Find a Data Cell to Repair the Security Access Tuner
First and foremost, this guide will not differentiate between the playthrough on Hard vs. the one on Novice, in case you want to capture all achievement in a single playthrough.
The game contains various collectibles, namely ID Tags, Nostromo Logs, and Archive Logs. You will need to find all ID Tags (50), all Nostromo Logs (10), and 100 Archive logs out of 172 for the following three achievements:
Archivist
Collect 10 Nostromo logs in the main campaign
2 guides
It is highly recommended that you follow a video guide for all collectibles, as several require detours from the main storyline. The following YouTube video contains all collectibles and shows how to get them in detail - credit goes to TA user Zasta 360 GameTV!
The walkthrough will use spoiler tags if you don't want the story to be spoiled too early.
Mission 1
*** Spoiler - click to reveal *** Note: You can run as much as you want in this mission, as there is no danger of being spotted. You start the game after waking up from a nice long cryo sleep in the Hypersleep Chambers of the Torrens. As the first order of business, walk over to the flashing console with your name, Amanda Ripley, written on it. Interact with it to receive your first objective, Explore the Torrens, along with three secondary objectives, Get Dressed, Speak to Taylor, and Speak to Samuels. Walk over to the bunk room. In the bunk room you will encounter a computer terminal on the right. Interact with it to read the first Archive Log of the game, and earn your first achievement: Go to your personal storage locker and interact with it to complete Get Dressed. You can use the save point in the same room to create your first save. Follow the in-game map to two both Medical and the Galley to speak with both Taylor and Samuels, thus completing Speak to Taylor, and Speak to Samuels, respectively. After your last conversation, you will receive a new objective, Go to the Bridge for briefing. Walk to the bridge and listen to the Captain's speech. As soon as you receive the objective Collect Your Briefing Documents, walk to the desk in the middle of the room to do so. This triggers a cutscene and ends the mission. After the mission, you will earn: Awake Complete the first mission 1 guide
Mission 2
*** Spoiler - click to reveal *** Note: You can run as much as you want in this mission until you receive the objective Head to the Transit Link with Axel. The mission starts after you barely made it into the Sevastopol's airlock. Once you regain control of Amanda you are given the objective Find Help. Walk to the next room to change out of your space suit. Pass through the adjacent room into a hallway, and continue until you reach an exploding valve, blocking your way with fire. Climb into the ventilation shaft on your left to bypass the blockade. Back in the hallway, continue onwards across some planks to a luggage checkpoint. Feel free to search around the area and collect any craft items you see. To continue, interact with the button in front of a ladder, lowering the luggage ramp. Climb the ladder to reach the next room. As you can't open any of the doors in that room for now, you need to continue up some stairs and try to go through a large shutter. You will realise that the shutter requires power to operate. Your objective will change to Find a Way to Restore Power to the Shutter. Enter the control booth opposite of the shutter and interact with the power coupling on the left wall to restore power to the nearby computer. Use the computer to read through the archive logs before you select 'Power Junction D-13 Departures' within the utility folder to complete the objective Find a Way to Restore Power to the Shutter. Before you actually pass through the shutter, head back to the doors that were previously inoperable. One of them requires a passcode which you will have received by reading through the archive logs on the computer in the control booth. Enter the code (0340) to open the door and head inside. In here you will find your first blueprint, Medikit V.1. Assuming you have gathered enough craft items previously, craft a medikit to earn: Return up the stairs and pass through the shutter. Continue through the area until you enter the Passenger Lounge. Follow the stairs on your right and make your way around until you see the Torrens passing by in front of the windows. This will change your objective to Contact the Torrens. Move on downwards the stairs on the opposite side, turn left and enter Cred-Op Amusements. Use the generator inside the room to restore power to another door, leading to the Restaurant. Enter the restaurant to climb into the hatch into a vent in the middle of the room. Follow the vent to reach a cluttered hallway. Follow this hallway until you encounter a large container that is blocked by a cleaning robot. Interact with the robot and climb through the container afterwards. Continue through the hallway until you reach the Baggage Claim area. Enter the room on the right to find another generator. Restart it, then return to the main area. Move towards the large door with the number 42 on it to have your objective update to Get Through the Main Door. Head up the stairs on your left and through a door. Pass through several rooms to reach the evidence lock-up, where you will see a dead body behind a grating. As you cannot move through the door, climb into the ventilation shaft nearby to reach the corpse. Pick up the Maintenance Jack next to it, along with