for more information on how
to obtain the supplies.

                             Investigate Lingard's Office for information []

Before you exit this room, collect an ID tag from the morgue drawer to the
left of the rewire panel.
   ____________________________
  | NAME __________________ ID |
  | C. McCormack          4237 |
  |____________________________|

Save your game at the Registration Point next to the elevator, then climb
into the vent and follow it until you drop down in a new area. The Alien will
begin to stalk you now, so be careful. Search the suitcase in the middle of
the room and leave by going through the doorway to the west.

Turn right and follow the circular corridor clockwise until there is a gas
explosion. Quickly turn around and enter the Security Desk straight ahead.
Access the terminal to select the "Emergency Valve Shutoff" option from the
utility menu. This shuts off the gas and stops the fire.

Collect the blueprint to the left of the terminal and save your game at the
Registration Point.
 ____________________________________________________________________________
|                                                                            |
  Molotov      25 Scrap            The Molotov is an incendiary device which
  (V.1)         2 Sensors          detonates on impact. It is lethal to
                2 Ethanol          humans and other organics but synthetics
                1 Blasting Cap     are very resistant to fire. As a modified
                2 Compound B       proximity device, it can be placed as an
                                   explosive trap.
|____________________________________________________________________________|

There are four more Archive Logs on the computer to read, one of them contains
a passcode, "2505". Use the passcode to unlock the security locker and collect
the keycard from inside.

  [] Archive Log 045  Colonial Marshal Directive
  [] Archive Log 046  Morley: Updates and Codes
  [] Archive Log 047  San Cristobal Lockdown
  [] Archive Log 048  An Old Friend

Now make your way to the map marker by following the corridor west. Once you
are inside Dr. Lingard's office, update your map at the terminal, then access
the computer terminal to read one more Archive Log and watch Dr. Lingard's
video log.

  [] Archive Log 044  Dispensary is Empty

It turns out Dr. Lingard has been blackmailed by Chief Executive Ransome for
her involvement with a Patient Zero who was infected by an unknown parasite.

                                  Search Operating Theater for Trauma Kit []

Before you leave the office, pick up all the items you can carry and then
head back to the Security Desk and save your game. Now, go into the room to
the north that you can see through the glass. Unlock the door with your
keycard and go through it into a large corridor. Look to your left and go
into the branching corridor that is almost completely dark.

Go to the very end of this corridor and enter the Operating Theater through
the door to your left. Pick up the trauma kit from the wheeled table next to
Patient Zero. You get in contact with Samuels and he tells you to get to the
Medical Reception, but he warns you that they heard gunshots and that the
Alien most likely did too.

                                   Access San Cristobal Medical Reception []

Collect an ID tag from one of the hanging shelves behind Patient Zero, then
access the terminal to read two more Archive Logs.
   ____________________________
  | NAME __________________ ID |
  | K. Neville            2845 |
  |____________________________|

  [] Archive Log 049  Autopsy Report
  [] Archive Log 050  Tape Off the Scene

Go back into the dark corridor and make your way back towards the Security
Desk. Look to your right when you get back into the main corridor and update
your map at the terminal. Now, go and save your game at the Security Desk.

Return to the large corridor, turn right and go around the corner to the
south. Be careful, since looters patrol this corridor. You have three options
now; wait for the Alien to kill them, speed things along by throwing a
noisemaker in their direction, or try to sneak past them.

Follow the corridor until you get to the first room on the left side, inside
there is a desk with a lot of controls and monitors, overlooking an MRI room.
On the same desk is an ID tag. 
   ____________________________
  | NAME __________________ ID |
  | A. Sawers             4005 |
  |____________________________|

Exit the room and look slightly to your left. Go down the adjoining corridor
towards your map marker. The Marshals have locked this door as well, but
Samuels suggests you find and initiate the evacuation procedure.

                     Initiate San Cristobal Medical Evacuation Procedures []

Now go back to the main corridor and follow it to the right into the Emergency
Room. Once you are inside, turn right and access the terminal in the corner
to read five more Archive Logs.

  [] Archive Log 051  Human Touch
  [] Archive Log 052  Duty Roster
  [] Archive Log 053  Medical Record 2
  [] Archive Log 054  Medical Record 3
  [] Archive Log 055  The Incident

Turn left and exit the Emergency Room through the north door. At the four-way
junction ahead, turn right and go through the door into the Power Plant. Avoid
stepping under any ceiling vents from now on. Save your game at the
Registration Point and then restart the two generators to the north and south
of the Power Plant.

This will restore power to the main terminal in the Power Plant, but it will
also activate an android who will turn hostile if you try to hack the main
terminal. It is best to deal with right away, use your Stun Baton to disable
him and then beat him with your Maintenance Jack. After he's dead, search his
body for components. Now hack the main terminal to initiate the evacuation
procedure.

                           Escape through San Cristobal Medical Reception []

You need to get back to the Medical Reception, but the evacuation procedure
has locked the doors to the emergency room, so you have to take the long
route. Use a Medikit now if your health is low. Keep watching out for the
ceiling vents, since the Alien is lurking above.

Go through the Operating Theater, but do not forget to avoid the vent in there
as well. Now, follow the corridor directly to your map marker. You could save
your game at the Security Desk if you want. The Alien will sometimes come out
as well; if that happens, hide under a stretcher. Make the final push back to
the door to the Medical Reception.

Once inside, the Alien ambushes you, and just when it looks like your days
are numbered, an explosion takes place. The blast knocks you out and when you
wake up flames are engulfing the entire area. You need to find a way out
quickly since your health is slowly decreasing from the extreme heat.

                                                                  Escape! []

Sprint over to Dental Surgery on the other side of the reception, go inside
and play the audio recorder on the counter in the back. Now quickly sprint
back to where you got back on your feet after the explosion.

  [] Archive Log 130  Let Me Be a Friend to You

Climb the ladder to the top, then follow the vent all the way to the other
side and drop down to the room below. Finally, there is some calm music
suggesting you are safe, at least for now.

Enter the elevator and press the button to go to Seegson Synthetics.

  ** If you want to finish the Mission faster you can skip going to Lingard's
     office to watch her video log, and later you can go directly from the
     Operating Theater to the Power Plant instead of trying to enter the
     Medical Reception when it is locked.
     

  __________________________________________________________________________
 |                                                                        ':|
 |    Mission 7 - Seegson Synthetics (MI07)                                 |
 |      Archive Logs  : 10                                                  |
 |      ID tags       : 2                                                   |
 |      Blueprints    : Smoke Bomb (V.2)                                    |
 |      Tools         : Security Access Tuner Level 2                       |
 |:.________________________________________________________________________|

  Objective: Return to Taylor with Medical Supplies
    Make your way through Seegson Synthetics to find an alternate way
    back to the transit where you left Samuels and Taylor.

                                               Find an alternate elevator []

Exit the elevator and climb into the vent to your left. Follow the vent to
the other side and then drop down. You notice there is a piece missing in the
elevator in front of you. Save your game at the Registration Point.

                       Find a Compression Cylinder to repair the elevator []

Turn around and carefully sneak up to the dead body at the end of the 
corridor close to where the men are standing. Stay in the shadows and you
should be fine. Search the body and collect the ID tag next to it.
   ____________________________
  | NAME __________________ ID |
  | O. Sans-Gomez         2497 |
  |____________________________|

Now retreat to where you came from and climb into the vent on the right side.
When you exit on the other side, stay out of sight of the armed men and make
your way to the floor vent in front of you, open it and drop down into the
Maintenance Vents. Eavesdrop on the conversation the men are having. They 
suggest that a requisitions android could help to get the part needed to fix
the elevator.

Crawl to the north and then take a right, right, left, straight, right to get
to the other side. There are also some components in here if you feel like
exploring. Exit the vent and then climb up the nearby ladder.

Turn right and follow the corridor counterclockwise until you get to an office
on the right side. Update your map at the terminal, and access the computer
terminal to read a couple of Archive Logs.

  [] Archive Log 056  WY are Years Ahead
  [] Archive Log 057  Your Report

Pick up the items in here, then go back into the corridor and keep going to
the right. You will find another office on the right side, enter it and
access the terminal to read two more Archive Logs and then pick up the
components and the blueprint upgrade on the wall on the right side of the
doorway.

  [] Archive Log 058  Working Joe Spiel
  [] Archive Log 059  Storage Inventory
 ____________________________________________________________________________
|                                                                            |
  Smoke Bomb   10 Scrap            This device which detonates on impact
  (V.2)         1 Ethanol          will release a cloud of smoke that
                1 Sensor           obscures visibility. This upgraded
                1 Bonding Agent    version creates smoke which lasts for a
                                   longer duration. As a modified proximity
                                   device, it can be placed as a trap that
                                   will trigger when enemies are near.
|____________________________________________________________________________|

   --( TIP )---------------------------------------------------------------

This is the first blueprint upgrade you find. When you find an upgrade, all
the devices you have already crafted will conveniently be upgraded to the
new and improved version.

   ------------------------------------------------------------------------

Save your game at the Registration Point, then go back into the corridor and
keep going to the right. When you reach the bottom of the stairs where the
wheelchairs and the small forklift are, the Alien comes out of the vent and
kills all the men. When this happens, keep moving straight ahead until you
get to the Synthetics Storage, and stay out of sight.

  ** If you are playing on Hard or Nightmare difficulty then this event does
     not take place. It makes things a little more difficult, since you have
     to sneak by the men on your way back to the elevator as well.

                             Find a way to open the door to the Warehouse []
          Use the Requisitions Android to access the Components Warehouse []

When you enter Synthetics Storage, turn left and go all the way north to the
small room in the back. Pick up the Data Cell on the desk to upgrade your
Security Access Tuner and then collect the ID tag in front of the dead man
on the floor.
   ____________________________
  | NAME __________________ ID |
  | N. Brunswick          5530 |
  |____________________________|

                          Find a way to power up the Requisitions Android []

Now go back to the ladder you just passed in the corridor and climb it to the
top. Go into the Facility Administration straight ahead and hack the terminal
to power up the Requisitions Android. Turn around and save your game at the
nearby Registration Point.

                           Activate the Requisitions Android at its booth []

Exit the room and hack the door on your right. Go through the door into
another office. Pick up the components on the desk and then access the
terminal to read three Archive Logs.

  [] Archive Log 062  Requisitions Android
  [] Archive Log 063  Elevator Out
  [] Archive Log 065  Last Bidders

Now go back to the android booth in Synthetic Storage. Press the button to
activate the android.

                                        Retrieve the Compression Cylinder []

Follow the android to the Warehouse and wait for him to unlock the door with
his keycard. When he has unlocked the door, a floor vent will unlock in the
corridor, which leads to an item. Parts of the floor have been electrified
inside the Warehouse, which means you cannot take the most direct path to the
Compression Cylinder. The android mindlessly walks off and electrocutes
himself, allowing you to search his body for components.


Go to the right row and use the controls to move the stack all the way down
so you can get past. Hug the right wall until you get to your map marker.
When you arrive, move the stack down one step so you can pick up the
Compression Cylinder. There is a switch on the wall behind you that turns off
the power allowing you to take the direct route back out of the Warehouse.
If you want to spend the time, you can find various items on the shelves when
you move them up and down.

                                        Replace Component in the elevator []

Exit the warehouse, turn right and go into the office to your right. Pick
up the components from the desk and then access the terminal to read two
Archive Logs.

  [] Archive Log 060  Tomorrow, Together #2
  [] Archive Log 061  VIP Visit

If you did not pick up the Blueprint for Molotov (V.1) in Mission 6, you will
find it on the wall here.

  [] Blueprint - Molotov (V.1)

  ** On Hard and Nightmare difficulty, you should climb up the ladder and
     save your game at the Registration Point now, in case something goes
     wrong on your way back to the elevator.

     Go back to the three-way junction and crouch down behind the forklift,
     then throw a noisemaker into the room with the men. Hopefully it will
     attract the Alien and it will kill all the men.

     When the Alien goes back into the vents walk into the main room and go
     to the left side of the center. Crouch down in front of the crate and
     stay hidden in the shadows for a while.

     On Nightmare difficulty the Alien will really be hunting and will
     unpredictably drop down from the vents all over the place. When you
     feel it is safe, make the final push for the elevator.

  ** An even easier option is to get the men to follow you up the stairs,
     without attracting gunfire. Then you can walk to the ladder, climb
     down and walk straight to the elevator.

Replace the Compression Cylinder in the elevator and save your game. Enter
the elevator and press the button to go up to the Synthetic Fluid Plant.

                                       Find exit to Synthetic Fluid Plant []

Exit the elevator and go into the Synthetic Fluid Processing. There are three
armed people on an Observation Platform above at the other end. The Alien
appears and takes one of them with it. While this happens, make your way to
the other side. With some luck, the Alien will distract the two remaining
people allowing you to get across unseen.

Enter the door to your left. If the people noticed you, they will come
looking for you now. In that case, use a Flashbang so you can either kill
them for their items or sneak by if you are trying to get the "Mercy or
Prudence?" achievement.

Follow the corridor until you get to a room on the left side, enter it and
collect any items you can find and then access the terminal to read the last
Archive Log of the mission. Save your game at the Registration Point if you
want.

  [] Archive Log 064  Synthetic Engineer Request

Exit the room and go left. Go through the door into the Observation Platform.
If the people did not notice you earlier, they will still be here with their
backs turned to you. Sneak by them to the other side and go through the door
into a corridor that takes you to the Reception. Search the cabinets behind
the reception counter and then use the elevator to go to the SciMed Tower
Transit.

  ** If you are not interested in reading the last Archive Log, you can
     run up to the ladder to the Observation Platform and climb it in the
     midst of the confusion.


  __________________________________________________________________________
 |                                                                        ':|
 |    Mission 8 - Haven (MI08)                                              |
 |      Archive Logs  : 3                                                   |
 |      ID tags       : 3                                                   |
 |      Blueprints    : Flashbang (V.2)                                     |
 |      Tools         : Gas Torch                                           |
 |:.________________________________________________________________________|

  Objective: Return to Samuels and Taylor
    Samuels and Taylor are waiting for you at the Transit Station.
    Return to them with the Medical Supplies.

                                        Get to the SciMed Transit Station []

Step out of the elevator and walk into the doorway to your right, pull the
lever to open the door. Go through the door and walk down the stairs in front
of you. Turn left and then hack the door straight ahead. Now go straight to
the Transit Station, the same way you came at the beginning of Mission 5.

Your arrival at the Transit Station triggers a cutscene. Samuels and the
Colonial Marshal, Waits, are arguing about why you are on the station after
Waits sent a message ordering you not to land. You inquire about what the
Alien is, and Waits tells you it is something brought on station by Marlow,
the captain of the Anesidora - the ship that found the Flight Recorder.

Taylor needs medical attention and since it is not safe at Medical, Waits
says there is a basic life support unit at the Colonial Marshal Bureau you
can use, but there is no way to get there while the transit is down. He is
disgruntled that you triggered his trap at Medical Reception so he sends you
on an errand to reactivate the Transit System. His deputy, Ricardo gets a
lock on your radio so you can stay in touch.

  Objective: Reactivate the Transit System
    Find a way to reactivate the Transit System so that Taylor can be
    taken to the Colonial Marshal Bureau.

                                                   Get to Transit Control []

Save your game at the nearby Registration Point and then climb the stairs next
to it. Walk through the door to your left and go to the end of the corridor.
Turn left and remove the brace on the door to your right. Call the elevator
and when it arrives, enter it and press the button to take it to up to the
Transit Control.

                               Reactivate the Transit at the Main Console []

As you leave the elevator, you notice loud banging coming from another door
nearby. Ignore it for now and pick up the blueprint upgrade from the table to
your left.
 ____________________________________________________________________________
|                                                                            |
  Flashbang    10 Scrap            A non-harmful device which detonates on 
  (V.2)         1 Bonding Agent    impact, stunning nearby humans and
                1 Blasting Cap     blinding humans and synthetics looking at
                1 Sensor           the detonation. This upgraded version
                                   stuns humans over a wider area. As a
                                   modified proximity device, it can be
                                   placed as a trap that will trigger when
                                   enemies are near.
|____________________________________________________________________________|

You need to do this next part quickly, go down the stairs to your right and
activate the Main Console. This turns off the power and an armed man will
arrive.

                               Enable the Transit System's Power Back-Ups []

Now, turn around to your right until you are facing the elevator, and then
pull the lever slightly to the left of the elevator in the northeast corner
of the Transit Control.

                                            Unlock Transit System Control []

Turn around, crouch down and hug the right wall, follow it counterclockwise
until you reach the first chair, look underneath it and collect the ID tag
from the floor.
   ____________________________
  | NAME __________________ ID |
  | K. Clarke             2961 |
  |____________________________|

Continue to hug the right wall and move forward until you reach another
console. Use the console to open the door you heard banging from earlier. 
This releases a hostile android and the man starts to panic.

The android murders the man, leaving you with only one hostile to worry about.
Disable the android with an EMP or the Stun Baton and then beat him with your
Maintenance Jack. Search the bodies and then use the Main Console one more
time to reactivate the Transit.

  ** On Nightmare difficulty you might not have any more charges for your
     Stun Baton or any EMP mines. If that is the case, you will need to avoid
     being detected by the android.

Waits sends a message on the radio telling you that the transit has arrived
and they are waiting for you. You tell him that they should go on ahead since
Taylor needs medical attention.

  Objective: Regroup with Samuels, Taylor and the Marshals.
    Waits, Samuels, Ricardo and Taylor are on their way to the Colonial
    Marshal Bureau in the Solomons Habitation Tower. Rejoin them there.

                                          Get back to the Transit Station []

The elevator you arrived on has broken down, so you need to find another way
back. Go into the room the android was trapped in, pick up everything you can
find and then access the terminal to read a couple of Archive Logs.

  [] Archive Log 067  Restart Transit
  [] Archive Log 068  Double Crossed

Turn right and head into the room in the back. Get the items and then pick
up the Gas Torch from the workbench. Go back to the main area and climb the
stairs. Then turn left and use the Gas Torch to cut through the panel
blocking the vent. If you cancel while you are cutting through a panel, you
will have to start from the beginning. After it is cut, you remove the panel.

  ** On Nightmare difficulty you can use a flare to distract the android
     before you cut through the panel.

Climb into the vent and take two right turns, then climb down the ladder to
get to the other side. Exit the vent, and get the components, then play the
audio recording and collect the ID tag from the desk.

Access the rewire panel and deactivate air purification in the Gift Shop,
then switch rooms to Transit Access and deactivate the camera feed. Finally,
activate the door access and exit the rewire panel.

  [] Archive Log 069  We Need Supplies
   ____________________________
  | NAME __________________ ID |
  | V. Nash               2961 |
  |____________________________|

Pull the lever to open the door and turn right. Go down the stairs to the
Transit Station. Waits sends a message on the radio saying they heard voices
as they were leaving so you need to be careful.

                        Take the Transit Car to Solomons Habitation Tower []

Save your game at the Registration Point, then press the button to call the
transit to Solomons Habitation Tower. Some looters will come down from the
stairs to your right. You can either hide in one of the nearby lockers until
they leave, or kill them for their items, depending on which achievements you
are trying to get. When the transit arrives, enter it and take it to the
Solomons Habitation Tower.

  ** If you fire a shot with your revolver just before you press the button
     to call the transit, the looters will not immediately come down the
     stairs, which means you do not have to hide. (Thanks to PsychoHypnotic
     for discovering this)

   --( TIP )---------------------------------------------------------------

You can farm kills for the "Self Defense" achievement here. Kill all the
looters, then reload your current save and repeat until you get the
achievement.

   ------------------------------------------------------------------------



  Objective: Regroup with Samuels, Taylor and the Marshals.
    Samuels, Taylor, Marshal Waits and Ricardo are waiting at Colonial Marshal
    Bureau. It's time to regroup with them and figure out what to do next.

                                           Get to Colonial Marshal Bureau []

Collect the items from the Transit Station and go up the left stairs. Hug the
left wall until you find another ID tag on a bench in the Galleria Upper
Concourse, pick up everything you can find on the way.
   ____________________________
  | NAME __________________ ID |
  | K. Lingard            6734 |
  |____________________________|

Keep hugging the left wall until you get to the Colonial Marshal Bureau.
Update your map from the nearby terminal and enter the Bureau. Go straight
and then through the left doorway to meet up with Marshal Waits.

He tells you that Taylor is stable, and that fixing the transit has made you
even as far as he is concerned. Ricardo is away preparing for their next move.

Waits wants you to talk to Marlow to see if you can get him to reveal the
command codes to the Anesidora, since the codes will allow Waits to bring the
ship to Sevastopol.

                                                           Talk to Marlow []

Pick up what you can from the desks in the Bureau, then head over to Marlow's
cell and use the intercom to talk to him. He wants a way off Sevastopol and
agrees to tell you what happened to him and his crew on LV-426.


  __________________________________________________________________________
 |                                                                        ':|
 |    Mission 9 - Beacon (MI09)                                             |
 |                                                                          |
 |:.________________________________________________________________________|

In this short mission, you play as Marlow, as you tell your story about the
previous events on LV-426. Listen to your crew's banter while you wait for
the ramp to lower itself. When it is down, walk outside.

  Objective: Find the Source of the Signal
    Marlow and the crew of the Anesidora have detected a beacon signal coming
    from somewhere on the planet. Find and track the signal to its source.

                            Scan for the signal using the Tracking Device []

The Tracking Device is similar to the Motion Tracker; get a fix on the
signal, which is a little bit to the right from the ramp.

                                                        Follow the signal []

Keep following the linear path until you reach a blockage. Then turn around 
and get Heyst to help you get up to another path, which is on the right hand
side a little way back.

                                         Find a route around the blockage []

Follow the path for a little while until it collapses, leaving you with no
other way to go than forward. Continue walking until you reach a fissure in
the rock. Place a bomb there and move back so you can detonate it.

Turn around and get Heyst's help once again to get further up. Walk up the
path until you see the Derelict spacecraft from the Alien movie in the
distance.

We jump ahead a little bit in time, with the crew much closer to the
Derelict. Walk along the linear path for a while until you are just outside
the spacecraft.

                                                       Enter the Derelict []
                                                     Explore the Derelict []

Enter the Derelict, and walk through the corridor until you get into the
large chamber with the Space Jockey in the middle. If you look slightly to
your left, you will see an opening in the distance.

That is your next destination, start walking over there and listen to the
conversation between the crewmembers. You are excited that you have found
what seems to be an alien spaceship, but the others discover that there is
equipment here originating from the Nostromo.

You decide to find the distress beacon and to shut it down so no one else can
find the Derelict and get the salvage rights. You order Foster and Heyst to
check a cavern below.

                                               Locate the Distress Beacon []

When you get to the opening, wait for Meeks to arrive so he can give you a
boost. Walk inside and shut down the beacon at the end. Foster reports that
they have found something amazing. Get back to the Space Jockey to rejoin
them down in the cavern.

                                                      Return to the Winch []

Use the winch to be lowered into the cavern below. You enter a large chamber
filled with Alien eggs. Walk to the end of the pier to trigger a cutscene;
an egg opens up and Foster moves in too close and is attacked by a
Facehugger.


  __________________________________________________________________________
 |                                                                        ':|
 |    Mission 10 - The Trap (MI10)                                          |
 |      Archive Logs  : 29                                                  |
 |      ID tags       : 5                                                   |
 |      Blueprints    : Medikit (V.2), Noisemaker (V.2)                     |
 |      Tools         : Plasma Torch                                        |
 |      Weapons       : Flamethrower                                        |
 |:.________________________________________________________________________|

Marlow has finished his story and you are playing as Ripley again. He refuses
to give up the codes for the Anesidora unless you let him out of jail. You
tell him that it is not going to happen. Ricardo breaks in over the radio
saying he has located the Alien in the Tech Spire. You volunteer to help.
Waits says he has something you are going to need and opens up a door nearby.

                                                 Collect the Flamethrower []

Enter the room and collect the Flamethrower inside. Pick up any components
you can find in the same room then go back out. Waits says he has a plan to
trap the Alien. He wants you to take a transit to the SysTech Spire and meet
up with Ricardo while he coordinates everything from the Bureau.

   --( TIP )---------------------------------------------------------------

                Xbox     | Playstation | Keyboard
                =================================
           Aim  LT       | L2          | RMB
           Use  RT       | R2          | LMB
        Reload  X        | Square      | R

Try to conserve your fuel for the Flamethrower; it is optimal if you avoid
reloading it until Mission 14. It will become clear why later.

It is better to beeline to your objectives in the Missions where you face
the Alien, than to waste a lot of fuel chasing it away.

When you are in a situation where you have to use the Flamethrower, aim
directly at the Alien's head and only use short bursts. The Alien will pause
at first if you aim the Flamethrower at it and then move slowly towards you.

The Alien will sometimes run you down after you use the Flamer, especially
if you are in-between it and the vent it wants to use to retreat. If it does
this when you are low on health it will kill you. Keep track of where the
closest vent is and make sure you do not get low on health. Also, keep a
little bit of distance between you and the Alien.

Save often, that way you can explore and learn the layout of the various
areas and reload to finish them more efficiently.

   ------------------------------------------------------------------------

  Objective: Trap the Creature
    Waits has a plan to trap the Creature. Track it down in the Lorenz
    SysTech Spire and isolate it.

                                               Go to Lorenz SysTech Spire []

Turn left and go through the next door to your left, go through the short
corridor into an interrogation room. Inside you will find more components as
well as an ID tag lying on the windowsill.
   ____________________________
  | NAME __________________ ID |
  | W. Woodbury           7035 |
  |____________________________|

Go into the Chief Marshal's Office where Taylor is lying on a stretcher and
play the audio recording on the table in the back of the room. Then access
the terminal next to the door to read two more Archive Logs.

  [] Archive Log 102  Retirement Plan
  [] Archive Log 103  Impounded
  [] Archive Log 104  Some Kind of Parasite

Exit the office and turn right. Go through the door to the left of the
Registration Point, there is a terminal with two more Archive Logs inside.

  [] Archive Log 070  First Trap Gone
  [] Archive Log 071  Arrest Sheets

That is it for the Marshal Bureau for now. Make your way back to the Transit
Station. On your way there, Waits informs you that Ricardo is moving in ahead,
and that he has sent Samuels to Android Processing to get APOLLO to lift the
lockdown.

Get a transit to Lorenz SysTech Spire, when you arrive Waits warns you that
lots of systems are malfunctioning in your area.

  Objective: Seal the Creature inside the Server Farm
    Lock down all escape routes en route to the Server Farm before sealing
    the creature inside.

                                                    Get to the Server Hub []

Turn right, climb the right set of stairs, and then update your map at the
terminal. Try to enter the room on the opposite side of the stairs leading up
to the Lobby. An explosion takes place and you need to find a way to put out
the fire before you can move on. To make matters worse there is a fiery
android with bad intent coming towards you.

                          Locate and activate the Fire Suppression System []

Get into the nearby vent and wait until the android burns to death, it will
take a little while. Then enter the room and find the button in the back
that puts out the fire. Now pick up everything you can find in the room and
head for the lobby.

When you enter the lobby, you find some friendly survivors for a change. Walk
up to the men at the counter and warn them about the creature. Climb the
stairs to your left and warn the woman in the Lounge to your left. Go back
down the stairs and search the dead body on the bench in front of the
elevator to Seegson Communications.

Make your way to Facility Control on the Lower Level (where you found the
Revolver in Mission 3), and go through it into Tech Support. Give the woman
in System Monitoring a warning, and she will give you the code to open the
door to the Transit Office, which is "0482".

  [] Archive Log 149  Transit Office Code

You could save this for later, but it is much easier to do this now. Walk all
the way back to the Transit Station, but right before you walk down the
stairs to the right, use your newly acquired code to open the door to the
Transit Office, which is marked with a sign that says "Security". Inside
you will find some components as well as a blueprint upgrade. Access the
terminal to read another Archive Log.
 ____________________________________________________________________________
|                                                                            |
  Medikit      10 Scrap            The Medikit can be used to partially heal
  (V.2)         1 SCJ Injector     yourself in moments of need. It takes
                1 Compound B       careful precision to use the Medikit so
                1 Bonding Agent    make sure you have time to use it. This
                                   advanced version restores more health.
|____________________________________________________________________________|

  [] Archive Log 072  Removal of Transit

Exit the Transit Office and go back to Facility Control. Once you are there,
access the terminal to read three Archive Logs and to select the "Door
Control" option from the utility menu. This will open up the door. Now SAVE
at the Registration Point.

  [] Archive Log 073  Pointless Requests
  [] Archive Log 074  Hardware Problems
  [] Archive Log 075  An Outpost of Progress? #4

   --( TIP )---------------------------------------------------------------

The Alien will begin to stalk you when you enter the stairwell; it is random
how intense it is going to be. Sometimes you do not see it at all, and other
times it will not leave you alone. Keep this in mind.

   ------------------------------------------------------------------------

Waits calls you up on the radio and tells you that Ricardo is finalizing 
the lockdown. He tells you that you need to close the security doors all
around the stairwell, then the Supplies Storage, Maintenance Access and
Server Hub Reception.

                                                   Seal off the Stairwell []
                                    Lock down Maintenance Access Corridor []
                                      Lock Down Supplies Storage Corridor []

You can ignore the androids in this area; they are not hostile unless you
provoke them. Exit Facility Control, go down the stairs and turn right. Then
enter the stairwell and climb the stairs all the way to the top, making stops
at the map terminals to update your map. Enter the Supplies Storage area and
climb the short staircase to the right of the entrance to find a terminal
with two Archive Logs.

  [] Archive Log 077  Taken
  [] Archive Log 078  Scavenging

Turn around and follow the corridor to the south. Update your map at the
terminal on your right side next to a dead body. Pick up all the items you
can find in this area and then lock down the Supplies Storage Corridor at
the electrical junction in the south end of the corridor.

Get back to the stairwell and go down to the next landing, turn right and
enter the door to Maintenance Access straight ahead. When you are inside,
turn to your left and access the terminal in the corner to read two more
Archive Logs.

  [] Archive Log 079  Security Shutters
  [] Archive Log 080  The Camp

Turn around and enter Seegson Security through the door to your right after
going down some short stairs. Once you are inside, turn right and hack the
terminal on the desk. Access it to read two Archive Logs and to select the
"Cells" option from the utility menu. This unlocks the cells in this area.

  [] Archive Log 081  A Warning
  [] Archive Log 082  Truce

Back away from the terminal and look 45 degrees to your right, use the lever
to open a door leading back to the Lobby. Go back to the terminal and head
into the cells which are straight ahead to the south. Pick up all the items
you can here and then enter the cell to the east to collect another ID tag
next to a dead body.
   ____________________________
  | NAME __________________ ID |
  | R. Tafler             1337 |
  |____________________________|

Exit the cells and go back to Maintenance Access through the door to your
right. Turn right after you have gone through the short corridor and initiate
the lockdown at the electrical junction. Before you go back to the stairwell,
listen to the audio recording that is on a crate near the junction.

  [] Archive Log 076  I Can't Tell Who Escaped

Once you have returned to the stairwell, go straight ahead to find the final
electrical junction. After you initiate the lockdown in the stairwell, the
doors to the Server Hub Reception opens in front of you.

As you walk inside, you can see Ricardo in the next room through a window.
He sends you a message saying he needs you to access the terminal behind the
reception desk in front of you to run a bypass program so you can initiate
the lockdown.

                                      Activate Ricardo's Override Command []

Access the terminal to read three more Archive Logs, one of them requires a
code, which is "7789". Do as Ricardo said and run the bypass program from
the shared menu and then select the "Initiate Lockdown" option from the
utility menu.

  [] Archive Log 083  Hacked
  [] Archive Log 084  Transmission Relay Archive
  [] Archive Log 085  Folder Code

                                                Lock Down the Server Farm []

Search the wheeled cabinets under the desk then get into the stuck elevator
to search the body inside. Climb back out of the elevator and turn right.
Go through the doorway marked "Server Farm" in front of you.

Proceed to the end of the corridor and go through the doorway on the right
side. Get around the glowing table and enter the room to the north. It has
a coil of cable on a table, and there is an ID tag next to a radio on a
counter on the side.
   ____________________________
  | NAME __________________ ID |
  | C. Gascoyne           3425 |
  |____________________________|

Update your map at the terminal, then leave this room and go through the
doorway straight ahead into the Coolant Control corridor. Access the rewire
panel to deactivate door access and to activate air purification, this
removes the poisonous gas in the corridor. Follow the corridor south, then
turn right and remove the brace on the door.

Go back to the rewire panel and activate the door again. Head all the way
back to the Server Hub Reception, and go through the door you just opened.
Get through the short corridor and into the Canteen ahead. Pick up everything
you can find, then go into the little room to the north and hack the security
locker. Get the keycard from inside.

Go back to Reception, turn right and go back into the north corridor, now go
through the left door at the end of the corridor and down the short stairs.
Look to your left and you will find a blueprint upgrade on the glowing table.
 ____________________________________________________________________________
|                                                                            |
  Noisemaker   10 Scrap            This home-made device continuously emits
  (V.2)         1 Charge Pack      a high-pitched noise when triggered which
                1 Sensor           will attract a lot of attention. This
                1 SCJ Injector     upgraded version has a longer duration
                                   and attracts attention over a wider area.
                                   If placed, the device has a handy
                                   4 second delay before it activates.
|____________________________________________________________________________|

Ricardo sends a message saying you need to trigger the emergency shutdown 
from a terminal inside the Server Farm before you get out. He will keep the
exit open until you are through, then he will shut the trap.

Go into the corridor to the west to find another Registration Point, finally!
Use it to SAVE your game. Turn right, and go through the corridor to enter
the Server Farm.

Once you enter the Server Farm, the Alien will start to become much more
bothersome. Try your best to stay out of sight and avoid it.

Go down the short stairs and get to the other side of the room by navigating
around the servers until you get to a glowing table with a corpse lying on
top of it. Climb into the vent nearby and crawl to the other side. 

After you exit the vent, turn left, then head to the other side of the room,
again navigating around the servers. Climb the stairs and go through the
short corridor to the east. Search the wheeled cabinets in the next room for
more components and then remove the braces on the two doors. Go back to the
Registration Point and save your game again.

Turn right and go back into the Server Farm. Once you are inside, turn right
and hack the door in front of you. Now head straight to your map marker. Pick
up the Flamethrower fuel next to the terminal and then hack the terminal to
lock down the Server Farm.

Quickly get out the same way you came in to get into the more open area,
since all the noise alerts the Alien, and it will drop down right next to
you if you stick around.

                                                    Escape the Server Hub []

Something goes wrong, and you are locked inside the Server Farm along with
the Alien. After some tense moments, Ricardo has to undo the entire lockdown
so you can escape.

Go back to the Registration Point to save your game. Turn left and go back
to the reception through the door you just opened. Then turn right and go
back into the stairwell. Climb the stairs to the Supplies Storage corridor
and enter it.

Waits is upset that the trap failed, and informs you that the Alien is still
on your tail. He tells you to take an elevator to Gemini Labs so you can trap
it there if it follows.

  Objective: Take Elevator to Gemini Exoplanet Solutions
    The Creature has escaped, but Waits thinks it can still be trapped by
    luring it to the Gemini Labs.

                              Take elevator to Gemini Exoplanet Solutions []

Turn left and then go into the branching corridor to your left. At the end of
the corridor, use the keycard you found and enter the room. Search all the
lockers in this room for items. Then get back to the main corridor and go
through the door straight ahead to return to the Lobby.

Some looters have arrived in the Lobby, so be careful. You need to get to the
elevator, which is to the very south at the same level you are on now. There
is a woman nearby to your left, so turn right and go counterclockwise all the
way to your map marker. When you get close, sprint into the elevator and push
the button. This takes you to Gemini Exoplanet Solutions.



Once you arrive, Waits informs you that the whole facility needs to be powered
up. He says there is a Freight Elevator you can take, but explains that due to
lack of funding it has been decommisioned.

  Objective: Restore Access to Distribution
    Restore access to Distribution inside Gemini Exoplanet Solutions.
    Once inside locate the Freight Elevator and take it to Project KG348.

                                           Restore Access to Distribution []

There is a Registration Point here, but you just reached a checkpoint, so you
can skip it for now. Go through the door next to the Registration Point, then
climb the stairs and follow the corridor all the way to the other end. Update
your map at the nearby terminal and then go through the door into Ore
Synthesis. Waits sends you a message warning you that security is still
online. Pick up all the items you can find in here, and keep going straight
for a bit.

When you get close to the end of the corridor, be on the lookout for a
security camera. Make sure you do not step in its beam since that will sound
an alarm that alerts the Alien. Sneak past it and get to the rewire panel
below the camera. Access the rewire panel, disable the camera and then pick
up the Plasma Torch next to the dead body on the ground.

  ** If you already have the "Power Games" achievement for accessing 10
     different rewire points, you can simply hit the camera with your
     Maintenance Jack instead.

Use the Plasma Torch to cut through the panel on the door to your left and
then pull the lever to open the door. Go inside the dark room and then
update your map from the terminal to your left. Access the computer terminal
to read a couple of Archive Logs and select the "Service Request" option
from the utility menu. This will distract an android for a little while,
allowing you to get on with your next task.

  [] Archive Log 087  Seegson Funding
  [] Archive Log 088  Maintenance Systems

Turn right and then go through the short corridor into Product Storage. While
the android is away, access the computer terminal on the desk to read one
more Archive Log and to select the "Distribution Systems" from the utility
menu. This restores power and opens up a nearby door.

  [] Archive Log 086  Surplus to Requirements

Once this is done, you ask Waits where you can find the power breakers.
He answers that there is one in the Analysis Labs and another in the
Decontamination Room. 

                        Find the Breakers to bring Gemini Facility Online []
                                  Trigger the Analysis Lab Breaker Switch []
                          Trigger the Decontamination Room Breaker Switch []

Search all the lockers in this room and then pull the lever on the door to
open it. Go through the door, turn left and go through the door that just
opened. At the end of the short corridor, turn right and climb into the vent.
Search the suitcase to your right, then turn around and crawl as far to the
south as you can get and then exit the vent.

Go around the corner to your left and slowly approach the south door, but be
careful since a security camera has come online since the last time you were
here. Sneak past it and disable it at the rewire panel. Go through the door
next to the rewire panel into a dark room and get some more components from
the suitcase on the counter to your left. Turn right and go west into the
Decontamination Room and pull the breaker.

Get back into the corridor through the door in the northwest corner of the
room. Turn left and go west a little bit and cut through the panel on the
first door to the right. Pull the lever to open the door and go through it.
Follow the short corridor to a control room and pick up everything you can
carry and then access the terminal to read two more Archive Logs.

  [] Archive Log 089  What is KG348?
  [] Archive Log 090  Gemini Exoplanet Solutions Manifesto

Since it is close, go back to the Reception area where you arrived and save
your game. Then go back to the short corridor south of Product Storage where
you climbed into the vent. Go through the door to Ore Processing.

There is another Registration Point here you can use next to the ladder on
the east side. Climb the ladder to get to the Analysis Laboratory. When you
get to the top, search all the lockers then go to the end of the short
corridor.

There is a security camera in the room to the left, so be aware of that. The
Alien will be more aggressive than usual in this area. Go into the room to the
right and then turn right and go into a small office area. Access the terminal
here for a couple of Archive Logs.

  [] Archive Log 091  Sit Tight
  [] Archive Log 094  Gemini Shutdown

You now have the passcode for the security locker in the previous room, which
is "2743". Open it up and get the components inside. Get into the room on the
other side of the corridor and sneak over to the rewire panel to disable the
security camera. Pick up everything you can and move west into the Toxic
Materials room. Remove the brace on the door and then pull the breaker switch
on the west wall.

                                      Initialize the Distribution Conduit []

Turn around and follow the trail of blood into the vent on your left side,
inside you will find a dead body and another ID tag.
   ____________________________
  | NAME __________________ ID |
  | K. Lenton             3724 |
  |____________________________|

Pull the lever above you to your right and climb into the shortcut back to
Product Storage. Go back to Ore Processing, save your game, and then head over
to the terminal in the center of the room. Access the terminal and select
"Service Request" from the utility menu; this will activate an android who
will assist you in the next part.

Turn left and go around the central cylinder to the closest breaker. Wait for
it to become active and then pull it. Now go to your left and pull the second
breaker. Waits calls in and tells you the elevator has come back online.

                                   Take the Freight Lift to Project KG348 []

Save your game again if you want, then go through the doors that just opened
up to the south. Go up the stairwell to search a container for components,
then go down to the landing and update your map at the terminal. Go to the
bottom of the stairs and enter Quality Control.

Get everything you can from here and enter the right opening on the north
wall. Turn right and go up the ramp and search the dead body. Return to
Quality Control and press the right button on the north wall. Enter the left
opening, turn left and go through the next opening into Distribution.

Climb the stairs in the corner of the room and remove the brace on the door
at the top. As usual, pick up what you can and then go back down the stairs,
turn right and go through the doors to find the Freight Elevator to your
left. Enter it and press the button to take it to Project KG348.



You call up Waits and inform him that you made it. Waits asks if the Alien is
still after you. When you say you think it is, he says he has a plan and wants
you to head to the labs.

  Objective: Access the Project KG348 Research Labs
    Find a way inside the Lab and activate the Primary Alarm Systems

                                   Access the Project KG348 Research Labs []

Get out of the elevator and then check all the small rooms and the vent for
components before you go through the door. Hack the panel next to the first
door to your left, then save your game at the Registration Point.

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

Turn right and go through the door to your left into the Galley. Search the
dead body on the air hockey table for a keycard, then go into the small room
to the northeast. Ignore the civilian and collect the ID tag from the left
bunk. Turn around and access the terminal to read another Archive Log.
   ____________________________
  | NAME __________________ ID |
  | P. Ryniak             8540 |
  |____________________________|

  [] Archive Log 093  Clarke is Dead

Head back to the Registration Point and save your game again. Turn right and
go through the door straight ahead. Go down the short stairs then turn left
and follow the large corridor north until you reach a door on the left side.
Open it using the keycard you just found and enter the room. Turn left and
listen to the audio recorder on the nearby desk, then pick up everything in
this room.

  [] Archive Log 092  Samples

Go back to the corridor, turn left and cut through the panel on the door to
the north. Pull the lever and go through the door. You call up Waits to let
him know you are inside. He tells you that he can separate the Lab from the
main station; he wants you to bring the power back online so the systems can
reconnect.

                                                 Restore Power to the Lab []

Update your map at the console and then climb down the ladder. Go through the
door and then follow the short corridor to enter the Hazard Laboratories.
Get into the floor vent in front of you and crawl as far south as you can,
then east. Climb out of the vent and go east to the next floor vent, and do
the same thing there, crawl as far north as you can, then west.

Climb out and enter the first doorway to your left, go through the short
corridor into the Synthesis Lab. Turn right and reset the breaker on the
north wall, then turn around and save your game at the Registration Point.

Waits informs you that he sees a power spike, and wants you to reconnect the
Lab's systems to Sevastopol from a console in the Central Lab.

                                        Activate the Primary Alarm System []

Go back into the the circular corridor the same way you came. Turn right and
go through the next doorway to your right into the Analysis Lab. Go to the
center of the room and hack the terminal, then turn right and go through the
west doorway.

                                                           Escape the Lab []

Get back to the ladder you used to enter the Hazard Laboratories. When you
are almost there, Waits apologizes over the radio, then he remotely locks
the door in front of you and separates the Lab from the station. You become
weightless for a few moments before the gravity backup comes online.