your first ID Tag, to earn: Remove the brace on the door with the Maintenance Jack and make your way back to the main area and the main door. Use the Maintenance Jack again to complete your objectiveGet Through the Main Door and trigger a cutscene. You will be given the objective Head to the Transit Link with Axel. Remove the brace on the door and follow your new companion Axel into the next room, past two (harmless) humans up to an elevator with a save point. Save if you like, enter the elevator, and press the button to reach Freight Shipping. Do not run from here onwards, but rather move carefully to avoid detection. Once arrived, follow Axel through the corridor until you encounter two armed humans and Axel tells you to hide. Wait for the humans to leave and Axel unlocks a nearby vent. Your objective changes to Follow Axel into the Vents. Do so. In the next room, grab the flashlight lying on top of a box, and follow Axel into the next room. You will receive the objective Stay close to Axel. In the next room, Axel tells you to find a vent entrance that he has marked with red paint; the objective will change to Use Your Flashlight to Find the Vent Entrance. Go into the northwest corner of the next room to find said entrance. Once you shine your flashlight on it, Axel will come over and unlock the vent. Climb into the vent after him and through the vent; before leaving though, wait for the enemies outside to leave. Outside, save your game at the save point and follow up with Axel, who is waiting in front of the door leading to the Cargo Hangar. As you follow Axel inside, you will encounter a group of enemy humans in the center of the room, blocking the way. Your objective will update toFind a Way to Distract the Looters. Axel will tell you that you can disable a power generator as a distraction. Crouch and move close to the wall on your right side towards the room with the generator, staying in darkness as much as possible. If you are on your no-death-playthrough and get spotted (enemies will yell at you and start shooting), immediately reload your current save. Once inside the room, first locate the floor vent hatch. Use the console to cut the power to the generator, then immediately open the floor vent and climb inside. Follow the vent to the other side, and wait a few seconds until the looters have left their original position to investigate the generator. Climb out the floor vent and run for the doors. The objective will change to Escape with Axel. You will find a save station in the next room; use it and continue following Axel. You will reach a room with a locked door at the end which can only be opened if you press two buttons at the same time; you will receive the objective Hit the Power at the Same Time as Axel. Backtrack to the room entrance and interact with the console; the locked door will open, and a looter will enter through it, attacking Axel. In light with your new objective, Save Axel, run towards the two men fighting and press After running for a short while a cutscene will trigger, ending in Axel's unfortunate death. Your new objective will be Reach the Transit Station. Walk or crouch calmly towards the Transit Station in the north, and to the far right corner of the room once you arrive. Follow the objective Call Transit towards the Lorenz Systech Spire by pressing the button right of the door, then wait. (At this point you will feel the intensity of this game. It will feel like an eternity for the transit car to arrive, and you will be in constant fear that the Alien might catch you before you manage to escape. The soundtrack will do its part to build up tension as well.) Once the transit car finally arrives and the door opens, sprint inside and press the button in the middle of the transit car to go to the Lorenz Systech Spire. This will end the mission. If you are too slow, or attract the Alien somehow before making it to the transit car, you will have the first chance to earn the following achievement: However, it is almost guaranteed that you will die once you encounter the Alien, so I strongly advise against going for this achievement at this point - you will definitely get it later with natural story progression. In any case, after the mission, you will earn:
to hit the attacker with your Maintenance Jack. Axel will shoot and kill the man, thus attracting attention of the other looters. Those will start chasing you, so you have to make a run for it together with Axel. Your objective changes to Escape with Axel.
Mission 3
*** Spoiler - click to reveal *** You start the mission with the objective Get to Seegson Communications, and the sub-objective Find an Elevator to Seegson Communications. Leave the transit car, save the game at the nearest save point, and head up the stairs on the left towards your objective. Walk through the door into the next room, and enter the next door on the left side, which leads to stairs heading towards the Lobby. Start going up the stairs, but prepare to crouch and move backwards. As soon as you reach far enough up the stairs, a woman on the other side of the Lobby will notice you and start shooting at you. Move backwards to avoid being shot; the woman will soon run away to alert her companions. As soon as she leaves, you have the area for yourself until you actually approach the elevator where she was standing when she noticed you. Feel free to explore, collecting the ID Tag, Audio Log, and any craft items in the vicinity, before you move towards the elevator. Pick up the Security