                                                       Get to the Airlock []

Go through the nearby doorway leading into the Lab and save your game at the
Registration Point, then go through the other door and go right to make your
way to the Airlock.

                                                   Pressurize the Airlock []

Once you are there press the button to pressurize the Airlock. It takes a
while before it is finished so get back into the vent to wait it out.

                                       Wait for the Airlock to Pressurize []

When the Airlock opens, run into it to trigger a cutscene. The Alien almost
manages to get into the Airlock with you, but you manage to hit the door
override at the very last second. You put on an EVA suit and miraculously
make it back to Sevastopol.


  __________________________________________________________________________
 |                                                                        ':|
 |    Mission 11 - Hazard Containment (MI11)                                |
 |      Archive Logs  : 7                                                   |
 |      ID tags       : 2                                                   |
 |      Blueprints    : EMP Mine (V.2)                                      |
 |      Weapons       : Shotgun                                             |
 |:.________________________________________________________________________|

  Objective: Find a way back to the Colonial Marshal Bureau
    The Creature has been trapped outside Sevastopol in the jettisoned
    Project KG348 Labs. Find the rest of the team and confront Waits.

The first order of business is to change out of the EVA suit.

                               Take the elevator to the Solomons Galleria []

You are furious that Waits left you to die in the Lab; you have a brief
conversation with him over the radio where he rationalizes his methods.
You say you will discuss it with him when you get back to the Bureau.

Go into the corridor, then through the door to your right. Pick up all the
items inside. Return to the corridor and cut through the panel on the door to
your right.

Continue down the corridor and go through the opening to the left, then take
the stairs down to the right. Pick up the Shotgun and the keycard from the
dead body here, then go east and use the keycard to open the door.

Enter the Baggage Claim area, walk across to the other side and cut through
the panel on the door. Pull the lever to open it and go inside. Pick up all
the items you can carry in this dark area and then leave.

   --( TIP )---------------------------------------------------------------

                Xbox     | Playstation | Keyboard
                =================================
           Aim  LT       | L2          | RMB
          Fire  RT       | R2          | LMB
        Reload  X        | Square      | R

If there are any Working Joes here, you have an opportunity straight away to
test out your Shotgun; wait for the androids to get close then shoot them
in the head. If you do it perfectly, they only take one shot to go down.

If you hit them in the head and they still do not go down, quickly hit them
with your Maintenance Jack. Hopefully that will kill them before they get a
chance to grab you.

   ------------------------------------------------------------------------

Turn left and go through the main door, then go into the elevator on your
left side. Push the button to go to Solomons Galleria.



When you arrive, Ricardo calls you and apologizes for messing things up with
the lockdown. You forgive him and tell him you will see him back at the
bureau.

                                             Return to the Marshal Bureau []

Collect all the items you can carry in this area and then save at the
Registration Point. Turn left and walk into the corridor ahead. Update your
map at the terminal to your right. Run to the far end of the corridor, and
discover some looters on the other side of a shutter that remains closed.

                          Restore Power to the Galleria Security Shutters []

Inspect the nearby Harold cleaning robot and activate it. It will start to
head back to its recharging station, follow it there and crawl inside. Get
the components in this room and climb into the vent on the west wall. When 
you exit the vent on the other side, pick up the blueprint upgrade on the
table in front of you.
 ____________________________________________________________________________
|                                                                            |
  EMP Mine     25 Scrap            The EMP detonates on impact to release an
  (V.2)         1 SCJ Injector     electromagnetic pulse that temporarily
                2 Sensors          disables non-industrial Synthetics. This 
                3 Charge Packs     upgraded version has a wider area of
                2 Bonding Agents   effect. It can be placed to become a
                                   proximity device.
|____________________________________________________________________________|

Turn right and pull the lever to open the door. Walk through it to enter
Supply Corridor B. Ricardo calls in saying there is something wrong with the
androids. They have left their posts and are entering public areas. He urges
you to be careful.

Search the containers in this corridor for items and then pull the lever to
open the only door you can interact with here. Go inside and search the
suitcase, then climb into the floor vent and start to crawl to the other side.

You call up Waits on the radio and ask him what is going on with the androids.
He says he does not know and that he is trying to contact Samuels to ask if he
knows what APOLLO is doing.

When you get to the other side of the vent, climb out and collect the ID tag
from the desk. Restart the generator, quickly get back down in the vent, and
crawl back to the other side.
   ____________________________
  | NAME __________________ ID |
  | B. Hymers             3541 |
  |____________________________|

                                             Return to the Marshal Bureau []

The androids have now invaded the Galleria and are killing off all the
survivors. Get out of the vent, and go through the door to the east to enter
a bar. There is a Registration Point here, use it to save your game. Then go
to the north end of the bar and listen to the audio recorder that is sitting
on a table.

  [] Archive Log 095  No Future

Walk towards the shutters which automatically open and get what you can from
the outside, then go back to the Supply Corridor and from there backtrack to
the robot recharging station, and then to where you first found the robot.
Make sure you search all the bodies you see from now on to get some much
needed ammo for the shotgun.

  ** On Nightmare difficulty make sure you have at least one Shotgun shell
     or Stun Baton charge left at the end of this mission.

Go north to make the shutters open, then deal with the androids. After they
are dead, turn right and walk down the steps, then turn left and hug the left
wall until some shutters open. Go down the burning ramp, and have a brief
conversation with Waits over the radio about how it seems that the androids
are hunting humans.

  ** If you want to, you can kill the androids by repeatedly leading them
     into the fire here. (Thanks to Infesord for discovering this)

Turn right and go through the metal door straight ahead, turn right again
and update your map at the terminal. Keep going down the corridor in this
direction. When you get to the end, turn left and go through the door.

Turn right and go east towards the Marshal Bureau. Someone has blocked it off
with security shutters, and you call up Waits to ask if he can open them.
You hear Waits struggling with androids over the radio, and then there is
silence.

                                                Find an alternative route []

Go back to the last map terminal you used and go straight ahead until you
reach some stairs. Climb them and go through the door. Update your map again
at the terminal to your right, then go to the end of this corridor to find an
ID tag on a bench.
   ____________________________
  | NAME __________________ ID |
  | G. Ramsey             3423 |
  |____________________________|

Turn around and go through the door on the right side. Enter the Bunk House
Hotel nearby. Save your game at the Registration Point, then turn left and 
access the computer terminal on the round table in front of you to read two
more Archive Logs.

  [] Archive Log 100  Help
  [] Archive Log 101  Low Profile

If you have been following this walkthrough, then this should be your 100th
Archive Log, giving you the "Voices of Sevastopol" achievement! There is not
any achievement for getting all 151 of them, but they give some interesting
background on what happened before you arrived on Sevastopol.

Go through the door in the back of this room and then pull the lever to open
the next door. Enter the corridor and kill the android there. Go into the
stairwell to your right and walk down the stairs. When you reach the bottom,
go through the doorway into another large corridor. Pull the lever to open
the door that is slightly to the right.

Enter the door and go through the other door into an empty store. Look to
your left, enter the floor vent, and crawl to the other side. Exit the vent
and go through the door to the north to find a terminal with the last four
Archive Logs of the mission.

  [] Archive Log 096  What are Your Plans?
  [] Archive Log 097  Security Risk
  [] Archive Log 098  To All Sevastopol Inhabitants
  [] Archive Log 099  People are Scared

Use the lever on the door behind you and go back into the corridor, turn
right and go to the end of the corridor. Turn left, ready your Revolver and
shoot the android on the floor in the head. Search his body and climb into
the vent to your right.

Crawl to the other side and climb out of the vent. Marlow's cell is empty
and both him and Taylor are gone. Go to the reception area of the Bureau and
discover that the androids have slaughtered everyone in the Marshal Bureau.

Ricardo, having just returned from the SysTech Spire is sitting on a bench in
disbelief. You tell him you are going to find Samuels to find out what APOLLO
is doing, and you need him to run the Bureau to keep you covered. He agrees.

  Objective: Find Samuels in Seegson Synthetics
    Samuels was heading for Seegson Synthetics when androids attacked the
    Colonial Marshal Bureau. You must find him.

                                     Take the Transit to the SciMed Tower []

Go through the door Ricardo opens, then through the door to the right and
update your map at the terminal. Kill the androids here as you go along.
Hug the left wall and go through the next door to your left. Turn left and
go through the door. Climb the stairs and turn left, hug the right wall
and head straight to the Transit Station. Call the transit for the SciMed
Tower and take it there to end the mission.


  __________________________________________________________________________
 |                                                                        ':|
 |    Mission 12 - A Synthetic Solution (MI12)                              |
 |      Archive Logs  : 10                                                  |
 |      ID tags       : 4                                                   |
 |      Blueprints    : Molotov (V.2)                                       |
 |:.________________________________________________________________________|

When you arrive, Ricardo calls to say he can see activity on the terminals
at the top levels of Seegson Synthetics. However, he is having self-doubts,
but you calm him down by saying that if Samuels can get APOLLO to make the
androids stand down this will all be over.

  Objective: Find Samuels in Seegson Synthetics
    Samuels has gone to Seegson Synthetics in order to reach APOLLO and ask
    it to cancel the heightened lockdown. Locate him there and help him.

                                  Take the elevator to Seegson Synthetics []

Turn left and climb the stairs, enter the door to your left and pick up what
you can find inside. This is the door you activated at the end of Mission 8.
Leave the room, turn left and follow the map marker to your destination; the
elevator you used at the end of Mission 7.

Enter the elevator and take it to Seegson Synthetics. When you arrive, Ricardo
calls to inform you that Samuels' snooping has caused APOLLO to trigger a
security alert which has disabled the elevators. You need to find a service
vent to get through to the elevator shaft.

  Objective: Find Samuels
    Samuels has gone to the Android Lab in order to reach APOLLO, locate and
    help him.

                               Climb the elevator shaft to the Upper Labs []

Search the Reception area for items, then access the terminal close to the
unfortunate man to read two more Archive Logs. One of them contains a
passcode, which is "8382".

  [] Archive Log 105  Smythe Read This
  [] Archive Log 106  An Outpost of Progress #2

Use your Plasma Torch to cut through the panel on the door to your right and
then input the passcode to open it. Once you are inside, pick up any items
you find and climb into the vent. Crawl to the other side and exit the vent.
Walk across the ladder that spans the elevator shaft and then climb the
ladder to your left.

As you get to the top of the ladder, you can feel that the elevator you are
standing on is starting to give. Quickly walk across the other ladder before
it collapses. You barely make it. Look above you, and climb up to the top of
the elevator. Climb into the vent in front of you and crawl to the other side
by taking two right turns.

You arrive in an area filled with disabled Working Joes. Go into the corridor
to your left, and shoot the second android lying on the floor there with your
revolver. Go to the other end of the corridor and you will call Ricardo to
tell him you have arrived at the synthetics graveyard.

There is a Registration Point here, use it to save your game. Go through the
doorway to the left, turn right, and follow the corridor around the corner.
Enter the Reclamation room to your left. Go to the door at the other end of
the room and discover that the door leading further into Administration has
been electrified.

                                  Find a way through the electrified door []

Turn around and divert the power at the electrical junction to your left. Then
pick up the Flashlight Batteries from the counter, as well as any other stuff
you can get from the cabinets behind it. Access the computer terminal to read
a couple of Archive Logs.

  [] Archive Log 107  Reformat Chamber
  [] Archive Log 108  Investigations

If you missed the Blueprint for Flashbang (V.1) earlier, you can pick it up
from the top of the counter.

  [] Blueprint - Flashbang (V.1)

Go back to the corridor, and enter a room you passed by earlier which is
slightly to your right. Notice the heap of androids on the floor here. Divert
the power at the electrical junction to your left.

Return to the corridor and turn right. Walk down the corridor a little bit and
then enter the next room to your right, walking past another heap of androids.
Ready your Shotgun and then divert the power at the electrical junction.
Quickly turn around and shoot the android who rises up from the heap.

Exit this room and go through the next door to your right into a small office
area. Collect the ID tag from the desk furthest away from you on the left and
then hack the door, and pick up a few more components inside.
   ____________________________
  | NAME __________________ ID |
  | B. Bullock            3889 |
  |____________________________|

Go back to the electrified door and divert the power at the final electrical
junction, which will open the door. Walk inside, only to have another door
shut in front of you. Climb into the vent next to the door and start to crawl
to the other side. You hear Samuel's voice, and get to witness him disable a
Working Joe in a quite impressive manner.

                                                             Find Samuels []

Get out of the vent on the other side and then press the button on the door
to your left to open it. Go through the door into the Synthetic Showroom.
Notice the eight Working Joes lined up in here and then try to get through
the door on the other side, only to discover that it is locked.

                                 Find a way out of the Synthetic Showroom []

Pick up the items you can find in here and then access the terminal to read
three more Archive Logs.

  [] Archive Log 109  RE: Plans Tonight
  [] Archive Log 110  Last Chance
  [] Archive Log 111  Showroom Appointments

Turn right and go behind the pillar in front of you. Press the button here
to lift the lockdown. Then sprint past the androids to the other side of the
room and through the door. The androids are activated and they are very upset
that you do not have an appointment.

The door closes behind you, and you hear the androids banging angrily on it
from the other side. Turn right, and head south into the Sales Agreements
area. Pick up the blueprint upgrade and shotgun shells from the dead man on
the left side of the stairs before you go into the next room.
 ____________________________________________________________________________
|                                                                            |
  Molotov      25 Scrap            The Molotov is an incendiary device which
  (V.2)         2 Sensors          detonates on impact. It is lethal to
                2 Ethanol          humans and other organics but synthetics
                1 Blasting Cap     are very resistant to fire. This upgraded
                2 Compound B       version inflicts more damage over a
                                   slightly wider area. As a modified
                                   proximity device, it can be placed as an
                                   explosive trap.
|____________________________________________________________________________|

Notice all the EMP mines and Molotovs lying around; you should pick them up
unless you are already carrying your max capacity. Save your game at the
Registration Point, turn around and go back to the previous room. Go through
the center door in front of you and access the rewire panel to activate a gas
divert. This sets off a wall of flaming gas in front of the door to the
Synthetic Showroom.

Ready your EMP Mine and go to the front of the door to the Showroom. When the
androids manage to get it open, let them advance a little bit beyond the
flames, then throw an EMP Mine at them and get ready to bash as many of them
as you have time for with your Maintenance Jack. Rinse and repeat. You
probably need to use all three of your EMP Mines to do this. Feel free to go
to town using Molotovs as well.

  ** If you are doing a speedrun, a glitch allows you to save time here.
     Before exiting the showroom, shoot one of the active Working Joes near
     the door. Wait at the door until he gets close. If done correctly, the
     door remains open, meaning you will not have to wait for them to break
     through. (Thanks to PsychoHypnotic for discovering this).

When they are all dead, find the android that you can search and get his
keycard. Go back to the Sales Agreement area and collect the ID tag from
the floor under the desk in front of the Registration Point.
   ____________________________
  | NAME __________________ ID |
  | J. Mitchell           1227 |
  |____________________________|

Pick up replacements for the items you just used to kill the androids, and
access the terminal to read two more Archive Logs. If you still do not have
the Blueprint for the Noisemaker, you can find the basic Blueprint behind
the terminal.

  [] Archive Log 112  RE: Smythe Read This
  [] Archive Log 113  Holding Out

Save your game again if you want, then head north to the locked door. Open it
with your keycard, and go through it. Climb the stairs then follow the cable
into the room where you last saw Samuels. Divert the power at the electrical
junction.

  Objective: Follow Samuels
    Samuels has gone to Seegson Synthetics in order to reach APOLLO and ask
    it to cancel the heightened lockdown. Locate him there and help him.

                                       Find Samuels in Seegson Synthetics []

Exit this room and enter the elevator to your right, push the button to go
down to Android Orientation.

Leave the elevator and go through the door. You discover that the cable car
is malfunctioning, forcing you to get to the other side by carefully
sidestepping along the wall to your right. Wait for the vents to stop blowing
out steam and then get past them. After you have passed two vents, jump down
to the beam and climb up on the other side. Get past the last vent and jump
across to the ladder.

Once you are on the other platform, make your way through the U-shaped
corridor into a long corridor. Go halfway down the corridor and play the
audio recorder that is sitting on top of a crate. Pick up the items, ready
and reload your Shotgun then save at the Registration Point.

  [] Archive Log 114  White on Red

Pull the lever to open the door to the east and walk inside. There are
androids lying on slabs in this area, and they will wake up as your approach.

  ** On Nightmare difficulty, it might be better to sneak into the office
     nearby and use the floor vents to get past the androids. It depends on
     how much ammunition you have left.

  ** As long as you move by each slab quickly, the android lying on it will
     not wake up. Then you can deactivate the security cameras on your way.

If you have any fuel left in your Flamethrower (not spare fuel, but fuel
already loaded) then feel free to use it against the androids at this point.
If not, use any other weapons you have. There is no need to deactivate the
security cameras in this area, since you are just going to kill the androids
anyway.

When they are all dead, go into the office in the last room and enter the
vent. Crawl south, then crawl left to find another ID tag.
   ____________________________
  | NAME __________________ ID |
  | E. Hampton            8239 |
  |____________________________|

Crawl back to the office, get out of the vent and exit the office. Turn left
and hack the door in front of you. Go through the door into a corridor to
finally find Samuels! 

He says that he has discovered that APOLLO's security has been built so only
Seegson synthetics can interact with it, and reveals that he will have to do
something drastic to connect with APOLLO.

Turn left and follow the corridor clockwise. Samuels continues to explain his
plan, he is going to use the Reformat Chamber since it is the only remaining
option and he has diverted the power allowing him to try. When you reach the
end of the corridor, save your game at the Registration Point.

Turn right and go through the door to enter the Upgrade Suite. You see Samuels
go into the Reformat Chamber, locking the door behind him. He tries to
convince APOLLO that the infection on the station has been purged, and get it
to suspend the Hazard Containment. APOLLO rejects him, and you need to divert
power from a series of electrical junctions in a specific order to save him.

                                                          Halt grid purge []

The first one has a red cable and is located next to the door you used to 
enter the Suite. Turn it off. Then turn them off in order by going clockwise
around the room (blue cable, upturned gurney, deactivated android). Then
finally turn off the last one in front of the window to the Reformat Chamber.

It is too late however, in his dying breaths, Samuels tells you he managed to
open the transit to APOLLO for you, and that it will talk to you once you
reach its Core. After he is gone, you inform Ricardo of the plan.

                                      Take private transit to APOLLO Core []

Go back to the Registration Point, enter the room to the left of it, and pick
up the items inside. Leave this room and turn right, follow the corridor
until you get to a door with a panel on the left side. Hack the panel to open
the door and go inside. Collect the ID tag from the floor straight ahead and
then pick the other items in the room.
   ____________________________
  | NAME __________________ ID |
  | E. Guevara            3077 |
  |____________________________|

Exit this room and turn right, follow the corridor back to the three rooms
you passed through earlier. Kill the android here, then get to the the
Synthetic Fluid Plant Overlook by backtracking through the U-shaped corridor.

Ricardo calls you saying he has found an interview tape you need to hear. He
plays it for you and it is a recording of Taylor interviewing Marlow about
the organism and its origin. He agrees to give her information and a way off
the station if she can get him out of the cell. Then the recording is cut
off by what was probably the android attack on the Marshal Bureau.

Enter the cable car and press the button to activate it. When you get to 
the other side take the elevator back to the Administration level. Now call
the private transit, wait for it to arrive and take it to APOLLO Core.


  __________________________________________________________________________
 |                                                                        ':|
 |    Mission 13 - Consultation (MI13)                                      |
 |      Archive Logs  : 11                                                  |
 |      ID tags       : 4                                                   |
 |      Tools         : Gas Mask                                            |
 |:.________________________________________________________________________|

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

  Objective: Gain Direct Access to the APOLLO Core
    Samuels has ensured that Ripley will be able to consult with APOLLO,
    but access must be gained to the core at the centre of its mainframe.

                                            Find a way to the Lower Floor []

Step out of the transit and enter the security office to your left. Search
all the lockers for components and collect the ID tag from the desk, then
access the terminal to read two Archive Logs.
   ____________________________
  | NAME __________________ ID |
  | J. Shotliff           2149 |
  |____________________________|

  [] Archive Log 115  Tomorrow, Together #3
  [] Archive Log 116  Hazard Containment

Leave the security office, turn left and enter the Reception area ahead.
Climb the stairs and go into the Security Checkpoint. Unfortunately, as you
pass through the metal detector, it detects your weapons - making you unable
to proceed unless you give them up. Place your weapons on the conveyor belt
to the left of the metal detectors, then go through the metal detectors again
and wait for the doors to open.

  ** Now you understand why reloading your Flamethrower was discouraged.
     Even though you lost your Flamethrower along with the Revolver and 
     Shotgun, you keep any spare fuel and ammunition you have.

Once inside the Welcome Lobby you discover that the way inside has been
blocked off. Ricardo suggests you look for schematics to find a back door.

                                   Check the APOLLO Sales Tour Schematics []

Check the schematics on the north table, and take note of the encircled code,
"4930". You conclude that a power conduit links to the APOLLO Core, but you
will need to power it down first.

  [] Archive Log 150  Code on Blueprint

                                                   Power Down the Conduit []

Enter the passcode to open the door and save your game at the Registration
Point ahead. Turn right and go through the door to the north. Turn left in
the next corridor and go to the other end. Turn right and go through the door
into the Right Hemisphere Overview. Listen to the audio recorder on top of
the panel and then hack the terminal to the left.

  [] Archive Log 118  Something up with your Synthetics

                                         Shut off the Turbine Ventilation []

Ricardo calls to let you know that finding and shutting off an emergency shut
off nearby can allow access through the Turbine Shaft, but you will have to
get inside quickly since it will not stay off for long.

Head back to the Registration Point and keep going south to the other end of
the glass corridor. Go through the door and you will see the Turbine Shaft in
front of you. Now turn left and go into an office. Pick up the items in here
and access the terminal to read another Archive Log.

  [] Archive Log 117  APOLLO Sales One Sheet

Turn around and exit the office. Go to the end of the corridor, turn left and
enter the Left Hemisphere Overview. Once inside, hack the console to shut off
the turbine ventilation. Ricardo calls in and says you need to run to the
Turbine Shaft before the system reboots.

                                 Access Conduit through the Turbine Shaft []

Quickly sprint over to the Turbine Shaft and climb the ladder inside. Make
your way through the vent to the other side. Ricardo warns you that there
might be many androids near the core. You tell him that Samuels sacrificed
himself so you could speak to APOLLO, so you have to try to reach the Core.

                                                            Access APOLLO []

When you drop down into the Human Staff Entrance, approach the main entrance
to your right. You discover that it is locked, and lose contact with Ricardo.
Turn around and save your game at the Registration Point. The next part can
be a little tricky.

                            Find APOLLO's Human Consultation Control Room []

   --( TIP )---------------------------------------------------------------

This is the first area where you will encounter the Industrial Synthetics,
which are improved versions of the Working Joes. They wear rubber suits and
are immune to the Stun Baton and EMP Mines. Your best choice to deal with
them at this point is to use a Pipe Bomb followed by Molotov.

Make sure you have some distance between you before doing so, since you
usually hurt yourself as well. Watch your health and use Medikits as needed.
If you play on Hard or Nightmare difficulty then you need two Pipe Bombs to
kill them. Search their bodies when they are dead so you can get components
to craft more IEDs.

You do not have to kill them though; you can choose to be stealthy instead.
If you are playing on Nightmare difficulty you will most likely have to due
to limited resources.

   ------------------------------------------------------------------------

Turn around and go through the door to your left, then go into the Core
Observation room to your right. Pick up the Gas Mask from the console in
front of you and then turn left and access the terminal to read two more
Archive Logs.

  [] Archive Log 119  Hazard Containment Alert
  [] Archive Log 120  Sold!

Go back to the Human Staff Entrance and go through the orange door to the
south and then into the other Core Observation room to your left. Turn right
and collect the ID tag that is lying on top of a crate.
   ____________________________
  | NAME __________________ ID |
  | K. Hussein            2729 |
  |____________________________|

Go back to the Registration Point and save your game again. Turn around and
go through the left door. Go through the corridor into a gas-filled room and
then into the opening slightly to your right. When you reach the rewire panel,
access it to deactivate the gas divert.

Get the attention of the android in here, which will also alert a second
android. Then play a little cat and mouse with them, go back to the North
Observation Room (where you found the Gas Mask) and wait for them to get
close.

Now sprint to the back of the Right Hemisphere Servers and access the terminal
and select the "Initialize Emergency Coolant Flow?" option from the utility
menu. Quickly exit the terminal and turn right. When both androids are on the
floor in the server bank ahead of you, hit the button on the pillar to freeze
them. It is a little hard to pull off, but satisfying when it works.

Get out of the little alcove and then turn left, go through the door in 
front of you to enter a corridor. Kill off the next android with a Pipe Bomb
followed by a Molotov, then follow the corridors southeast to the Human
Consultation Control room and hack the console there.

                                     Search the Right Server Bank Console []
                                      Search the Left Server Bank Console []

Turn around and save your game at the Registration Point and then collect the
ID tag that is lying on the floor in front of the door to your right.
   ____________________________
  | NAME __________________ ID |
  | J. King               4025 |
  |____________________________|

Enter the door and go through the corridor. Go into the Monitoring Control
Room straight ahead and then get the ID tag from the console to the left.
Turn right and play the audio recorder on top of the nearest table.
   ____________________________
  | NAME __________________ ID |
  | G. Spedding           4627 |
  |____________________________|

  [] Archive Log 123  They're at the Door

Hunt down the remaining androids and kill them off. If you run out of IEDs
then you have one more way of dealing with them. Lure them into the Left
Hemisphere Servers and access the terminal in the alcove and select the
"Reengage Hemisphere Power-Link?" option from the utility menu. It is hard
to get the timing on this right, though. There is another Archive Log on the
same terminal.

  [] Archive Log 122  Twisting in the Wind

Go to the vent in the northeast corner of the Left Hemisphere Servers, then
turn around and use the terminals closest to you, going from left to right.
After you have done this about three times, the vent will unlock allowing you
access to the dome.

  ** It does not seem to matter which terminals you pick, these three 
     are closest to the vent, however.

                         Use Access Tuner on Dome Terminal to Gain Access []

Climb into the vent and crawl to the other side. Turn left and walk around
the Dome until you reach the terminal. Attempt to hack it and discover that
APOLLO's security measures are too strong, only giving you a couple of
seconds to solve the hacking minigame.

                      Find a way to reduce APOLLO's Security Capabilities []

You need to restore power to the terminals inside the vents. Turn left and
head to the vent on the north side. Before you climb inside, press the button
on the right side of the vent. Enter the vent and hack the terminal inside.
Repeat this process at the vent to the south, only you have to get to the
other side of the screen to hack it there.

  ** See if you can hack the dome terminal after only hacking one of the vent
     terminals. If you can, then there is no point in hacking both.

                         Use Access Tuner on Dome Terminal to Gain Access []

Go back to the Dome Terminal and hack it. Wait for the Dome to rise, allowing
you access to APOLLO.

                                                      Consult with APOLLO []

Walk inside to trigger a cutscene. You sit down at the main interface terminal
to consult with APOLLO. When you try to get APOLLO to disengage the androids,
it refuses to do so because of Weyland-Yutani Special Order 939. It turns out
your employer bought Sevastopol two days after you left. You ask APOLLO what
Special Order 939 is, and its answer comes up on the screen:
                      _________________________________
                     |                                 |
                     |                                 |
                     |   PRIORITY ONE                  |
                     |                                 |
                     |   PROTECT SPECIMEN              |
                     |   MAINTAIN STATION QUARANTINE   |
                     |   DISALLOW COMMUNICATIONS       |
                     |                                 |
                     |   ALL OTHER CONSIDERATIONS      |
                     |   SECONDARY                     |
                     |                                 |
                     |_________________________________|

You get angry and ask APOLLO to suspend the order since you have purged the
creature from the station. APOLLO answers:
                      _________________________________
                     |                                 |
                     |                                 |
                     |                                 |
                     |                                 |
                     |   NEGATIVE                      |
                     |                                 |
                     |   SCHEDULED REACTOR             |
                     |   SCANS ARE UNVERIFIED          |
                     |                                 |
                     |                                 |
                     |                                 |
                     |_________________________________|

You leave the Dome and go back to the exterior.

  Objective: Investigate Central Reactor
    APOLLO refuses to lift the lockdown and says there is an obstruction.
    Investigate the Central Reactor.

                                                 Exit APOLLO beneath Core []

The bridge to the Dome retracts and a ladder rises. Climb down the ladder
to get below the Core and then climb down another ladder to a room with a
lift and a terminal. Access the terminal to read the last two Archive Logs
of the mission.

  [] Archive Log 121  Keep Things Quiet
  [] Archive Log 124  APOLLO Primary Interaction Log

Get on the lift and press the button to go down to Engineering.


  __________________________________________________________________________
 |                                                                        ':|
 |    Mission 14 - The Descent (MI14)                                       |
 |      Archive Logs  : 5                                                   |
 |      ID tags       : 3                                                   |
 |      Tools         : Ion Torch                                           |
 |      Weapons       : Bolt Gun, Shotgun, Revolver, Flamethrower           |
 |:.________________________________________________________________________|

You reestablish radio contact with Ricardo and tell him that APOLLO is now
running Weyland-Yutani protocols, and it is refusing to lift the lockdown
since there is something up with the reactor.

  Objective: Investigate the Central Reactor
    APOLLO will not downgrade the Hazard Containment Alert due to
    an unknown presence within the Central Reactor.

                                                       Get to the Reactor []

Go through the door into a large room. Turn left and walk up to the electrical
junction. Turn it on to power up the Tram Systems. Turn around and walk along
the fence until you find an audio recorder on top of a crate. Play it and
restart the nearby generator. This will move the tram out of the way.

  [] Archive Log 125  Missing Engineer

Go up the ramp to the north and save at the Registration Point. Go through
the door into a corridor. Go to the other end of the corridor and enter the
Engineering Floor. Ready and reload your Stun Baton, then get the attention
of the Working Joe.

  ** On Nightmare difficulty only engage the android if you have two charges
     or more left for your Stun Baton. If you do not, then sneak into the
     room to your right and deactivate the camera feed at the rewire panel.

Deal with him and search his body, then enter the room to your right and
work your way counterclockwise through three rooms collecting all the items
you can carry. Update your map at the terminal in the last room.

Turn around and go back into the corridor. Now enter the room across the
corridor and pick up the Ion Torch from the table. Get the rest of the
components in this room and then go back into the corridor through the other
doorway.

Follow the corridor to a blocked off vent where you get your first chance
to try out the Ion Torch. Cut through the panel and remove it, then climb
in and crawl to the other side. Exit the vent and save at the Registration
Point, then go through the doorway into the Workshop.

                               Find a way out of the Engineering Workshop []

Deal with the android here. When it is dead, go up the ramp in the southeast
corner of the Workshop and divert power to the electrical junction. Then go
down the ramp, turn right and go to the north end to divert power at another
junction. Now go southwest to divert power to the final junction. Go up the
ramp to your right and restart the generator to activate a winch. It lifts up
a vehicle allowing you to drop down into a vent below.

Pick up everything you can from the Workshop before you move on. Crawl through
the vent until you reach a ladder, climb it and then exit the vent. Cut
through the panel on the door in front of you and pull the lever to open the
door. Turn around and follow the corridor until you reach a Registration Point
on your right side, use it to save your game. Turn around and go through the
door into a large corridor. Turn right and watch as two androids drop a 
shutter blocking off the path to the Reactor.

                                                       Unlock the Shutter []

Go down the corridor a little bit and turn right, then enter the doorway to
Facility Management and go through the door into a large room.

This next part can be a bit tricky. Get the attention of the industrial
synthetic, then run to the other end of the room into the Chief Engineer's
Office and pick up the Bolt Gun from the desk. Turn around, then take aim and
hold the fire button to charge the Bolt Gun. When the android gets close, aim
at his head and release the bolt. You need to reload the Bolt Gun for every
shot, so reload it now.

   --( TIP )---------------------------------------------------------------

                Xbox     | Playstation | Keyboard
                =================================
           Aim  LT       | L2          | RMB
          Fire  RT       | R2          | LMB
        Reload  X        | Square      | R

The Bolt Gun is the only weapon that can take out an industrial synthetic
in one shot. Aim and hold down the fire button to charge it until it reaches
its max potential. If you hold it down for too long, it will automatically
fire. It can only hold one shot at a time.

   ------------------------------------------------------------------------

Pick up the Bolt Gun ammo from the desk, then turn around and collect the ID
tag next to the corpse lying on the bunk. Access the terminal to read three
more Archive Logs, one of which contains a code, "6832". Use the code on the
same terminal and then select the "Security Shutters" option from the utility
menu to unlock the shutter.
   ____________________________
  | NAME __________________ ID |
  | Chief Porter          3193 |
  |____________________________|

  [] Archive Log 127  Power Delivery
  [] Archive Log 128  I'm Coming to Find You
  [] Archive Log 129  Shutters Code

                                                       Get to the Reactor []

Leave the office and pick up the Bolt Gun ammo from the crate in front of you.
Turn right and get the Bolt Gun ammo from the table on your way back to the
corridor. Once you are back in the corridor, turn right and head south to the
Reactor Coolant Plant. Follow the corridor until you get to an elevator.
Call the elevator and when it arrives take it down to the Central Reactor.

When you arrive, step out of the elevator and pick up the Bolt Gun ammo from
the top of the blue cabinet as well as any other components you can find in
this room. Listen to the audio recorder that is sitting on top of some crates
next to the blue cabinet.

  [] Archive Log 126  I Saw It

Go through the doorway and through the corridor to find your Shotgun and
Revolver in front of a ladder. Collect the ID tag from the shelf behind the
ladder, then pick up your weapons and climb the ladder.
   ____________________________
  | NAME __________________ ID |
  | P. Timlett            9443 |
  |____________________________|

When you get to the top, pick up the Bolt Gun ammo from the shelf and save 
your game at the Registration Point. Go through the doorway and then through
the door at the other end of the corridor to get your first view of the
awesome reactor.

You call Ricardo to let him know you have arrived at the top of the Reactor
Core, but that everything looks normal from up here, so you will have to
explore the Lower Level. He replies that you should look for an elevator down
somewhere.

                                               Descend to Base of Reactor []

Ready your Bolt Gun and press the button on the lift to go down to the
Central Reactor. This can be a little hard; you need to deal with four 
industrial synthetics in rapid succession. Kill the first one, then quickly
reload and move forward to kill the next one. You do not want the androids to
corner you at the lift. Repeat doing this until all four are dead and then
search their bodies for components.

  ** On Nightmare difficulty you might not have enough Bolt Gun ammo to
     kill all four androids. Make sure your health is high and try to sneak
     past them instead.

Pick up the Bolt Gun ammo from on top of the first crate you pass and then go
to the Central Core, turn left and go around it to the north. Turn left when
it branches and go northeast to the Beta Core. Get the Bolt Gun ammo from the
crate to your right. Go around the Beta Core, then turn left at the next
branch and go all the way east to the elevator. Enter the elevator and take
it down to Central Reactor Maintenance.



                               "Oh no. God no."

The first thing you should do is pick up the Flamethrower from the table to
your left. With some luck, you should also have maxed out your spare fuel
to 500. Get the Flashlight batteries as well. Use a Medikit if you are low
on health.

As you start to go down the corridor, you call Ricardo and tell him that all
the missing people are there, trapped in some kind of nest. You tell him
there are eggs and that it is like a farm. He urges you to get out of there
immediately.

  Objective: Destroy the Nest
    Reactor Maintenance has been compromised. Destroy it.

                                                      Overload Alpha Core []

Search the dead bodies and grab the Flamethrower fuel if you need it before
you SAVE your game at the Registration Point. Oh, and save your game!

Now, turn left and ready your Flamethrower before you enter the door. Go
around the C-shaped corridor, when you walk around the last corner be on
the lookout. Walk forwards a little bit until you hear a shriek. That is
the sound of a Facehugger coming towards you! Hit it with your Maintenance
Jack and walk up to the pillar ahead.

Have a look around and use your Shotgun to shoot the two closed Alien eggs.
Ready and reload your Flamethrower then search all the bodies trapped in the
webbing lining the walls. Pick up any other components that you can find.

Enable the conduit interface from the console in the southwest corner. Then
go to the back of the pillar and disengage the locking mechanism. It might be
a good idea to go back to the Registration Point now and SAVE your game one
more time.

Pull the lever at the south side of the pillar to activate the Alpha Conduit.
There is no reason to stick around here any longer, so make your way back to
the Registration Point.

                                                       Overload Beta Core []

When you get through the door and spot the Alien, you inform Ricardo that
there is radio silence from now on!

   --( TIP )---------------------------------------------------------------

If you manage to get through Reactor Maintenance without dying, you will get
the "Mind Your Step" achievement. The same tip from Mission 4 and 5 applies
here, if the Alien is about to kill you, pause and load your current save
before the death animation ends.

The Facehuggers complicate things since their death animation is almost
instant. If they catch you off guard, you could reload the second you hear
their shriek. Eventually you will have the map memorized.

   ------------------------------------------------------------------------

Wait for the Alien to walk by and then head into the corridor to your left.
Look out for a light on the right side of the corridor, when you reach it,
crouch down and enter the tunnel. A dotted line on your map also marks it if
you have trouble finding it.

If you have made good time, you should be in this tunnel by the time the
Alpha Core overloads. Wait for the shrieks and screams to die down before
you proceed. The Alien cannot reach you in these tunnels.

Get out of the tunnel on the other side and start to go around the U-shaped
corridor. When you hear the Facehugger shriek be ready to torch it with your
Flamethrower. After it is dead, wait for an Alien to drop down to investigate
the noise. Use your Flamethrower to make it retreat.

You have a choice of two corridors here; you need to take the one to the
left. When you arrive at the Beta Core Conduit, an Alien will drop down in
front of you. Chase it away with your Flamethrower and then quickly SAVE your
game at the Registration Point.

If you do not stop to deal with the first Alien after killing the Facehugger,
you might find yourself being sandwiched between two Aliens at the Beta Core
Conduit. Uh-oh. There is more than one of them. Nice!

  ** It is possible to get to the Registration Point without getting detected
     by the Aliens. Make sure you keep moving towards the Facehugger when it
     charges you, then hit it with your Jack and keep moving. When the Alien
     drops at the Beta Core, hold back a little until it goes around the
     corner and save your game.

That is not your only problem though, as you approach the console at your map
marker, you discover that it does not have any power. You will need to find
a way to fix that.

                                       Redirect Power to the Central Core []

Turn around and leave the control booth. Turn left and head into the left
corridor leading south. Look for a flashing light on your left side,
indicating another tunnel. Crouch down to enter it and crawl to the other
side into a small room. Like the tunnels, this room is a safe haven from the
Aliens. Pick up the items and restart the generator to restore power.

                                                       Overload Beta Core []

Get back to the Beta Core Conduit and SAVE your game once more. Now, enable
the conduit interface at the console, then go to the right side of the pillar
to disengage the locking mechanism and then finally activate the Beta Conduit
by pulling the lever on the other side of the pillar. If you can, SAVE your
game yet again.

                                            Return to the Central Reactor []

Start to make your way back to the elevator. Watch out for Facehuggers along
the way. There is one when you start to go south around the U-shaped corridor,
and another inside the tunnel. After you have killed the second Facehugger,
stick around in the tunnel until all the sounds from the Beta Core overloading
quiet down - it is hard to hear if an Alien is near when there is too much
going on.

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



You call Ricardo and tell him you can destroy the nest. He responds that
you have put yourself in enough danger for one day. You explain how you can
power up all the cores, overload them and then initiate a reactor purge.
He replies that he is not trying to dissuade you, but he would prefer it if
you did not die.

                                                      Overload Alpha Core []
                                                       Overload Beta Core []

Head west and collect the Bolt Gun ammo from the crate to the left. Then
turn left at the T-junction and start to go towards the Alpha Core. Four
more industrial synthetics have arrived, you need to kill them before you
can do anything else. The Bolt Gun is your best choice, and the Shotgun will
get the job done as well. After you have killed them, search their bodies for
items.

  ** On Nightmare difficulty, due to the lack of ammunition, kill one of the
     two groups of androids. Then complete your objectives making sure you
     keep a good distance from the other group.

Go to the Alpha Core and start the overload by pulling the lever. Turn left
and go north to your next map marker, hack the terminal to deactivate the
core limiter. Turn left and go clockwise around the Central Core to the next
terminal. Hack it to deactivate the protective relay.

Turn right and go counterclockwise around the Central Core towards the Beta
Core. Pull the lever there to begin the overload, and then turn right and go
to the terminal on the north side of the Central Core. Hack the terminal to
deactivate the protective relay. Turn right, go counterclockwise around the
Central Core to the next terminal and hack it to deactivate the core limiter.

                                       Redirect Power to the Central Core []

This will make four more industrial synthetics arrive, but do not worry.
Sprint back to the T-junction west of the elevator and pull the lever to
divert the power to the Central Core.

                                      Initiate Purge from Reactor Control []

Watch as the androids catch on fire and then search their bodies. Now you need
to get to the west side of the Central Core. Enter the door marked "Emergency
Exit" and climb into the vent on the west side of the corridor.

Once you are inside the vent, take a right turn and then climb the ladder.
Go straight, then take a right turn, and go straight until you drop down
into the Control Room below.

Initialize the Emergency Purge Sequence at the two terminals ahead. This is
easy; all you need to do to solve this minigame is to press down five times
at each terminal. When it is done you tell Ricardo that you are about to
purge the nest and you advise him to hang tight. Press the button in the
middle of the console to commence the Purge Sequence.

A cutscene follows where you see the Reactor purge, while it grows in
intensity you start to notice Aliens appearing on both sides of the Central
Core. After the Reactor has finished its cycle, they climb on top of it and 
then some other Aliens crawl across the window right outside. Then they all
disappear into the depths of Sevastopol Station.

You call Ricardo to tell him that there are still some Aliens on the station,
and you apologize for failing to kill them all. He tells you to make it back
to the Marshal Bureau in one piece.

  Objective: Return to Ricardo

                                   Get to the Engineering Transit Station []

Turn around and go through the door, then follow the corridor to the west.
When you go through the next door, Ricardo calls and tells you that he needs
you to get to Medical; The Reactor purge is resetting systems all across the
station and he hopes this includes communications. He is heading down to
Comms.

  Objective: Go to the San Cristobal Medical Facility

Go down the stairs and go through the ticket gates into the right corridor.
Enter the door to your right and collect the ID tag from the desk to your
left. Search all the lockers and suitcases in here. Then go back into the
corridor, turn right and climb the stairs.
   ____________________________
  | NAME __________________ ID |
  | B. Ransome            4121 |
  |____________________________|

Call the first transit on your right side and wait for it to arrive. Then
walk inside and take it to the SciMed Tower.


  __________________________________________________________________________
 |                                                                        ':|
 |    Mission 15 - The Message (MI15)                                       |
 |      Archive Logs  : 7                                                   |
 |      Nostromo Logs : 2                                                   |
 |      ID tags       : 1                                                   |
 |      Blueprints    : Flashbang (V.3)                                     |
 |      Tools         : Security Access Tuner Level 3                       |
 |:.________________________________________________________________________|

You call Ricardo to let him know you have arrived and ask him if he managed
to get to Comms. He did, but he was too late since APOLLO has recovered and
has locked out external comms again. You ask why he sent you to Medical.

He explains that before he left the Bureau, systems showed a ship approaching
the station, possibly the Anesidora. Marlow called it in while the comms were
temporarily open. The ship is in a holding position nearby, and if you can
find an Ambulance Shuttle, you can travel to it.

  Objective: Find a Short-Range Ambulance
    Systems reset throughout Sevastopol after the reactor vent. Marlow has
    managed to call in his ship - The Anesidora.

                                             Find a Short-Range Ambulance []

Leave the transit and turn left, go straight ahead and climb the stairs. Go
through the ticket gates and then cut through the panel on the door in front
of you. Pull the lever to open the door and walk into the Reception area.
Turn left and go south into the next room.

Go past the counter and turn right, cut through the panel on the right side
of the door, then pull the lever to open the door. Enter the room and access
the terminal on the desk to listen to another Nostromo Log.

  [] Nostromo Log 004  Overworked and Underpaid

Go back to the Reception, turn left and enter the elevator on the west side.
Push the button to go up to the Primary Care Floor.



As you get back to the burning Medical Reception you left at the end of
Mission 6, Ricardo calls and tells you that Marlow has just left with one of
the shuttles.

  Objective: Find an Ambulance Craft in the Medical Emergency Bay
    Systems reset throughout Sevastopol after the reactor vent. Marlow has
    managed to call in his ship - The Anesidora.

                     Find an Ambulance Craft in the Medical Emergency Bay []

An Alien can come out of the vents to stalk you in this area, so be careful.

Step out of the elevator and turn right, then go east into the corridor
marked with "Service Elevator". When you get to the end, turn right and cut
through the panel on the door with your Ion Torch. Pull the lever and enter
the gas-filled room. Turn right and access the terminal on the desk to listen
to another Nostromo Log.

  [] Nostromo Log 005  System Check Went Okay

Get back to the Medical Reception and follow the long corridor west towards
the Security Desk. You find an industrial synthetic here so deal with him
using your Bolt Gun. It makes some noise however, and an Alien will probably
drop down to investigate. Chase it away with your Flamethrower then go to the
Security Desk to save your game.

  ** On Nightmare difficulty, you could try going into the Security Desk to
     save your game. Then lead the android towards Dr. Lingard's office and
     walk clockwise around this corridor back to the large corridor.

Return to the main corridor, turn left and follow the corridor until you get
to the four-way junction. Go into the Power Plant to save your game there,
then go back to the four-way junction, turn right and enter the Ambulance Bay.

Turn left and walk up to the door leading to the Shuttle. You discover that
you cannot reach it yet since your Access Tuner is not powerful enough.

                              Find a Level 3 Upgrade for the Access Tuner []

Turn around and pick up the blueprint upgrade from the stretcher in front of
you, then turn left and go to the northwest corner of the Bay and collect the
ID tag from the floor. Now turn right, go to the northeast corner of the Bay
and pick up the Data Cell that is on top of a crate.
 ____________________________________________________________________________
|                                                                            |
  Flashbang    10 Scrap            A non-harmful device which detonates on 
  (V.3)         1 Bonding Agent    impact, stunning nearby humans and
                1 Blasting Cap     blinding humans and synthetics looking at
                1 Sensor           the detonation. This upgraded version
                                   stuns humans over a wider area. As a
                                   modified proximity device, it can be
                                   placed as a trap that will trigger when
                                   enemies are near. It will start to emit a
                                   noise that will attract a lot of
                                   attention 10 seconds after it has been
                                   placed
|____________________________________________________________________________|

   ____________________________
  | NAME __________________ ID |
  | J. Jones              3657 |
  |____________________________|

                                      Hack the door and board the Shuttle []

Instead of heading straight for the Shuttle, go back to the four-way junction,
turn right and head west until you can enter an elevator on your right side.
Take the elevator to Crisis Stabilization.

It is this place again, where you met Dr. Kuhlman earlier. However, it is a
lot easier to navigate now since an Alien is not actively stalking you. Feel
free to search the entire area for components you may have missed during your
last visit in Mission 5.

  ** On Nightmare difficulty, there might be some armed survivors in the
     Sedation Ward. Sneak by them.

Get back to Dr. Morley's office and hack the door to the north, go through it
into the same room where the Alien took Dr. Kuhlman. Search the cabinets in
here and then go through the other door into the room where he was sitting
behind the glass when you first met him. Search the containers in here and
then play the audio recorder on the desk. Notice how the Alien busted through
the floor vent in the corner.

  [] Archive Log 041  Prep the Patients

Get back to the elevators and take the left one (the one without a keycard
reader), back to the Primary Care Floor.

Now go back to the Shuttle door and hack it, then board the Shuttle. Ricardo
calls and tells you that the coordinates have already been loaded; all you
need to do is punch the dash. Go to the cockpit and launch the Ambulance
Shuttle.

The Shuttle transports you to the Anesidora and as you exit the Shuttle you
try to get in touch with Ricardo, but he is barely comprehensible since you 
are moving out of range.

  Objective: Explore the Anesidora
    Someone has brought the Anesidora into Sevastopol space. Find them.

                                Bring the Anesidora's systems back online []

Enter the Shuttle Bay and save your game at the Registration Point. Go north
through the corridor into a four-way junction, then continue north into
another corridor and down two sets of stairs. Listen to the audio recorder
that sits on top of a crate to your right.

  [] Archive Log 131  Feeling Lucky

Go north through another room, then into another corridor. Follow the corridor
into a room with a security locker straight ahead from the entrance. Push the
button to open it and get the fuel and Shotgun shells from inside. Now turn
left and access the terminal on the desk to read three more Archive Logs, the
Technician's Report contains a passcode, "4510".

  [] Archive Log 132  Signal Detected
  [] Archive Log 133  Approaching Sevastopol
  [] Archive Log 134  Technician's Report

Turn slightly to your left, and enter the passcode on the panel next to the
door. Go inside to the Power Distribution and restart the two generators.
Wait for a panel to rise between the generators and then hack it.

Turn around and go through the door back into the corridor. You send a message
to Ricardo telling him you got the Anesidora's basic power back on, then you
hear Marlow's voice on the speaker systems welcoming you to the Anesidora. He
thanks you for saving him a job by switching the power back on, he only needed
it off-line temporarily to fix some things.

                                                              Find Marlow []

Return to the Registration Point in the Shuttle Bay and save your game. Then
go back to the four-way junction, turn right and go through the door. Marlow
comes back on the speakers asking if you want to join his crew, then Taylor
breaks in saying Marlow double-crossed her. You ask Marlow what he is doing.
He replies that he is doing what no one else seems prepared to do. He wants
you to find him, since he has something for you.

Follow the corridor east and get your Flamethrower ready. A Facehugger shrieks
and comes crawling towards you through a stack of boxes, torch it with your
Flamethrower. Pick up the items you can from this room, then access the
terminal in the northeast corner for the final two Archive Logs of this
mission.

  [] Archive Log 135  Sevastopol
  [] Archive Log 136  Anesidora Hail

Turn right and hack the door on the east side of the room, go through it and
follow the linear path further into the Anesidora. Marlow comes back on the
speakers saying he tried to save Foster, his wife, by breaking quarantine
rules bringing her to Sevastopol. He tells you that you cannot hope to defeat
the creature, and that the Company will never know what happened here. He
will not allow it.

Keep moving until you reach a locked door, hack the door and enter Crew
Habitation. When you reach the Registration Point, use it to save your game.
Go through the door and turn left to get to the Power Core.

                                                             Use Terminal []

Use the terminal to view the flight recorder data. It is a personal message
to you from your mother. She explains how the crew of the Nostromo found a
dangerous alien creature, and they had to destroy their ship to stop it.
She needed to protect you. She tells you not to worry, and she will see you
soon.

You need a moment to calm yourself, and then you see Marlow bring out Taylor
at gunpoint on the other side of the window. He makes preparations to overload
the fusion reactor since this will turn it into a nuclear bomb destroying both
the Anesidora and Sevastopol, making sure the creature is annihilated for
good.

Taylor pleads with him to stop since there are still people on the station,
and when she gets the chance, she hits him in the head with a wrench knocking
him out. It is too late since he has already set the overload going. You
instruct Taylor on how to redirect power to the auxiliary generator.

                              Shut off Fusion Systems to prevent overload []

  ** This next section is timed, you can die if you take too long.

When Taylor finishes redirecting the power, charge the auxiliary generator
on the north side of the room. You then help her to switch the maintenance
terminal back on. Hack the maintenance terminal that is on the wall to the
right of the auxiliary generator. Finally deactivate the fusion relay, which
is on the floor to the right of the maintenance terminal.

However, it is not enough. Marlow was still able to force an overload. Taylor
is caught in an explosion and is killed. You need to get out of here, fast!



                                                                  Escape! []

Start running back the way you came while the ship is quickly disintegrating
around you. After you fall from the walkway, turn right and continue to run
until you get to the four-way junction. Turn left and run all the way south
into the shuttle. Launch it to escape the Anesidora ending the mission.


  __________________________________________________________________________
 |                                                                        ':|
 |    Mission 16 - Transmission (MI16)                                      |
 |      Archive Logs  : 4                                                   |
 |      Nostromo Logs : 5                                                   |
 |      ID tags       : 4                                                   |
 |      Blueprints    : Molotov (V.3), Pipe Bomb (V.2), Pipe Bomb (V.3),    |
 |                      Noisemaker (V.3), Smoke Bomb (V.3)                  |
 |:.________________________________________________________________________|

When you get back to the station, Ricardo calls and lets you know that the
blast from the Anesidora took out the orbital stabilizers of Sevastopol - its
orbit is now decaying rapidly. The explosion also damaged the Shuttle, making
the Torrens the only way to escape. 

  Objective: Find a way to contact the Torrens
    The Anesidora explosion has compromised Sevastopol stability. You must
    find a way to contact Verlaine on the Torrens.

                                                             Find Ricardo []

As you step into the Local Departure Bay, Ricardo calls to say the broadcast
from Verlaine just updated and he plays it for you. Verlaine says they saw the
explosion. They have no place to dock, but she will leave the channel open for
any survivors to get in touch with her.

Hack the door to your right and go into the corridor, then cut through the
panel on the next door and pull the lever to open it. You are now back in
Seegson Communications that you last visited in Mission 4.

  ** Now is the time to pick up everything you were not able to get before
     since you did not have the tools necessary to access them. It means you
     have to stray from your mission objective for a while. You should be
     safe from any Aliens unless you make a lot of noise to attract them;
     walk everywhere, do not run.

Go into the elevator to your right and take it to the Lorenz SysTech Lobby.

When you arrive, go up the stairs to your right, then turn slightly left and
go down the stairs into the lounge area where you warned one of the women in
Mission 10. Hack the door to the Kitchen on the other end.

Walk inside and pick up the blueprint upgrade on the counter to your left.
Pick up all the items in here and collect the ID tag from the center table.
 ____________________________________________________________________________
|                                                                            |
  Molotov      25 Scrap            The Molotov is an incendiary device which
  (V.3)         2 Sensors          detonates on impact. It is lethal to
                2 Ethanol          humans and other organics but synthetics
  Mission       1 Blasting Cap     are very resistant to fire. This advanced
    16          2 Compound B       version inflicts much more damage over a
                                   wider area. As a modified proximity
                                   device, it can be placed as an explosive
                                   trap. It will start to emit a noise that
                                   will attract a lot of attention 10
                                   seconds after it has been placed.
|____________________________________________________________________________|

   ____________________________
  | NAME __________________ ID |
  | M. Perry              5831 |
  |____________________________|

   --( TIP )---------------------------------------------------------------

Now the IEDs start getting really useful. With the advanced blueprints, you
can place them somewhere and they will start to make noise 10 seconds later.

When the Alien is stalking you, you can place one of these and then find a
good hiding spot. The Alien will then go investigate the noise and trigger
the IED causing it to retreat.

   ------------------------------------------------------------------------

Go to the room in the back and pick up everything from there as well. Exit
the kitchen and walk to the elevator you used in Mission 10 to get to Gemini
Exoplanet Solutions. There are two elevators here so make sure you use the
correct one, it is the one to the left.

When you arrive at Gemini Exoplanet Solutions, watch out for the security 
camera so you do not attract the attention of the Aliens. Access the rewire
panel underneath the camera and disable it, then save your game at the nearby
Registration Point. Turn around and cut through the panel on the door in front
of you. Enter the shuttle and search the containers inside.

Now make it all the way over to Ore Processing, but watch out for the android
in Product Storage since he has turned hostile since the last time you were
here. It is best to sneak by him, since killing him will make the Aliens
investigate. When you get to Ore Processing, climb the ladder then walk to
the end of the corridor. 

  ** On Nightmare difficulty, there will be three armed survivors in
     Product Storage instead. Try to sneak by them, or consider taking the
     other way to Ore Processing; you could go through Quality Control since
     you removed the door brace earlier.

Turn right and walk straight until you reach a locked door to your left.
Cut through the panel and pull the lever to open the door. Once inside,
access the terminal to listen to another Nostromo Log. Search the suitcases
on the shelf to your right before you leave.

  [] Nostromo Log 008  Antarctica Control Will Get Our Call

Now head back to the Reception, save your game again at the Registration
Point, and take the leftmost elevator back to the Lorenz SysTech Lobby.

Walk out of the elevator, turn right and follow the upstairs Lobby
counterclockwise to the Supplies Storage corridor. Then get into the
stairwell and go down to the next landing. Turn left and head north into
the Server Hub Reception, then walk through the door next to the desk and
go west into the Server Farm.

Once inside, turn right and walk into the next room. Turn right again and
you will see a gas-filled room ahead. Access the terminal inside to listen
to another Nostromo Log.

  [] Nostromo Log 003  Delayed Pick-up

Search the containers on the shelf to your right and exit the Server Farm the
same way you came. Make a stop at the Registration Point to the north for a
quick save and then go through Maintenance Access and Seegson Security to get
back to the Lobby.

Head to the Transit Station next, and call the transit to Engineering. Turn
right and go up the left stairs. Hack the door to your left and go inside.
Grab what you can from the suitcase and lockers, then access the terminal to
listen to the Nostromo Log.

  [] Nostromo Log 002  Science Officer Reporting

Go back down the stairs to the Transit Station to save your game at the
Registration Point. When the transit arrives, enter it and take it to
Engineering.

Step out of the transit and turn right, then go down the stairs and through
the ticket gates. Turn right and go down the corridor until you reach the
shutter. Cut through the panel and pull the lever to open the shutter. Enter
the elevator to your right and take it up to the Maintenance Deck.

Follow the corridor until you get to the Registration Point; use it to save
your game. Turn right and go to the end of the corridor, then turn right
again and enter the Workshop.

Go down the ramp and turn left. Go to the left of the aircraft and then up
the next ramp. Hack the door and walk inside. Pick up the blueprint upgrade
from the desk to your right, then access the terminal to listen to another
Nostromo Log.
 ____________________________________________________________________________
|                                                                            |
  Pipe Bomb    25 Scrap            The Pipe Bomb is an explosive device
  (V.2)         2 Blasting Caps    which detonates on impact. It is lethal
                1 Ethanol          to humans and non-synthetics in close
                2 Sensors          proximity. This upgraded version inflicts
                2 SCJ Injectors    more damage over a wider area. When
                                   placed as an explosive trap, it will
                                   trigger when enemies are near.
|____________________________________________________________________________|

  [] Nostromo Log 007  Finishing Up Here

Get back to the Transit Station in Engineering via the elevator you just used
and call the transit on the right side, then go save at the Registration
Point while you wait. When it arrives, take the transit to the SciMed Tower.

When you get there, save yet again at the nearby Registration Point then turn
around and head up the stairs to the west. When you get through the ticket
gates, turn right and go through the door to the north. Walk up the stairs
and through the door straight ahead. When you get to the large corridor, turn
right and circle around to the locked door. Hack the door and go inside the
Reception.

Get what you can from the suitcases in here and pick up the blueprint upgrade
from the southwest wall. Play the audio recorder that is on top of the cabinet
to your left. Exit the Reception, turn left and use the elevator at the other
end of the corridor to go to Seegson Synthetics.
 ____________________________________________________________________________
|                                                                            |
  Pipe Bomb    25 Scrap            The Pipe Bomb is an explosive device
  (V.3)         2 Blasting Caps    which detonates on impact. It is lethal
                1 Ethanol          to humans and synthetics in close
                2 Sensors          proximity. This advanced version inflicts
                2 SCJ Injectors    much more damage over a wider area. When
                                   placed as an explosive trap, it will
                                   trigger when enemies are near. It will
                                   start to emit a noise that will attract
                                   a lot of attention 10 seconds after it
                                   has been placed.
|____________________________________________________________________________|

  [] Archive Log 066  Cutting Ties

  ** You can actually get the Blueprint for Pipe Bomb (V.3) as early as the
     beginning of Mission 5. It is possible to pick it up from the other side
     of the wall, near the ticket gates.

When you arrive step out of the elevator and then go through the corridor in
front of you until you reach the Observation Platform. Climb down the ladder
to Synthetic Fluid Processing. Turn around and go all the way south, call the
elevator, then save your game at the Registration Point. When the elevator
arrives, take it down to Synthetic Storage.

Exit the elevator and go all the way south to the four-way junction, then turn
left and enter the door. Climb the ladder in front of you. When you get to
the top, turn around and enter the gas-filled room. Access the terminal there
to listen to another Nostromo Log.

  [] Nostromo Log 006  The Secondary Load Unit

Pick up the components from the desk and then backtrack all the way back to
SciMed Tower Transit via the two elevators you just used.

Go back to the Transit Station and call the first transit to your right.
While you wait for it, go and save your game at the Registration Point.
When the transit arrives, take it to Solomons Habitation Tower.

Walk out of the transit, turn right and climb the stairs to the left. Hack the
door to your left when you get up the stairs, and go inside. Now pick up what
you can from the locker, collect the ID tag from the console to your left,
and then get the blueprint upgrade from the desk next to the window.
   ____________________________
  | NAME __________________ ID |
  | K. Bennett            3122 |
  |____________________________|

 ____________________________________________________________________________
|                                                                            |
  Noisemaker   10 Scrap            This home-made device continuously emits
  (V.3)         1 Charge Pack      a high-pitched noise when triggered which
                1 Sensor           will attract a lot of attention. This
                1 SCJ Injector     advanced version has a significantly
                                   longer duration and attracts attention
                                   over a much wider area. If placed, the
                                   device has a handy 4 second delay before
                                   it activates.
|____________________________________________________________________________|

Exit the Transit Office and turn left. Go straight, then turn left and go
straight until you reach the stairs going down. Walk down the stairs and then
approach the shutter in front of you. Walk through when it opens.

Hug the left wall and go straight until the metal door opens to your left.
Walk through the door and up the burning ramp in front of you. Now turn right
and make your way to the Spaceflight Terminal elevator. Save your game at the
Registration Point and then take the elevator to the Spaceflight Terminal.

When you arrive, turn right and go north into the Baggage Claim area. Go
through the door to your left. Go to the other end of the dark area and climb
the short stairs. Turn left and go into the next corridor. Turn left again and
cut through the panel on the door. Pull the lever to open it and go inside.

Search the lockers above the bunk and get the Shotgun shells next to the dead
man on the floor. Play the audio recorder on the desk. It gives us the
identity of the man in here, his name was Mike Tanaka.

  [] Archive Log 146  Goodbye

There is a security locker here with a lot of goodies you can open with the
code "2931". You probably have the maximum amount of Molotovs and EMP Mines
by now though, but the Flamethrower fuel is always useful.


  ** I found this code using a brute force approach. I made a script for
     AutoHotKey that would automatically input numbers, starting at 0000,
     then I recorded the game footage so I could leave the computer alone
     and come back to see when the locker opened. It took around two hours
     to open it.

     The "correct" way to find the code is not anywhere in the game itself,
     but instead Mike Tanaka mentions it on his Twitter account, apparently
     Twitter still exists in the year 2137:

         Mike Tanaka @MikeTanaka2095  -  Oct 3
           So I don't forget it myself - locker combo is 2931. Your
           combined birthday days, Jellybeans :) X

     His Twitter is one long diary; it contains a lot more than just the
     passcode. You should check it out if you want to read some backstory
     on what happened on Sevastopol before you arrived.


Before you leave, pick up all the items from the shelf to the left of the
security locker. Go back to the elevator and return to Solomons Galleria.

Make your way back to the Transit Station and call the first transit on your
right, then save your game at the Registration Point. When the transit
arrives, take it to the Lorenz SysTech Spire.

Now it is time to continue with the mission, return to the Lobby and take
the large elevator back to Seegson Communications.

When you arrive, go down the stairs to your right and begin to go down the
corridor to your left. Ricardo calls and tells you that he had to hide from
Seegson Security. He says they heard the broadcast from the Torrens. They
want to contact and then hijack it. He suggests you stay clear of them,
since they are dangerous and desperate.

Stay out of sight of the security guards, if any of them corners you; use a
Flashbang to get by them. It is better to keep them alive for now.

Cut through the panel to the left of the burning android. Remove it and
climb inside the vent. Turn right and crawl until you reach another exit to
your left. Use it to exit the vent.

It is dark in here so turn on your Flashlight. Listen to the audio recorder
on top of the crate right in front of you.

  [] Archive Log 137  Journal Entry # 340

Turn left and walk up the stairs. Check the shelf to your left for some more
components, then turn around and follow the trail of blood to a dead man
sitting on a couch. Search his body and collect the ID tag next to him.
   ____________________________
  | NAME __________________ ID |
  | M. Radcliffe          6433 |
  |____________________________|

Turn around and get the items from the other two shelves in this room, then
pick up the blueprint upgrade from the wall. Climb back into the vent, turn
left and crawl to the other end. Open the door here and exit.
 ____________________________________________________________________________
|                                                                            |
  Smoke Bomb   10 Scrap            This device which detonates on impact
  (V.3)         1 Ethanol          will release a cloud of smoke that
                1 Sensor           obscures visibility. This advanced
                1 Bonding Agent    version creates smoke which lasts for a
                                   significantly longer duration. As a
                                   modified proximity device, it can be
                                   placed as a trap that will trigger when
                                   enemies are near. It will start to emit
                                   a noise that will attract a lot of 
                                   attention 10 seconds after it has been
                                   placed.
|____________________________________________________________________________|

Turn left and walk straight until you get to the next vent on your left side.
Climb into the vent and crawl to the other side. Exit the vent, turn left and
go down the stairs into the next room. Search the lockers here, but do not
hack the terminal. It has a utility option to open a nearby door, which will
release an industrial synthetic. You do not want that right now.

Sneak into the room to the east and go down the stairs at the other end.
Go through the door and climb into the vent to your right. Climb the ladder
inside the vent and exit on the other side. Turn left and walk to the 
stairwell nearby. Climb the stairs and save your game at the Registration
Point at the top. Enter the corridor and follow it until you find Ricardo.

He tells you that the terminal he is sitting at still has logs of Marlow's
permissions. If you can find the coordinates for the Torrens, you could
align the transmitter dishes manually, bypassing APOLLO. You tell him about
an Observatory near the Comms Array. He says you should be able to find the
coordinates using that and opens the door for you.

                                          Find the Sevastopol Observatory []

Walk through the door to the other end of the corridor and call the elevator.
When it arrives, take it up to Comms Control.

The lights have gone out since your last visit here. The androids are all
gone and some members of Seegson Security are trying to gain access to Comms.
Avoid them and get to the door to the Observatory Chamber, which is located
to the northeast. Cut through the panel and pull the lever to open the door.
Go through the corridor and search the body sitting in the chair in the next
room, then climb the ladder.

                              Use the Tracking System to find the Torrens []

Turn around and use the console to the left to activate the Observation
Platform. This is a new minigame where you need to push the left stick or
the movement keys on the keyboard in the same direction as the flashing text.
Then press 'A', 'Cross' or 'Enter' on the keyboard to confirm. Do this until
you have highlighted all four directions.

Turn around and access the terminal to the left of the window to commence a
deep space scan. In this minigame you need to align the circle you can control
with the one that's increasing in size. When they match press 'A', 'Cross' or
'Enter' on the keyboard.

Do the same thing with the console to the right of the window. When you have
both coordinates, you call Ricardo. He tells you that you need to align the
dishes to the Torrens' position manually, meaning you need to go outside.

  [] Archive Log 151  Torrens Co-Ordinates

                                       Manually input Torrens Coordinates []

Climb down the ladder and exit the Observatory Chamber. Go down the corridor
until Ricardo remotely unlocks the door to the airlock to your left. Enter it
and take the lift down.

When you arrive at the bottom, shine your flashlight on the wall in front of
you, then collect the ID tag from the rack.
   ____________________________
  | NAME __________________ ID |
  | O. Smith              2381 |
  |____________________________|

Change into an EVA suit and save your game at the Registration Point. Turn
right and go outside. Ricardo urges you to hurry, since the station is going
to start falling soon. Walk down the long walkway to the lift and then take
it up to the External Array. Go to the terminal to the east and try to input
the Torrens' coordinates.

You discover that the Parabolic Antennas are in a fixed position so you
cannot input the coordinates. Ricardo tells you there is an override console
by the transmitters.

                                            Remove Parabolic Antenna Lock []

Turn right and go down the stairs towards the Dish Maintenance. When you get
inside, move straight ahead until you find a lever. Pull it to reboot the 
array clamp controls. Turn right and wait until you get the option to power
up the clamp releases. Pull all three levers going from right to left. Then
turn left and pull the lever to unlock the emergency clamp.

Head back to the terminal and input the coordinates. The first is 35 and the
second is 75. If you are using a controller, you will get feedback when it is
in the right position. 

You finally manage to get in contact with Verlaine on the Torrens; you tell
her there is a deadly Alien organism on-station and you need urgent
extraction. Verlaine tells you she may be able to dock if you can extend the
Towing Platform Clamps beneath the Spaceflight Terminal.

  Objective: Find a way for the Torrens to dock
    Extend the Tow Platform beneath the Spaceflight Terminal to escape on the
    Torrens before Sevastopol falls into the KG348 Gas Giant

                              Find a way to the Solomons Habitation Tower []
                                                        Return to Ricardo []

Begin to make your way back to the airlock. When you are almost there, look
above the airlock to see an Alien climbing across the exterior of the station!

Enter the airlock and change back into your clothes, then save at the
Registration Point. Take the lift back up. You call Ricardo and tell him that
he needs to get ready since you are both leaving. He answers that is the best
news he has heard in weeks, then you suddenly lose contact with him.

As you step off the lift, all hell breaks loose. The Alien you spotted outside
breaks into Comms Control and starts attacking the people there. Go into the
corridor and throw a Noisemaker towards the east end of Comms Control and get
to the elevator, then take it down to Comms Security Surveillance.

Start to go west towards where you last met Ricardo, about halfway through
the corridor you hear an Alien in the vent to your left. Keep moving towards
the security desk. When you arrive, you discover that a Facehugger has
attacked Ricardo.

Now make your way to the top of the stairwell and save at the Registration
Point. The Alien is going to attack all the security guards so they will
serve as distractions making it easier for you to get back to the Reception
area where you started the Mission.

When you get to the stairs going up to the Reception, keep going straight,
then turn right and enter the elevator. Push the button to take it up to
SysTech Upper Transit.

  ** You can kill the Seegson Security members in Comms Control and leave
     a Molotov on the ground for the Alien to step on to make sure you can
     get out of there faster.

  __________________________________________________________________________
 |                                                                        ':|
 |    Mission 17 - Desolation (MI17)                                        |
 |      Archive Logs  : 8                                                   |
 |      Nostromo Logs : 2                                                   |
 |      ID tags       : 2                                                   |
 |      Blueprints    : EMP Mine (V.3)                                      |
 |:.________________________________________________________________________|

                                       Find a way for the Torrens to dock []

A security guard patrols this area. Throw a Noisemaker in his direction to get
the Alien to deal with him and then hide. After the Alien leaves, step out of
the elevator, turn left and go to the southwest corner of the Transit Station.

                   Restore power to the Solomons Habitation Tower Transit []

Turn left and cut through the panel on the door, pull the lever to open it
and walk inside. Go into the next room, get all the items you can carry and
access the terminal to read three Archive Logs, one of them contains a
passcode.

  [] Archive Log 138  Code for Repair Job
  [] Archive Log 139  Tomorrow, Together #4
  [] Archive Log 140  Bet on the Wrong Horse

Return to the Transit Station and turn right, use the passcode "1851" to open
the next door and go inside. Head south into Transit Monitoring and reboot
the power systems at the center console.

Go back to the Transit Station, turn right and walk to the Registration Point
ahead to save your game. Pull the lever on the door next to the Registration
Point and hit the charging Facehugger with your Maintenance Jack. This will
probably attract the attention of the Alien, so be ready to chase it away as
well.

Go through the door into the Transit Control and get what you can from the
wheeled cabinets. Play the audio recorder in the northeast corner, then turn
around and initialize the transit system from the terminal on the west side.

  [] Archive Log 141  Nowhere to Run

                      Access Spaceflight Terminal through Habitation Area []

Get back to the other side of the Terminal and call the transit. Since it
takes a while before it shows up, go through the door to the south and wait
there for a while. When the transit arrives, enter it and take it to
Habitation Tower Upper Transit.

Leave the transit and walk through the ticket gates in front of you. Go down
the stairs to your left. Turn left and walk forward and then collect the ID
tag from the bench on your left side.
   ____________________________
  | NAME __________________ ID |
  | E. Winters            2613 |
  |____________________________|

Climb back up the stairs and go around the corner into the Transit Control,
access the terminal to listen to another Nostromo Log.

  [] Nostromo Log 009  Health Checks

Leave the Transit Control and turn right, then go into the nearby elevator
and take it down to the Spaceflight Terminal. However, the elevator breaks
down and you have to find another way to the Spaceflight Terminal.

                             Find alternate route to Spaceflight Terminal []

Get out of the stuck elevator and save your game at the Registration Point to
your left. Ready and reload your Bolt gun then turn left and head through the
door.

As you walk down this corridor, a fiery industrial synthetic starts chasing
you. Shoot him in the head with your Bolt Gun and search the body, then
follow the corridor to the Canteen and enter.

An Alien drops down and starts to search the room, place a Molotov in front
of you and back out of the Canteen and wait for it to start making noise
attracting the Alien. The Molotov detonates and the Alien will run screaming
back into the vents. This should give you the "Retreat from Fire" achievement.

Go back into the Canteen and search the dead body straight ahead. Get to the
other side where a loaded forklift is blocking a doorway. Search the dead
body and access the terminal to the left of the forklift to read two more
Archive Logs, one of them contains a code.

  [] Archive Log 143  Shut Out
  [] Archive Log 144  Last Stand

Turn around, then go to the security locker on the north wall of the Canteen
and open it with the code "1984". Pick up the keycard and the other items
inside it. Turn right and go to a tall remote control unit, which is directly
southeast of the locker. Use your keycard in it, which causes the forklift to
lift the load.

Get back to the forklift, search the two disabled androids nearby and then
crouch down to crawl under the load. Enter the next corridor, then ready and
reload your Flamethrower if you have not done so already. Turn right and
follow the corridor to a dead end, then search the body here.

Turn around and go to the other end of the corridor where you will find a
locked door. Cut through the panel on the right side of the door with your
Ion Torch and pull the lever to open the door.

Go through the door and follow this corridor all the way to the Rec Room,
picking up what you can from the lockers along the way. When you get there,
turn right and save your game at the Registration Point nearby.

Turn around and get the Flamethrower fuel from the table in the corner of the
room to your left, go clockwise around the room to pick up items until you get
to a dead body next to a vent. Search the body then climb into the vent.

Crawl to the other side and exit the vent. Hug the right wall and go into the
small side room. Hit the Facehugger with your Jack as it comes charging at you
from behind the boxes to your left. Search all the lockers above the bunks,
get the keycard from the dead man and play the audio recorder next to him.

  [] Archive Log 142  Sealed In

Exit the side room and go to the tall remote control unit in the southeast
corner of the room. Pick up the Flamethrower fuel on the right-hand side table
then use your keycard in the unit, which unlocks a couple of doors. You see
an Alien come out from a door that unlocked in the corridor outside, and it
notices you through the window. Trouble!

You hear it running all the way to the Rec Room. You should move away from
where you are standing since there is a ceiling vent nearby and it is likely
that the Alien will drop down from there. When it arrives, use your
Flamethrower to make it retreat.

  ** Another strategy is to leave a Molotov in the corridor outside, so the
     Alien will step on it and instantly retreat.

Go into the Rec Room through the doorway that just opened and save your game
one more time at the Registration Point. Go back into the corridor and follow
it until you can enter the room where the Alien came out. When you enter this
room, there is another Registration Point straight ahead, use it to save your
game. Turn left and enter the Games Room to the east.

Have your Flamethrower ready since the Alien will ambush you by crawling
through a blocked doorway to your left as you enter the room. You can either
deal with it directly, or crouch down and move around the air hockey table
to your right to hide. After the Alien is gone, pull the lever next to the
locked door. The power goes out and you have to find a way to turn it back on.

                                                    Restart the Generator []

Return to the previous room and throw a Noisemaker or Flashbang into the
Games Room. Stay hidden and wait for the Alien to arrive, then make your way
back to the Rec Room. Save your game there and go into the Projector Room
where you used the remote to open the doors. Restart the generator, then
carefully return to the Games Room and enter the door to the Living Area.

There is an audio recorder on the bunk in front of you when you enter, listen
to it, then turn left and collect the ID tag from the left bunk. Search the
dead body and then climb into the vent.

  [] Archive Log 145  Blood on my Hands
   ____________________________
  | NAME __________________ ID |
  | F. Sinclair           2033 |
  |____________________________|

Crawl straight ahead then take a right turn to get to the other side. Turn
left and go into the next corridor. Verlaine sends a broadcast saying she is
attempting to dock on the Towing Platform. The elevator you need to take is
on your right-hand side, enter it and take it to the Spaceflight Terminal.

                                       Find a way for the Torrens to dock []

Step out of the elevator and save your game at the Registration Point to your
right. Walk through the door and crouch down to get through the debris on the
right side. You are back in the Passenger Lounge of the Spaceflight Terminal
you last visited in Mission 2. 

Turn left and go down the stairs, then turn right and go to the door in the
corner. Cut through the panel next to it and pull the lever to open the door.
Walk inside and access the terminal straight ahead to listen to the final
Nostromo Log!

If you have been following this walkthrough, you should get the "Archivist"
achievement now for collecting all 10 Nostromo logs.

Pick up everything you can carry, especially the Flamethrower fuel from the
floor beneath the terminal. Pick up the blueprint upgrade on the wall to your
right as you exit the room. This blueprint is useless this late in the game,
though.

  [] Nostromo Log 010  Nostromo Report Packet (Dallas)
 ____________________________________________________________________________
|                                                                            |
  EMP Mine     25 Scrap            The EMP detonates on impact to release an
  (V.3)         1 SCJ Injector     electromagnetic pulse that temporarily
                2 Sensors          disables non-industrial Synthetics. This 
                3 Charge Packs     advanced version has a much wider area of
                2 Bonding Agents   effect. It can be placed to become a
                                   proximity device. It will start to emit a
                                   noise that will attract the attention of
                                   nearby synthetics 10 seconds after it has
                                   been placed.
|____________________________________________________________________________|

Stay on the ground floor and run to the other side of the Passenger Lounge.
Cut through the panel on the door and pull the lever to open it. Walk through
the short corridor and take the elevator to the Tow Platform, ending the
mission.


  __________________________________________________________________________
 |                                                                        ':|
 |    Mission 18 - Tomorrow, Together (MI18)                                |
 |      Archive Logs  : 2                                                   |
 |      ID tags       : 2                                                   |
 |:.________________________________________________________________________|

As you arrive, Verlaine sends a message saying the station is falling apart
urging you to hurry.

  Objective: Escape Sevastopol
    Sevastopol is falling towards the Gas Giant. Board the Torrens and escape.

Exit the elevator and save your game at the Registration Point to your right.
Walk through the doorway to your right to enter the Dock Control. As you
enter, you get back in contact with Verlaine and she tells you she needs you
to extend two nearby dock cradle clamps.

                                           Initiate the Docking Procedure []
                                           Activate the Hydraulic Systems []
                                            Activate the Guidance Systems []

Walk down the stairs and then climb the stairs in front of you to the middle
of the room. Turn right, search the dead body sitting in the chair slightly
to your left and collect the ID tag from the table in front of it.
   ____________________________
  | NAME __________________ ID |
  | R. Padjdlhauser       1710 |
  |____________________________|

Turn around and crawl under the debris to the right, then hack the terminal
in front of you. Turn left and open the floor vent, then drop down into it.
Crawl around the corner behind you and then crawl straight until you see some
cables going into an opening to your right.

Follow the cables into the opening and reboot the systems by pulling the 
lever where they end. Turn around and climb back up, then crawl to the right.
Search the dead body there and make another right turn to find another exit.

Climb out of the vent and hack the terminal nearby. Verlaine tells you to use
another terminal to extend the docking clamp.

                                                 Engage the Docking Clamp []

Turn around from the terminal and return to the middle of the room. Go down
the right stairs towards the next map marker, but avoid the android on the
floor since he will grab you. Once you reach the terminal, read another
Archive Log and select the "Initialize Docking Clamp" option from the
utility menu.

  [] Archive Log 147  Stability Alert

With the docking clamps now engaging, Verlaine tells you to get to the Upper
Control Room.

                                           Extend the Personnel Umbilical []

Get back to the middle of the room, then turn left and go north into the
stairwell. Climb the stairs to the top, searching the containers on your way
there and then go through the door and through the corridor to the Personnel
Umbilical Control. You call Verlaine telling her that the personnel umbilical
is gone, but that you can use the maintenance rig instead if you find an EVA
suit.

                                               Extend the Maintenance Rig []

Search the suitcases in the control room, then access the terminal to read
the final Archive Log in the game and to select the ">Extend Maintenance Rig"
option from the utility menu. Quickly turn around and go save at the
Registration Point back in the corridor.

  [] Archive Log 148  Sevastopol Initialization

                                                       Get to the Airlock []

Enter the stairwell where an Alien drops down in front of you, you can torch
it with your Flamethrower or wait for it to go down the stairs and then
slowly follow it.

   --( TIP )---------------------------------------------------------------

If you are trying to get the "100 Times Too Many" achievement, which requires
the Alien to have killed you 100 times, then this is an excellent place to
get it.

Walk past the Alien down the stairs and allow it to impale you with its tail,
killing you. Then load your current save and repeat this process until you
get the achievement.

   ------------------------------------------------------------------------

When you get back to the Dock Control, you discover that there are two Aliens
here. The choice to be aggressive or stealthy is up to you. If you choose to
be aggressive then it might be a good idea to use your Molotovs and Pipe Bombs
instead of the Flamer, to save fuel for the next part.

Either way, make your way to the Airlock, which is next to the Registration
Point close to where you began the mission. Go inside and start to change into
an EVA suit. However, you notice some ooze dripping down on the helmet, and
when you look up there is an Alien in the vent above. It pulls you up into
the vent and captures you.



                                                  Get back to the Airlock []

You wake up trapped in a nest and manage to break free from the webbing. When
you get back on your feet, do not move anywhere yet, but look down and to your
right to see a closed Alien egg. Shoot it with your Shotgun and then turn
around and collect the ID tag and Flamethrower fuel from the couch in front
of you.

This is the final ID tag of the game; if you have followed this walkthrough
then you should get the achievement now for collecting all the ID tags,
"The Taken"!
   ____________________________
  | NAME __________________ ID |
  | S. Cooper             7336 |
  |____________________________|

Shoot the next Alien egg to your right. Ready and reload your Flamethrower and
crawl through the opening ahead into a corridor filled with Alien eggs. Turn
right and start to walk down the corridor. Torch the two charging Facehuggers
and then pick up the items from the floor next to the first egg. Now follow
the corridor until you get to a door.

Quickly turn around and torch the Facehugger coming at you from behind, then
pick up the Flamethrower fuel from the floor. Go through the door, head left,
and then crouch down to crawl through some debris. As you crawl along, another
Facehugger charges you, so torch it with your Flamethrower.

Keep following this path until two Aliens drop down in front of you. Back
away and wait for both of them to go back into the vents, but have your
Flamethrower ready, just in case.

Stand up and go through the stranded transit car, then go through the door
to your right. When you get into the room, it will collapse taking you with
it!

After you get back on your feet, crawl through the opening into another room.
Pick up the ammunition from the bunks, and search the lockers if you want.
It is doubtful you will need to craft any more items in the game, though.

Climb down the ladder and pick up the Flamethrower fuel from the desk to your
left, as well as from on top of the crate behind you.



Go through the short corridor, but be careful, as a transit car will rush by
in front of the door as it opens. This is an area where you can easily mess up
your "One Shot" achievement if you are trying to get it, since being hit by a
transit car means instant death.

Step into the tunnel and look slightly to your right, go into the opening and
turn left. When you get to the next opening, try to angle it so instead of
going straight out, you sprint out at a 45-degree angle to your left. If you
do it correctly, the next transit car will pass over you and you will survive.

Turn left, go up the ramp and then go through the opening and into the tunnel.
Turn right and walk forward until you drop down in a maintenance pit. Start to
climb up the ladder, when another transit car passes by throwing you back
down!

Climb up the ladder for the second time and then turn right and climb the
stairs to the Maintenance Office ahead. Crouch down to get through the door
and then climb into the vent once you are inside the office.



You will hear the shrieking of Facehuggers as you enter the vent, crawl around
the corner to your right, and when you hear a second shriek, crawl backwards
the same way you came. Torch the two Facehuggers as they approach you.

Crawl to the other side of the area and follow the vent to the other side.
You drop down on top of an elevator, turn right and start to climb down the
ladder. You lose grip on the ladder and fall down. Above, you see the
elevator collapse and drop down, but it stops just before it crushes you!

Before you move, look to your left and torch the closed Alien egg. Climb out
of the shaft through the opening in front of you. You get in contact with
Verlaine and she tells you the gravitational pull has twisted the rig so
they cannot break free from the station. You have to activate the emergency
release outside.

                                                      Release the Torrens []

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



Turn left and walk outside. Take the lift up and then follow the walkway to
the cable car. Press the button to take it to the end of the Maintenance Rig.
When you arrive, climb over the gate.



Climb up the stairs. Verlaine tells you that you need to find two priming
mechanisms to unlock the manual release. Notice the Alien lurking nearby.

                                             Prime the Release Mechanisms []

Go down the ramp on either side and pull the lever to access the keycard. 
Pick up the keycard and insert it. Do the same thing on the other side. This
opens up the emergency release. Verlaine informs you she has set the airlock
to auto.

                                         Blow the Emergency Release Bolts []

Get to the emergency release and use it. You have to do this part without
hesitation since the Aliens can kill you here. Activate the bolts in any
order until you have activated all four.

You hook yourself to the railing, and just as a whole group of Aliens arrives,
you manage to hit the last button on the emergency release. One of the Aliens
attempt to grab you as it blows, but you swirl out of the way until you drop
down next to the Airlock of the Torrens.

The Torrens has now been freed, and a cutscene follows of Sevastopol Station
disintegrating as it enters the atmosphere of KG348.


  __________________________________________________________________________
 |                                                                        ':|
 |    Mission 19 - Isolation (MI19)                                         |
 |                                                                          |
 |:.________________________________________________________________________|

  Objective: Meet Verlaine on the Bridge
    Sevastopol is no more. Reunite with Verlaine on the Bridge.

                                                        Get to the Bridge []

You call Verlaine to tell her that you are on your way up to the Bridge.
However, there is no response. Follow the corridor until you reach the
four-way junction.

Turn left and push the button on the door, it opens and you are shocked to
find an Alien on the other side. Quickly move backwards into the airlock
behind you. When instructed to do so move left, then right and finally push
the button to decompress the airlock.

You float unconscious in space when suddenly something approaching shines a
light on your helmet.


  __________________________________________________________________________
 |                                                                        ':|
 |    Crew Expendable (DLC1)                                                |
 |      Blueprints    : Medikit (V.2)                                       |
 |      Tools         : Motion Tracker                                      |
 |      Weapons       : Flamethrower, Maintenance Jack                      |
 |:.________________________________________________________________________|

This mission starts immediately after the Alien takes Brett into the airshaft
aboard the Nostromo in the Alien film. Dallas comes up with the plan to use 
the primary air shaft to lead the Alien to the main airlock.

You have the choice of playing as Ellen Ripley, Parker or Dallas. It does
not matter which character you pick. They all have the same blueprint,
the Medikit (V.2).

  Objective: Lead Alien into Primary Air Shafts
    Lock down maintenance hatches to protect Nostromo crew

                                                        Collect Equipment []
                                               (Optional) Collect Medikit []
                                                 (Optional) Collect Flare []

You start in the galley, pick up the items from the counter, then go into the
doorway to the right of the counter and head east to the four-way junction.
Pick up what you can find here, turn left to go to the Hypersleep Chamber.
Listen to the audio recording from Ash and collect the flare and the other
items in this room.

   "The Nostromo has landed on the surface of the planetoid the acoustical
    beacon is transmitting from. Dallas, Kane and Lambert are making
    preparations to approach the beacon on foot. Surface structure is
    basalt, with traces of rhyolite and probable lava overlays.
    Atmosphere - inert nitrogen, a little oxygen and high levels of free
    CO2. Pressure reads at ten to the fourth dynes per cm. Quite the storm
    raging out there."

Return to the junction and go straight until you reach the Medical Bay on your
right side. Enter it to collect the Medikit and have a quick conversation with
Ash. Notice how the acid blood from the Facehugger burned a hole in the floor
when they tried to remove it from Kane's face. 

Exit the Medical Bay, turn right and go to the three-way junction. Get the
items and go through the left doorway to the Bridge to collect your equipment;
the Motion Tracker, Flamethrower and Maintenance Jack.



                                                          Seal Hatch 00B1 []

Turn around, and go into the left corridor to listen to an audio recording
from Dallas on the chair in MOTHER's interface room.

   "We got an unexpected wake-up call. Yellow light. I spoke to MOTHER and
    she's picked up a distress call - a repeating acoustical beacon from a
    nearby planetoid. Doesn't sound like any radio signal I've heard... As
    the suits listening know, Company rules say we check it out. Now I've
    got to go tell the crew, they already know something's up. Dallas out."

Leave the interface room, then go through the middle doorway to return to the
four-way junction. Ash tells you that the security system has shut a number
of doors, so you need to gather equipment en route. As you climb down the
ladder, he closes the hatch above you, locking you into the B deck.



                                                          Seal Hatch 00B2 []

Turn left and go through the door into a corridor. Go through the first door
to your right and pick up the items inside the room. Exit the room through the
other door, turn right and walk through the door in front of you to enter
Maintenance Hatch 00B1. Talk to your crewmate and use the console to lock
down the hatch.

The Alien will start to stalk you now, have your Flamethrower ready and be
ready to improvise if you cannot take the optimal route to the next hatch.

  ** On Nightmare difficulty, you only have enough fuel to chase the Alien
     away once before you head into the Primary Air Shaft.

Return to the corridor via the door and turn right. Enter the adjoining
corridor and go through the door to your left. Pick up the items here go
through the other door into the Server Room. Turn left and go through the
door back into the room with the ladder.

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

                                              Get to the Landing Claw Bay []

Get back to the corridor, turn left and walk into the adjoining corridor. Go
through the door to your right. Pick up what you can find in here and go back
into the Server Room through the other doorway. Turn left, climb the short
stairs and listen to the audio recording from Brett on top of a crate.

   "So, the thing on Kane's face - Ash cut it. Guess what came out? Acid
    blood. No shit. Burnt a hole through three decks, wrecked my good pen.
    Dallas said to check it didn't hit anything vital, but I couldn't find
    any real damage. Gonna need one hell of a paint job though and I know
    who they'll ask to do it. We should never have landed on this damn
    ball; me and Parker, we told them that. Brett - over and out."

Walk through the door to your left into the Landing Claw Bay where you
discover his dead body.



                                                          Seal Hatch 00B3 []
                                                     (or) Seal Hatch 00B4 []

You will now randomly get one of two objectives, use your map and Motion
Tracker to guide you to it. Look out for the ceiling vents along the way so
the Alien does not pull you in. When you arrive at the Maintenance Hatch,
talk to your crewmate and lock it down.

  ** If you go into the other Maintenance Hatch room, you will find an audio
     recording from Lambert on the desk.

   "We followed the beacon and found... I don't know... some kinda ship.
    Kane went down to check out a part of it... and... there was something
    down there. Lots of... things down there. All these eggs full of
    creatures. One attached itself to his suit - burnt through his visor
    and onto his face. They let us back on the ship, thank God. Kane's
    still alive, but they don't seem to know what to do about him."

                                       Lead Alien into Primary Air Shafts []

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



Once inside, climb down the ladder and turn around. Bring up your Flamethrower
to provide light. Crawl forwards until you reach the first branch, collect the
fuel and then crawl straight. Crawl right and when you reach the next branch,
turn left and wait for the Alien to crawl towards you. Give it a solid blast
with your Flamethrower to make it retreat. Crawl straight at the next branch
and then follow Lambert's instructions until you drop down in the C deck.

  ** If you move too fast here, Lambert cannot keep up with her instructions.



  Objective: Seal the Alien inside the Nostromo airlock

                                           Connect Ash to Airlock Systems []

Turn around and follow the corridor around to the left to get to the Airlock
control. Use the terminal to connect the airlock systems. Ash radios to tell
you that he is opening the outer airlock, but warns you that it will take
some time, so you will need to find somewhere to hide. Turn right and go into
the next room, listen to the audio recording from Ash and crouch down and
hide behind the table.

   "This is Ash, Science Officer of the Nostromo. This is an official
    record in the ship log of my actions today. A member of the crew was
    compromised by an unknown creature. I made the decision to allow him
    back on board without following established quarantine procedure.
    Looking at the bigger picture, I feel comfortable with this decision.
    It was a risk I was willing to take and I will abide by whatever the
    Company decides upon my return."

                                                          Evade the Alien []

Wait until Ash finishes priming the airlock, at which point the Alien drops
down from a vent in front of the terminal in the other room.

                                          Wait until Alien enters Airlock []

The Alien will go back into the vent, when this happens, pull the lever to
open the door and wait in the doorway. When the Alien drops down again, and
walks into the outer airlock chamber, sneak up behind it and make sure it does
not detect you. Hit the door override button on the right side of the doorway
to seal the airlock.

Ash tells you that something strange is happening on his end. The button 
does not close the airlock as intended and the Alien knocks you out as it
escapes the trap. When you wake up, you get a glimpse of Ash before you pass
out again.

The mission ends with a pan shot of the Medical Bay with a voice-over by Ash:

   "Bring back life form. Priority one. All other priorities rescinded.
    You still don't understand what you're dealing with do you? Perfect
    organism. Its structural perfection is matched only by its hostility.
    I admire its purity. A survivor. Unclouded by conscience, remorse or
    delusions of morality. Last word. I can't lie to you about your
    chances. But - you have my sympathies."


  __________________________________________________________________________
 |                                                                        ':|
 |    Last Survivor (DLC2)                                                  |
 |      Blueprints    : Medikit (V.1)                                       |
 |      Tools         : Motion Tracker                                      |
 |      Weapons       : Flamethrower                                        |
 |:.________________________________________________________________________|

You play as Ellen Ripley in this mission. After revealing Ash as an android,
you decide to take your chances in the shuttle and blow up the ship. Lambert
and Parker leave to gather coolant for the air support system while you ready
the shuttle.

  Objective: Escape the Nostromo
    Set the emergency destruct system for the Nostromo and escape on the
    Narcissus

                         Help Lambert and Parker gather coolant cylinders []

Turn around and check the alcove on the right side of the door for items,
especially Flamethrower fuel since you only have a limited amount. Leave the
shuttle and pick up the item from the crate on the right side.

Press the button to begin the mission for real. Over the speakers, you hear
the Alien attack Lambert and Parker. Pick up the items in the next room and
follow the corridor to another door. Pull the lever to open the door, which
is stuck halfway up. Crouch down to crawl under it. Check the alcove for
items and then climb down the ladder to the C deck.

Turn left and follow the corridor until you reach a door on your left. Go
through it and search the suitcase on the desk. Exit the room through the
other door and turn left. Walk into the next room to your left to discover
the bodies of your crewmates.

                       Access engineering control to reverse the lockdown []

Search the bodies to get Parker's keycard and hopefully some more Flamethrower
fuel. The Alien will come out of the vents now, exit the room and listen to
where it is. Walk in the opposite direction back to the ladder.

Walk into the the short corridor behind the ladder and use the keycard to open
the door to Engineering Control. Enter and turn left, then walk to the console
and use the controls. 



                              Initiate Nostromo emergency destruct system []

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

   "There's something loose on the ship. This unknown organism. It came
    out of Kane. We just ejected his body out into space. I don't know how
    Ash missed this thing on the medical scans - it would have been
    visible. Anyway, he's putting together some sort of tracking device to
    help us catch it, and Brett and Parker are rigging up something to
    drive it toward the airlock. But this should never have happened. This
    is why We have quarantine regulations - for this reason. Anyway -
    Ripley, signing off."

Return to the corridor outside the room where you discovered Parker and
Lambert and go through the door into the Hangar. Turn right and hug the wall
until you reach a tram in the corner. Pick up the items, and then walk around
the corner towards the gate. Listen to the audio recording from Dallas on top
of the crate and pull the lever on the left side of the gate to open it.

   "Ash called me down to Medical. Told me something happened. Might be a
    lot of something, or it might be a lot of nothing but the parasite is
    dead. Just crawled into the overhead and died. Damn near gave Ripley
    a coronary. I left it to Ash to decide what we're gonna do with it.
    Anything science is his department. At least we can concentrate on
    getting back home now."

Turn around so you have your back to the gate and wait for it to open. The
Alien will drop down in front of you and will check something on the other
side of room. If it detects you, chase it away with your Flamer. When the
gate is open, back into the Landing Claw Bay and turn left.



Walk into the corridor and check the lockers on both sides. Search the
suitcase in the elevator and climb into the nearby vent. Crawl along the left
side until you can exit the vent. Walk through the door in front of you into
Electrical Engineering. Turn slightly to the right and play another of your
audio recordings from the nearest table.

   "Dallas, have you approved my request yet? I haven't seen any movement
    on it. If we can send out work logs via Sevastopol's relay, surely we
    can send out a couple of personal messages too? Just take the cost out
    of my salary. I just want to let my daughter know that I will be home
    late, it's important. Ripley out."

Hug the right side and walk around to the other side. Pick up the item there,
then go to the far end of the room and search the shelves for more items.
Walk back to the other end of the room and climb into the vent in the corner.

Crawl to the other side and exit. Turn right and follow the corridor into
Land Survey Preparation. Listen to Parker's audio recording next to the
terminal and walk into the next room to search the suitcase on the table.

   "We took off safely, more or less. We're still blind on B and C decks
    and the reserve power's out, but the ship's in okay shape. For the
    record, Dallas made the call to leave before we could finish repairs.
    Kane's awake now, but because of all this horsecrap we're ten months
    out of Sol. No way am I settling for a half share. You can keep that
    in your log. Parker."

Turn left and exit the room through the door. Enter the doorway in front of
you and hug the right side until you reach some pallets in the corner. Pick
up the item from it and then go back to the corridor.

Follow the corridor to your left into an area with some adjoining rooms and
floor vents. Search the suitcase on the shelf in the first room to your left,
then walk into the next junction and go through the door to your right. Go
left side and go through the door into the Engine Room.

Pick up the Flamethrower fuel from the table in front of you and then listen
to an audio recording from Ash. Walk to the other side of the room and pick
up the fuel from that table as well.

   "Science Officer's log. Due to much depleted crew the Nostromo's
    Warrant Officer is in the process of collating with mother. There is a
    somewhat high probability of her discovering Special Order 937. I am
    containing the incident. The organism is deadly, and it's entirely
    likely that - whatever the outcome - its safe procurement and analysis
    is assured. Ash signing off."

Pull the two levers next to the door to release the self-destruct lock. Go to
the mechanism to activate the self-destruct sequence. Activate all the four
bolts in order.



                                                  Escape on the Narcissus []

The self-destruct sequence is completed and you have five minutes to get back
to the shuttle. With the sound of the alarm and all the smoke, you need to
use your Motion Tracker to keep track of where the Alien is. Watch out for
ooze dripping from the ceiling vents as well to avoid getting pulled up by
the Alien.

The tracker also guides you back to the ladder. Climb the ladder and follow
the corridor to get back to the shuttle. Use the controls at the front of the
cockpit to launch the Narcissus ending the mission.


 ____________________________________________________________________________
|                                                               ``:::%%%%%%HH|
|:..                             SURVIVOR MODE                     `:::::%%%%|
|%%%:::::..                         (SRVR)                             ::::::|
|HH%%%%%:::::.....___________________________________________________________|

Survivor Mode is a fun distraction from the main campaign. You play short
missions for either Best Score or Best Time. It takes a little while to learn
since the map screen does not provide a map.

You can prepare yourself for the mission by picking up various items in the
Preparation Area before you start the timer by opening the door.

The scoring system is based on completing optional objectives that are unique
to each mission. The points you earn diminishes over time, so you need to
finish them quickly. In addition, you can get multipliers and bonus points
for completing certain requirements that are not on a timer:

  Multipliers:

  Empty Handed      (+3) - Complete the mission without picking up anything
                           except objective items and weapons.

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

  No Flamer         (+2) - Complete the mission without using the Flamer.

  No Tracker        (+4) - Finish the map without using the Motion Tracker.


  Bonus Points:

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

  No Preparation (4,000) - Complete the mission without picking up items in
                           the Preparation Area before you leave. You can
                           still pick up the Flamethrower.

  No Hiding      (2,000) - Complete the mission without hiding in lockers or
                           cabinets.

  Gatherer       (5,000) - Awarded if you pick up a considerable amount of
                           items during the mission. You do not need to pick
                           up any objective items.

                           The exact mechanics of how it works is unclear, but
                           the time spent and how much of the map you have
                           explored seem to increase the number of items
                           required; pick up everything you come across and
                           finish the map quickly.

  ** If you have more information on how "Gatherer" works, please send
     me an e-mail: dcruzefaq@gmail.com

You have to make a choice between getting the multiplier for "Empty Handed" or
the bonus points for "Engineer" and "Gatherer". At least if you are playing a
single map instead of Gauntlet Mode. Gauntlet Mode involves playing all three
maps of an expansion pack back to back - without dying.

Here are a few scenarios for getting a good score, not including the extra
points you earn for completing the optional objectives:


                                   A       B       C

       Empty Handed    (+3)        -       -       X
     + Never Detected  (+3)        X       X       X
     + No Flamer       (+2)        X       X       X
     + No Tracker      (+4)        X       X       X
    =====================================================
     = Total Multiplier            9       9      12 


       Engineer        (3,000)     X       X       -
     + No Preparation  (4,000)     X       X       X
     + No Hiding       (2,000)     X       X       X
     + Gatherer        (5,000)     X       -       -
    =====================================================
     = Bonus Points              14,000   9,000   6,000
     x Total Multiplier               9       9      12
    =====================================================
     = Final Score              126,000  81,000  72,000


Most often, it is better to get the points for "Engineer" and "Gatherer" than
the multiplier for "Empty Handed". It means you need to play a longer game,
and accept the fact that if you are detected, all your work will be for
nothing.

  ** However, if you are able to get 18,000 points or more for completing
     optional objectives, then it is better to get the "Empty Handed"
     multiplier.

When you play Gauntlet Mode, it might be best to get a 14,000 Bonus Points /
9x Multiplier for the first map, making sure you pick up enough components to
craft three devices. You need to craft at least one device for each map.

Then you simply do not pick up any more components in the next two maps,
which should give you a 9,000 Bonus Points / 12x Multiplier for each map if
all goes well. This way, you only need to get 6,000 points from the optional
objectives in each map for it to be better than a 14,000 Bonus Points /
9x Multiplier run - which makes things a little easier.


There are two online leaderboards for each level, one for Best Score and
another for Best Time. There are also two leaderboards for each Gauntlet.

If you are trying to get the Best Time, then you do not want to waste time
doing the optional objectives. Pick a character that has a Flamethrower, pick
up any fuel you can find in the Preparation Area and run through the entire
map. If the Alien gets in your way, torch it with your Flamethrower.

To get a good score, you need to complete the optional objectives as quickly
as possible. You also need to avoid being detected, and never use your Flamer
or Motion Tracker so you get the score multipliers.

Do not pick up anything in the Preparation Area, but pick up everything else
you come across and craft at least one item before you finish the mission.
The time limit is 30 minutes, but that should be more than enough.

It can be helpful to draw a rough map as you are learning the layout of the
maps. The Alien will be on your tail most of the time, so it is easier said
than done. Fortunately, you can pause your game at any time.

Weapons and objective items will always stay in the same location, but the map
will randomly place other items each time it is loaded. Note that these items
will also remain in the same location if you restart the challenge without
reloading the map. Items in containers are always random.

The walkthroughs for the Survivor Mode maps should only serve as a starting
point. They will get you through the missions, but they are not necessarily
the only or the best way to complete the maps.

Here is a table showing which characters are playable in the various DLCs:

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


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

 Character   SAT  Torch  Flash  Flare  Bolt  Flamer  Revolver  Shotgun  Stun
                         light         Gun                              Baton
==============================================================================
 Amanda       1     1      1      -     -     50        -         -       -
 Dallas       -     1      1      -     1      -        -         1       -
 Ellen        1     -      1      1     -     50        -         -       2
 Parker       1     1      0      -     1      -        -         -       -
*Ransome      2     -      1      1     1      -        2         -       -
*Lingard      -     1      2      1     -      -        2         -       2
*Hughes       1     1      1      -     1      -        -         1       -
*Axel         -     1      1      1     1      -        2         -       -
*Ricardo      -     1      1      1     -      -        -         1       2


 Character   EMP Mine  Flashbang  Medikit  Molotov  Noisemaker  Pipe  Smoke
                                                                Bomb  Bomb
==============================================================================
 Amanda         -          -         -        X         X        -     -
 Dallas         -          -         -        X         -        X     X
 Ellen          -          X         -        -         -        -     -
 Parker         -          X         -        X         X        -     -
*Ransome        X          -         -        -         X        -     -
*Lingard        -          X         X        -         -        -     X
*Hughes         X          X         -        -         -        -     -
*Axel           -          -         -        X         -        X     X
*Ricardo        X          -         X        -         X        -     -

  * DLC character


  __________________________________________________________________________
 |                                                                        ':|
 |    The Basement (SRV0)                                                   |
 |      Characters: Amanda, Dallas, Ellen, Parker, Ransome                  |
 |:.________________________________________________________________________|

If you are playing for Best Score, then Ellen and Ransome are good choices
since they both start with a flare. Dallas has a disadvantage since he does
not start with a Security Access Tuner, which means you need to backtrack a
little to complete one of the optional objectives with him.

It does not matter which character you pick if you are playing for Best Time,
since the characters who do not start with the Flamethrower can simply pick
it up in the Preparation Room.

             Optional Objectives:

             Speed    Time                                            Points
             ===============================================================
               2x     6:15                       Collect 2 crew cards [7500]
               1x    11:40                     Delete the system data [7000]
               2x     4:10                    Lock down the stairwell [5000]

  Objective: Escape the area
    Find your way up to the central elevator, restoring power on the way.

                                                          Escape the area []

After you have finished your preparations, press the button on the door to
open it and enter the Basement. The Alien will always be close to where you
start, but it is random which side it spawns. If you have a flare, throw it
into the corridor to your left and hope the Alien will rush to investigate
it. Walk down the corridor to your right and go through the door.

Go past the desk and through the doorway into the next room. Collect the crew
card from the crate in front of the vent. Turn left and return to the main
corridor.

Turn right and follow the corridor until you get to a doorway with a work
light inside. Go through it and hack the panel on the left side of the
doorway to lock down the stairwell.

  ** If you are playing as Dallas, you need to climb one flight of stairs
     and pick up the SAT from the blue cabinet before you can do this.

Climb the stairs until you reach a door, press the button to open it and walk
through it. Before you can escape, you need to find a generator to power up
the the central elevator. Turn right and walk down the dark corridor to the
right of the reception desk.

                                            Restore power to the elevator []

Use the terminal at the end of the corridor to delete the system data. Turn
around and walk through the door to your right. Turn left, walk around the
desk and collect the crew card in front of the window on the next desk. Turn
right and walk through the doorway into the generator room. After you restart
it, you see the elevator open through the window in front of you.

                                                   Escape in the elevator []

Crouch down and stay hidden behind the generator. The Alien comes rushing in
to investigate. Wait until it leaves and then make your way back towards the
elevator. If you have a noisemaker or flare, you can throw it in the opposite
direction to keep the Alien distracted. Once you are inside the elevator,
push the button to escape.


  __________________________________________________________________________
 |                                                                        ':|
 |    Corporate Lockdown (SRV1)                                             |
 |      Characters: Ransome, Amanda, Ellen, Axel, Hughes                    |
 |:.________________________________________________________________________|

In the first expansion pack, you play as Ransome, a ruthless Seegson
Executive. Your employer has abandoned you and knowing that the Torrens is
approaching, you want to hitch a ride with it to escape. First, you need to
take care of some loose ends, though.

You can choose to play a single challenge map at a time, or play Gauntlet Mode
where you need to finish all three maps in order - without dying. Since none
of the characters can craft Medikits, it can be difficult; you only have one
health bar.

    ___________________________________________
   |                                           |
        Severance 
   |___________________________________________|

This walkthrough assumes that you are playing as Ransome. Amanda and Ellen
have the advantage of having the Flamethrower right from the start, which
gives them an edge if you are playing for Best Time. Additionally, Amanda
has a cutting torch, so she can take a shortcut to one of the objectives.

             Optional Objectives:

             Speed    Time                                            Points
             ===============================================================
               2x     4:47                  Delete the server records [5750]
               3x     5:16                  Disable the camera system [9500]
               2x     5:50                   Seal the window shutters [7000]

  Objective: Escape the penthouse area
    Escape the penthouse area without being killed by the Alien.

Finish your preparations, then press the button to open the door so you can
leave your apartment.

                                                Disable security lockdown []

Turn left and crouch down to crawl under the barricade. The Alien will drop
down at a random location nearby. Walk to the end of the corridor and go
through the door to your right to enter a cantina. Go through the door to
your left and enter the door across the hall. Use the terminal inside to
delete the server records.

Return to the corridor, and walk down the steps to your left to pick up the
Shotgun. Turn around and go back to the cantina area. Look slightly to your
left and Walk through the door on the other side of the room. Follow the small
corridor until you reach a larger corridor. Turn left, walk up the steps and
go through first door to your right to enter a movie theatre.

You will get a break from the Alien for now. Turn around and run down the
corridor to your left until you get to a lounge. Run down the stairs to your
left and hack the panel to the left of the window to seal the shutters.

Run back to the movie theatre and approach the screen. The power cuts off and
you hear a Facehugger shriek. Wait for it to get close and then hit it with
your Maintenance Jack. Be aware that this depletes your health slightly. Walk
past the front seats, turn left, and push the button on the other door to
open it.

When you return to the corridor, a Facehugger drops down from the ceiling to
your left. Deal with it and then go through the door to your left to enter
the projection booth. Restart the generator and return to the movie theatre.

You have to deal with a couple more Facehuggers now. When they are dead, go
through the door in the far left corner and walk through the adjoining
corridor into a large corridor. Turn left and walk through the nearby door
to the right. Turn right and pull the lever in the far right corner of the
room to disable the camera system.

  ** If you are playing Gauntlet Mode as one of the Ripleys, make sure you
     pick up the Bolt Gun from the desk near the door before you leave.

  ** You might want to hack the door in the corridor before you disable the
     security lockdown, so you have another route back to the lounge.

Return to the corridor, turn left and enter the control room at the end of
the corridor. Walk up the steps and use the console to disable the security
lockdown.

  ** There is a Stun Baton on top of some crates in the far end of the
     corridor. Pick it up if you are playing Gauntlet Mode as Ransome or
     Amanda.

                                                      Get to the elevator []

The Alien will come back to hunt you now, be careful. It can be difficult to
get out of the control room undetected. Walk to the side of the door so you
can stay hidden and listen if the Alien is close.

Make your way back to the lounge. If you are playing Gauntlet Mode, you should
pick up the Revolver from the reception desk. Go into the elevator at the end
of the corridor in front of the reception desk and push the button to escape.

  ** Amanda can use her torch to cut through the panel in the room with the
     server records, allowing her to get to the camera system much earlier
     than Ellen and Ransome.

    ___________________________________________
   |                                           |
        Scorched Earth
   |___________________________________________|

             Optional Objectives:

             Speed    Time                                            Points
             ===============================================================
               3x     3:48                          Save the civilian [6850]
               2x     5:57           Collect Lingard's research files [7150]
               2x     7:47                     Hack the exit to Lab B [9350]

  Objective: Wipe Lingard's evidence
    Lingard has incriminating data on you. Find it and purge it.

                                                 Find Lingard's data file []

When you have finished your preparations, pull the lever on the door to open
it and enter the map. The Alien drops down nearby and starts to hunt for you, 
with some luck it will head in the opposite direction. Turn left and hack the
nearby door to open it. Walk through the door to enter Lab A. Walk to the far
left corner of the room and pick up the Flamethrower. Turn left and exit the
Lab by going through the nearby door.

Enter the small lab in front of you and pull the lever on the wall to save
the civilian. Check to see if there is any Flamethrower fuel on the desk in
the middle of the room. Return to the corridor, turn left and follow the
corridor until you reach an adjoining corridor to your left. Walk through
the door and hack the security locker in the corner, so you can collect
the research file inside.

  ** There is a Bolt Gun in this room if you are playing as Amanda or Ellen.
     Pick it up if you are playing Gauntlet Mode. Amanda can cut through the
     panel here as well, and take a shortcut to the main objective.

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

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

  ** If you look out of the window in the Lab before the explosion, you can
     see Lingard in the room below. More on that in the first map of "Trauma".

Finish hacking the door and go through it. Turn left and follow the corridor
to the first door to your right. Enter the door, turn left and collect the
final research file from the desk. Hack the terminal, then access it to purge
Lingard's data file on you.

    Waits, I think you should read these. It's an archive of every log I
    could get my hands on where Ransome has blackmailed or threatened
    someone. There's evidence here that he stole samples of the incident
    from my lab. He's been coercing Gemini Exoplanet Solutions into
    researching them for him. I'm watching people die and all he's
    thinking of is how to spin a profit.

    I know you're going to want to ask me some serious questions after
    reading, but if answering them means you can nail the slippery bastard
    it'll be worth it. I just hope we all live through this to see him get
    his.

    Lingard.

                                                             Get to Comms []

Return to the corridor, turn left and follow the corridor to the elevator.
Call the elevator, then crouch down behind the nearby crates while you wait
for it to arrive. When it does, enter it and press the button to take it to
Comms.

  ** If you are playing Gauntlet Mode, you can find a Shotgun and Stun Baton
     in the rooms that are through the first door to your right if you go to
     the right from the starting point.

    ___________________________________________
   |                                           |
        Loose Ends
   |___________________________________________|

The walkthrough for this map assumes that you have a Stun Baton with at least
two charges, by either playing as Ellen or playing Gauntlet Mode.

             Optional Objectives:

             Speed    Time                                            Points
             ===============================================================
               1x     8:45                  Collect Nostromo log data [5250]
               2x     4:10                Lock down security junction [5000]
               3x     6:15                    Disrupt communications [11250]

  Objective: Escape the area
    The Torrens will be arriving soon. Escape the area so you can reach
    Sevastopol docks.

Exit the elevator and finish your preparations. Press the button to open the
door. It is stuck, so crouch down to crawl under it.

                                                           Find a way out []

Run up the stairs to your left, then run through the door and use your Stun
Baton to take care of the Working Joe in the corridor. Run through the
adjoining corridor to your right and deal with the android in the control
room. Go to the console at the far end of the room and hack the terminal to
disrupt communications.

Run back to the corridor where you killed the first android, turn right and
run through the door at the end of the corridor. Follow the corridor until
you reach the Security Junction. Pull the lever on the left side of the
doorway in front of you to lock down Security Junction B.

The industrial synthetic in here will have noticed you by now. Turn around
and run back into corridor, then wait behind the pillar until he gets close.
Run on the opposite side of the pillar back into the Security Junction,
turn around and pull the lever on the right side of the doorway to lock
down Security Junction A.

Run into the back room to your left and open the security locker. Collect the
keycard from it, turn left and run down the stairs. Run down the corridor to
your right and use the keycard to open the door. Run up to the terminal and
use it to collect the Nostromo log data.

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

                                       Override elevator security control []

Walk to the center of the room and use the terminal to activate Elevator
Override A. Turn left and walk back down the stairs. Crouch down and move
around the console to your right. Turn around and wait until the Alien drops
down in the center of the room.

Throw a flare or a noisemaker at the door you used to enter the room. Turn
back around and use the terminal to activate Elevator Override B. Move to
the right and use the final terminal to activate Elevator Override C.

                                                      Get to the elevator []

Turn right and hope the Alien will be too distrcated to notice you, so you
can still get the "No Flamer" multiplier. Get through the door, walk into
the elevator to your left and push the button to escape.


  __________________________________________________________________________
 |                                                                        ':|
 |    Trauma (SRV2)                                                         |
 |      Characters: Lingard, Amanda, Dallas, Ellen, Ricardo                 |
 |:.________________________________________________________________________|

In the second add-on pack, you play as Dr. Lingard, the medical officer of
Sevastopol. Riddled with guilt for bringing the creature on board, you want
to destroy your research and do as much as you can to help the remaining
survivors.

Like “Corporate Lockdown”, you can play a single challenge map at a time, or
play Gauntlet Mode where you need to finish all three maps in order - without
dying. It is a little easier now, since Lingard can craft Medikits. 

There is also a challenge posed by Creative Assembly that you can attempt,
complete the maps in the fastest time playing as Lingard, without using the
Motion Tracker.

    ___________________________________________
   |                                           |
        Reoperation
   |___________________________________________|

This walkthrough assumes you are playing as Lingard. The best character for
playing this map is Ellen, since she starts with a Flamethrower, Security
Access Tuner and a flare.

             Optional Objectives:

             Speed    Time                                            Points
             ===============================================================
               2x     6:47                Collect medical supplies x4 [8150]
               1x    14:50                         Lock down the area [8900]
               2x     7:42              Hack the door to the MRI room [9250]

  Objective: Destroy Lingard's Research
    Lingard's research cannot be allowed to fall into the wrong hands. It
    needs to be destroyed with an emergency hazard cleanse.

                           Find a terminal to initiate the hazard cleanse []

When you are have finished your preparations, pull the lever to open the door
and enter the map. The Alien appears somewhere nearby. Go through the door to
your right and walk to the far end of the ward to collect the medical supplies
from the floor.

Turn around and go into the narrow corridor on the right side of the door.
Walk to the end of the corridor and go through the doorway to the left. Walk
across the room and collect the medical supplies from the gurney before you
walk through the doorway.

Walk through the blue door to your left and initiate the lockdown from the
terminal behind the reception desk. Go through the door in front of you to
enter a restroom. Walk around the counter and pick up the Bolt Gun and
Security Access Tuner from the crates.

Climb into the vent and crawl left at the branch. Climb up and open the door.
Exit the vent and enter the MRI room. Pick up the Flamethrower from the
cabinet and hack the panel on the right side of the door. Go through the
control room into the narrow corridor and return to the ward to your right.

Turn left and go into the next ward. Collect the medical supplies from the
gurney to your left and go through the doorway in the corner of the room to
get back to the main corridor.

Look right, and go through the doorway on the other side of the corridor to
enter the children's ward. Walk to the corner of the room to collect the final
medical supply. Turn left and climb into the vent behind the orange gurney on
the far side of the ward.

Crawl straight and open the door at the end of the vent. The Alien will be on
patrol, so you need to be careful. Exit the vent and throw a flare in front of
the vent on the other side of the room. Strafe right until you can see the
terminal in the center of the room. Wait for the Alien to investigate the
flare and then access the terminal to select "Emergency Hazard Cleanse" from
the Senior Staff Only menu.

  ** If you look up after you use the terminal, you can see Ransome through
     the window in the Lab above for a few seconds before he runs away.

                                       Find an elevator to leave the area []

Turn right and go back to the vent. The room shakes from an explosion in
the Lab above. Climb into the vent and crawl back to the children's ward.
Climb into the vent on the other side of the ward and crawl left at the
branch. Crawl to the end of the vent and wait until you are confident the
coast is clear. Open the vent and climb out. 

Go through the doorway in front of you and turn left. Go into the corridor and
call the elevator. Crouch down behind the crates while you wait for it to 
arrive. If you have another flare, you can throw it into the room to distract
the Alien. When the elevator arrives, enter it and press the button to escape.

  ** If you are playing Gauntlet Mode, you can pick up a few weapons in this
     map that will be useful later on. There is a Stun Baton in the room to
     the left of the starting point. You can find a Shotgun on top of a
     garbage bin in the server room and a Revolver behind the counter in the
     elevator room.

  ** If you are playing as Ellen or Amanda, you can get more points if you
     pick up the medical supplies and hack the door to the MRI room from the
     control room before you lock down the area.

    ___________________________________________
   |                                           |
        Crawl Space
   |___________________________________________|

The walkthrough for this map assumes that you play as Dallas or that you play
Gauntlet Mode and picked up the Bolt Gun and Shotgun in the previous map.

             Optional Objectives:

             Speed    Time                                            Points
             ===============================================================
               2x     6:40                Find the engineer's report [12000]
               2x     8:20               Collect medical supplies x3 [10000]
               3x     9:26                              Vent the gas [17000]

  Objective: Escape the area
    Use the vents and whatever you can find to escape the area

Make sure you collect the Flamethrower in the Preparation Area if you do not
have it yet. Climb the stairs and push the button on the right side of the
vent to start the mission. 

                                                          Escape the area []

As you climb into the vent and turn left, you will hear the shrieking of
Facehuggers. Be prepared to deal with them at random locations from this
point on.

                                         Restore power to the vent system []

Crawl towards the red light and turn left to search the suitcase. Turn around
and crawl into the opening to your left. Pull the lever to reboot the system
and turn around to climb back into the vents.

Crawl straight, then turn left and crawl to the dead end. Check if there is
any Flamethrower fuel to your left and turn around. Crawl to the left, then
turn left and crawl around the pipes into the left passage.

Crawl to the dead end and check for fuel on the right side. Turn around and
crawl down the passage to the left. Crouch down to crawl under the pipe, then
search the container and pull the lever to reboot another system.

                                                      Get to the elevator []

Turn right, crawl under the pipe and climb into the vent to your left. Crawl
to the open area, turn left and crawl through the vent in the wall. Crawl to
the right and enter the games room that the Aliens have turned into a hive.

Pick up the Flamethrower fuel from the air hockey table and hug the wall to
the right. Collect the engineer's report from the couch, then turn around and
return to the vent. Crawl past the wall vent and continue to the right until
you drop down in a control room with many shelves.

Stand up and collect the medical supply and Flamethrower fuel from the crate
in front of you. Turn left and walk towards the red container on the desk.
You hear the shrieking of three more Facehuggers, wait for them to get close
and use your Maintenance Jack or Flamethrower to deal with them. When they
are dead, go to the door in the corner and push the button to open it.

Go through the adjoining corridor, turn right and head for the door in the
distance. Go through the door and be careful, since a Facehugger might attack
you. Look for a medical supply on the shelves, if you cannot find one here
then it is in the next room. Climb into the vent and crawl to the other side.

Exit the vent and search the shelves if you did not find a medical supply in
the previous room. Go through the door and walk down the corridor to the door
on your right side.

Carefully go through the door, in case Facehuggers ambush you. Search the
shelves for the final medical supply. When you collect it, Facehuggers will
ambush if they did not already attack you when you entered. Deal with them
and return to the corridor.

Turn right and crouch down to crawl under the debris on the right side. Stand
up and continue down the corridor. When you reach the stairs, you need to be
careful since a couple of Facehuggers will attack you when you reach the
bottom. Deal with them and go into a junction.

Collect the Gas Mask from the dead body, turn left and walk through the door
into an airlock. Approach the other door and ready and reload your Bolt Gun
while you wait for it to open.

There should be an industrial synthetic nearby. Deal with him using your Bolt
Gun and ready and reload your Shotgun. The noise alerts a Working Joe, shoot
him in the head with the Shotgun when he gets close, and quickly hit him with
your Jack if the shot did not kill him immediately.

Find the two levers and pull them in order to vent the gas in the room. Get
inside the elevator and press the button to escape.

  ** If you have four rounds for your Revolver, you might be able to finish
     the map without having to use your Flamethrower to earn the "No Flamer"
     multiplier. If you are playing a single map, then it is only possible
     with Lingard and having some luck finding more rounds in containers.

  ** It is hard to vent the gas and stay undetected by the androids, but it
     should be possible if you use flares or noisemakers.

    ___________________________________________
   |                                           |
        Overrun
   |___________________________________________|

If you are playing a single map, then Dallas is the best choice, since he has
a Shotgun and Bolt Gun. Lingard and Ellen are joint second, since they both
have a Stun Baton with two charges.

The walkthrough assumes you have been playing Gauntlet Mode and have picked
up the Shotgun, Stun Baton and Bolt Gun as well as extra ammunition.

             Optional Objectives:

             Speed    Time                                            Points
             ===============================================================
               2x     5:50                        Collect ID tags x 3 [7000]
               3x     3:20                     Find the camp manifest [6000]
               1x    13:20                            Secure the camp [8000]

  Objective: Look for survivors
    Check the camp for survivors in need of medical attention

When you have finished preparing, go up the stairs to the left and press the
button to open the door and enter the map.

  Objective: Escape the camp
    Working Joe androids have infiltrated the camp and killed everyone.
    Find a way out.

                                                      Get to the elevator []

With some luck, there will be a Working Joe nearby. Lure him into the
Preparation Area and shoot him in the head with your Shotgun. Hit him with
your Jack if he does not go down right away. The noise will alert other
androids who will leave their posts to investigate.

Quickly push the button on the other door in the Preparation Area and walk
through it. Climb the stairs and go through the doorway to the left into a
small cantina. Turn right and go into the corridor. Go through the first door
to your right, then look to your right and pick up the camp manifest from the
trolley.

Turn around and go through the doorway into the adjoining room. Collect the
ID tag from the ground next to the dead body, turn around and return to the
corridor. Continue down the corridor to your right. When you reach the wide
corridor, turn right and follow it to a dead end. Collect another ID tag 
from the ground here. Another Working Joe might have noticed you by now, you
can use the trolley to block him.

  ** You can also pick up an ID tag from the corridor with the fire and the
     industrial synthetic. It is to the left as you enter.

Run into the nearby corridor and into the first door to your left. Run through
the doorway into the adjoining room and collect the ID tag and Stun Baton from
the bunk next to the dead man. Climb into the vent and crawl to the very end.

Exit the vent, turn left and climb into the vent on the other side of the
corridor. Crawl to the other side of the vent, and ready and reload your Bolt
Gun before you exit.

Use your Bolt Gun to kill the industrial synthetic, then pick up the keycard
from the table close to the vent. Call the elevator now, so you do not have to
wait for it later. Reload your Stun Baton and Shotgun and then pull the lever
on the door to open it. You might have to deal with some Working Joes before
you proceed.

Go through the door and circle around to the left to find another door. Use
your keycard to open it and walk inside the booth. Access the terminal here
and select "Emergency Camp Lockdown" from the utility menu to secure the camp.

    IMPORTANT: FOR ALL INHABITANTS
    EVERYONE is responsible for the safety of this camp. We have all lost
    loved ones and colleagues through stupid mistakes and inexperience. We
    CANNOT afford to slip up now. Everyone who leaves camp must:

    1. Note their absence in the camp manifest and when they expect to be
    back.
    2. Leave their ID tags within the camp. Upon returning, you will be
    asked your ID number on the tag. REMEMBER YOUR NUMBER. Fail to do so
    and you will be turned away, no exceptions. We cannot risk the safety
    of the camp for one person.

    If at any point you believe the camp to be under attack, start the
    lockdown procedure that can be activated below. THIS IS FOR EMERGENCY
    ONLY.

    >LOCKDOWN PROCEDURE ACTIVATE Y/N
    ======================================================================

Return to the elevator and press the button to escape.

  ** You can find a number of weapons in this map. There is a revolver on the
     counter in the small cantina close to the start. You will find a Shotgun
     on top of a crate in the room on the other side of the corridor from
     where you find the first ID tag.

     If you go through the door that is across the wide corridor when you get
     back into it after picking up the camp manifest and the first ID tag, you
     will find a Flamethrower in the adjoining room.


  __________________________________________________________________________
 |                                                                        ':|
 |    Safe Haven (SRV3)                                                     |
 |      Characters: Hughes, Lingard, Axel, Amanda, Ransome                  |
 |:.________________________________________________________________________|

In the third add-on pack, you play as Hughes, the Communications Manager of
Sevastopol Station. You are trapped in a safe room and have to take on ten
challenges before you can escape.

It introduces Salvage Mode, which changes the previous rules of Survivor Mode.
There are no multipliers or bonus points - which means you are free to use
the Motion Tracker and Flamethrower and you will not lose points if you are
detected.

This makes the Best Time and Best Score leaderboards more tightly linked
since it pays off finish the objectives as quickly as possible by running to
them. If you play as Amanda, you start with the Flamethrower, which makes it
a lot easier.

You get an additional 50 points for each item you pick up. If you are not
playing for Best Time, it pays off to spend a little time to pick up as
many items as possible after you have finished your objectives. Much like
you would do in the other Survivor Mode packs if you were trying to get
the bonus points for "Gatherer".

It might be a good idea to select a character that will give you the maximum
of Blueprints so you can craft more devices and consequently have room to pick
up more items. In that case, Lingard is the best choice, since she has both
the Smoke Bomb and the Flashbang in her loadout. Alternatively, you could
just use up your crafted devices to make room to craft more.

At the end of each stage you can pick up items from a reward trolley in the
safe room, these items will not give you extra points. Make sure you pick
up the items before you start playing the next stage, since they will only
be there temporarily.

You have two hours to finish all ten challenges, which should be more than
adequate even if it is the first time you play.

Once you start each challenge, you cannot return to the safe room before you
finish the objective.

In between challenges, you can spend 2,500 points to save at the Registration
Point in the safe room. If you are playing for Best Score, you need to keep
this to a minimum, or not at all. One thing to keep in mind is that your saved
game is only temporary, which means you cannot exit to the main menu or quit
the game and continue playing later.

To maximize your score you should select all the stages that give Score
Tokens as a reward, finish all the objectives as quickly as possible,
thoroughly search both areas for items, kill every looter and android
so you can salvage their items and NEVER save your game. Easy, right?



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

                                      Check the terminal to select a task []

Run down the stairs to your left and access the 'safe house' terminal behind
the reception counter. If you select "readme.txt" from the Help menu, you can
read about what the Salvage Mode is all about:


    In Salvage Challenges you will receive tasks on this 'safe house'
    terminal. There are ten tasks, each with their own completion award
    and a new stage of enemy. Your aim is to complete all ten stages using
    only one life. If you die, you will return to the beginning of the
    challenge unless you have spent points on a save.

    Your reward will appear once you have completed the current task and
    returned to this 'safe house' terminal.

    You will be given a choice between two tasks for each stage, allowing
    you to pick the task that better suits your skills, current equipment,
    or provides the reward you want most. Choosing the right task at the
    right time is key to your survival.
    The faster you complete the tasks, the more points you will earn.

    There is a save point in the safe room that can be used between
    stages. This will allow you to continue from the last saved stage if
    you die, but it will cost you 2500 points for each save, affecting
    your final score.

    You can abandon the safe house and end the Salvage Challenge at any
    time. This will post your current score to the leaderboard, but you
    can only post your final time if you complete all ten tasks.


Use the same terminal to select your first task. You can only select one, so
you should pick the one that best complements your current loadout.


  .=======================================================================.
  |         |                           REWARDS                           |
  |  Stage  |-------------------------------------------------------------|
  |         |      Bacchus Apartments      |   Gemini Secondary Systems   |
  |---------+------------------------------+------------------------------|
  |    1    |  a    EMP Mine (V.2)      ** |  a    Pipe Bomb (V.2)     ** |
  |    2    |  a   +Score Token         ** |  a    Bolt Gun            ** |
  |    3    |  W    Stun Baton           * |  L    Shotgun              * |
  |    4    |  L    Smoke Bomb (V.2)     * |  W   +Score Token          * |
  |    5    |       -                      |  a    Flamethrower        ** |
  |    6    |  a    Noisemaker (V.2)     * |       -                      |
  |    7    |  aL  +Score Token          * |  aW   Molotov (V.2)       ** |
  |    8    |  FL   Medikit (V.2)        * |  aL  +Score Token         ** |
  |    9    |  a    EMP Mine (V.3)      ** |  a    Molotov (V.3)       ** |
  |   10    |  A   +Score Token (x4)   *** |       -                      |
  '======================================================================='
       a = Alien, W = Androids, L = Looters, F = Facehugger, A = Aliens
                 Difficulty: * = Easy, ** = Medium, *** = Hard

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

Consider picking this if you are playing as Lingard or Amanda, since they do
not have the EMP blueprint, though the reward for the other challenge is
probably a better choice for them as well.

             Speed    Time                                            Points
             ===============================================================
               1x     4:10                      Restart the generator [2500]

Run through the door that just opened to your left and wait for the other
door to open. Run down the corridor, take a right into the adjoining corridor
and follow it until you reach the first vent on your right side. Climb into
the vent, follow it to the other side and restart the generator on the wall
to your left.

                                                      Return to safe room []

The Alien will make its appearance now, so you will need to be careful on your
way back. Restarting the generator powered up most of the doors in the area,
so you can take a different route back to the safe room.

Turn around and go through the doorway to enter a corridor. Turn left and go
through the door to your right into another corridor. Go through corridor to
enter a bar. Leave through the other door to get back to the corridor you went
through on your way to the vent. Turn left and walk back to the safe room.
Once you get past the trolley in the corridor, you can make a run for it.

    ___________________________________________
   |                                           |
        Gemini Secondary Systems - Stage 1
        Reward: Pipe Bomb (V.2)
   |___________________________________________|

This is probably the best choice no matter which character you play. You will
end up with about the same amount of points for doing the objective as the
Bacchus Apartments task and you will get the Blueprint for Pipe Bomb (V.2).

             Speed    Time                                            Points
             ===============================================================
               1x     4:30                      Restart the generator [2700]

Run through the door to the right and wait for the other door to open. Run
through the corridor and climb the stairs at the end. Run through the door
and use your gas torch to cut through the panel on the door in front of you.
If you are playing as Ransome you find a gas torch next to the corpse nearby.

Run through the door to enter a server farm. In the corner to your left, you
will find a corpse with a Pipe Bomb (V.1) next to it. Picking up the Pipe Bomb
will also give you the Blueprint for it.

  [] Blueprint - Pipe Bomb (V.1)

Run past all the servers and climb the short stairs at the end. Run through
the door to your right and keep running straight ahead until you reach a
corpse. The control for the generator is to your left, use it to restart it.

                                                      Return to safe room []

The Alien will appear now, so carefully make your way back to the safe room.
Restarting the generator powered up most of the doors, so you do not have to
go back the exact same way you came - but it is probably the safest route.


    ___________________________________________
   |                                           |
        Bacchus Apartments - Stage 2
        Reward: Score Token
   |___________________________________________|

This is the best choice, if you can do without the Bolt Gun you get for doing
the other task, since it will give you a Score Token that increases your score
by 1,750 points. Hughes and Ransome already come equipped with a Bolt Gun, so
it is the only choice for them.

             Speed    Time                                            Points
             ===============================================================
               1x     5:50                   Collect emergency kit x3 [3500]

                                                         Emergency kit #1 []
                                                         Emergency kit #2 []
                                                         Emergency kit #3 []

Enter Bacchus Apartments and hold back in case the Alien spawns in the main
corridor to your left. If you have the Pipe Bomb from Gemini, you should
ready it now, in case the Alien discovers you.

When you feel safe, follow the corridor to your left until it narrows. Walk
to the end of the narrow corridor and enter the well-lit adjoining corridor
to your left. Enter the doorway to your right and collect emergency kit #1.

Return to the main corridor and follow it to your left until you reach a 
door on your left side. Walk through the door to enter a dormitory. Collect
emergency kit #3 that is in-between the table and the lockers in front of you.

Turn right and return to the main corridor through the door to your right.
Collect emergency kit #2 from the left side of the couch to finish your main
objective.

                                                      Return to safe room []

Follow the main corridor to your left to return to the safe room and claim
your reward.

    ___________________________________________
   |                                           |
        Gemini Secondary Systems - Stage 2
        Reward: Bolt Gun
   |___________________________________________|

The other challenge is a better choice, since it gives you a Score Token.
Amanda and Lingard are the only characters who should pick this since they
do not have the Bolt Gun in their loadout. If you are playing as Lingard, you
need to find an access tuner before you can finish the main objective.

                                            (Lingard) Find a hacking tool []

             Speed    Time                                            Points
             ===============================================================
               1x     5:50                  Collect Gemini supply kit [3500]

The Alien will be present right from the beginning of this Challenge, so you
will need to be careful. Walk through the first corridor, climb the stairs
and go through the door. Go through the door in front of you to enter the
server farm. Walk to the left and pick up the Pipe Bomb (V.1) next to the
corpse in the corner. This will also give you the Blueprint, if you do not
already have the upgraded Blueprint from Stage 1.

  [] Blueprint - Pipe Bomb (V.1)

Walk past all the servers and climb the stairs. With Lingard, you can pick
up the access tuner from the security locker to your left. It also contains
an EMP Mine (V.1), which also gives you the Blueprint if you missed it in
Stage 1.

  [] Blueprint - EMP Mine (V.1)

Turn right and walk through the door. Walk into the short corridor to your
right and hack the door. Enter the control room and collect the Gemini supply
kit from the desk.

                                                      Return to safe room []

Push the button on the wall to open the vent; it might be useful later on.
Return to the safe room for your reward.


    ___________________________________________
   |                                           |
        Bacchus Apartments - Stage 3
        Reward: Stun baton
   |___________________________________________|

This is the easiest of the two challenges, if you are playing with Hughes you
should pick this since he already has a Shotgun, which is the reward for
completing the other task. 

             Speed    Time                                            Points
             ===============================================================
               2x     3:20        Save the civilian from the androids [4000]

Enter Bacchus Apartments and follow the main corridor to your left until you
reach the narrow part. You will run into a Working Joe, so deal with him
using a weapon you have available. Enter the well-lit adjoining corridor at
the end of the narrow corridor and pull the lever to free the civilian.

                                                      Return to safe room []

This is an excellent time to salvage items from this area. If you are not
playing for Best Time you want to spend some time salvaging before you return
to the safe room. There are two more androids roaming the area, so be careful.
When you are done, get back to the safe room and claim your reward.

    ___________________________________________
   |                                           |
        Gemini Secondary Systems - Stage 3
        Reward: Shotgun
   |___________________________________________|

The other challenge is slightly faster, but consider picking this if you want
the Shotgun. Lingard already has the Stun baton you get for finishing the
other challenge. 

             Speed    Time                                            Points
             ===============================================================
               2x     3:20       Rescue the civilian from the looters [4000]

Enter Gemini Secondary Systems and run to the room with the six pillars. Walk
through the door to your right and crouch down behind the pillar. There are
three looters in the corridor and immediate area. The security camera here
will sound an alarm if you step in its beam that will alert the looters.

If you have a flare and the Pipe Bomb from the server farm in this area, you
can light the flare and throw it into the corridor ahead where it bends to the
left. Wait for a little while until the looters come to investigate it and
then throw the Pipe Bomb at the same place you threw the flare. With a little
luck, it will kill all of them. If there are any stragglers, deal with them
with the weapons you have available.

Follow the corridor to the left and enter the door to your right. Divert the
power at the electrical junction to free the civilian.

                                                      Return to safe room []

If you are playing for Best Score, spend some time to salvage items from the
area before you return to the safe room to claim your reward.


    ___________________________________________
   |                                           |
        Bacchus Apartments - Stage 4
        Reward: Smoke Bomb (V.2)
   |___________________________________________|

The Smoke Bomb is not very useful, and you get a Score Token for completing
the other task making it the better choice for this Stage.

             Speed    Time                                            Points
             ===============================================================
               2x     4:35                 Kill the attacking looters [5500]

Enter Bacchus Apartments and follow the corridor to your left until you reach
the narrow part. The first looter should patrol here. Kill him with a weapon
available to you and continue down the corridor. You will find another looter
nearby, but it is random where he spawns. After you have killed him, enter
the cafeteria through the adjoining corridor to kill the last two.

                                                      Return to safe room []

This is another opportunity to salvage items safely from the area before you
return to the safe room for your reward. Consider saving your game after this
challenge, since the next challenge can be tough.

    ___________________________________________
   |                                           |
        Gemini Secondary Systems - Stage 4
        Reward: Score Token
   |___________________________________________|

Since this gives you a Score Token, it is the best choice. It is also easier
than the other challenge, unlike the looters the Working Joes cannot harm you
from a distance.

             Speed    Time                                            Points
             ===============================================================
               2x     4:00                   Destroy the Working Joes [4800]

Enter Gemini Secondary Systems and run to the server farm. There are a couple
of Working Joes here. You will have the Shotgun or the Stun Baton, or both,
at this point, so deal with them as you see fit. Run to the other end of the
server farm and climb the stairs. Run through the door to your right and
deal with the final Working Joe to complete the objective.

                                                      Return to safe room []

This is the final opportunity to salvage items safely from this area before
things get more complicated. When you are done, return to the safe room for
your reward. Consider saving your game now, since the next challenge can be
a little hit-and-miss.


    ___________________________________________
   |                                           |
        Gemini Secondary Systems - Stage 5
        Reward: Flamethrower
   |___________________________________________|

             Speed    Time                                            Points
             ===============================================================
               1x    10:00               Disable the security cameras [6000]

Enter Gemini Secondary Systems and walk to the room with the six pillars. The
Alien spawn is random; with a little luck, it will patrol this area. Light a
flare, throw it down the stairs to your left, then hide behind one of the
pillars close to the server farm door and wait until the Alien investigates
the flare.

Enter the server farm, go to the other end and climb the stairs. Go through
the door to your right and enter the control room to your left. As you enter,
an explosion takes place in the generator room forcing you to abandon your
task.

                                     Abandon task and return to safe room []

Unfortunately, with no power for the doors you will have to find an alternate
route back to the safe room. Go back to the server farm and go through the
door on the opposite side. Climb down the ladder, turn right and pull the
lever on the door to open it.

Walk through the door and climb into the vent on the other side of the room.
Crawl to the other side to enter a stairwell. Climb the stairs and pick up
the Molotov (V.1) from the railing at the top.

  [] Blueprint - Molotov (V.1)

Pull the lever on the door to open it and make your way back to the safe room
to claim the Flamethrower!


    ___________________________________________
   |                                           |
        Bacchus Apartments - Stage 6
        Reward: Noisemaker (V.2)
   |___________________________________________|

             Speed    Time                                            Points
             ===============================================================
               1x    10:00                  Locate gas shut-off lever [6000]

As you enter Bacchus Apartments, you will notice that a door has closed in
the main corridor, blocking off your passage to the left. Walk into the
corridor to your right. You might have to deal with the Alien right away,
but since you have the Flamethrower now it should be a piece of cake.

Walk through the door to your right to enter the bar. Go through the other
door to your left and walk through the short corridor. Turn left, open the
floor vent and drop down into it. Crouch under the obstacle and pull the lever
on the wall to shut off the gas.

                                                      Return to safe room []

Make your way back to the safe room and claim your reward.


    ___________________________________________
   |                                           |
        Bacchus Apartments - Stage 7
        Reward: Score Token
   |___________________________________________|

This is the best choice since it gives you a Score Token. You can obtain the
Blueprint for the Molotov (V.1) during this challenge as well, you do not
need the upgraded Blueprint you get for doing the other challenge.

             Speed    Time                                            Points
             ===============================================================
               1x    11:40                       Retrieve Seegson kit [7000]

Enter Bacchus Apartments and walk into the corridor to your right. You will
be up against looters in this challenge, and the Alien will stay backstage
until it is alerted by noise. Climb into the vent to your left and wait for
a little while, with some luck three of the looters will enter the cafeteria
with their backs to you. Use your Motion Tracker to help you determine their
position.

Enter the cafeteria and stay crouched as you enter the door to your left.
Go through the short corridor to enter the main corridor on the other side
of the locked door. Divert the power at the nearby electrical junction to
unlock the vent.

Climb into the vent and crawl to the other side. Divert the power at the
junction in this room as well and go through the door to enter the cafeteria
on the other side of the counter. Pick up the plasma torch and Seegson kit
from the boxes to your right.

                                                      Return to safe room []

You will find a Molotov and a couple of Pipe Bombs in here as well, which
gives you the Blueprints if you do not already have them.

  [] Blueprint - Molotov (V.1)
  [] Blueprint - Pipe Bomb (V.1)

Go back to the previous room and enter the vent to your left, ready a molotov
in case there are any looters in the corridor. Exit the vent and go back into
the cafeteria to your left. Climb into the vent to your right and make your
way back to the safe room to claim your reward.

    ___________________________________________
   |                                           |
        Gemini Secondary Systems - Stage 7
        Reward: Molotov (V.2)
   |___________________________________________|

You should play the other challenge instead since it gives you a Score Token,
unless you really want the Blueprint for Molotov (V.2).

             Speed    Time                                            Points
             ===============================================================
               1x    11:40      Collect Seegson kit from locked stash [7000]

Enter Gemini Secondary Systems and walk to the room with the six pillars.
The Alien will patrol the area, so be careful. Walk left and enter the
stairwell. Walk to the bottom of the stairwell and go through the door.

Walk through the door to your right and go around the junction to your left.
There are Working Joes in this area, but as long as you stay hidden, you do
not have to worry about them.

You will find a corpse with a plasma torch next to it. Pick up the plasma
torch and cut through the panel on the door. Push the button on the door to
open it and walk inside. Enter the door to your right and collect the Seegson
kit from the shelf in the middle of the room.

                                                      Return to safe room []

Hack the security locker in this room and collect the items inside, you get
a Pipe Bomb, a Medikit, an EMP Mine and some Shotgun shells.

  [] Blueprint - Pipe Bomb (V.1)
  [] Blueprint - Medikit (V.1)
  [] Blueprint - EMP Mine (V.1)

Return to the stairwell, climb the stairs and make your way back to the safe
room to claim your reward.


    ___________________________________________
   |                                           |
        Bacchus Apartments - Stage 8
        Reward: Medikit (V.2)
   |___________________________________________|

You should select the other challenge since it gives you a Score Token, you
can also find a Medikit (V.1) in the locked stash in Gemini Secondary Systems.

             Speed    Time                                            Points
             ===============================================================
               1x    13:20                        Rescue the hostages [8000]

Enter Bacchus Apartments and ready your Flamethrower. When you walk down the
corridor to your left, a Facehugger will charge you. Torch it and walk into
the corridor to your right. Climb into the vent to your left and crawl to the
other side. Depending on how they spawn, there might be a couple of looters
in the cafeteria.

Crouch down and sneak around the air hockey table to your right, then sneak up
the stairs back into the main corridor. Turn right and walk down the corridor
until you reach the vent to your left. Climb into the vent and crawl to the
other side. Keep following the vents until you reach the bar.

Throw a molotov at the looter here and cut through the panel on the door. Then
pull the lever to open it. Turn around and run behind the bar to access the
terminal. Select "Override the airlock" from the Utility menu to finish your
objective.

                                                      Return to safe room []

If you are playing for Best Score, consider making another pass of the area to
salvage more items before returning to the safe room to claim your reward.

    ___________________________________________
   |                                           |
        Gemini Secondary Systems - Stage 8
        Reward: Score Token
   |___________________________________________|

Again, this is the best choice since it gives you a Score Token. If you are
low on health, there is a Medikit in the basement of this area.

             Speed    Time                                            Points
             ===============================================================
               1x    13:20    Divert power to the secondary generator [8000]

Enter Gemini Secondary Systems and walk to the six pillars room. Turn left
and walk to the stairwell. Go down the stairs until you reach the vent on
your left side. Climb into the vent and crawl to the other side. Exit the
vent and go through the door on the far side of the room. There are looters
in this area, but with some luck, the Alien will dispose of them.

Turn left and go through the door in front of you. Go down the stairs and
divert the power at the two electrical junctions on opposite sides of the
generator.

                                             Activate secondary generator []

When you are done, activate the secondary generator by using the control on
the wall in the corner of the room.

                                                      Return to safe room []

Go back to the room with the ladder, enter the door to your right and then
climb into the vent on the far end of the room. Crawl to the other side and
climb the stairs. From there, make your way back to the safe room and claim
your reward.


    ___________________________________________
   |                                           |
        Bacchus Apartments - Stage 9
        Reward: EMP Mine (V.3)
   |___________________________________________|

The reward for this is useless at this point in the game, but you can
potentially finish the objective quicker than doing the other challenge.

             Speed    Time                                            Points
             ===============================================================
               1x    14:10                  Sabotage the power supply [8500]

Enter Bacchus Apartments and ready your Flamethrower in case you need to deal
with the Alien right away. Walk into the corridor to your right and go through
the door into the bar. Climb into the vent in the left corner of the room and
crawl to the other side.

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

                                                      Return to safe room []

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

    ___________________________________________
   |                                           |
        Gemini Secondary Systems - Stage 9
        Reward: Molotov (V.3)
   |___________________________________________|

This has the best reward, but unless you run, it will take longer to finish
than the other challenge. Another thing to consider is that the Molotov (V.3)
also has the potential to harm you since it has a wider area of effect.

             Speed    Time                                            Points
             ===============================================================
               1x    14:10         Lock down Gemini Secondary Systems [8500]

Enter Gemini Secondary Systems and walk to the room with the six pillars. Be
prepared to deal with the Alien right away. Go through the door to your right
and follow the corridor until you reach a door to your right. Go through the
door and use the terminal.

Return to the six-pillar room and walk down the stairs in front of you to
enter the stairwell. Walk to the bottom of the stairwell and go through the
door. Go through the next door, but be careful not to go under the ceiling
vent if there is ooze dripping from it. Use the nearby terminal to your left.

Turn right and go through the door. Go to the other end of the corridor to
enter the generator room. Hack the terminal in front of you to finish your
objective.

                                                      Return to safe room []

Turn around and climb the stairs, go through the door and climb the ladder.
Go through the door to enter the server farm and make your way back to the
safe room to claim your reward.


    ___________________________________________
   |                                           |
        Bacchus Apartments - Stage 10
        Reward: Score Tokens
   |___________________________________________|

             Speed    Time                                            Points
             ===============================================================
               2x     8:20            Find a high level access tuner [10000]

Enter Bacchus Apartments and ready your Flamethrower. Walk into the corridor
to your right and enter the bar. The Alien will most likely be present, so
deal with it and climb into the vent in the corner of the room. Crawl to the
other side, and climb into the next vent to enter the generator room.

Go through the doorway to your left, open the floor vent and drop down into
it. Crawl under the obstacle and collect the access tuner next to the corpse.

                                                      Return to safe room []

You will hear some ominous music, because you will have to deal with two
Aliens from this point on! Make sure you reload your Flamethrower and use a
Medikit if needed before you exit the vent. Take the same route back to the
safe room and deal with the Aliens along the way.

                                                       Hack the mainframe []

Collect the four Score Tokens from the reward trolley. Consider saving your
game before you proceed, since you have reached the hardest part of the game.
It can be very random, it will either give you all sorts of trouble, or you
can stay undetected the whole time; it all comes down to luck.

Enter Gemini Secondary Systems and walk to the server farm. Be prepared to
deal with an Alien on the way. Walk to the other end of the room and climb
the stairs. Hack the mainframe, which is located in-between the stairs
overlooking the server farm.

When you have finished doing that, light a flare and throw it into the alcove
between the security lockers and walk down the right stairs. Go to the far
terminal on the right side and hack it, abort hacking if you get the green
minigame, since it is very time-consuming.

Turn right and go around the two terminals close to the lit table as you make
your way to the other side of the room. Go to the terminal that is located on
the right side of the server bank close to the stairs and hack it.

Turn left, light a flare and walk forwards until you can throw the flare at
the lit table. Strafe to the right until you see the final terminal in-between
two server banks on the other side of the room. Approach it and hack it.

                                                          Collect keycard []

Turn around and climb back up the stairs. Push the button on the right
security locker and collect the keycard from inside.

                                                  Access maintenance room []

Make your way back to the safe room and run through the doorway behind the
reception counter. Use the keycard to open the door to the right and run
through it. Access the terminal and select the only option available to
activate the elevator.

                                              Take the elevator to escape []

Run back to where you started the game and enter the elevator. Push the
button to complete your task and finish the game.


  __________________________________________________________________________
 |                                                                        ':|
 |    Lost Contact (SRV4)                                                   |
 |      Characters: Axel, Ricardo, Hughes, Ransome, Amanda                  |
 |:.________________________________________________________________________|

"Lost Contact" lets you play as Axel, prior to his meeting with Amanda. You
are stranded in a remote section of the station, cut off from all contact
with your colleagues. You have to play through 10 challenges before you can
board a short-range shuttle and escape.

This is another Salvage Mode challenge, you should read the introduction
for "Safe Haven" if you are not familiar with how it works. It follows the
same set of rules.



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

Go behind the counter to your left and access the terminal. You can select
the "readme.txt" from the Help menu for a quick summary on Salvage Mode.
Select your first task; look in the walkthrough for Stage 1 for suggestions
on what to pick.


  .=======================================================================.
  |         |                           REWARDS                           |
  |  Stage  |-------------------------------------------------------------|
  |         |     Lorenz Private Wards     |   S6 Emergency Power Plant   |
  |---------+------------------------------+------------------------------|
  |    1    |  a    Molotov (V.2)       ** |  a    Noisemaker (V.2)     * |
  |    2    |  a   +Score Token        *** |  a    Bolt Gun             * |
  |    3    |  W    Stun Baton           * |  aL   Shotgun             ** |
  |    4    |  a    Smoke Bomb (V.2)     * |  a    EMP Mine (V.2)       * |
  |    5    |  aL   Pipe Bomb (V.2)      * |  aW  +Score Token         ** |
  |    6    |  aL   Flamethrower       *** |       -                      |
  |    7    |       -                      |  aL   Medikit (V.2)        * |
  |    8    |  aF  +Score Token         ** |  aF   Molotov (V.3)        * |
  |    9    |  aLW  Noisemaker (V.3)    ** |  aW  +Score Token         ** |
  |   10    |  A   +Score Token (x4)    ** |  A   +Score Token (x5)    ** |
  '======================================================================='
      a = Alien, W = Androids, L = Looters, F = Facehuggers, A = Aliens
                 Difficulty: * = Easy, ** = Medium, *** = Hard

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

You should pick this if you plan to get the Score Token from Stage 2. This is
the only time you can unlock a couple of vents that will make things easier
later on.

             Speed    Time                                            Points
             ===============================================================
               1x     4:10                              Restore power [2500]

Go through the doorway to your left and wait for the other door to open.
Run down the corridor until you reach a door on your right side.

  ** If you are playing as Axel, you need to cut through the panel on
     this door. All the other characters should run to the next door
     and hack it, since it is faster.

Run through the door and enter the door in the middle of the corridor. Run
through the door to your right and restart the generator to restore power.

                                                  Return to the safe room []

The Alien will become active now, so you need to be careful. Turn right and
search the body of the android in the corner. Before you exit this room, use
your Motion Tracker to see if the Alien is close. If it is not, go back into
the short corridor.

While you are there, pull the lever on the door you did not open earlier, so
both of them will be open from the outside from now on. Notice that the two
vents are now accessible. Carefully make your way back to the safe room.
If the Alien kills you, at least you will not have to replay much.

    ___________________________________________
   |                                           |
        S6 Emergency Power Plant - Stage 1
        Reward: Noisemaker (V.2)
   |___________________________________________|

If you want the Score Token from Stage 2, you will have an easier time if you
play the other challenge now.

             Speed    Time                                            Points
             ===============================================================
               1x     4:10                              Restore power [2500]

Take the elevator down to engineering and run through the corridor until you
reach the second door on your left. Run through it, past the table and pull
the lever on the door at the end of the corridor to your left. Turn around
and circle left into the room with the generator. Restart the generator.

                                                  Return to the safe room []

The Alien will spawn nearby, be careful. Quickly search all the lockers and
pick up the items in the room before you climb into the nearby vent. Crawl
to the end and open the panel.

This part can be a little tricky, sometimes the Alien will drop right outside
while you are in the midst of opening the panel, it is a gamble. When it is
safe to exit the vent, walk back to the elevator and take it back up to the
safe room.


    ___________________________________________
   |                                           |
        Lorenz Private Wards - Stage 2
        Reward: Score Token
   |___________________________________________|

You get a Score Token for completing this, which increases your score by
1,750 points, which makes it a better choice if you are playing for points. 

             Speed    Time                                            Points
             ===============================================================
               2x     4:10                     Gather Seegson kits x3 [5000]

                                                    Gather Seegson kit #1 []
                                                    Gather Seegson kit #2 []
                                                    Gather Seegson kit #3 []

  ** Experiment with striking surfaces with your Maintenance Jack to distract
     the Alien. For example, you can strike the crates near the entrance, and
     quickly move away to climb into the nearby vent. It should keep the Alien
     busy for a while.

Follow the corridor until you get to the first door on your right. If you
played the other challenge for Stage 1, you have to either cut through the
panel on the first door or hack the other door now. It is not quite as easy
when you have an Alien stalking you.

Enter the door and go through the door in the middle of the corridor. Head
left, pick up Seegson kit #1 from the desk and return to the main corridor.

Turn right and go to the end of the corridor. Enter the door behind the red
bins, pick up Seegson kit #3 from the cabinet in the corner and leave the
office.

Crouch down behind the red bins if the Alien is closing in. Get through the
door to your right and enter the hospital room in front of you. Hit the
emergency override switch on the left side of the door, turn around and pick
up Seegson kit #2 from the table near the window to complete your objective.

                                                  Return to the safe room []

While you are here, search the dead man and pick up the keycard he is holding.
After that, make your way back to the safe room to claim your reward.

    ___________________________________________
   |                                           |
        S6 Emergency Power Plant - Stage 2
        Reward: Boltgun
   |___________________________________________|

Pick this if you really want the Bolt Gun. Completing the other challenge
will give you a Score Token, which makes it the better choice.

             Speed    Time                                            Points
             ===============================================================
               2x     3:20                  Collect Gemini supply kit [4000]

Get down to engineering and follow the corridor until you reach two doors
next to each other on your right side. Enter the one furthest away and pick
up the supply kit in front of you.

                                                  Return to the safe room []

Turn around and take the same route back to the elevator, hide from the Alien
if you need to and then return to the shuttle bay to get your reward.


    ___________________________________________
   |                                           |
        Lorenz Private Wards - Stage 3
        Reward: Stun Baton
   |___________________________________________|

This is the easier of the two challenges; consider playing this since the
Stun Baton is more useful later on than the Shotgun. It gives you the
opportunity to search the area thoroughly for items and to open some doors
that will be helpful later in the game. If you would like to map the area,
this is the best time to do so.

If you are playing as Amanda and do not have the Bolt Gun from Stage 2, you
will have a hard time in this area, but you can always outrun the Working
Joes since there is no Alien in this stage.

             Speed    Time                                            Points
             ===============================================================
               1x     6:40               Help the civilians to escape [4000]

Walk down the corridor and crouch down when you get to the first door to your
left. There will be a Working Joe in the nearest hospital room with his back
turned to you. Get through the door and sneak left. Make sure there is a
little distance between you and the android before you stand up and continue
down the corridor.

You will reach a locked door on your left with a fire burning on the other
side. Another Working Joe will be nearby; if you have the Bolt Gun you should
use it to kill him. After that, press the button next to the door to
extinguish the fire, helping the civilians to escape.

                                                  Return to the safe room []

If you killed the android, the one you sneaked by will be moving in by now.
Kill him as well. That leaves only one android remaining in the whole area.

Search the entire area for items, and make sure you pick up the keycard from
the hand of the dead man in the hospital room furthest away from the entrance.
Doing so now will make the next stage much easier.

If this is the first time you visit the area, you should unlock the two doors
that lead to the Generator Room. Return to the safe room when you have
finished exploring.

    ___________________________________________
   |                                           |
        S6 Emergency Power Plant - Stage 3
        Reward: Shotgun
   |___________________________________________|

The Stun Baton you get for completing the other challenge is much more useful
in the later stages. Consider picking that one instead, since it is also much
easier. Hughes already has the Shotgun, and the others do not really need it.

             Speed    Time                                            Points
             ===============================================================
               1x     6:40    Turn off gas valve to save the civilian [4000]

Take the elevator down to engineering and walk down the corridor until you
get to the first door on your left side. If you did not already open this,
you should hack it now, but do not enter. Instead, turn right and go to the
next corner. You can either strike the wall with your Maintenance Jack or
light your flashlight at the looters to get them to fire at you.

  ** Axel will not be able to hack the door, but he can hide in-between
     the two crates.

Go back to the door and enter the offices. The Alien will arrive and kill the
looters in the corridor. When you feel it is safe, go through the door to
your right to return to the corridor. Enter the door in front of you and head
left. At the end of the next corridor, you will see the trapped civilian
through a window. Hit the switch on the panel to turn off the gas valve,
completing your objective.

                                                  Return to the safe room []

Use your Motion Tracker to determine if it is safe to go back. Quite often,
the Alien will patrol the corridor you just went through and it might enter
the room. If that happens, crouch down and stay hidden in the dark area to
the left of the panel. Carefully make your way back to the elevator to return
to the safe room.


    ___________________________________________
   |                                           |
        Lorenz Private Wards - Stage 4
        Reward: Smoke Bomb (V.2)
   |___________________________________________|

If you picked up the keycard already, this will be a cakewalk. It will be
considerably harder if you have to get it first. Consider picking this even
if you are playing with Axel or Amanda, since you do not really need the EMP
Mine you get for completing the other challenge.

             Speed    Time                                            Points
             ===============================================================
               2x     4:10                    Unlock the Waiting Room [5000]


  ** If you did not get the keycard earlier, you need to follow the corridor
     to the very end and go through the door to your left. The keycard is in
     the hand of the dead body in the nearest hospital room.

                                                         Find the keycard []

Assuming you already have the keycard, follow the corridor around the corner
and enter the door to your left. Turn left and follow the corridor until you
reach the next door. Unlock it with the keycard to complete your objective.

                                                  Return to the safe room []

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

    ___________________________________________
   |                                           |
        S6 Emergency Power Plant - Stage 4
        Reward: EMP Mine (V.2)
   |___________________________________________|

If you have the keycard, then the other challenge is much easier. Hughes and
Ransome already have the EMP Mine you get for completing this, and you do not
really need it anyway. Though, it can be useful to have a place to get rid of
charge packs so you can pick up more and get more points.

             Speed    Time                                            Points
             ===============================================================
               2x     4:10                  Unlock the Generator Room [5000]

Take the elevator down and walk down the corridor. If the vent or the first
door leading into the offices are open, you should take one of those. If not,
keep following the corridor until you reach the second door on your left. Go
through it to enter the offices. 

Walk to the other end of the room and go through the corridor. Enter the door
in front of you. Restart the small generator to complete your objective.

                                                  Return to the safe room []

While you are here, hit the switch on the panel to turn off the gas valve
inside the Generator Room. The Alien will most likely be closing in on you
by now; you can hide in the small cabinet here if you need to.

When it is safe, return to the offices, go into the first room to the right,
and climb into the vent. Open the vent panel from inside if it is still
closed and then head straight to the elevator to get back to the safe room.


    ___________________________________________
   |                                           |
        Lorenz Private Wards - Stage 5
        Reward: Pipe Bomb (V.2)
   |___________________________________________|

You get a Score Token for completing the other challenge, making it a better
choice. You can also get more points in Stage 7 if you select the other one.
This stage is much faster if you picked up the keycard and opened the door to
the Generator Room earlier.

             Speed    Time                                            Points
             ===============================================================
               2x     5:25               Gather Gemini supply kits x3 [6500]

                                             Collect Gemini supply kit #1 []
                                             Collect Gemini supply kit #2 []
                                             Collect Gemini supply kit #3 []

The Alien will stay backstage as long as you do not make too much noise.
There are looters here, but it is much easier if you stay out of their way.

Follow the corridor until you reach the first door to your right, if you did
not already open it, do it now. Enter the small corridor, go through the door
in the middle and pick up supply kit #1 from the table to your right. Return
to the corridor, turn left and go through the first door to your right.

  ** If you did not pick up the keycard yet, you have to get it now. It is
     in the hand of a dead man in the last hospital room to the right.
     Be careful, since there will be a few looters nearby.

Turn left and follow the corridor until you reach the door to the Waiting
Room on your left and a red vending machine to your right. Crouch down, get
past the vending machine and climb into the nearby vent.

It leads to a hospital room with supply kit #3 on the bed. You need to be
careful though, since a looter patrols the area. When he leaves, exit the
vent and pick up the supply.

Turn around and climb back into the vent. When the looter has his back
turned to you, exit the vent and head left and enter the Waiting Room.
Pick up supply kit #2 from the boxes on the right side of the room.

                                                  Return to the safe room []

When you pick up the final ammo supply, the Alien will become active. Enter
the short corridor on the far end of the room to get back to the safe room.
You should consider saving your game now, since the next stage is very hard.

    ___________________________________________
   |                                           |
        S6 Emergency Power Plant - Stage 5
        Reward: Score Token
   |___________________________________________|

This has a Score Token, which makes it the obvious choice. You also get an
opportunity to open a vent that provides a shortcut in Stage 7.

             Speed    Time                                            Points
             ===============================================================
               2x     5:25                     Gather Seegson kits x3 [6500]

                                                   Collect Seegson kit #1 []
                                                   Collect Seegson kit #2 []
                                                   Collect Seegson kit #3 []

Take the elevator down to engineering and crouch down as you enter the door
to the right. There will be a Working Joe nearby, if you want to play
aggressively you can use your Stun Baton to incapacitate him, but do not kill
him or get grabbed since it will alert the Alien. Go into the next room to
pick up Seegson kit #1.

Turn left and walk back into the main corridor. Turn left and go through the
door into the offices. Crouch down and pick up Seegson kit #2 from the table
to the right. Turn around, get to the other side of the room and go through
the short corridor.

  ** If this is the first time you visit the power plant, you need to enter
     the door in front of you and hit the switch on the panel to turn off
     the gas valve. Return to the corridor.

Enter the nearby Generator Room and walk through the passage on either side
to the other end of the room. Pick up Seegson kit #3 from the cabinet in the
corner, which completes your objective.

                                                  Return to the safe room []

Search the immediate area for items, climb into the vent next to the cabinet
and crawl to the other side. Open the vent panel and exit the vent. If the
gas is still burning on the right side inside the Generator Room, use the
panel here to turn it off. Go through the door to get back to the main
corridor and head left to get back to the elevator. You should consider
saving your game now, since the next stage is going to be tough.

  ** If you want, you can spend a little time salvaging items in the area,
     but you need to be efficient, since the Alien will eventually drop.


    ___________________________________________
   |                                           |
        Lorenz Private Wards - Stage 6
        Reward: Flamethrower
   |___________________________________________|

This is one of, if not the hardest stage in the game, unless you are playing
as Amanda or Axel with a couple of IEDs. Be prepared to die numerous times.
It is easier if you have a couple of noisemakers or flares available. Since
every game is different, there is no clear-cut way of doing this. Find out
what works best for you. The points deplete fast, so you need to be efficient
to maximize your score.

             Speed    Time                                            Points
             ===============================================================
               3x     4:26                Divert power to the shuttle [8000]

                                                          Divert Power #1 []
                                                          Divert Power #2 []
                                                          Divert Power #3 []
                                                          Divert Power #4 []

Strike the crates near the entrance with your Maintenance Jack and climb into
the vent on your right side. The Alien will rush to investigate the noise.
Crawl to the other side and exit the vent. Turn right and walk down the
corridor.

Enter the next door to your right. Hopefully you have opened this earlier,
since it will get very intense if you have to do it now. Go through the door
in the middle of the corridor and use the terminal to divert power #2. Go
through the left door and divert power #4 at the terminal. Go back to the
previous room, crouch down and use your Motion Tracker to see if the Alien
is nearby.

  ** It helps if you played Lorenz Private Wards for Stage 1, since you can
     create a distraction for the Alien in the short corridor and escape
     through the vents.

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

With the looters gone, throw a flare or noisemaker in the other direction and
wait until the Alien investigates it. Move towards the end of the corridor
and go through the door. Use the terminal to divert power #1.

Return to the corridor and crouch down behind the bins. Usually the Alien
will be back by now. When you get the chance, enter the room to the left
and use the terminal to divert power #3, completing your objective.

                                                  Return to the safe room []

Strike the desk with your Jack and quickly climb into the vent and crawl
towards the other side. Wait until the Alien enters the room and then exit
the vent. Turn left and make your way back towards the safe room to finally
claim your Flamethrower!


    ___________________________________________
   |                                           |
        S6 Emergency Power Plant - Stage 7
        Reward: Medikit (V.2)
   |___________________________________________|

             Speed    Time                                            Points
             ===============================================================
               3x     4:26                    Stabilize the generator [8000]

  ** If you opened the vent panel in the room with the gas valve switch in
     Stage 5, you should head there first and climb into the vent. This will
     bypass having to deal with the looters, which saves you a lot of time.

Take the elevator down to engineering and walk down the corridor. Climb into
the vent, crawl to the other side and then enter the short corridor to your
left.

  ** If you did not already open the vent close to the elevator, keep
     following the corridor and enter the second door to your left to get
     into the offices. Then go to the other side of the room and enter the
     corridor.

Crouch down as you get to the end of the corridor. There will be a group of
looters to your right. If you have not turned off the gas valve yet, go
through the door in front of you and use the panel to your right.

Return to the corridor, hide behind the crates and wait until the Alien
arrives to kill the looters. When the Alien leaves, search the bodies for
items and enter the Generator Room to your left. Turn left, go through the
passage and enter the door to your left. Head right and take the lift down
to the UPS Core.

  ** If you are playing as Axel, and did not get the access tuner from the
     Waiting Room, you need to collect it from the trolley to your left
     before you can finish the next part.

Use the two terminals on the sides to stabilize the generator and then hack
the terminal on the back to complete your objective.

                                                  Return to the safe room []

Take the lift back up and take the same route back to the safe room. When you
get to the offices, make sure you pull the lever on the door at the end of
the narrow corridor and open the vent panel from the inside if you have not
already done so. When you get back to the safe room, you get the Blueprint
for the Medikit, which is probably welcome by now!


    ___________________________________________
   |                                           |
        Lorenz Private Wards - Stage 8
        Reward: Score Token
   |___________________________________________|

This is slightly more risky than playing the other challenge, but it can be
done faster, which gives you more points. It also gives you a Score Token,
making it the obvious choice.

             Speed    Time                                            Points
             ===============================================================
               1x    15:00                          Save the civilian [9000]

  ** If you unlocked the door to the Waiting Room already, you should head
     left and walk through the room to get to the inner corridor. Turn left.

  ** If it is locked, walk down the corridor and crouch down behind the gurney
     if the Alien drops. Get through the door to your left, turn left and walk
     down the corridor past the door to the Waiting Room.

Enter the next door to your left. Walk towards the door on your right side,
but do not enter. When the door opens, whack the charging Facehugger with
your Maintenance Jack.

Do not linger, but quickly go through the door to enter a lab, walk through
the next doorway and go through the door in the corner to return to the
corridor. Make sure you do not walk underneath the ceiling vent in the center
of the room.

Turn left and walk towards the second door to your right. Place a molotov
in front of the door and enter the room. Pull the emergency door release
in the corner of the room to complete your objective.

                                                  Return to the safe room []

Back away from the lever to the front of the desk. Wait for the door to open
and get charged by a Facehugger. Kill it with your Jack and ready your
Flamethrower. The Alien will attempt to ambush you, but it is random which
door it will choose. Since you placed an IED in front of the door to your
right, you only need to guard the door you are facing.

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

    ___________________________________________
   |                                           |
        S6 Emergency Power Plant - Stage 8
        Reward: Molotov (V.3)
   |___________________________________________|

This is safer than playing the other challenge, but it takes longer to finish,
which gives you less points. In addition, the reward for the other challenge
is a Score Token, which makes it the better choice. If you would like to map
the Power Plant then this is the best time to do it, since the Alien is absent
during the first part of the stage.

             Speed    Time                                            Points
             ===============================================================
               1x    15:00                      Download launch codes [9000]

Take the elevator down and run down the corridor towards the Generator Room.
When you are almost there, a Facehugger will charge you. Whack it with your
Maintenance Jack.

Run into the Generator Room and take a left. Another Facehugger will charge
you when you reach the other side of the passage. When you have dealt with it,
run to the lift and take it down to the UPS Core.

Run through the door to Monitoring and Regulation and take a left. The final
Facehugger charge you here. Kill it and enter the door to your right. Use the
terminal in front of you to collect the destination code, which will begin
downloading the launch codes.
                                               Wait for codes to download []

At this point, the Alien will drop nearby. There is a dead body in a chair to
your right. Search the body and crouch down. You have to wait one minute for
the codes to download, so move around the chair to remain hidden from the
Alien. When they codes are ready, use the terminal to collect them.

                                                 Collect Destination Code []
                                                  Return to the safe room []

Turn around and go back into the corridor, turn left and go through the door
to your right. Take the lift back up and make your way back to the safe room.


    ___________________________________________
   |                                           |
        Lorenz Private Wards - Stage 9
        Reward: Noisemaker (V.3)
   |___________________________________________|

The other challenge is faster if you have the Stun Baton, and it gives a
Score Token. If you choose this one, it helps if you have already unlocked
the door to the Waiting Room and opened the vent panel there.

             Speed    Time                                            Points
             ===============================================================
               3x     4:10                   Lock down primary routes [7500]

                                                            Lock Route #1 []
                                                            Lock Route #2 []
                                                            Lock Route #3 []

The Alien will stay backstage here as long as you are quiet. Walk down the
corridor until you reach the door on your right side. Enter it and head into
the Generator Room. Restart the generator to lock Route #1.

Go back to the entrance and go into the Waiting Room. The best-case scenario
is if you played Lorenz Private Wards for Stage 8 and already opened the vent
panel here. The lever next to the door leading to the inner corridor will
lock down Route #2.

  ** If the door is open, but the vent panel is locked, do not lock Route #2.
     Instead, go through the door and head left to get to the lever to lock
     Route #3.

  ** If both are locked, then you can lock Route #2, but you will have to
     cut through the vent panel, which wastes a lot of time. Ransome can
     find a cutting torch on a table nearby.

Assuming both the vent and the door are open, you can lock down Route #2.
Climb into the vent and crawl to the other side. Turn right and go into the
larger corridor.

Turn right, ready and reload your Bolt Gun if you have it and kill the
industrial synthetic. The noise will alert the Alien, ready your Flamer
and move away from the body towards the lever. It is safer to make the Alien
retreat before you attempt to lock down Route #3. When that is done, your
objective is complete.

  ** If you do not have the Bolt Gun, you can lure the android down the
     corridor away from the lever. Then go back through the two labs, but
     it wastes precious time. On the plus side, it does not alert the Alien.

                                                  Return to the safe room []

Search the body of the android and use the vent to get back to the Waiting
Room. Turn right and return to the safe room to claim your reward.

    ___________________________________________
   |                                           |
        S6 Emergency Power Plant - Stage 9
        Reward: Score Token
   |___________________________________________|

This is much harder than the other challenge, but it can be finished faster
and it has a Score Token, which makes it the obvious choice.

             Speed    Time                                            Points
             ===============================================================
               3x     4:10                   Lock down primary routes [7500]

                                                            Lock Route #1 []
                                                            Lock Route #2 []
                                                            Lock Route #3 []

Take the elevator down and enter the room to the right. Use a Medikit now
to bolster your health, walk into the next room and turn left. Pull the
lever next to the door to lock down Route #1.

  ** If the android notices you, the best strategy is to incapacitate him
     with the Stun Baton if you have it. Do not kill him or let him grab
     you, since it will alert the Alien backstage. It makes things easier
     if you can lure him into the short corridor before locking down
     Route #1.

Turn left and climb into the vent on the left side of the next room. Crawl
to the other side to return to the corridor. Walk straight ahead and enter
the offices through the door to your left. Pull the lever on your left side
to lock down Route #2 and walk down to the short corridor on the other end
of the room. If any more Working Joes come at you, zap them with your Stun
Baton.

Go through the corridor, turn right and walk into the Generator Room. Pull
the lever to lock down Route #3, completing your objective.

                                                  Return to the safe room []

You will get grabbed by the industrial synthetic here. Break free and go to
the other end of the room. The noise will alert the Alien, but you might be
able to avoid it. Climb into the vent in the corner and crawl to the other
side. If the panel is still closed, open it. Exit the vent and make your way
back to the safe room.


    ___________________________________________
   |                                           |
        Lorenz Private Wards - Stage 10
        Reward: Score Tokens (x4)
   |___________________________________________|

You will get one less Score Token if you select "Clearance" and play this
first. It is better to select "Coolant", so you end up playing this last.

             Speed    Time                                            Points
             ===============================================================
               2x     8:20           Get shuttle clearance to launch [10000]

Turn left and enter the corridor to the Waiting Room. If the vent is open,
the Alien will often drop inside the vent and crawl out into the Waiting
room, so be careful.

  ** If the vent panel is still locked, you have to cut through. Ransome
     can find a cutting torch on a table nearby.

Climb into the vent and crawl to the other side. Turn right and go into the
main corridor. The Alien will be nearby, be prepared to deal with it. Turn
left, follow the corridor around the corner and enter the office to the left.
Hack the console on the desk and use it to get clearance.

  ** Once you have done that, you will have to deal with two Aliens from
     now on if you are playing this after getting the coolant.

                                                  Return to the safe room []

Return to the main corridor, walk right and go into the narrow corridor to
the right. Climb into the vent, crawl to the other side to get back to the
Waiting Room and head right to return to the safe room.

    ___________________________________________
   |                                           |
        S6 Emergency Power Plant - Stage 10
        Reward: Score Tokens (x5)
   |___________________________________________|

You should select "Coolant" and play this first since it gives you an extra
Score Token.

             Speed    Time                                            Points
             ===============================================================
               2x     8:20                           Collect Coolant [10000]

                                                       Collect Coolant #1 []
                                                       Collect Coolant #2 []

Take the elevator down to engineering. You probably will not meet the Alien
until you reach the Generator Room. There are two possible paths, depending
on your previous actions:

  ** If you locked down the area in Stage 9, you will have to use the vent
     to get back into the Generator Room.

  ** If you locked down Lorenz Private Wards instead, you can climb into
     the nearby vent to get into the offices and go to the Generator Room
     from there.

Go through the door on the far side of the Generator Room and head right.
Take the lift down to the UPS Core and go through the door. You should
expect to deal with the Alien now. It is better to conserve your fuel and
stay hidden if possible.

Walk right and go into the small corridor to your right, turn left and get
the first coolant cell from the cabinet in the office. Turn around, go into
the office on the other side and collect the second coolant cell from the
desk.

  ** If you picked "Clearance" and are playing this last, you will have to
     deal with two Aliens from now on.

                                                  Return to the safe room []

Return to the main corridor, turn left and go back into the UPS Core. Take
the lift back up and use your Motion Tracker to see if there is activity in
the corridor ahead. If there is, use an IED if you have one to deal with it.
Go back into the Generator Room.

  ** If the area is locked down, climb into the vent to your left and make
     your way back to the elevator from there.

  ** If it is not, turn right, make your way back to the offices and use
     the vent to get back to the main corridor.

Take the elevator back to the safe room and claim your reward if you played
this first.

    ___________________________________________
   |                                           |
        Safe Room - Epilogue
   |___________________________________________|

This is it. The only thing that remains now is to run into the Ambulance
Shuttle Bay, take a left turn and run into the shuttle to escape.

                                                        Escape in Shuttle []


  __________________________________________________________________________
 |                                                                        ':|
 |    The Trigger (SRV5)                                                    |
 |      Characters: Ricardo, Lingard, Amanda, Dallas, Parker                |
 |:.________________________________________________________________________|

In this DLC, you play as Ricardo, Sevastopol's Deputy Marshall, in the hours
before Amanda's arrival on the station. You need to assist Marshall Waits by
executing his plan of destroying the Alien. You will do so by locating a lost
package of explosives from a missing colleague and using it to blast the
creature into space.

These maps marks a return to the classic Survivor Mode, with multiple optional
objectives you can complete. If you have been playing the Salvage Mode DLCs,
and want a high score in "The Trigger", you need to get back in the groove of
not using the Flamethrower and Motion Tracker again. 

    ___________________________________________
   |                                           |
        Damage Control
   |___________________________________________|

It does not matter which character you pick for this map, since you can pick
up the Flamethrower in the Preparation Area. Amanda and Parker have an access
tuner, so they can save a few seconds securing the armory. Getting the Bonus
Points for "Gatherer" is not too hard on this map, it should be sufficient to
pick up the items along the route described here.

             Optional Objectives:

             Speed    Time                                            Points
             ===============================================================
               2x     6:15                   Collect Prisoner Tags x3 [7500]
               3x     3:03                          Secure the Armory [5500]
               1x    15:00              Collect Visitor Registry Data [9000]

  Objective: Reach the elevator
    Reach the elevator and exit prisoner processing

                                                       Reach the elevator []

When you have finished preparing, walk through the metal detector and push
the button on the door to open the door and begin the mission. Walk down the
hallway and enter the door to your left. The Alien will most likely enter at
the other end of the hallway if you stick around too long.

Turn left, climb the stairs and turn right. Collect the Prisoner Tag from the
desk in the corner of the room. Turn around, then walk around the wall and
climb the stairs. Enter the small corridor to your right and follow it down a
set of stairs. If you are unlucky, the Alien will drop in front of you here.

You will enter an office area. Go through the door in the left corner to get
to the armory. If your character does not have an access tuner, you can
find one on top of a crate inside the armory. There are also a few weapons
here, which will be useful in the next map if you are playing Gauntlet Mode,
but will not help you in this map since you are only up against the Alien.
Hack the panel next to the doorway on the outside of the armory to secure it.

The Alien will in most cases have caught up with you now, if you turn right,
you can hide behind the work light close to the shelves. Sometimes, the Alien
will return several times before it finally leaves. Ideally, you want the
Alien not to show up at all, but this is rare.

When it is safe, return to the office area, go to the other side and climb
into the vent to the right. Crawl to the other side to get to a darkened
restroom. Collect the second Prisoner Tag from the first stall on your right
and exit the room through the door.

Walk to the right side of the booth and hack the panel on the door to open it.
Go through the door, turn right and enter the door at the end of the corridor.
Follow the path around the visitation booths and enter the corridor to the
left.

While you walk down the corridor, look through the window into the office to
see where the beam from the security camera is. Enter the office and decide
whether you want to risk detection by walking through the beam to get into the
corridor on the other side of the room, or wait until it is safe to pass.

Once you are in the next corridor, follow it past two cells and enter the
short corridor to the left. Collect the final Prisoner Tag from the cell to
the right and return to the main corridor. Turn left and follow the corridor
until you reach an interrogation room. Pick up everything from the table,
most importantly the keycard that you will need to reach your final objective.
After that, pull the lever on the door and walk through it.

Turn left and follow the corridor until you reach a locked door on your left.
Open it with your keycard and walk inside. Use the keyboard inside the booth
to collect the Visitor Registry Data, completing the optional objectives.
There is a revolver on the right side, which might be handy later if you are
playing Gauntlet Mode.

This final part can be tricky if you are trying to get the multipliers for
Best Score, since the Alien will relentlessly stalk the corridor outside. If
you have a flare or a Noisemaker, you could try throwing it into the office
area across the corridor while both doors are open. You could also risk trying
to get into the office while the Alien is briefly checking out the reception
area where you hacked the door earlier.

Regardless, you need to exit the booth and follow the corridor to your right
until you get to a dead end. Go into the short adjoining corridor to enter a
darkened room containing the elevator and a terminal. Solve the minigame at
the terminal to call the elevator. When it arrives, enter the elevator and
press the button to escape.

    ___________________________________________
   |                                           |
        The Package
   |___________________________________________|

Ricardo is the best character for this if you are playing for points, since
he has both a flare and the Blueprint for making Noisemakers. You need many
distraction devices for this mission.

There is currently a Community Challenge underway posed by Creative Assembly,
where they want you to post videos of your highest scoring playthroughs for
this map. Check out the news on the official website (alienisolation.com/news)
for details.

             Optional Objectives:

             Speed    Time                                            Points
             ===============================================================
               3x     3:25               Disable Surveillance Cameras [6150]
               2x     3:47                   Collect Taylor's Message [4550]
               1x     9:15                Set off Alarm to Lure Alien [5550]

  Objective: Collect the Package
    The Marshal who had the explosives package never checked in. Find the
    explosives so you can continue with Waits' plan.

After you have finished your preparations, pull the lever on the door to
begin the mission.

                                                      Find the Explosives []

You need a bit of spawn luck to be able to pull this off; you will quite often
get cut off by the Alien. If you are playing Gauntlet Mode, you might want to
play it safer than the route taken in this walkthrough.

Walk down the ramp and enter the corridor to your left. Go to the other end
of the corridor and climb the stairs. This takes you right through the beam of
a security camera, which sounds an alarm. Quickly, use the terminal behind the
desk to disable all the surveillance cameras in the area.

The Alien will either drop down through the nearby ceiling vent or come
rushing in from one of the two doorways now. Crouch down and sneak into the
doorway to the right when the Alien has its back to you. If you are lucky,
the Alien does not even arrive, giving you the opportunity to walk instead.

If the Alien is behind you, you should climb into the vent on the right side.
Otherwise, walk around the corner and go through the door on your right.
Access the terminal on the desk to collect Taylor's Message. Depending on
where the Alien is, use the door or the vent to get back to the room where
you disabled the cameras. Walk through the door to enter a large warehouse.
Walk down the stairs and run to the other end of the warehouse. Turn right
and walk through the door.

                                            Restore power to the elevator []

Press the button on the wall to your left to set off the alarm completing your
final objective. This will lure the Alien into the room; usually it will come
out of the vent behind you. Turn around, crouch down and hide behind the
generator. Wait for the Alien to exit the room and restart the generator.

This restores power to the elevator. Unfortunately, three Working Joes will
also become active, but on the plus side, the Alien will disappear. You should
quickly pick up the items in the room and climb into the vent. It might be a
good idea to wait until you hear the Alien leaving before doing so, to make
sure you do not lose your "Never Detected" multiplier.

You should ideally have a flare now, if you do not, the next part will be
tricky. Crawl to the other side of the vent so it opens, but do not get out
yet. Light the flare and throw it out into the warehouse. Wait until you see
all three androids inspecting it, and then exit the vent. Turn left, crouch
down and move silently along the wall. Get behind the crate at the bottom of
the stairs, then climb the stairs and search the room where you disabled
the cameras.

Go back to where you found Taylor's Message and pick up the Bolt Gun and the
other items. Exit the room and turn right. Follow the corridor to the next
room on your left and get all the items and the Flamethrower. Leave the room
and walk through the doorway across the hallway. Turn left and search the
entire room for items before you leave through the door.

Walk down the stairs, search the body and pick up any other items you can
find. Collect the explosives from the table and search the three other rooms
nearby for items. 

  Objective: Get to the elevator
    Now the explosives have been recovered. Get to the elevator

                                                      Get to the elevator []

Return to the narrow corridor you went through at the beginning of the mission
and enter the small room near the stairs. Pick up the items, get the Revolver
from the floor and go back into the corridor. This is a good time to craft a
Noisemaker, if you do not have the Blueprint for it, make a Smoke Bomb or
Flashbang instead.

Go back to the warehouse and crouch down behind the crates in the middle of
the stairs. It is random where the androids will be located now, so you have
to be cautious. Sneak to the bottom of the stairs and hide behind the rack to
the left. Face the right wall, light a flare and throw it so it goes behind
the stack. Throw the device you just crafted there as well.

The Working Joes will go to investigate the noise. Remain crouched, turn left
and hug the left wall until you reach the elevator on the other side of the
warehouse. Call the elevator and hide behind the nearby boxes. When it
arrives, enter it and press the button to end the mission.

    ___________________________________________
   |                                           |
        Blast Seat
   |___________________________________________|

This map can be very unforgiving if you are playing for points. It has several
long corridors with nowhere to hide leaving you exposed.

It takes a lot of effort to get the "Gatherer" Bonus Points; you basically
have to explore the entire map. Because of this, you should consider playing
with Parker since he is the only character that can utilize every single
component.

The ending of this Mission ties in directly with the end of Mission 1 in the
main campaign.

             Optional Objectives:

             Speed    Time                                            Points
             ===============================================================
               1x     5:50              Update Waits on your Progress [3500]
               2x     4:10                         Set off Evac Alarm [5000]
               3x     4:10              Collect the Survivor's Report [7500]

  Objective: Plant the explosives and escape
    Set the explosives for the final part of Waits' plan to kill the
    creature. Plant them at the detonation point and leave the area.

Finish your preparations and pull the lever on the wall to open the shutter,
beginning the mission.

                                                         Place explosives []

Climb the stairs and follow the corridor around the bend. When it branches,
go left and enter the door at the end of the corridor. Go around the console
and access the terminal on the other side of the room. Select "Final Stage
Ready" from the Shared menu to update Waits on your progress.

Turn left, walk around the console and enter the door to your right. You may
have to crouch down if the Alien is nearby. Turn left and hug the wall until
you can exit through the first door on your left. Follow the corridor and go 
through the door to your left. Turn right and pull the lever on the wall to
set off the Evac Alarm.

You now have two routes you can take to get to the next room, choose according
to where the Alien is; you can climb into the vent at the back of this room or
you can return to the corridor and walk through the fire. It will not harm you
very much.

Once you are there, go through the door on the other side of the room and
follow the corridor to your left until you reach a small kitchen area with
several dead bodies. Collect the Survivor's Report from the table to finish
your optional objectives.

  ** You may want to complete the objectives in the opposite order; getting
     the report last gives more points if you are employing speedrunning
     techniques, while getting it first gives more points if you are walking.

The Alien will be on your trail now, so use your ears to determine where it
is. This room is not very safe to stick around in for too long. You can
either press the button to get back to the room with the burning door or
you can go back the same way you came.

Either way, return to the octagonal junction and enter the branch you have
not been to yet. Follow the corridor until you get to a bar. Turn left and
go down the stairs to the lounge. Outside, you can see the Torrens. Walk up
to the center window and place the explosives at the detonation point.

                                                   Escape in the elevator []

Return to the junction and go right to enter the elevator. As you press the
button to escape you hear the explosives go off followed by Verlaine's
broadcast.


  __________________________________________________________________________
 |                                                                        ':|
 |    Endurance Mode (SRV6)                                                 |
 |      Characters: Amanda, Axel, Lingard, Ransome, Ricardo                 |
 |:.________________________________________________________________________|

In this mode, you play all the classic (excluding Safe Haven and Lost Contact)
Survivor Mode maps you have installed in random order. For this challenge,
there is no leaderboard, so it exists only as a way to test yourself. You get
to play maps with the DLC characters that they normally cannot access.


 ____________________________________________________________________________
|                                                               ``:::%%%%%%HH|
|:..                          ADVANCED TECHNIQUES                  `:::::%%%%|
|%%%:::::..                         (ADV1)                             ::::::|
|HH%%%%%:::::.....___________________________________________________________|

Moonwalking
-----------
This is a faster alternative to crouching that you probably have stumbled
upon at some point. While you are standing, hold down 'Move Forward' and
'Move Right' at the same time. You will walk completely silently. It is
easier to execute if you are playing with a keyboard, since you only need
to hold down two keys, but you can do it with a controller as well when
you hold the stick in the top right corner.


The next two techniques will unfortunately only work on a keyboard. It takes
a little practice to learn how to use them. They bear the name of the player
that discovered them, PsychoHypnotic:

PsychoHopping
-------------
This is supposedly faster than normal running if you manage to do it with
correct timing. Hold down 'Move Forward' and 'Sprint' at the same time and
then press 'Crouch' in fast intervals.

PsychoRunning
-------------
This is a great technique, especially for Survivor Mode maps. It combines
Moonwalking with running, allowing you to run silently. You need to hold down
three keys at the same time: 'Move Forward', 'Move Right' and 'Sprint', then
you press 'Crouch' at intervals. You can still take some loud steps when you
move around corners; you need to be careful with that. A disadvantage is that
your vision is limited since you are moving to the side, so you could end up
bumping straight into the Alien.


 ____________________________________________________________________________
|                                                               ``:::%%%%%%HH|
|:..                             COLLECTIBLES                      `:::::%%%%|
|%%%:::::..                         (COL1)                             ::::::|
|HH%%%%%:::::.....___________________________________________________________|

You do not have to find all of these in one playthrough, the game will
remember which ones you have already found in a previous playthrough. 

Look in the mission walkthroughs for more detailed information on how to find
the various collectibles. 

There are seven achievements you can get related to collectibles, not
including the achievements you get for using various weapons:

  A Record of Disaster       Collect an archive log
  A True Engineer            Construct one of each craftable item
  Archivist                  Collect 10 Nostromo logs in the main campaign
  Build to Survive           Construct an item
  The Missing                Collect an ID tag
  The Taken                  Collect all ID tags
  Voices of Sevastopol       Collect 100 archive logs

It is possible to miss one weapon; the Flamethrower in Mission 14. For a
real challenge, try to finish the game without it. You need to pick up all
the other weapons for story progression, so they are impossible to overlook.

  __________________________________________________________________________
 |                                                                        ':|
 |    Archive Logs (ARL1)                                                   |
 |                                                                          |
 |:.________________________________________________________________________|

 #   Location                         Sublocation                      Mission
------------------------------------------------------------------------------
001  The Torrens                      A Deck                              1
002  The Torrens                      A Deck                              1
003  The Torrens                      A Deck                              1
004  Sevastopol Spaceflight Terminal  Arrivals and Departures             2
005  Sevastopol Spaceflight Terminal  Arrivals and Departures             2
006  Sevastopol Spaceflight Terminal  Arrivals and Departures             2
007  Sevastopol Spaceflight Terminal  Arrivals and Departures             2
008  Sevastopol Spaceflight Terminal  Arrivals and Departures             2
009  Sevastopol Spaceflight Terminal  Arrivals and Departures             2
010  Sevastopol Spaceflight Terminal  Arrivals and Departures             2
011  Sevastopol Spaceflight Terminal  Arrivals and Departures             2
012  Sevastopol Spaceflight Terminal  Arrivals and Departures             2
013  Sevastopol Spaceflight Terminal  Security                            2
014  Sevastopol Spaceflight Terminal  Security                            2
015  Sevastopol Spaceflight Terminal  Security                            2
016  Sevastopol Spaceflight Terminal  Freight Shipping                    2
017  Sevastopol Spaceflight Terminal  Freight Shipping                    2
018  Sevastopol Spaceflight Terminal  Freight Shipping                    2
019  Lorenz SysTech Spire             Upper Level                         3
020  Lorenz SysTech Spire             Lower Level                         3
021  Lorenz SysTech Spire             Lower Level                         3
022  Lorenz SysTech Spire             Lower Level                         3
023  Seegson Communications           Monitoring Rooms                    4
024  Seegson Communications           Monitoring Rooms                    4
025  Seegson Communications           Monitoring Rooms                    4

 #   Location                         Sublocation                      Mission
------------------------------------------------------------------------------
026  Seegson Communications           Monitoring Rooms                    4
027  Seegson Communications           Monitoring Rooms                    4
028  Seegson Communications           Monitoring Rooms                    4
029  Seegson Communications           Observation Deck                    4
030  Seegson Communications           Observation Deck                    4
031  Seegson Communications           Central Communications              4
032  Seegson Communications           Central Communications              4
033  Seegson Communications           Central Communications              4
034  Seegson Communications           Observation Deck                    4
035  San Cristobal Medical Facility   Crisis Stabilization Unit           5
036  San Cristobal Medical Facility   Crisis Stabilization Unit           5
037  San Cristobal Medical Facility   Crisis Stabilization Unit           5
038  San Cristobal Medical Facility   Crisis Stabilization Unit           5
039  San Cristobal Medical Facility   Crisis Stabilization Unit           5
040  San Cristobal Medical Facility   Crisis Stabilization Unit           5
041  San Cristobal Medical Facility   Crisis Stabilization Unit          15
042  San Cristobal Medical Facility   Maintenance and Morgue              6
043  San Cristobal Medical Facility   Maintenance and Morgue              6
044  San Cristobal Medical Facility   Primary Care Floor                  6
045  San Cristobal Medical Facility   Primary Care Floor                  6
046  San Cristobal Medical Facility   Primary Care Floor                  6
047  San Cristobal Medical Facility   Primary Care Floor                  6
048  San Cristobal Medical Facility   Primary Care Floor                  6
049  San Cristobal Medical Facility   Primary Care Floor                  6
050  San Cristobal Medical Facility   Primary Care Floor                  6

 #   Location                         Sublocation                      Mission
------------------------------------------------------------------------------
051  San Cristobal Medical Facility   Primary Care Floor                  6
052  San Cristobal Medical Facility   Primary Care Floor                  6
053  San Cristobal Medical Facility   Primary Care Floor                  6
054  San Cristobal Medical Facility   Primary Care Floor                  6
055  San Cristobal Medical Facility   Primary Care Floor                  6
056  Seegson Synthetics               Facility Observation                7
057  Seegson Synthetics               Facility Observation                7
058  Seegson Synthetics               Facility Observation                7
059  Seegson Synthetics               Facility Observation                7
060  Seegson Synthetics               Synthetic Storage                   7
061  Seegson Synthetics               Synthetic Storage                   7
062  Seegson Synthetics               Facility Observation                7
063  Seegson Synthetics               Facility Observation                7
064  Seegson Synthetics               Synthetic Fluid Plant               7
065  Seegson Synthetics               Facility Observation                7
066  Sevastopol SciMed Tower          Transit Station                    16
067  Sevastopol SciMed Tower          Maintenance Deck                    8
068  Sevastopol SciMed Tower          Maintenance Deck                    8
069  Sevastopol SciMed Tower          Transit Station                     8
070  Solomons Habitation Tower        Galleria Lower Concourse           10
071  Solomons Habitation Tower        Galleria Lower Concourse           10
072  Lorenz SysTech Spire             Upper Level                        10
073  Lorenz SysTech Spire             Lower Level                        10
074  Lorenz SysTech Spire             Lower Level                        10
075  Lorenz SysTech Spire             Lower Level                        10

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

 #   Location                         Sublocation                      Mission
------------------------------------------------------------------------------
101  Solomons Habitation Tower        Galleria Upper Concourse           11
102  Solomons Habitation Tower        Galleria Lower Concourse           10
103  Solomons Habitation Tower        Galleria Lower Concourse           10
104  Solomons Habitation Tower        Galleria Lower Concourse           10
105  Seegson Synthetics               Synthetic Fluid Plant              12
106  Seegson Synthetics               Synthetic Fluid Plant              12
107  Seegson Synthetics               Seegson Synthetics Administration  12
108  Seegson Synthetics               Seegson Synthetics Administration  12
109  Seegson Synthetics               Seegson Synthetics Administration  12
110  Seegson Synthetics               Seegson Synthetics Administration  12
111  Seegson Synthetics               Seegson Synthetics Administration  12
112  Seegson Synthetics               Seegson Synthetics Administration  12
113  Seegson Synthetics               Seegson Synthetics Administration  12
114  Seegson Synthetics               Android Orientation                12
115  APOLLO Core                      APOLLO Welcome Area                13
116  APOLLO Core                      APOLLO Welcome Area                13
117  APOLLO Core                      APOLLO Welcome Area                13
118  APOLLO Core                      APOLLO Welcome Area                13
119  APOLLO Core                      APOLLO Servers and Observation     13
120  APOLLO Core                      APOLLO Servers and Observation     13
121  APOLLO Core                      APOLLO Servers and Observation     13
122  APOLLO Core                      APOLLO Servers and Observation     13
123  APOLLO Core                      APOLLO Servers and Observation     13
124  APOLLO Core                      APOLLO Servers and Observation     13
125  Engineering                      Maintenance Deck                   14

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

  __________________________________________________________________________
 |                                                                        ':|
 |    Nostromo Logs (NOL1)                                                  |
 |                                                                          |
 |:.________________________________________________________________________|

 #   Location                         Sublocation                      Mission
------------------------------------------------------------------------------
001  Seegson Communications           Monitoring Rooms                    4
002  Lorenz SysTech Spire             Upper Level                        16
003  Lorenz SysTech Spire             Upper Level                        16
004  Sevastopol SciMed Tower          Transit Station                    15
005  San Cristobal Medical Facility   Primary Care Floor                 15
006  Seegson Synthetics               Facility Observation               16
007  Engineering                      Maintenance Deck                   16
008  Gemini Exoplanet Solutions       Upper Floor                        16
009  Solomons Habitation Tower        Upper Transit                      17
010  Sevastopol Spaceflight Terminal  Arrivals and Departures            17

  __________________________________________________________________________
 |                                                                        ':|
 |    ID tags (IDT1)     Personnel Log     Missing Persons                  |
 |                                                                          |
 |:.________________________________________________________________________|

Name                Sex    Last Known Location              ID Code    Mission
------------------------------------------------------------------------------
A. Fielding          M     Freight Shipping                  8841         2
A. Hutchison         F     Lorenz SysTech Spire              1453         3
A. Lynch             F     San Cristobal Medical Facility    4326         5
A. Sawers            M     San Cristobal Medical Facility    4005         6
B. Hymers            M     Solomons Habitation Tower         3541        11
B. Ransome           M     Engineering                       4121        14
B. Bullock           M     Seegson Synthetics                3889        12
C. McCormack         M     San Cristobal Medical Facility    4237         6
C. Ward              F     Lorenz SysTech Spire              2265         3
C. Burrows           F     San Cristobal Medical Facility    3309         5

C. Gascoyne          M     Lorenz SysTech Spire              3425        10
D. Turner            M     Seegson Communications            7637         4
K. Lingard           F     Solomons Habitation Tower         6734         8
E. Hampton           M     Seegson Synthetics                8239        12
E. Winters           F     Lorenz SysTech Spire              2613        17
E. Koorlander        F     Sevastopol SciMed Tower           1685         5
E. Guevara           M     Seegson Synthetics                3077        12
F. Whitechapel       M     San Cristobal Medical Facility    4928         5
F. Sinclair          M     Solomons Habitation Tower         2033        17
G. Ramsey            M     Solomons Habitation Tower         3423        11

G. Spedding          M     APOLLO Core                       4627        13
J. Mitchell          M     Seegson Synthetics                1227        12
J. Williams          F     Lorenz SysTech Spire              9744         3
J. Shotliff          M     APOLLO Core                       2149        13
J. King              M     APOLLO Core                       4025        13
J. Jones             F     San Cristobal Medical Facility    3657        15
K. Bennett           M     Solomons Habitation Tower         3122        16
K. Clarke            F     Sevastopol SciMed Tower           2961         8
K. Neville           F     San Cristobal Medical Facility    2845         6
K. Hussein           M     APOLLO Core                       2729        13

K. Lenton            F     Gemini Exoplanet Solutions        3724        10
L. Tart              M     San Cristobal Medical Facility    1917         5
M. Perry             M     Lorenz SysTech Spire              5831        16
M. Radcliffe         M     Seegson Communications            6433        16
N. Brunswick         F     Seegson Synthetics                5530         7
O. Smith             M     Seegson Communications            2381        16
O. Sans-Gomez        M     Seegson Synthetics                2497         7
P. Ryniak            F     Project KG348                     8540        10
P. Brophy            M     Seegson Communications            5529         4
P. Timlett           M     Engineering                       9443        14

R. Padjdlhauser      M     Station Maintenance               1710        18
R. Tafler            M     Lorenz SysTech Spire              1337        10
S. Cooper            M     Station Maintenance               7336        18
T. Miller            M     San Cristobal Medical Facility    3773         5
T. Armer             M     Seegson Communications            7938         4
T. Curwen            M     Seegson Communications            1569         4
V. Nash              F     Sevastopol SciMed Tower           9142         8
Chief Porter         M     Engineering                       3193        14
W. Woodbury          M     Colonial Marshal Bureau           7035        10
Z. Watson            M     Freight Shipping                  6132         2

  __________________________________________________________________________
 |                                                                        ':|
 |    Blueprints (BLP1)                                                     |
 |                                                                          |
 |:.________________________________________________________________________|

Here is a table of the components required to craft the different devices:

.==========================================================================.
|           |     |Blasting|Bonding|Charge|Compound|       |  SCJ   |      |
|           |Scrap|  Cap   | Agent | Pack |    B   |Ethanol|Injector|Sensor|
|-----------+-----+--------+-------+------+--------+-------+--------+------|
|EMP Mine   |  25 |        |   2   |  3   |        |       |   1    |  2   |
|-----------+-----+--------+-------+------+--------+-------+--------+------|
|Flashbang  |  10 |   1    |   1   |      |        |       |        |  1   |
|-----------+-----+--------+-------+------+--------+-------+--------+------|
|Medikit    |  10 |        |   1   |      |    1   |       |   1    |      |
|-----------+-----+--------+-------+------+--------+-------+--------+------|
|Molotov    |  25 |   1    |       |      |    2   |   2   |        |  2   |
|-----------+-----+--------+-------+------+--------+-------+--------+------|
|Noisemaker |  10 |        |       |  1   |        |       |   1    |  1   |
|-----------+-----+--------+-------+------+--------+-------+--------+------|
|Pipe Bomb  |  25 |   2    |       |      |        |   1   |   2    |  2   |
|-----------+-----+--------+-------+------+--------+-------+--------+------|
|Smoke Bomb |  10 |        |   1   |      |        |   1   |        |  1   |
'=========================================================================='

 ____________________________________________________________________________
|                                                                            |
  EMP Mine     25 Scrap            The EMP detonates on impact to release an
  (V.1)         1 SCJ Injector     electromagnetic pulse that temporarily
                2 Sensors          disables non-industrial Synthetics. It 
  Mission       3 Charge Packs     can be placed to become a proximity 
     4          2 Bonding Agents   device.

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

        Location: Solomons Habitation Tower - Galleria Upper Concourse
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  EMP Mine     25 Scrap            The EMP detonates on impact to release an
  (V.3)         1 SCJ Injector     electromagnetic pulse that temporarily
                2 Sensors          disables non-industrial Synthetics. This 
  Mission       3 Charge Packs     advanced version has a much wider area of
    17          2 Bonding Agents   effect. It can be placed to become a
                                   proximity device. It will start to emit a
                                   noise that will attract the attention of
                                   nearby synthetics 10 seconds after it has
                                   been placed.

      Location: Sevastopol Spaceflight Terminal - Arrivals and Departures
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Flashbang    10 Scrap            A non-harmful device which detonates on 
  (V.1)         1 Bonding Agent    impact, stunning nearby humans and
                1 Blasting Cap     blinding humans and synthetics looking at
  Mission       1 Sensor           the detonation. As a modified proximity
     3                             device, it can be placed as a trap that
                                   will trigger when enemies are near.

                 Location: Lorenz SysTech Spire - Lower Level
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Flashbang    10 Scrap            A non-harmful device which detonates on 
  (V.2)         1 Bonding Agent    impact, stunning nearby humans and
                1 Blasting Cap     blinding humans and synthetics looking at
  Mission       1 Sensor           the detonation. This upgraded version
     8                             stuns humans over a wider area. As a
                                   modified proximity device, it can be
                                   placed as a trap that will trigger when
                                   enemies are near.

             Location: Sevastopol SciMed Tower - Maintenance Deck
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Flashbang    10 Scrap            A non-harmful device which detonates on 
  (V.3)         1 Bonding Agent    impact, stunning nearby humans and
                1 Blasting Cap     blinding humans and synthetics looking at
  Mission       1 Sensor           the detonation. This advanced version
    15                             stuns humans over a much wider area. As
                                   a modified proximity device, it can be
                                   placed as a trap that will trigger when
                                   enemies are near. It will start to emit a
                                   noise that will attract a lot of
                                   attention 10 seconds after it has been
                                   placed

         Location: San Cristobal Medical Facility - Primary Care Floor
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Medikit      10 Scrap            The Medikit can be used to partially heal
  (V.1)         1 SCJ Injector     yourself in moments of need. It takes
                1 Compound B       careful precision to use the Medikit so
  Mission       1 Bonding Agent    make sure you have time to use it.
     2

      Location: Sevastopol Spaceflight Terminal - Arrivals and Departures
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Medikit      10 Scrap            The Medikit can be used to partially heal
  (V.2)         1 SCJ Injector     yourself in moments of need. It takes
                1 Compound B       careful precision to use the Medikit so
  Mission       1 Bonding Agent    make sure you have time to use it. This
    10                             advanced version restores more health.

                 Location: Lorenz SysTech Spire - Upper Level
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Molotov      25 Scrap            The Molotov is an incendiary device which
  (V.1)         2 Sensors          detonates on impact. It is lethal to
                2 Ethanol          humans and other organics but synthetics
  Mission       1 Blasting Cap     are very resistant to fire. As a modified
     6          2 Compound B       proximity device, it can be placed as an
                                   explosive trap.

         Location: San Cristobal Medical Facility - Primary Care Floor
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Molotov      25 Scrap            The Molotov is an incendiary device which
  (V.2)         2 Sensors          detonates on impact. It is lethal to
                2 Ethanol          humans and other organics but synthetics
  Mission       1 Blasting Cap     are very resistant to fire. This upgraded
    12          2 Compound B       version inflicts more damage over a
                                   slightly wider area. As a modified
                                   proximity device, it can be placed as an
                                   explosive trap.

       Location: Seegson Synthetics - Seegson Synthetics Administration
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Molotov      25 Scrap            The Molotov is an incendiary device which
  (V.3)         2 Sensors          detonates on impact. It is lethal to
                2 Ethanol          humans and other organics but synthetics
  Mission       1 Blasting Cap     are very resistant to fire. This advanced
    16          2 Compound B       version inflicts much more damage over a
                                   wider area. As a modified proximity
                                   device, it can be placed as an explosive
                                   trap. It will start to emit a noise that
                                   will attract a lot of attention 10
                                   seconds after it has been placed.

             Location: Lorenz SysTech Spire - Lobby and Technical
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Noisemaker   10 Scrap            This home-made device continuously emits 
  (V.1)         1 Charge Pack      a high-pitched noise when triggered which
                1 Sensor           will attract a lot of attention. If
  Mission       1 SCJ Injector     placed, the device has a handy 4 second
     4                             delay before it activates.

              Location: Seegson Communications - Observation Deck
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Noisemaker   10 Scrap            This home-made device continuously emits
  (V.2)         1 Charge Pack      a high-pitched noise when triggered which
                1 Sensor           will attract a lot of attention. This
  Mission       1 SCJ Injector     upgraded version has a longer duration
    10                             and attracts attention over a wider area.
                                   If placed, the device has a handy
                                   4 second delay before it activates.

                 Location: Lorenz SysTech Spire - Upper Level
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Noisemaker   10 Scrap            This home-made device continuously emits
  (V.3)         1 Charge Pack      a high-pitched noise when triggered which
                1 Sensor           will attract a lot of attention. This
  Mission       1 SCJ Injector     advanced version has a significantly
    16                             longer duration and attracts attention
                                   over a much wider area. If placed, the
                                   device has a handy 4 second delay before
                                   it activates.

        Location: Solomons Habitation Tower - Galleria Lower Concourse
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Pipe Bomb    25 Scrap            The Pipe Bomb is an explosive device
  (V.1)         2 Blasting Caps    which detonates on impact. It is lethal
                1 Ethanol          to humans and non-industrial synthetics
  Mission       2 Sensors          in close proximity. When placed as an
     5          2 SCJ Injectors    explosive trap, it will trigger when
                                   enemies are near.

     Location: San Cristobal Medical Facility - Crisis Stabilization Unit
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Pipe Bomb    25 Scrap            The Pipe Bomb is an explosive device
  (V.2)         2 Blasting Caps    which detonates on impact. It is lethal
                1 Ethanol          to humans and non-synthetics in close
  Mission       2 Sensors          proximity. This upgraded version inflicts
    16          2 SCJ Injectors    more damage over a wider area. When
                                   placed as an explosive trap, it will
                                   trigger when enemies are near.

                   Location: Engineering - Maintenance Deck
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Pipe Bomb    25 Scrap            The Pipe Bomb is an explosive device
  (V.3)         2 Blasting Caps    which detonates on impact. It is lethal
                1 Ethanol          to humans and synthetics in close
  Mission       2 Sensors          proximity. This advanced version inflicts
    16          2 SCJ Injectors    much more damage over a wider area. When
                                   placed as an explosive trap, it will
                                   trigger when enemies are near. It will
                                   start to emit a noise that will attract
                                   a lot of attention 10 seconds after it
                                   has been placed.

              Location: Sevastopol SciMed Tower - Transit Station
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Smoke Bomb   10 Scrap            This device which detonates on impact
  (V.1)         1 Ethanol          will release a cloud of smoke that
                1 Sensor           obscures visibility. As a modified
  Mission       1 Bonding Agent    proximity device,  it can be placed as a
     3                             trap that will trigger when enemies are
                                   near.

                 Location: Lorenz SysTech Spire - Lower Level
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Smoke Bomb   10 Scrap            This device which detonates on impact
  (V.2)         1 Ethanol          will release a cloud of smoke that
                1 Sensor           obscures visibility. This upgraded
  Mission       1 Bonding Agent    version creates smoke which lasts for a
     7                             longer duration. As a modified proximity
                                   device, it can be placed as a trap that
                                   will trigger when enemies are near.

              Location: Seegson Synthetics - Facility Observation
|____________________________________________________________________________|
 ____________________________________________________________________________
|                                                                            |
  Smoke Bomb   10 Scrap            This device which detonates on impact
  (V.3)         1 Ethanol          will release a cloud of smoke that
                1 Sensor           obscures visibility. This advanced
  Mission       1 Bonding Agent    version creates smoke which lasts for a
    16                             significantly longer duration. As a
                                   modified proximity device, it can be
                                   placed as a trap that will trigger when
                                   enemies are near. It will start to emit
                                   a noise that will attract a lot of 
                                   attention 10 seconds after it has been
                                   placed.

              Location: Seegson Communications - Monitoring Rooms
|____________________________________________________________________________|


 ____________________________________________________________________________
|                                                               ``:::%%%%%%HH|
|:..                             ACHIEVEMENTS                      `:::::%%%%|
|%%%:::::..                         (AZT1)                             ::::::|
|HH%%%%%:::::.....___________________________________________________________|


Achievement                Description
------------------------------------------------------------------------------
100 Times Too Many         Get killed by the Alien 100 times
A Hunt Begins              Complete the third mission
A Perfect Organism         Encounter the Alien in Sevastopol for the first
                           time

A Record of Disaster       Collect an archive log
A Synthetic Solution       Complete the twelth mission
A True Engineer            Construct one of each craftable item
An Outpost of Progress     Complete the seventh mission
Archivist                  Collect 10 Nostromo logs in the main campaign
Awake                      Complete the first mission
Back Off                   Cause the Alien to retreat by using the
                           flamethrower

Bait                       Complete the tenth mission
Build to Survive           Construct an item
Caught in the Trap         Complete the sixth mission
Consulation                Complete the thirteenth mission
End of the Hunt            Complete the eighteenth mission
Every Bullet Counts        Use the revolver
Fault Detected             Kill an android
Free the Torrens           Complete the seventeenth mission
Hazard Containment         Complete the eleventh mission
Hide. Run. Survive.        Complete the fifth mission without being killed by
                           the Alien

How Do You Feel?           Complete the fifth mission
I Admire its Purity        Detect 30 targets with the motion tracker
Just out of Reach          Contact your team and escape Comms without being
                           attacked by an android

Light'em Up                Use the flamethrower
Mercy or Prudence?         Complete the game without killing any humans
Mind Your Step             Navigate Reactor Maintenance without dying
My Turn Now                Kill an android using only the maintenance jack
Not a Scratch              Escape from android combat without taking damage
Not the First              Turn off the beacon
One Shot                   Complete the game without dying
Power Games                Access 10 different rewire points
Retreat From Fire          Cause the Alien to retreat using a molotov
Ripley, Signing Off        Complete the game on any difficulty setting
Seegson Security Bypass    Perform 10 successful hacks
Seegson Systems Expert     Complete 10 minigames successfully
Self Defense               Kill 10 humans
She's in the Vents         Use the vent system 20 times
Shock to the System        Use the stun baton
Stunned                    Knock down a human or stun an android with a
                           non-lethal attack

Survivor                   Complete the game on the hardest difficulty setting
The Message                Complete the fifteenth mission
The Missing                Collect an ID tag
The Taken                  Collect all ID tags
This Should Work           Use the bolt gun
Throwing the Switch        Complete the fourteenth mission
Transmission               Complete the sixteenth mission
Use With Caution...        Use the shotgun
Voices of Sevastopol       Collect 100 archive logs
Welcome to Sevastopol      Complete the second mission
You Shouldn't Be There.    Complete the fourth mission


Most of these are self-explanatory, and you will get the majority of them by
progressing through the game normally. Some of them may be a little harder to
get, so what follows is a more in-depth explanation of those:

100 Times Too Many
------------------
You can get this anywhere, and over a number of playthroughs. The most
efficient way is during Mission 18, after you have extended the maintenance
rig and are on your way back down the stairwell. There is a Registration Point
where you can save your game only a short distance from a scripted Alien
appearance.

Hide. Run. Survive.
-------------------
You will need to finish Mission 5 without the Alien killing you. Whenever the
Alien discovers you during this mission, simply pause your game, load your
current save and try again.

If you are too slow and the death animation finishes (when you see the
cassette tape in the corner of the screen), then the game updates your current
save with that information. You then have to load either your previous save,
or the mission save to be able to get the achievement.

Just out of Reach, Mind Your Step, One Shot
-------------------------------------------
You can apply the same strategy used for "Hide. Run. Survive." to get these
achievements.

Mercy or Prudence?
------------------
You can sneak past the looters in most cases, and other times you can use the
Alien or the Working Joes as weapons, getting them to do the killing for you.
The Flashbang can be useful to stun humans, allowing you to get by unscathed.

My Turn Now
-----------
This one is easy to get at the beginning of Mission 4. Sneak up on the android
in the corridor in Seegson Communications and hit him a couple of times with
the Maintenance Jack. Then run all the way back to the elevator and wait there
until he loses interest in chasing you and returns to his post. Keep doing
this until he is dead. You will get the "Fault Detected" and "Not a Scratch"
achievements from doing this as well.

Survivor
--------
You get this for completing the game on Hard or Nightmare difficulty. The
text was not updated for the release of Nightmare difficulty.


 ____________________________________________________________________________
|                                                               ``:::%%%%%%HH|
|:..                         IN-GAME PLAYING TIPS                  `:::::%%%%|
|%%%:::::..                         (TPS1)                             ::::::|
|HH%%%%%:::::.....___________________________________________________________|

  * Aiming your weapon at someone will be taken as an aggressive act and a
    confrontation can escalate very quickly.

  * Avoid making loud noises, keep contacts at a distance and you will
    find survival much easier.

  * Beware of aggressive survivors

  * Collect blueprints to help Ripley learn how to craft different and
    improved devices.

  * Committing a component to an IED removes it from your inventory. Use
    this to clear space for more items.

  * Conserve your ammunition as you never know when you might need it.

  * Crafted devices can damage, disable or distract enemies.

  * Crafting items to survive is vital. Find somewhere quiet and dark to
    build devices.

  * Crouching whilst moving is quieter but will slow you down.

  * Distractions are a useful way to avoid a dangerous situation.

  * Distractions can sometimes attract a deadlier threat. Use with
    caution.

  * Don't attack allies or civilians!

  * Don't try to outrun the Alien. You won't make it.

  * EMP devices can be used to disable androids for a short amount of
    time.

  * Enemies will react to the beam of your flashlight.

  * Firing a weapon, hitting surfaces and detonating hand-built devices
    will all attract unwanted attention.

  * Floor vents can be used as alternative routes through the station. Look
    for their signature panels.

  * Hiding is only ever a temporary solution.

  * If you are spotted, run, hide or break line of sight. The longer you
    stay hidden the better chance you have of evading your pursuer.

  * If you see or hear the Alien react, it may have sensed you

  * In addition to callback codes, the Security Access Tuner can also
    match frequency fluctuations.

  * Keep moving slowly and carefully.

  * Look for terminals to unlock map schematics for the station.

  * Make too much noise, and you will attract the Alien.

  * Map terminals will add unexplored locations to your in game map.

  * Move slow, quiet and at a distance to survive against the Alien

  * Noises above and below you are indicators that something is lurking
    nearby.

  * Not everyone aboard the station is aggressive. Judge the situation by
    listening in on their conversation and approach carefully.

  * Personal Logs and audio recorders give a good insight into the lives
    of people onboard the station.

  * Ripley is a survivor and can use many things to evade danger.

  * Ripley is not a violent person, but will defend herself if she needs
    to.

  * Run when you can, crouch frequently, cause distractions and stay
    behind cover.

  * Sevastopol still has an automated security camera system running in
    some places. This can trigger alarms and bring unwanted attention.

  * Sevastopol's transit system is the fastest way to move between its
    three main towers.

  * Short range shuttles are used by the hospital for fast journeys
    between Sevastopol's towers. Executives have priority access to them.

  * Some doors have been secured with security braces. Use the Maintenance
    Jack to release the magnetic locks.

  * Sprinting is a last resort. It is loud and alerts anything nearby that
    could hear you.

  * Sprinting is loud, so move slowly to avoid detection.

  * Strike a wall or hard surface with the Maintenance Jack to cause a
    distraction.

  * Survivors on the station are just trying to stay alive. Don't mess
    with them and they won't mess with you.

  * Synthetics are susceptible to physical attacks when they are stunned.

  * The Alien has heightened senses. It will spot you quicker than humans
    or androids. 

  * The Alien is not the only threat on board the station.

  * The flashlight is useful in the dark, but is also likely to alert
    enemies that spot it. Use it carefully.

  * The Maintenance Jack can be used to divert power inside an electrical
    junction.

  * The more you can collect and build the more options you will have to use
    in a difficult situation.

  * The motion tracker can be heard if you are very close to an enemy.
    Use it wisely.

  * The motion tracker is only accurate in the direction you are facing.
    Keep an eye on the side and rear indicators.

  * The motion tracker is your key to survival, use it well.

  * The Rewire system aboard the station is a handy way of tilting the
    odds in your favor. Look out for junction boxes.

  * The Security Access Tuner can be used to override systems, doors and
    terminals. Tune in to the correct frequency and enter the callback
    code.

  * The sound of combat can summon the Alien, attract it at your own risk.

  * There are a lot of missing people on the station. Collect their
    ID tags to find out more.

  * Try to avoid conflict or at least make sure you have enough ammo for
    a fight.

  * Use combinations of devices to safely dispatch a Working Joe.

  * Vents are a great way of avoiding danger, but they may not always be
    as safe as you think.

  * Violence towards humans is contrary to primary synthetic programming,
    but it doesn't mean the Working Joes are incapable of doing it.

  * Weapons are like tools. You need the right one for the right job.

  * Working Joes are rudimentary androids, but it doesn't mean they're
    harmless.


 ____________________________________________________________________________
|                                                               ``:::%%%%%%HH|
|:..                           LOG TRANSCRIPTS                     `:::::%%%%|
|%%%:::::..                         (SCR1)                             ::::::|
|HH%%%%%:::::.....___________________________________________________________|


Logs with (#) contain a passcode, you need to have read it in your current
game to be able to enter a passcode into the corresponding security locker
or door. It is not enough to have it show up in your Archive Logs from an
earlier game.

The audio recordings are marked with (A).

  __________________________________________________________________________
 |                                                                        ':|
 |    Archive Logs (ARL1)                                                   |
 |                                                                          |
 |:.________________________________________________________________________|

    Subject                                Sender                  Date
==============================================================================
001 Just Missed You                        Blane                   11/15/2137

    Verlaine, you on the lookout for a navigational officer? I have a
    friend that's just lost his ship and he's looking for work. I can
    vouch for him, he's got good papers.

    Same old story - The megacorps undercut him, picked up all his
    clients. Contracts are getting harder to come by for the smaller
    companies and I'm thinking of getting out myself while I still have
    something to sell. Sounds like you're doing okay though. Dropped by
    the docks and heard you just shipped out. Sevastopol Station - what a
    shithole. Still, I hear Weyland-Yutani pay well.

    Good luck to you - if you can't beat them, right? Let's catch up when
    you get back.

    Blane.

==============================================================================
002 RE: Nostromo Incident                  Saul                    11/13/2137

    To N. Taylor
    RE: Nostromo incident. Weyland-Yutani file #DS9398476

    Hey, Taylor, I got your case request. It may take me a while to dig
    out the files and the incident happened before my time at the company,
    so I'm a bit fuzzy on the details.

    In 2122, the Weyland-Yutani cargo vessel the USCSS Nostromo went
    missing. No trace was found of its cargo or crew. Apart from a new
    science officer, the rest of the crew had worked together before,
    seven in all:

    Dallas - Captain
    Ash - Science Officer
    Kane (or is it Cain?) - Executive Officer.
    Ripley - Warrant Officer
    Lambert - Navigation Officer
    Parker - Chief Engineer
    Brett - Engineer Technician

    Weyland-Yutani lost a lot of money from it, it's a bit of a black mark
    in the history. Get the impression they don't like to mention it.
    Anyway, I'll try and find the files later, clarify some of the points.
    If you want I can help you go through them? Maybe some of your luck
    will rub off on me, I hear upstairs have an eye on you for something
    big.

    Saul.

==============================================================================
003 Torrens Manifest                       Torrens                 11/15/2137

    Name: MSV-7760 Torrens
    M-Class Starship

    Captain: Verlaine, Diane
    Navigator/Comm Officer: Connor, William

    Owner: Verlaine, Diane
    Contractor: Weyland-Yutani

    Outbound and return transportation for Weyland-Yutani retrievel team
    to Sevastopol Station.
    Team Consists of three W-Y employees: Samuels, C, Ripley, A,
    Taylor, N.

    Passengers: Samuels, Christopher. Ripley, Amanada. Taylor, Nina
    Number of decks - Two
    Number of crew - Two

    Interstellar communications antenna. Long haul hypersleep chamber.
    Commercial passenger/cargo ship retrofitted from a tow rig. Retains
    operational heavy duty tow umbilical.

==============================================================================
004 Decommissioning                         Chief' Porter          10/07/2137

    To Engineering Team
    RE: DECOMMISSION
    So boys and girls, you've probably heard the whispers about Sevastopol
    by now and I can confirm it's official. Sevastopol is being
    decommissioned.

    I will go over with each of you what this means in regards to your
    contracts and next placement, but for now we still have a job to do.
    The suits want this done with a skeleton crew, which means we'll only
    be getting a few outside contractors to help, but it does mean
    overtime. I recommend taking what you can while it's available.

    I should point out that the decommission does NOT MEAN 'lucky dip'.
    Everything here has to be accounted for and I will personally escort
    anyone found helping themselves to equipment to Marshal Waits.

    Chief

==============================================================================
005 Moved Our Stash                        Anna                    12/04/2137

(#) Langley, if you're looking for our stash, I've moved it. You left it
    right out in the open where anyone could have taken it! Jesus, do you
    know what I had to do to get it? I've hidden it in one of the
    storerooms - You should be able to find it. The code is 0340. Don't
    worry, no-one goes down to the Terminal anymore. Not after what
    happened.

    Also, we're out of meds and low on water so you're going to need to
    get some - It's your turn. Maybe it'll teach you to take care of our
    stuff in future.

    Anna

==============================================================================
006 Goodbye from Seegson                   Seegson                 09/28/2137

    PUBLIC NOTICE: THE DECOMMISSIONING OF SEVASTOPOL STATION

    We've had a long journey together but sadly it's coming to an end.
    Seegson Corp would like to take this opportunity to thank all of you
    who worked and lived at Sevastopol over the years, and hopes that
    Seegson has helped to make it a productive and rewarding environment.
    Our investment and belief in the station has never wavered.

    Be assured that Seegson's APOLLO central A.I. and 'Working Joe'
    androids will be there to serve Sevastopol until the last rivet is
    removed. We wish you all the very best for the future. After all,
    Sevastopol isn't just a station. It's people.

    Seegson Corp.

==============================================================================
007 Kill the Power                         Waits                   12/05/2137

(A) Harris? Turner? Get back here now. We have a track, somewhere in
    Engineering. Lock the terminal down, kill the power, and don't forget
    your reports. Make them thorough. We're going to need our paperwork to
    be bulletproof when this shit is over. Waits out.

==============================================================================
008 Terminal Riot                          Julia Jones             12/02/2137

(A) Julia Jones. Today's update. After numerous demands, Marshal Waits
    finally called a public meeting to address the rumors that have been
    circulating on Sevastopol. But instead of the answers we wanted, he
    continued to be evasive and after only a few minutes he and his team
    were pelted by projectiles from an angry crowd. A gun was fired, there
    was panic and now Waits and what's left of his team are forcibly
    ejecting us from the Terminal. Feels like we're on our own now.

==============================================================================
009 Pulling the Plug                       Harper                  09/22/2137

    Zoe, I'm sorry, but I won't need you to come in next week.

    As you know, the store's been in trouble for some time now and I
    couldn't hold off the creditors any longer. There's just no-one coming
    to Sevastopol anymore.

    It's not just us either - It sounds like the whole station is in the
    red and they're pulling the plug. Going to sell it off for scrap, I
    guess. I was speaking to one of the engineers and he reckons they'll
    announce it soon. I'm telling you this so you don't stick around
    looking for another job. Sevastopol's finished, time to move on.

    Harper

==============================================================================
010 To All Spaceflight Employees           Waits                   11/25/2137

    To all Spaceflight Terminal employees: In the interest of public
    safety and the prevention of panic, it must be made clear to all
    potential passengers that there are currently no scheduled flights
    leaving Sevastopol, nor ships available.

    The Colonial Marshals are investigating problems on-station and will
    update accordingly.

    From the office of Marshal Waits.

==============================================================================
011 What is APOLLO?                        Sevastopol Information  06/--/2115
                                           Service

    What is APOLLO? APOLLO is the central A.I. that monitors and provides
    guidance for all the Seegson 'Working Joes' on Sevastopol. APOLLO also
    oversees all communications on the station. So wherever you are, you
    know your're in safe hands.

    Seegson, Tomorrow, Together.

==============================================================================
012 Last Power Coupling                    Turner                  12/05/2137

(A) Harris? This is Turner. I found the last power coupling. Took me a
    while, but it's off now. Just fitting the last security brace. Come
    find me when you've shut yours down. Then we can get the hell out of
    here. Jesus, man... I'm hearing noises everywhere. Every creak and...
    just hurry the fuck up, will you?

==============================================================================
013 Another Break-In                       Turner                  12/04/2137

(A) Harris? It's Turner. I had to deal with that wasted asshole again.
    This time he nearly wrecked the door with a maintenance jack. Guess he
    figures it's safe here, wants to lock himself in. Screw him. We've got
    too much to worry about without babysitting drunks. Anyway, I threw
    him in the evidence lock-up. Let the son of a bitch sleep it off.

==============================================================================
014 Dead Soldiers                          Zach Watson             12/08/2137

(A) Hello? I wanna make a complaint. To the... the highest authority,
    okay? My name is Zachary Watson. That's WATSON, you get that? My
    complaint is this: the fucking Marshals. They should be protecting us,
    it's their job! Something's on the station with us and no one knows
    what it is, no one fucking knows! They put braces on the doors -
    lockdown. You know, like to keep something out! I'm fucking terrified,
    man. I'm fucking... shit, it's so cold. I don't think this fucking
    thing even works.

==============================================================================
015 Interview: Heyst                       Waits                   11/28/2137

(A) Interview subject: Heyst. Did I say that right - Heyst? Look, if you
    can't even tell me your name we're going to be here a hell of a long
    time. I just want to know about your boss. He's got you all into a lot
    of trouble. Someone's got to be accountable. I'm gonna make damn sure
    someone's accountable. No? Tough guy, eh? Turner, turn off the tape.
    Maybe our friend here is just shy.

==============================================================================
016 A Blind Eye                            Bailey                  10/19/2137

    S - I managed to get my hands on that stuff I was talking about. Chief
    won't even notice the stock missing: Things always get lost when a
    station's closing down. Don't worry about customs either, Sinclair's
    told his men to turn a blind eye. They'd probably be too busy goofing
    off or taking backhanders to notice anyway -you get what you pay for,
    I guess.

    Bailey.

==============================================================================
017 Two-Man Rule                           Joe                     12/08/2137

    Nearson, Leonard, you're both first shift on the door so read
    carefully. Putting this together wasn't easy and we don't want
    intruders getting in because you didn't read the instructions
    properly.

    This here is what you call a two-man rule lock. This means it needs
    two to open the door simultaneously from two different consoles. Most
    of us don't know each other, so this is the safest way of making sure
    everything stays secure and none of us decide to head off on their own
    with our stuff. When you're on shift, take it in turns to keep guard
    and notify the other if one of us needs to be let in or out.

    That means just us, no-one else. No matter how much anyone begs and
    no matter what sob story they try and pull. I was with a group before
    and we got soft and now I'm the only one left. Trust no-one.

    Joe

==============================================================================
018 Inventory                              Jenkins                 12/09/2137

    INVENTORY - NO-ONE IS TO TAKE ANYTHING OR MARK IT OFF THE LIST WITHOUT
    TALKING TO ME FIRST!!!

    Aspirin - x4
    Canned food - 32
    Cereals - 6 boxes
    Water - 4 gallons
    Toothpaste - 12 tubes
    Cigarettes - 3 cartons
    Toilet paper - 26 rolls
    Industrial tape - 6 rolls
    Med kits - 2
    Powdered milk - x 52

    Notes: Running low on ammunition. Zoe managed to pick up some
    prescription drugs, all addressed to the same person. Guess they
    didn't need them anymore.

==============================================================================
019 Leave Work Now                         Hughes                  12/01/2137

(A) Marie, listen to me very carefully. I want you to leave work now,
    collect Claire, pick up the cat and head home. We need to find
    someplace safe until Seegson send a ship. I saw the guy from down the
    hall - can't remember his name, the one in the dirty baseball cap,
    weird smell - he had something in his coat, I think it was a gun. He
    just looked right through me. Don't talk to anyone; don't tell them
    where you're going. I'll meet you as soon as I can.

==============================================================================
020 Archives                               Franco                  10/16/2137

    To W. 'Chief' Porter
    RE: Sevastopol Terminals

    Chief, the good news is that I'm about 80% through archiving
    Sevastopol's internal mail system for the decommissioning. It's been
    disconnected from APOLLO but I've left the basic messaging system in
    place for the people still here. The bad news is whoever set it up in
    the first place skimped on the hardware and we've had some leaks. I've
    got Mike Tanaka looking into it now - He's the specialist archivist we
    called in, seems to know his shit. Just thought I better give you the
    heads up in the meantime.

    Franco

==============================================================================
021 An Outpost of Progress? #1              Julia Jones             09/06/2137

    Sevastopol: An Outpost of Progress?
    By Julia Jones

    DESOLATION THROUGH ISOLATION

    The space station that nobody needed, run by a company we all forgot.
    Sevastopol is now a backwater. The population is a tenth of the
    station's optimal capacity. Docking bays are empty and the shutters
    are down on local stores and businesses. The orders for Seegson's
    cheaply manufactured androids have long since dried up, and the
    antiquated APOLLO governing AI system frequently malfunctions.

    How did we get here and, more importantly, where have billions of
    dollars of investment gone? My name is Julia Jones. I have lived on
    Sevastopol for two months compiling this report for The Colonial
    Times, discovering the price our second-tier corporations have paid
    for their over-expansion during the race into the Outer Rim.

==============================================================================
022 Empty Box                              Chief' Porter           11/29/2137

(A) Message for Marshal Waits. This is Chief Porter in Tech Support. Look,
    there's nothing on this flight recorder, Waits. We've broken god knows
    how many corporate confidentiality agreements and come up with zip -
    nothing except the Weyland-Yutani logo and an empty read-out. Now,
    these things are built to last, so either someone on board 'the
    Nostromo' asked its MOTHER core to wipe it clean, or somehow the
    data's been corrupted before it got here. Care to fill me in on why
    this was a priority job?

==============================================================================
023 Door Override                          Chief                   12/01/2137

    Hughes, I've put a manual lock on the door leading upstairs. Don't
    want any accidents until we figure what's going on here.

    Chief

==============================================================================
024 Our Manifesto                          Seegson                 02/--/2115

    (First published in 'Eye on Seegson', Feb 2115)

    We don't want to show you a new world. We want to discover it with
    you. Here at Seegson, every new technology, research project and
    discovery is driven to find real world applications to help YOU.

    We hope you'll join us for the journey.

==============================================================================
025 Tomorrow, Together' #1                 Sebastian Sieg          03/--/2115

    Together Tomorrow: Seegson's journey into Colonial Space
    An Official History, by Sebastian Sieg (First printed in 'Eye on
    Seegson')

    OUR ORIGINS IN SPACE

    2034 changed everything. The advent of Faster Than Light travel put
    Seegson (then known as Sieg and Son) on the path to success. The race
    into space began in earnest and, under the steady hand of our founder
    Josiah Sieg, our company was primed and ready for the years that
    followed.

    Sieg and Son built the components that enabled ships to extend
    colonial space beyond the Sol system. As history relates, Weyland Corp
    was reluctant to share its FTL technologies with other corporations.
    Fortunately, Josiah Sieg was on hand to speculate, innovate and
    produce.

    Without Sieg and Son, the skies would have looked very different
    indeed!

==============================================================================
026 Please Understand                      Hughes                  12/11/2137

(A) Marie, if you get this, I'm making my way to Seegson Communications
    now. I didn't wake you because I knew you'd try to stop me. Please
    understand, this is our best shot. Someone's got to re-establish
    communications. We need to make sure the officials back at home know
    what's going on here. Don't worry about me. I'll be back. I'm not
    going to leave you and Claire alone.

==============================================================================
027 Call Log AM                            APOLLO                  11/27/2137

    Call ID: 128451386
    What's going on up there? I've been waiting for a call and...
    APOLLO
    Please stand by. Your call is being rerouted.

    CALL ID: 128451400
    Hello? My Working Joe is acting strangely. It won't listen to anything
    I...
    APOLLO
    Please stand by. Your call is being rerouted.

    CALL ID: 128451417
    I need help! I'm trapped in my apartment! There's an android outside
    and...
    APOLLO
    Please stand by. Your call is being rerouted.

==============================================================================
028 Call Log PM                            APOLLO                  11/27/2137

    Call ID: 128451464
    Put me through to the Marshal's office! It's an emergency! Someone's
    robbing my store. I...
    APOLLO
    Please stand by. Your call is being rerouted.

    CALL ID: 128451470
    He's gone! It... It k-killed him! I think it's still here...
    APOLLO
    Please stand by. Your call is being rerouted.

==============================================================================
029 Your Logged Message                    APOLLO Datasearch       11/25/2137

    Sensitive Corporate information has been automatically detected in a
    Sevastolink message recently sent from this terminal. This event has
    been logged by Apollo, on behalf of Seegson.

    If you have any further questions please talk to your line manager or
    your nearest synthetic Seegson representative.

==============================================================================
030 APOLLO's Eye                           Ransome                 06/14/2135

    Riggs, are you still working down in Seegson Communications? Remember
    that trouble you got into last year? The trouble I helped you out of?
    Well, it's time to repay the favor.

    One of my colleagues has been looking into some of the import
    documents and found a few problems. He's new, so he doesn't understand
    how we do things on Sevastopol and he's threatening to go to Waits
    about it.

    This could hurt us all, so I need you to keep an eye on him, see if
    anything interesting comes up. APOLLO has cameras everywhere, it just
    needs someone to tell it where to point to. His name is Daniel Haldin,
    lives in Josiah Sigg Executive apts. 651.

    If this goes well, I might have some more work for you. We could clean
    up here.

    Ransome.

==============================================================================
031 Torrens Hail                           Verlaine                12/11/2137

(A) This is the commercial vessel Torrens out of Saint Clair, registration
    number MSV-7760, calling Sevastopol traffic control. We're carrying
    three passengers on a Weyland-Yutani bond. You're holding the Nostromo
    flight recorder unit. We request immediate permission to transfer the
    passengers port-side. Over.

==============================================================================
032 Torrens Damage                         Verlaine                12/11/2137

(A) This is Verlaine on the Torrens. What the hell just happened?
    Sevastopol? Did any of our EVA team make it on board? Please respond.
    We've taken damage in the explosion and are pulling out of Sevastopol
    space. Systems will be down while we repair. I can't say for how
    long...

==============================================================================
033 RE: Torrens Hail                       Waits                   12/11/2137

(A) This is Waits, Colonial Marshal at Sevastopol station. We have a
    serious situation here. Non-local comms are down and we need you to
    send out an emergency message, do you read me? Repeat, our ranged 
    communications are down and we need help. Stand off and send help.

==============================================================================
034 Receipt of Transmission                Taylor                  11/12/2137

(A) Sevastopol, this is Weyland Yutani Executive Administrator Nina
    Taylor, confirming receipt of your transmission. I am a member of the
    team assigned to collect the Nostromo flight recorder. The black box
    in your possession is of primary importance to Weyland Yutani. Under
    existing corporate agreements we should remind you that you must not
    attempt to read its contents, nor disclose its presence to any third
    parties. We will be with you soon. A private message for Marshal Waits
    will follow.

==============================================================================
035 Low on Meds                            Morley                  10/07/2137

    Dr. Lingard, we need more supplies of mood stimulants up here. We're
    getting really low, and it doesn't help that Kuhlman seems to be
    handing them out like candy. Logs show he's been to the dispensary
    sixteen times this week. We need to start rationing medication.
    Sevastopol's people are only going to need these more and more the 
    closer we get to shutdown.

    Can you talk to Kuhlman? Find out where these prescriptions are going?

==============================================================================
036 Hospital Quarantine                    Lingard                 11/23/2137

    FOR SENIOR MANAGEMENT EYES ONLY

    San Cristobal Medical Facility Quarantine: active.
    Entrance to Primary Care deck now limited to Marshals and Senior
    Staff.

    Universal facility pass code: 1702

    Systems will scan for potential quarantine breaches every fifteen (15)
    minutes.

==============================================================================
037 An Outpost of Progress? #3             Julia Jones             09/12/2137

    Sevastopol: An Outpost of Progress?
    By Julia Jones

    A TROUBLED POPULATION

    For better or worse, the right to bear arms followed us into colonial
    space. Alone, vulnerable and light years from law enforcement, who
    could deny our voyagers a way to defend themselves, their ships and
    their families? The flip-side of this argument is Sevastopol, where
    gun crime is rampant.

    Endlessly turning circles in a neglected corner of space, its people
    are downbeat and disconsolate. Those who could afford to leave did so
    years ago, abandoning friends and neighbors among empty stores,
    creaking systems and the forgotten dreams of the Deep Space economic
    boom.

    Sevastopol's people feel deceived - tempted here by corporations that
    refused to recognize the Deep Space bubble was about to burst. They
    are angry, desperate and increasingly divided. Recent Colonial Marshal
    clamp-downs on the black market have increased resentment. Every day
    it feels as if the station has edged a little closer to free-fall.

==============================================================================
038 Left Out of the Loop                   Kuhlman                 10/08/2137

(A) I do not take kindly to being left out of the loop, Morley. You hear
    me? I tried to use the dispensary today and found I was locked out. I
    can't possibly be expected to carry out my duties if you and Lingard
    cut my access privileges. I have patients who will relapse without
    that medication, particularly when things on the station are so
    precarious. I will not see patient care suffer. Consider this a formal
    warning. And, for the record, I do not have a problem. Kuhlman out.

==============================================================================
039 RE: Recovery Rooms                     Morley                  10/05/2137

    I just found a patient who's been locked in a Recovery Room for DAYS
    listening to that godawful bullshit about pretty sunrises and a wife
    back home frying bacon.

    We have been requested to vacate the premises in readiness for the
    decommission but we HAVE NOT been given leave to abandon our duty of
    care.

    Don't let this happen again.

==============================================================================
040 Medical Record 1                       Morley                  09/23/2137

    Green, J.
    Doctor Morley attending.

    Anxiety disorder. Fractured tibia. Suspected internal bruising.
    Patient edgy. Responds well to the little personal interaction I have
    time for. Our chess games are a welcome break for us both. Minimal
    care. No insurance.

==============================================================================
041 Prep the Patients                      Waits                   10/06/2137

(A) Dr. Morley, this is Marshal Waits. Make sure all your patients are
    prepped for the decommission. That means full documentation, personal
    effects, and any meds they'll need during the journey. I'm scheduling
    shuttles to transfer them to the medical ship for transportation. I
    strongly recommend placing the more volatile patients into early
    hypersleep prior to transfer. I don't want to hear your complaints. I
    don't have the manpower to guarantee protection for everyone if any of
    them decide to kick off. Pharms or hypersleep, I don't care. Just get
    them subdued. That's just the way it's got to be. Waits out.

==============================================================================
042 Urgent: Marshal Investigation          Lingard                 11/14/2137

    Frank.

    I need to talk to you. I've got a body up here that's part of a
    Marshal investigation - female, late thirties, chest wound.

    I have no idea how long Marshal Waits will want to keep her up here,
    but this is a highly sensitive situation. I am going to need your
    discretion, and I'll also need you to trust me on this one. Come see
    me in my office.

    Lingard, Senior Medical Officer

==============================================================================
043 Environmental Controls                 Lingard                 11/16/2137

    Frank, your concern about San Cristobal's lockdown has been noted, but
    I assure you an evacuation is 100% necessary and only a temporary
    measure. My priority is the welfare of the living, while you seem to
    be more preoccupied with the dead.

    If you're worried about power fluctuations, morgue temperature and the
    condition of the corpses just adjust the coolant delivery system. Just
    get out of there ASAP.

    Lingard.

==============================================================================
044 Dispensary is Empty                    Morley                  11/15/2137

    Message for Lingard on her return. I've prepped the patients in the
    trauma ward for transportation, as best I can, before Waits locks the
    place down. I'm going upstairs to the Psychiatric Ward to make sure
    there are no stragglers.

    The dispensary is now empty. Everything San Cristobal has to offer in
    terms of first aid and medicine is with you, or elsewhere on-station.
    I'm hoping you'll bring back good news.

    Morley

==============================================================================
045 Colonial Marshal Directive             Marshal Waits           11/16/2137

    Dr. Morley, I don't care what you think you need to do. I want you out
    of San Cristobal NOW.

    You know what we've set up in there, and I'm truly sorry for what it
    means for the patients who can't be moved, but this is the only way.

    There will be no further warnings.

    Marshal Waits

==============================================================================
046 Morley: Updates and Codes              Lingard                 11/18/2137

(#) Morley, I need you out of Medical.

    We've set up shop in the Habitation Tower. People are fighting over
    supplies. We've got more injuries coming in than we have the meds to
    deal with them, and my team is depleted to say the least. I don't know
    how you'll break the lockdown, but if you need to access San
    Cristobal's central wards I left a keycard in the security locker.

    The code is 2505.

    Lingard

==============================================================================
047 San Cristobal Lockdown                 Marshal Waits           11/16/2137

    San Cristobal Medical has been locked down by the Colonial Marshals
    until further notice. Sevastopol's medical team are setting up field
    hospitals throughout Sevastopol to deal with the ongoing crisis.

    Locations to follow.

    Marshal Waits

==============================================================================
048 An Old Friend                          Ransome                 11/12/2137

(A) Dr. Lingard, this is Ransome. Remember me? Your friendly Seegson chief
    executive? Lingard, you don't drop by, you don't call. Aren't we pals
    any more? Oh well, we're both busy people... and after all, I have
    lots of other friends. Some of them have badges. One of them told me
    you called Marshal Waits about a... shall we say... interesting find?
    I want in. No arguments. After all, how much does Waits really know
    about you? Not as much as your old friend here. And I bet he wouldn't
    be as understanding about black market med supplies. I look forward to
    your call, Doc.

==============================================================================
049 Autopsy Report                         Lingard                 11/14/2137

    Name: FOSTER, Catherine
    Coroner's Case# 11/14/2137
    D/O/B: 01/20/2098
    
    Age: 39
    Sex: Female
    Origin: Crew member of The Anesidora

    Body Identified By: Marlow, H - Anesidora Captain

    Case # 001794-26B-2137
    Investigative Agency:
    Sevastopol Colonial Marshal Authority

    EVIDENCE OF TREATMENT:
    Classified
    EXTERNAL EXAMINATION:
    Classified
    INTERNAL EXAMINATION:
    Classified
    LABORATORY DATA:
    Classified
    EVIDENCE COLLECTED:
    Classified
    OPINION:
    Classified

==============================================================================
050 Tape Off the Scene                     Waits                   11/13/2137

(A) Turner, we've had something go down here in San Cristobal. Tape off
    the scene and make sure it's not touched until Garcia comes in with
    forensics. Keep this quiet for now. I want total silence. Last thing
    this station needs is a panic. And one other thing - if I find out who
    leaked this to Ransome, I'll make them eat their fucking badge. He
    turned up, quoted Seegson privileges, and had a ringside seat for the
    whole god damn mess. This is a serious incident. I don't need Ransome
    making it more complicated. Waits out.

==============================================================================
051 Human Touch                            Barker                  11/08/2137

    This is by way of a formal complaint to Station Medical. I do not want
    to be attended by an android... ANY android. I am a senior Seegson
    executive with a significant financial investment in Sevastopol.

    I should be treated appropriately, by which I mean, by humans only.

==============================================================================
052 Duty Roster                            Lingard                 09/09/2137

    Duty Roster 09/09/2137

    Lingard, Senior Medical Consultant
    Morley, General Medical
    Practitioner
    Kuhlman, General Medical
    Practitioner
    West, Radiologist
    Fernandez, Dental Surgeon

==============================================================================
053 Medical Record 2                       Lingard                 09/23/2137

    Paul, B.

    Doctor Lingard attending.
    Severe chemical burns to arms and legs.

==============================================================================
054 Medical Record 3                       Kuhlman                 09/23/2137

    Wright, I.

    Doctor Kuhlman attending. Suspected brain damage caused by
    asphyxiation through manual strangulation. Nothing to do.
    Wasted bed.

==============================================================================
055 The Incident                           Lingard                 11/14/2137

(A) Morley, it's Lingard. After the incident the Marshals want us to rope
    off Medical. They're bringing in a team to find whatever it was the
    patient was carrying. I told them it was fast, but they're convinced
    they can trap it. They've got nets. I'll set up a temporary medical
    center outside, You're in charge for now. Don't let Kuhlman sweet-talk
    his way in. The last thing we need is him 'self medicating' with
    Marshal Waits around.

==============================================================================
056 WY are Years Ahead                     Smythe                  09/11/2137

    Report, Smythe, head of Synthetic Development. I just received
    schematics for the 120-A/8. I don't know how much we paid our mole,
    but the Seegson board is gonna need to shell out a hell of a lot more.

    I know this seems old tech for WY, but it's beyond anything we're
    capable of. Our key executives and shareholders won't listen, but we
    need investment.

    The Company and all its subsidiaries are light years ahead of us.

==============================================================================
057 Your Report                            Ransome                 09/11/2137

(A) Smythe, I've been looking over your report on the Weyland-Yutani
    androids and your proposals for improving the Working Joes. Now, I
    appreciate the work you put in, but understand we live in different
    worlds. Yours is full of extrapolations and estimations. Mine has an
    executive suite and eight thousand dollar suits. Bottom line is: I've
    got to look after the money, buddy! I hired you because you were the
    cheapest, not the best. Find a way to bring these costs down, huh?
    Ransome out.

==============================================================================
058 Working Joe Spiel                      Smythe                  09/16/2137

    Russell, here's my spiel for the potential clients today. What do you
    think? Spedding will hang me out to dry if they don't bite.

    "Welcome Gentlemen! Welcome, to the buzzing heart of the 'Sevastopol
    Synthetic Solution'. Next up on your tour will be the SysTech Spire
    and the APOLLO Core itself, but first - An example of android
    self-governance. When APOLLO's synthetics require a little more care
    than the repair wards can provide - they come here."

    "We believe this is the first roll-out of fully automated
    synthetic-to-synthetic medical intervention. No human expertise
    required. No costly human surgical training. All data is streamed
    directly from APOLLO, and every incision recorded in its logs. This is
    the future, gentlemen. Tomorrow, together!"

==============================================================================
059 Storage Inventory                      Smythe                  09/15/2137

    Russell, upstairs want a full run-down on what we've got stacked in
    components storage. There's some useful stuff in there, some junk.
    They want value estimates too. Smythe.

==============================================================================
060 Tomorrow, Together #2                  Sebastian Sieg          04/--/2115

    Together Tomorrow: Seegson's journey into Colonial Space
    An Official History, by Sebastian Sieg (First printed in 'Eye on
    Seegson')

    OUR REMARKABLE GROWTH
    Sieg and Son proved to be the backbone of colonial FTL expansion,
    providing reliable components that could carry humanity deep into
    space. In so doing it grew, and by 2066 was running vast manufacture
    plants in London, Buenos Aires, Nagasaki and the lunar Schickard-
    Wargentin Frontier.

    By 2071, the year the Sieg family sold its shares back into the
    company, its expansion remained exponential. Single-minded rivals
    looked on with envy as Sieg and Son became market leaders
    manufacturing cars, chemicals, educational equipment and building
    materials.

    Towards the end of the last century, came a move that would forge our
    shared future. Sieg and Son became Seegson. We took on the name our
    customers had known us by for decades, and we turned to face tomorrow
    together, among the stars.

==============================================================================
061 VIP Visit                              Spedding                09/16/2137

(A) Smythe, have you been practicing the script for the VIPs visiting
    today? We NEED to impress. Noise from upstairs says they're the last
    potential bidders for Sevastopol's Working Joe roll-out. If they go
    with Weyland-Yutani cast offs instead, the jobs Seegson have allocated
    for us back on Earth are on the line. Don't screw up. Spedding out.

==============================================================================
062 Requisitions Android                   Smythe                  09/17/2137

    Spedding. Now you've fired me you'll have to descend from your ivory
    tower to pick up the slack. The guys decommissioning Sevastopol have
    free access to Supplies and Storage, but EVERYTHING will need
    logging - so use the Requisitions Android.

    Power him up. Let him out of his box, and watch him go - just like,
    me huh?

    By the time you get this I'll be dead drunk in Gillen's Bar. I guess
    you already know this, but it's been pure hell working for you. This
    is the best thing that's ever happened to me.

    Smythe.

==============================================================================
063 Elevator Out                           Chief                   11/15/2137

    I just got another message from Spedding about the busted elevator
    outside the Android Examination Theater.
    My guys have got a million things to do right now, so it's not going
    to be fixed in time for your VIP visit. If Spedding wants to be a
    priority then maybe he should stop being a petulant asshole.

    It's an easy job. Off the top of my head I can tell you the parts you
    need are in components Storage - Row 1, Stack B.

    If you can't find it yourself, ask the Requisitions Android. Just get
    off my back.

    Chief

==============================================================================
064 Synthetic Engineer Request             Fernandez               11/14/2137

    Can I get someone from Seegson Synthetics to look at my android? I've
    just worked a twenty four hour shift helping out with trauma patients
    and I'm the dentist! Waits wants every one of them moved out of the
    hospital and no-one is telling me anything.

    If I'm going to be pulling down these kinds of hours I need some extra
    help. We've got an android down here with perfectly adequate
    programming but he's been gathering dust because apparently the same
    model started acting up on the other side of the station.

    What the hell is going on with this place? Get someone down here now,
    before I make an official complaint.

    Fernandez.

==============================================================================
065 Last Bidders                           Spedding                09/17/2137

(A) Smythe, it's Spedding. You knew full well that these guys were the
    last bidders for Sevastopol's APOLLO system, and you totally fucked
    the android presentation. They're not interested. So no bonus for me,
    no half-share for you, and God only knows what it means for the suits
    upstairs. That's got me pissed, but do you know what's getting me even
    more pissed? I have to stay on Sevastopol to oversee the synthetic
    shut-down - while you go home. Don't have nightmares on the trip back,
    jackass.

==============================================================================
066 Cutting Ties                           Sinclair                12/02/2137

(A) This is a message for all members of the Seegson Security team.
    There's been an altercation in the Spaceflight Terminal. Waits doesn't
    have our back. As of right now no-one hired as Seegson Security is
    going on-shift. We're cutting ties with the Marshals and everyone else
    on-station. It's time to take care of our own. I'm going to find
    someplace safe for everyone to hole up. Money's dried up here. We
    don't owe these people anything.

==============================================================================
067 Restart Transit                        Nash                    12/11/2137

    Listen you crazy bastard, you think that thing gets around in a
    fucking transit car?

    You're SITTING on an override that'll disconnect the transit from
    APOLLO, so fucking pull it! You can stop all this bullshit just by
    pulling a lever. You think you're safer with the transit powered down,
    but we're trapped like rats.

    For God's sake help us!

==============================================================================
068 Double Crossed                         Cooper                  12/07/2137

    Get a heads up for you, jackass. Don't even think about throwing in
    with Sinclair and the Seegson Security guys. I told them it was you
    that killed Morrison, if they see you, they'll shoot on sight.

    You should've let me join you in your bolt-hole. You won't last a
    week.

==============================================================================
069 We Need Supplies                       Sinclair                12/09/2137

(A) Guys, it's Sinclair. We need supplies. Take what you can, from whoever
    you want. I found an area in habitation where we can seal ourselves in
    and wait for rescue. I've got guys welding vents and shutting off
    elevators. The plan is to make it watertight. There's no room for more
    people in the sanctuary, but we can make space for food, meds, water
    and guns. If we're going to get through this alive there's no room for
    pity.

==============================================================================
070 First Trap Gone                        Ricardo                 12/11/2137

    Waits. We're a trap down. The creature set off explosives we set in
    the habitation tower, and I'm hearing reports of damage to the
    Spaceflight Terminal docks. I don't think we put a dent in it.

    There's activity in San Cristobal, so maybe it's gone back. Find a way
    over to the SciMed Tower transit. Hope to God the sensors in Medical
    Reception are still online.

==============================================================================
071 Arrest Sheets                          Turner                  11/19/2137

    11/13/2137
    Cell 2
    Marlow, Henry
    Crime Number: #--- (------)
    Status: Indefinite incarceration.

    11/18/2137
    Cell 1
    Tanaka, Mike
    Crime number #342 (Drunk and disorderly)
    Status: Night in the cells to sober up. Let off with a warning.

    12/02/2137
    Cell 3
    Webster, Robert
    Crime number: #343 (Domestic incident)
    Status: Released due to on-station security breach

==============================================================================
072 Removal of Transit                     W. 'Chief' Porter       10/09/2137

(A) Chief here. As requested, I've resubmitted my report for the removal    
    of the transit system for use elsewhere once Sevastopol's been closed
    off. I still don't see how it's possible. I know Seegson is trying to
    recoup as much investment as it can on this place, but the thing is
    trashed. Junctions have rusted through. Major safety protocols have
    been ignored for years... It's a wreck. Nothing short of a miracle has
    stopped it killing half the population.

==============================================================================
073 Pointless Requests                     Chief                   10/05/2137

    These people have been told Sevastopol's due for the scrap heap,
    right?

    I just got a message from Ellison in Seegson accounts. 'Can we fix the
    hand-drier in the Rest Room'. Can we hell. Next time one of these
    bullshit requests comes through, send them right back.

    We're about to strip this place out, not patch it up.

==============================================================================
074 Hardware Problems                      Patterson               11/25/2137

    SERVICE REQUEST: Ref #SR6684
    Category: Hardware Problems
    Title: 'Not receiving messages'

    Details: Expecting an order from off-station that should have arrived
    by now. I usually get
    several a week, but there's nothing. Can someone check my comms unit?
    Can't afford to lose the business.

    Created: 11.09.37
    User: Martin Patterson
    Notes: Engineer sent out 11.25.37.
    Equipment seems to be functioning. Flag up with Seegson Comms. See if
    something's slipped through APOLLO's net.

==============================================================================
075 An Outpost of Progress? #4             Julia Jones             09/14/2137

    Sevastopol: An Outpost of Progress?
    By Julia Jones

    AN UNCERTAIN FUTURE

    Seegson has now cut its losses and is set to abandon Sevastopol. This
    is yet another sign of the retrenchment that is rife throughout the
    sector. Some days it has felt as if corporate pride was the only thing
    keeping this troubled station in orbit above KG348. Living aboard this
    station today, it's abundantly clear that Seegson has gambled wildly
    with both its own investment and that of banking corps such as GeoFund
    Investor.

    The ill-judged rush into Space Colonization, its hubris and its
    over-expansion, have cost our second tier corporations dearly.
    Weyland-Yutani, with its extensive financial and technological
    firepower, can weather these storms while its lesser rivals fall away.
    Even The Company, however, must hear alarm bells ringing as it looks
    towards these fading orbital outposts.

    WY's ongoing investment in terraforming research technology looks
    increasingly shrewd, as it watches each of these distant lights blink
    out...

==============================================================================
076 I Can't Tell Who Escaped               Winters                 12/09/2137

(A) I am recording this for anyone else who was away when it happened. I
    can't tell who escaped, there are some bodies but... the others were
    taken through the vents. One by one. The doors were locked, but the
    ceiling vents were open. There was nowhere to run, and no-one to let
    them out. It was like a fox dropping into a henhouse. You and I - we
    have two options: there's a camp of survivors who still trust the
    Marshals in the Mall, and there's Sinclair and his idiot men with
    guns - somewhere in Habitation. I doubt either will last a week.

==============================================================================
077 Taken                                  Rosco                   12/08/2137

    It took her and I couldn't do a thing to stop it.

    First it tore through Doug. Then it cut Liam in half and threw him
    aside like a rag doll.

    Then it cornered Emma. I was in the shadows and it didn't see me. Emma
    was calling for me - calling for help, but I couldn't move. I was too
    scared.

    I let it take her, but I'm going to find her.

    If you find this, arm yourself.

==============================================================================
078 Scavenging                             Lincoln                 12/04/2137

    Eric? Can you hear me? Eric? Damn comms are screwed again. You there?
    Eric, it's Lincoln. Can you hear me? I made it down to tech support.
    I've picked up some canisters of water, and some battery packs. Oh,
    and some tools too.

    A lot of stuff has already been looted. I'm going to try and break
    into the lock-up. I think they keep security hackers in there. We
    could use one. But I'm not going to stay down here much longer.
    There's something... God, I dunno. It's scary as crap down here. I
    want to get back to Freight.

    Call me if you get this. Okay? Okay?

==============================================================================
079 Security Shutters                      Thompson                12/07/2137

    To the camp group: We can't keep up a full guard 24/7, but with the
    volunteer look-outs and the Spire's existing security systems we can
    keep it watertight. From this point onward, we don't raise the
    security shutters for ANYONE and all supply runs have to go through
    me.

    We can get through this guys.

    Thompson.

==============================================================================
080 The Camp                               Bertram                 12/07/2137

    Don't know how much longer I can take this. It's cramped and dirty and
    the trash is starting to rot. I don't even know if we're really safe
    here.

    Carter and Thompson came back from their recons last week with a
    couple of guns, and I'm starting to see a different side to some of
    the people here. Maybe that woman, Winters, was right.

==============================================================================
081 A Warning                              Waits                   12/10/2137

    Sinclair,

    I have verified reports that you and your men are shooting civilians
    and looting supplies.

    When I find a way to kill this creature, I hope to hell that it found
    you first.

    Waits

==============================================================================
082 Truce                                  Waits                   12/05/2137

    Sinclair,

    I know we've had our differences since you and your Seegson Security
    team arrived on Sevastopol, but right now we have a severe situation.
    We need a united front.

    In return for your TOTAL cooperation I am willing to drop my
    investigation in unregistered black market trading and drop all claims
    I had on the SysTech spire Marshal office where you and your thugs
    operate from. Let's do this right.

    Marshal Waits

==============================================================================
083 Hacked                                 Mike Tanaka             10/24/2137

    Franco, I've been investigating those archive leaks and I'm pretty
    sure it's just faulty hardware. These Arious systems are too old to
    properly integrate into something as complex as APOLLO.

    I found something else though - it looks like someone has been
    accessing people's private messages and camera feeds for the last
    couple of years. The executive suites, San Cristobal, even the Marshal
    Bureau have been hacked. Does the name Ransome mean anything to you?

==============================================================================
084 Transmission Relay Archive             Ransome                 11/24/2137

(A) Hughes, it's Ransome - I just got your query. Yes, I have been in our
    transmission relay archive and I've done some decrypting. I'm looking
    for crew logs that passed through Sevastopol a while ago. I know
    you're concerned, but it's ancient history. It's just some stuff I
    need to know: A routine Company transmission packet sent from the edge
    of Thedus before a ship started its trip home. Nothing that's gonna
    break anything. Still, no-one else needs to know about it, right? If
    you talk - well, there'll be consequences. I mean, there's plenty
    Marie doesn't know, right? Leave them decoding and let me know when
    they're done. We can keep this civil.

==============================================================================
085 Folder Code                            Walsh                   12/03/2137

(#) Personal message: code is 7789

==============================================================================
086 Surplus to Requirements                Hunter                  03/20/2136

    RE: Power Budgets.

    The distribution department is surplus to requirements and will be 
    decommissioned shortly. We will be reducing the power budget to the
    area in due course as it is required for a corporate function. Any
    questions should be directed to your line manager.

    Regards, G.Hunter

==============================================================================
087 Seegson Funding                        Seegson Investment      02/17/2136
                                           Board

    Seegson regrets to inform that Gemini Exoplanet Solutions will receive
    no further funding.

    Seegson is not liable for time remaining on Gemini personnel
    contracts. Please talk to your line manager about the facility
    shutdown and what it will mean for you.

    We would like to take this opportunity to personally thank you for
    the time you spent with us.

==============================================================================
088 Maintenance Systems                    Hunter                  03/21/2136

(#) RE: Power Budgets

    After a discussion with the line manager, several of you have
    questions about restoring power. Should power be required in
    distribution, say in case of emergency, you can access the maintenance
    systems using keycode 8897.

    NOTE: This still needs to be cleared with your line manager and should
    not be done without authorization.

    Regards, G. Hunter.

==============================================================================
089 What is KG348?                         Seegson Information     05/--/2115
                                           Service

    What is KG348? KG348 is a Jovian gas giant, situated at a mean
    distance of 6.2 astronomical units from the heart of the system.
    Initial surveys of its cloud layers show a rare mix of metallic gases.

    To exploit the potential of this resource, we are proud to announce
    the KG348 research project, spearheaded by Gemini Exoplanet Solutions.

==============================================================================
090 Gemini Exoplanet Solutions Manifesto   Gemini Exoplanet        08/--/2115
                                           Solutions

    Gemini Exoplanet Solutions.

    Be Bold. Learn. Adapt. Live. Life is change. We grow by adapting and
    evolving to meet each new challenge. At Gemini Exoplanet Solutions we
    take Mother Nature's blueprint as our starting point by breaking new
    ground, and by finding new applications for existing technologies.
    Fuel resources become building materials. Weapon developments advance
    agricultural growth. Space exploration is applied to surgical
    procedures.

    Look around. You never know what might be useful

    [sponsored by Seegson Investment Board]

==============================================================================
091 Sit Tight                              Unknown Number          02/03/2136

    S - We're going to have to find a new way to get the goods into
    Sevastopol. Waits has commercial cargo under scrutiny at the moment
    and he's checking the ambulance shuttles. Tell your man outside to sit
    tight for now, I know a guy called Sinclair who could help us.

    I remember when the Marshals actually had to deal with real crime
    rather than harassing businessmen and screwing with their deals. -T

==============================================================================
092 Samples                                Ransome                 11/16/2137

    Seegson executive Ransome here. I'm sending over some samples for
    investigation. I want the minimum number of employees on this. Keep it
    on the down-load and report only to me. If any of this gets out, I'll
    make sure your career dies with Sevastopol. There are a lot of
    inconsistencies in Gemini's ledgers. Do right by me and I'll remember
    you. Whatever you're skimming now will seem like chicken feed. Do the
    smart thing.

==============================================================================
093 Clarke is Dead                         Elaine                  12/07/2137

    Jameson, Clarke is dead. Last time I saw him he was using some of the
    junk around the station to make explosives for protection. I told him
    to be careful, but when I got back from gathering supplies there was
    just explosive damage and blood. I'm on my own now, so I'm going to
    come to you. Where are you? Elaine.

==============================================================================
094 Gemini Shutdown                        Hunter                  10/11/2136

(#) Ladies and Gentlemen, I appreciate many of you are upset with the
    current situation and the imminent total shutdown of Gemini. I have
    been asked by Seegson to assure you that the future of Sevastopol
    itself is 100% secure. Early negotiations with interested corporate
    buyers have begun in earnest.

    In the mean-time, before you leave, please deposit all Seegson-owned
    equipment in the security locker. The code is 2743.

    We have made a full inventory, and the Marshals will be informed if
    anything goes missing.

==============================================================================
095 No Future                              Julia Jones             12/07/2137

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

==============================================================================
096 What are Your Plans?                   Gillen                  10/04/2137

    Hey, Mart. I guess you've heard about the station decommission by now.
    What are your plans? I've got some connections that can hook me up
    with work when we leave - I can't promise anything, but maybe they can
    find you something too.

    They've started closing down the stores in the Galleria. Your place
    was still boarded up from last year. Sorry you had to lose it, you
    never seemed to catch a break. Do you still hear from Margaret and the
    kids? Maybe you should go see them when you leave Sevastopol.

    Let me know if want me to ask around for you.

    Gillen.

==============================================================================
097 Security Risk                          Joseph                  12/08/2137

    Blyth, we need to find a way to shut down those Automated Janitors.
    They're a security problem - every time they start their cleaning
    circuit there's a risk they'll open up a route for that thing that's
    hunting us. Or at the very least, let looters in.

==============================================================================
098 To All Sevastopol Inhabitants          Geofund Investor        10/01/2137

    The station's decommission process is now underway. Please read
    carefully and take note:

    * An initial team is on-station to survey Sevastopol and initialize
    the decommisioning process. Please help them in any way you can.
    * We have enough food and medical supplies. The redirection of the
    supply ship flight path will not impact on your quality of life.
    Rationing will, however, be deemed necessary if stocks run low.
    * Hoarding and illegal trading will not be tolerated. Please report
    suspicious activity to Seegson Security, who will investigate in
    cooperation with the Colonial Marshals.
    * A population re-homing service has been established. We are happy to
    help you with your next step, but are not liable for costs incurred.
    If you require financial support we recommend Seegson Credit Services.
    * The decommision is final. You must relocate, or you will be faced
    with forced removal.

==============================================================================
099 People are Scared                      Winters                 12/10/2137

(A) I have been camped out in Galleria Mall for maybe twenty four hours.
    The people here, they are scared, but they still believe that Marshal
    Waits will kill the creature. They forget other dangers. They forget
    themselves. People are turning on each other for food, for water. I
    cannot stay here.

==============================================================================
100 Help                                   Lewis                   11/25/2137

    Heyst, you still there? Why the hell didn't we have the smarts to stay
    on the Anesidora? They shut me in a lab over in the SysTech Spire. For
    the love of GOD come find me.

    Elevators are out and there are bodies EVERYWHERE. I'm sure I can hear
    it in the walls.

==============================================================================
101 Low Profile                            Heyst                   11/26/2137

(A) Meeks, I'm leaving this for you when you wake up. I know that you're
    still all over the place after that thing came out of Foster, but
    you've got to stop fucking up like this. You got way too drunk, and
    told those people sleeping in the Mall way too much. I dragged you
    away when I saw the look in their eyes. We can't go back there again.
    No-one can know we're connected to Marlow and the Anesidora. I'll come
    back once you've dried out.

==============================================================================
102 Retirement Plan                        Ransome                 11/20/2137

(A) Waits, we should talk about what happened in San Cristobal. Now, it
    was a nasty business and I understand that you want to deal with it as
    quietly and quickly as possible, but I wanted to make sure you didn't
    do anything rash. I'm talking about catching the specimen without
    killing it. If we play it smart, we could be set up for life. I have
    the connections, Waits. I can set it up. You're getting old, Waits,
    you can't do this forever and what are you going to do when Sevastopol
    closes? You have my number. Ransome out.

==============================================================================
103 Impounded                              Harris                  11/13/2137

    Week beginning 11/11/2137

    Marlow. H. **** Ammunition and Weaponry - Various ****
    Marlow. H. **** LVL 3 Plasma Shear - Unauthorized ****
    Marlow. H. **** WY Proprietary Flight Recorder Unit - USCSS
    Nostromo ****
    Marlow. H. **** Watch, wallet and personal effects ****
    Marlow. H. **** Suspected contraband medical supplies
    (Pharmax, Naproleve - no duty stamps) ****

==============================================================================
104 Some Kind of Parasite                  Lingard                 11/12/2137

(A) Waits, it's Dr Lingard. I've just examined a patient with - well, I've
    never seen anything like it. It's some kind of unknown parasite. I did
    a quick check on the name they gave me and there's no one registered
    under it at Sevastopol. I think she came on board recently. Do you
    know anything about this? I have no idea what Sinclair and his men
    were doing, but this should have been picked up during quarantine. Who
    knows what else they've let through? The patient and her captain are
    waiting for me in the examination room. Get down here, now.

==============================================================================
105 Smythe Read This                       Russell                 12/11/2137

(#) Don't be mad, but I went through to the elevator shaft and shut the
    access door behind me. I had a Joe on my tail, so I had to get out of
    there.

    If you can find something to cut through the panel the code is 8382.
    Don't worry if not, I'm coming back down for you now.

    No sign of the lovebirds, but I've got a whole heap of guns and
    supplies up here.

    Russell

==============================================================================
106 An Outpost of Progress? #2             Julia Jones             09/06/2137

    Sevastopol: An Outpost of Progress?
    By Julia Jones

    SEEGSON'S FRAIL ORIGINS

    After Weyland Industries led the way in Faster Than Light travel,
    Seegson found success mass producing the flight components central to
    the colonial gold rush that followed. Its ensuing overexpansion and
    reputation for producing 'low-cost alternatives' to WY branded goods
    is a matter of public record.

    In the modern day Seegson is attempting to change the fortunes of
    ailing colonial outposts. Stations like Sevastopol receive investment,
    and Seegson-affiliated companies set up shop. But the economic
    patterns that once worked within the Sol system have not flourished in
    deep space.

    On Sevastopol, mass-produced no frills androids still sit in their
    boxes. Machines in research facilities are still shrouded in the
    plastic they were delivered in. Trading docks are used only by the
    flourishing black market that the station's residents have come to
    rely on.

    Sevastopol is a ghost town. And nobody cares.

==============================================================================
107 Reformat Chamber                       Russell                 09/15/2137

    Spedding, I've sent up some blank androids for the VIP Sevastopol
    sale tour. If you haven't done it before, just have them lie on the
    slab in the Reformat Chamber. It'll connect to APOLLO and upgrade them
    with the latest programming. Let's hope they bite. Russell.

==============================================================================
108 Investigations                         Ransome                 11/26/2137

(A) This is Seegson Executive Ransome speaking. I just woke up to find a
    Working Joe in my suite and when I asked what the hell it was doing
    it lunged for me. I had to leave my own fucking apartment! Send your
    best technicians to APOLLO Core and find out what the hell is going
    on, now! Get those things under control, I want a full report ASAP.

==============================================================================
109 RE: Plans Tonight                      Spedding                11/26/2137

    Suzanne, sweetheart. I'm going to have to raincheck.

    I'm getting reports from downstairs about abnormal android behavior -
    it might have something to do with all those folks going missing.

    I need you to get to the showroom and shut yourself in. There's a
    lockdown button near my desk from when these machines were actually
    worth something. Don't worry about them. They're only display models.

    Just sit tight - I'll sort this out and we can celebrate the deal
    finally going through when we're not on company time.

==============================================================================
110 Last Chance                            Ransome                 09/16/2137

    Spedding, I'm expecting the VIPs to get here early, so I want you and
    your people ready and waiting to greet them. The clock's ticking down
    and this is our last chance to salvage something from this piece of
    shit. I want your people to answer their every whim, every vice and
    laugh at every one of their fucking jokes.

    Take them to the showroom when they're ready - don't rush them and
    don't bore them with speeches. If they say they want something changed
    in the Working Joes, just say yes. We can let the tech heads worry
    about it later.

    I hope you have your best people on this.

==============================================================================
111 Showroom Appointments                  S. Archer               09/15/2137

    SALES SHOWROOM VIEWING APPOINTMENTS

    Monday: 0 appointments
    Tuesday: 0 appointments
    Wednesday: 0 appointments
    Thursday: 0 appointments
    Friday: Date night
    Saturday: 0 appointments
    Sunday: 0 appointments

    SEEGSON FACILITY STAFF
    Reception: Suzanne Archer
    Line Manager: Android Liaison Executive, Spedding.

==============================================================================
112 RE: Smythe Read This                   Smythe                  12/11/2137

    What do you mean you shut the access door to the elevator?? All your
    guns and supplies mean jack shit to me when the synthetic that was
    chasing you is

    STILL

    FUCKING

    DOWN

    HERE!!

    I don't think it's seen me. It's stood staring at your old magazines
    in the blood plant overlook. Get back down here and open this door:
    now.

    Smythe

==============================================================================
113 Holding Out                            Russell                 12/11/2137

    I don't know how many of you are still around to get this, but I've
    got weapons and supplies and I'm setting up shop outside the Synthetic
    Showroom. I'm hoping we'll be safe from the creature up here.

    Smythe is with me and waiting to be let up from the Fluid Plant
    Reception. I still haven't seen Suzanne, if you're with her let me
    know.

==============================================================================
114 White on Red                           Spedding                11/27/2137

(A) This is Spedding in Android Processing. We've got a situation - we
    have white-on-red casualties onstation. I've just had an android
    report to the APTC with head trauma - but he's covered in blood. Human
    blood. I've alerted the Marshals, put my secretary someplace safe, and
    right now I'm headed for the transit. I'm going to get a Working Joe
    to consult APOLLO. Maybe it knows who the HELL is to blame for this.

==============================================================================
115 Tomorrow, Together #3                  Sebastian Sieg          05/--/2115

    Together Tomorrow: Seegson's journey into Colonial Space
    An Official History, by Sebastian Sieg (First printed in 'Eye on
    Seegson')

    OUR ASCENT TO SEVASTOPOL

    While Seegson prepared for its ascension into colonial space, its
    foothold was under construction. Sevastopol: a station with
    unparalleled potential, and a perfect position deep in deep space.

    Sevastopol began as a Freeport, built by Lorenz SysTech Development
    and funded by our friends at GeoFund Investor. The station's opening
    would, however, coincide with tumult in the space race. Years of
    mismanagement, and the re-routing of the Sol-Thedus flight path, left
    Sevastopol in real danger of being decommisioned.

    Thankfully, Seegson were waiting in the wings to reenergize this
    station - among many others! In 2124 we arrived in Sevastopol - and
    made possible the buzzing cosmopolitan hub you see today!

==============================================================================
116 Hazard Containment                     Spedding                11/28/2137

(A) I've come over to APOLLO to find out what sent the synthetics crazy.
    This place has gone to hell. APOLLO's redirected core android duties,
    and they've just walked away from the maintenance we requested after
    we got the news. Coolant's everywhere, gas has escaped, and the
    primary access lift has shut itself down. I've flagged a help request,
    but apparently I'm forty-fifth in the line. Systems are suddenly
    obsessed with Hazard Containment. I'm going to find a way down.
    Spedding out.

==============================================================================
117 APOLLO Sales One Sheet                 Seegson                 09/15/2137

    APOLLO INFORMATION SHEET
    WHY AN APOLLO SYSTEM FOR YOUR DEEP SPACE ORBITAL STATION?

    Self-regulation and android maintenance. Security through removal of
    synthetic self-determination. Instant communication. No interference.
    Lightning fast data movement across the station. Reliable. Efficient.
    Self sustaining. A true Seegson product.

==============================================================================
118 Something up with Your Synthetics      Chief' Porter           11/25/2137

(A) Hey, it's Chief. There's something wrong with your synthetics. The
    team I requisitioned to asset-strip lower habitation just stopped in
    their tracks. They barked something about a Hazard Containment order,
    tried to get into my control booth and then just marched off. I know I
    always complain about those spooky, bald bastards, but now I've got
    proof their wiring's faulty. I've got a meeting with your boss
    Spedding tomorrow, and I'm going to kick some ass. So when he starts
    kicking your ass... well, it's coming from me.

==============================================================================
119 Hazard Containment Alert               APOLLO Systems          12/11/2137

    APOLLO would ask for your patience during the current: Hazard
    Containment Alert.

    Which is currently at level: Omega.

    Thank you.

==============================================================================
120 Sold!                                  Ransome                 11/17/2137

(A) Spedding, something crazy just happened. Sevastopol is off the market.
    We got a buyer. After all those endless presentations and tours, I
    guess the talks weren't stalled at all. Someone at Company
    Headquarters just had to click his fingers. A message of confirmation
    just came in, Apollo's currently receiving a packet of new operation
    rulesets, so I guess the deal's sealed. This is board level, need to-
    know stuff until it's announced to shareholders. Quite the promotion,
    huh?

==============================================================================
121 Keep Things Quiet                      Ransome                 11/21/2137

    Spedding it's Ransome. With the Weyland Yutani buy-out it's more
    important than ever that the flight-recorder hand-over goes without a
    hitch. They'll be low level execs and won't know jack about the
    buy-out, but if they hear rumors about a 'disappearing people
    problem'? Well I don't want to rock the boat, and neither do you.
    Let's just keep everything nice and quiet, we don't want them having
    second thoughts.

==============================================================================
122 Twisting in the Wind                   Ransome                 12/09/2137

(A) This is Seegson executive Ransome, reporting in to the board. You sons
    of bitches. I was loyal to you and you cheap bastards left me twisting
    in the wind. I was going to give you the find of a lifetime. I was
    willing to risk my life for the company. I could have called in a
    special team, secured the specimen and we all would have been happy.
    But APOLLO has cut all communications. None of the technicians in 
    APOLLO Core are answering my messages. We're all dying here, you
    bastards! You threw it all away! Fuck you and fuck your company! Fuck
    you!

==============================================================================
123 They're at the Door                    Spedding                11/30/2137

(A) I'm in APOLLO. There are... androids at the door. Ransome's nowhere to
    be seen. There are conflicts with the Hazard Containment Breach.
    Synthetic safety procedures are getting by passed left and right.
    Comms are offline. I thought it was random, but now I'm not so sure.
    Oh God, they're going to get in. Tell Suzanne I love her.

==============================================================================
124 APOLLO Primary Interaction Log         APOLLO Systems          12/11/2137

    11/11/2137

    Class: Human interaction
    Request for inter-corporate messaging received. Outgoing message to
    Weyland-Yutani representatives accepted and monitored.

    11/16/2137
    
    Class: Colonial Marshal Incident Report
    Temporary emergency measures initiated in San Cristobal Medical
    Facility. No further information provided.

    11/17/2137

    Class: External interaction
    Purchase order received. Weyland-Yutani operational ruleset packet
    received, verified and installed.

    11/23/2137

    Class: Colonial Marshal Incident Report
    Emergency measures initiated in San Cristobal Medical Facility
    extended. No further information provided. Station scans initiated
    under WY directive #00043b56.

    11/24/2137

    Class: Containment Hazard Alert
    Unverified scans in Reactor systems. Special Order 939 initiated.
    Priority One. Protect Specimen. Maintain station quarantine. Disallow
    communications.

    12/11/2137

    Class: Sevastopol Arrivals Log
    New inhabitants logged with Apollo systems by synthetic staff.
    Ripley, Amanda. Level 2, Weyland-Yutani.
    Taylor, Nina. Level 4, Weyland-Yutani.
    Samuels, Christopher. Level 3, Weyland-Yutani.
    Expendable.

    12/11/2137
    
    Class: Containment Hazard Alert
    Viable threat to specimen detected in Project KG348 Hazard lab.
    Containment Hazard Alert raised to Omega.

==============================================================================
125 Missing Engineer                       Chief                   12/01/2137

(A) Chief here. Something weird's happening. Synthetics are on the fritz,
    so I found some guys to help me out. I sent one of them into a
    manufacturing room, but he never came out. Every door's locked, and he
    sure as hell couldn't fit through the air vent without a fight. We
    don't know what to do. It doesn't seem right to keep working without
    looking for him, but there's nowhere to look. Our shift's over soon.
    I'll report the incident to Waits and the Marshals.
==============================================================================
126 I Saw It                               Chief' Porter           12/06/2137

(A) I saw it. It had its back to me - walking down a corridor like it was
    the most natural thing in the world. I hid, but when I looked up it
    wasn't there. I think it went into the floor. Maybe the ceiling.
    Sevastopol's a maze. It could be living anywhere. This must be what
    the marshals have been chasing. This shouldn't have been kept from me.
    Chief out.

==============================================================================
127 Power Delivery                         Chief                   12/03/2137

    We need you down in Reactor Maintenance, Flores. I've got reports of
    localized brown-outs all over the station. I know it's going to hell
    on-station, but I can't see anything up here that would be
    compromising power delivery.

    Can you run a full systems check down there?

    Chief

==============================================================================
128 I'm Coming to Find You                 Chief Porter            12/07/2137

    Flores, if you're still there, find somewhere safe and wait, I'm
    coming down to you. We need to stick together now. Sanders is dead and
    at least four of the other engineers are missing.

    One of those damn androids nearly took my head off, so I've scavenged
    some parts together to make a weapon. It's got enough kick to punch a
    nice clean hole in one of those bastards.

    I'll be there as soon as I can.

    Chief.

==============================================================================
129 Shutters Code                          Flores                  12/04/2137

(#) Chief, I'm heading down to Reactor Maintenance now as requested.

    I've locked the shutters behind me, the code you'll need is 6832.

    Flores
==============================================================================
130 Let Me Be a Friend to You              Julia Jones             11/15/2137

(A) Dr. Lingard, my name is Julia Jones and I'm a writer covering
    Sevastopol's decommissioning. I was hoping to interview you about your
    experiences on the station... You know, the limited medical resources,
    the mental effects on patients in deep space, that kind of thing? But
    look, doctor, I've heard there was some kind of incident in the
    hospital recently. No-one seems to know anything. Doctor, if there's
    a major public health issue here on Sevastopol, people need to know.
    I'm freelance, unbiased. I don't have any corporate affiliations. I'll
    take any statement you'd care to give me. Call me.

==============================================================================
131 Feeling Lucky                          Foster                  10/20/2137

(A) I think we may have broken our losing streak. We've barely been
    scraping a living the past couple of years and the Anesidora is
    starting to look like the wrecks we salvage. Can't say the crew's been
    faring any better. Then we found that flight recorder. It belongs to
    a ship, the Nostromo. Weyland-Yutani property. That means there'll be
    a reward. But then Marlow had an even better idea: extrapolate the
    path of the flight recorder to try to find the wreck of the Nostromo.
    We got lucky, found a distress signal and now we're following it. This
    is it. I can feel it in my bones. He always said he'd do right by me.

==============================================================================
132 Signal Detected                        Foster                  10/20/2137

    Marlow, Heyst says he's just picked up some kind of signal. I've got
    Lewis trying to decode it now. Could be the Nostromo. Want to come up
    and see for yourself?

==============================================================================
133 Approaching Sevastopol                 Heyst                   11/11/2137

(A) We're outside Sevastopol. Marlow and Foster woke up first. She looked
    terrible. Meeks and me are about to take a shuttle to the station.
    But, well, this has got to break quarantine procedures - right? It's
    Marlow's ship, she's Marlow's wife. Things got heated and Meeks got a
    bloody nose. So... I don't know... Maybe the doctors will give her the
    all-clear and things can get to normal. But if they sniff it out when
    we get on board, I don't want any part of it. Marlow doesn't pay
    nearly enough for that kind of noise.

==============================================================================
134 Technician's Report                    Lewis                   10/24/2137

    Technician's report, 10.24.2137. Marlow, I just had to do some much
    needed work on the sub-light engines. The old girl was complaining so
    loudly I'm surprised something didn't fall off during the last jump.
    Everything's holding together for now, but she'll need a full overhaul
    soon, and not just for the core systems. We keep pushing her like this
    and we're gonna end up being the only salvage crew hitchhiking through
    deep space. It's gonna be an expensive job, so let's hope you're right
    about that beacon. It could be our last chance for a decent paycheck.
    Anyway, I had to reset the door keycode afterwards, the new one is
    4510
    .  Lewis.

==============================================================================
135 Sevastopol                             Marlow                  10/26/2137

    Log #543374

    Whatever it was that attached itself to Foster is dead. I found it on
    the floor by her bed; all curled up like a spider. Foster said she
    felt fine, but I insisted on putting her into hypersleep. That thing
    must have done something to her, but maybe I can slow the process.

    Sevastopol's the nearest station so I'm going to get her checked out.
    Quarantine will be a problem but I figure the Nostromo flight recorder
    may be the ticket in. Whatever we have to do.

==============================================================================
136 Anesidora Hail                         Waits                   11/11/2137

(A) Anesidora, this is Marshal Waits of Sevastopol. Officially, I should
    deny your request to dock. Sevastopol is currently being decommisioned
    and I can't compromise security for unscheduled vessels. However... in
    the light of the property you found I will allow a small number of
    your crew to dock via a short-range shuttle. I must remind you that
    Sevastopol is entitled to a cut of any reward for return of said
    property once it's on station. Let me know your decision. Waits out.

==============================================================================
137 Journal Entry # 340                    Axel                    12/08/2137

(A) Axel's journal entry 340 - Right, got to be quiet now. I've found a
    small hideaway in the Spaceflight Terminal. Not exactly five-star, but
    it's cosy enough. I filled a bag with essentials and picked up a few
    things on the way, making sure I didn't run into anyone. Too many
    people with guns on Sevastopol now, shooting at shadows. I mean, I
    have one myself but I'm not fucking insane. At least here it's
    secluded and I'm close to the Terminal. So, if there's a chance of a
    ship arriving I'll get a front seat.

==============================================================================
138 Code for Repair Job                    Francis                 09/02/2137

(#) Hey, Myers. MY shift's over and I'm clocking off. If you turn up to
    repair the system in the next three hours, I won't be here, so the
    code you need is 1851.

==============================================================================
139 Tomorrow, Together #4                  Sebastian Sieg          06/--/2115

    Together Tomorrow: Seegson's journey into Colonial Space
    An Official History, by Sebastian Sieg (First printed in 'Eye on
    Seegson')

    OUR SYNTHETIC FUTURE

    With the guidance of key Seegson executive talent, Sevastopol has
    become an outpost of progress: A trade hub, a vibrant community and
    the beating heart of the Seegson Synthetic Solution.

    Sevastopol is the primary off planet site for the development, sales
    and maintenance of Seegson androids. From Sevastopol's unique position
    in the cosmos we can ship our range of Working Joes wherever they're
    needed in colonial space within months, not years.

    Above and beyond our reliable and cost-efficient synthetics is
    Sevastopol's governing AI: Seegson's award-winning APOLLO system.
    Through the hard work of our scientists and Seegson's bold
    investments, the station is now a showcase for economical and
    self-governing artificial human operations. Even now our sales
    executives are overseeing the population of APOLLO mainframes across
    colonial space!

    Just as we assured you throughout this journey: We made it to
    tomorrow, and we did it together.

==============================================================================
140 Bet on the Wrong Horse                 Sinclair                12/11/2137

(A) This is Sinclair. You guys took too long down there - I had to power
    down this facility and take the last transit. We can't afford to keep
    sanctuary wide open. All it'll take is one creature to get in - and
    all the supplies and weapons we've taken will come to jack shit. Me
    and mine are gonna sit this out till the rescue comes. I'm sorry, but
    when you started chasing after a ship that'll never come you broke
    with the plan. Sinclair out.

==============================================================================
141 Nowhere to Run                         Winters                 12/11/2137

(A) I got here when they were sealing the sanctuary. I don't know what I
    expected, maybe that they'd change their minds and let me in, maybe
    that they'd shoot me dead like everyone else on the station who gets
    in their way. They shut the door in my face. I can hear movements from
    the floor below me. I haven't got long. Sinclair and his people have
    Sevastopol's food supplies and much of its weaponry, but I heard the
    voices of children too. I'd wondered where the children had gone.
    Maybe they can keep these monsters from them. Despite it all, I hope
    they do.

==============================================================================
142 Sealed In                              Sinclair                12/11/2137

(A) If you're listening to this, and you're on the team, we've sealed the
    Habitation Sanctuary. There's one way in, one way out. I've still got
    raiding parties heading out to loot supplies and weapons, but it looks
    like we shut it off just in time. The Seegson Synthetics have started
    moving away from their stations. I've seen a trail of strangled bodies
    in public areas. So, be aware. Oh, and if you're listening to this and
    you're not on the team, don't come find us. We will shoot.

==============================================================================
143 Shut Out                               Denver                  12/11/2137

    Is anyone there? It's Denver. I'm back with the supplies, but I'm
    locked out and nobody's answering. What happened? Was there an attack?

    It's getting worse out here, you have to let me back inside now - my
    wife is in there, she'll tell you who I am. I have the supplies!
    Someone please answer me!

==============================================================================
144 Last Stand                             Sinclair                12/11/2137

(#) Mendonca, we rounded up everyone we could find and are camped out in
    the Rec Room. The security system we discussed is rigged up, but you
    won't be able to get in the old way.

    We caught a stranger sneaking in - after a couple of hours he
    confessed who let him in and we threw them both out. We've only got
    limited space and supplies here and we've got to control who gets in -
    if they want in, they've got to bring something to the table.

    What you need is in the usual place. I don't want to say here but
    you'll know what I mean. I changed the code to 1984. Use what you find
    there.

    Of course, we'll need to make sure you've got the supplies you
    promised us, but we'll check you upon entrance - I'm sure you've got
    what we need. After all, I vouched for you.

    Don't make me regret it.

    Jake

==============================================================================
145 Blood on my Hands                      Sinclair                12/11/2137

(A) Last will and testament of some fuck you don't give a shit about. We
    couldn't keep them out. My wife is dead. My children have been taken.
    I tried, but I couldn't stop them. They broke through our defences.
    There's... there's so much blood on my hands. This is for the rescue
    party, for Seegson or... I don't know... Whoever has to clean up this
    mess. We held out in here as long as we could. You didn't come fast
    enough. You fucked it. Just send in the marines or blow this place up.
    Take these creatures back to Hell.

==============================================================================
146 Goodbye                                Mike Tanaka             12/08/2137

(A) Anne, I am so sorry. You were right, I never should have come here.
    Please tell Beth and Heidi, tell them that I love them more than
    anything. God, it hurts so much. I found something, Anne. I don't know
    what it was, but I found it and now it's killed me. It's killing
    everyone. I have to tell someone... there has to be a record. I was so
    stupid, Anne. I should have stayed with you. I wish... I wish...

==============================================================================
147 Stability Alert                        Automated Alert System  12/11/2137

    Disruption to Orbital Stabilizers has been confirmed. Orbital
    Stabilizer array back-ups are offline.

    Systems waiting for Orbital Emergency Convenor response.

==============================================================================
148 Sevastopol Initialization              Hope, A                 08/04/2105

    I can now confirm that all Sevastopol Systems are operational, and our
    KG348 orbit is no longer degenerative. My thanks to the tow team.

    We're open for business. Good luck everyone.

==============================================================================
149 Transit Office Code                    Unknown Civilian        12/11/2137

(#) "Code for the Transit Office is 0482 if you need supplies."

==============================================================================
150 Code on Blueprint                      APOLLO Blueprint        12/11/2137

(#) "Try to remember this time"
    4930

==============================================================================
151 Torrens Co-Ordinates                   Observatory Chamber     12/11/2137

    Co-Ordinate Conversion Input:
    35
    75

  __________________________________________________________________________
 |                                                                        ':|
 |    Nostromo Logs (NOL1)                                                  |
 |                                                                          |
 |:.________________________________________________________________________|

    Subject                                Sender                  Date
==============================================================================
001 An Initial Report                      Dallas               NOS-7363-2121

(A) This is Captain Dallas, logging an initial report from the return log
    of our Thedus voyage. When we get back home I want a meeting with a
    shipping coordinator. My usual Science Officer has been replaced - no
    reason given. The new guy is more than capable, I'm sure, but only
    getting two days' notice for this kinda thing is crazy. I'd just like
    an explanation. We'll be ready for our load when we get the call.
    Dallas, Nostromo Captain, signing off.

==============================================================================
002 Science Officer Reporting              Ash                  NOS-7367-2121

(A) Science Officer's initial log. I've been installed aboard the
    Nostromo. All the relevant paperwork has been signed and I have access
    to the ship's MU-TH-UR 6000 mainframe. Captain Dallas and the
    Executive Officer seem... put out by my appearance, but that's perhaps
    to be expected. All that's left is to hope for a productive journey.
    Ash signing off.

==============================================================================
003 Delayed Pick-up                        Lambert              NOS-7370-2121

(A) This is Lambert confirming the delayed pick-up of the refinery we're
    taking back to Earth. I've entered initial coordinates for the edge
    of the Epsilon Reticuli using the established haulage route. My next
    entry will be confirmation of our flightplan to the Sol system.
    Lambert out.

==============================================================================
004 Overworked and Underpaid               Parker               NOS-7392-2121

(A) Ripley's asked me to log a report on what happened to the umbilicus
    when we hooked up onto the refinery. I'll tell you what happened: me
    and Brett, we're holding this place together with our bare arms. You'd
    think millions of tons of ore would get someone from the front deck,
    someone on a full share, down here with us. Y'now, checkin' up on the
    stuff we need. You want to get out of the system on schedule next
    time? You put the Nostromo in drydock for a month, you wait till we're
    done with it, you pay what we're due. Parker out.

==============================================================================
005 System Check Went Okay                 Dallas               NOS-7398-2121

(A) Sounds like the system check went okay. Some ducts still need
    rerouting but, as I keep getting told, there's not much we can do
    about it while the Nostromo is in the air. Parker's coming up with the
    sign-off sheets, but I know Ripley wants to chew his ear about the
    secondary load unit. I'm gonna stay out of it for now, they know what
    they're doing. Dallas, Nostromo Captain, signing off.

==============================================================================
006 The Secondary Load Unit                Parker               NOS-7402-2121

(A) We're heading to the edge of the system. Ripley's given me list of
    stuff she says needs doing, says MOTHER's not gonna let us hit the gas
    if we don't fix the secondary load unit. Helluva lot of work for a
    routine flight. Dallas, if you somehow found the time in your schedule
    to listen in on this, Brett and me - we're working double-time. If you
    don't come good with a bonus we'll be taking it to the union.

==============================================================================
007 Finishing up Here                      Brett                NOS-7611-2121

(A) Right. Finishing up here. Kane asked if we could fix it so the heating
    came on before we get outta the ole freezerinos. Parker said no way -
    not our job. Next they'll be asking for monogrammed towels and a
    massage. So we didn't do that; we told them that. Brett - over and
    out.

==============================================================================
008 Antarctica Control Will Get Our Call   Lambert              NOS-7641-2121

(A) This is Lambert, Navigator on the USCSS Nostromo registering that all
    navigation beacons and Sol system co-ordinates have now been verified
    by MOTHER. Antarctica Traffic control will get our call on October
    22nd, or a few hours on either side. Signing off.

==============================================================================
009 Health Checks                          Ash                  NOS-7663-2121

(A) Pre-hypersleep health checks have been performed on the entire crew
    including, after some persistence from the engineer's staff, the
    ship's cat. Everyone regular, present and correct - as set out in the
    report I've just logged with MOTHER. I have a little more work to do
    setting up my equipment and initialising systems, but otherwise: we're
    ready to go.

==============================================================================
010 Nostromo Report Packet                 Dallas               NOS-7680-2121

(A) This is Dallas, I'm about to broadcast the Nostromo report packet back
    to the Sol system before we hit the pods. Nearest open relay station
    looks to be Sevastopol. All things being well - you'll hear from us
    once we reach the edge of Sol. Don't miss us too much. Dallas out.


 ____________________________________________________________________________
|                                                               ``:::%%%%%%HH|
|:..                           VERSION HISTORY                     `:::::%%%%|
|%%%:::::..                         (VSN1)                             ::::::|
|HH%%%%%:::::.....___________________________________________________________|


Date        Version  Comment
------------------------------------------------------------------------------
10/23/2014    0.1    Started writing the guide.
10/24/2014    0.2    Finished writing Missions 1-4.
10/25/2014    0.3    Finished writing Missions 5-9.
10/26/2014    0.4    Finished writing Missions 10-11.
10/26/2014    0.5    Finished writing Missions 12-14.
10/28/2014    0.6    Finished writing Missions 15-16.
10/30/2014    0.7    Finished writing Missions 17-19.
11/06/2014    0.9    Replayed the game, corrected errors.
11/07/2014    1.0    Finished writing Collectibles section.
                     Finished writing Achievements section.
                     Submitted to GameFAQs.
11/--/2014    1.2    Added section for Nostromo DLCs.
                     Added section for Survivor Mode.
                     Added section for Corporate Lockdown DLC.
                     Minor rewrite of main campaign missions.
12/27/2014    1.4    Added section for Trauma DLC.
01/26/2015    1.6    Added section for Safe Haven DLC.
                     Minor rewrite of main campaign missions.
02/19/2015    1.8    Added section for Lost Contact DLC.
                     Added Playstation controller.
03/12/2015    2.0    Added section for The Trigger DLC.
                     Added section for Advanced Techniques.


 ____________________________________________________________________________
|                                                               ``:::%%%%%%HH|
|:..                             LEGAL (LEG1)                      `:::::%%%%|
|%%%:::::..                                                            ::::::|
|HH%%%%%:::::.....___________________________________________________________|


This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

The following sites have been given permission to host this FAQ:

        www.gamefaqs.com
        www.neoseeker.com
        www.cheatcc.com

    Copyright 2015 Jan Kruse        dcruzefaq@gmail.com 
                                 
                                    youtube.com/dcruze  
                                    twitter.com/dcruzeFAQ


 ____________________________________________________________________________
|                                                               ``:::%%%%%%HH|
|:..                               CREDITS                         `:::::%%%%|
|%%%:::::..                         (CRD1)                             ::::::|
|HH%%%%%:::::.....___________________________________________________________|

  
  Twentieth Century Fox Film Corporation    }
  SEGA Corporation                          }    for creating this game
  The Creative Assembly Limited             }
 
  Osrevad                                   }    for the Xbox and Playstation
                                                 controller ASCII art

  Avlandre                                  }    for discovering Mike Tanaka's
                                                 Twitter account

  PsychoHypnotic                            }
  Imposible                                 }
  Infesord                                  }    for various playing tips
  XLR8 Games                                }
  Saturnine                                 }

  You                                       }    for reading this guide

View in: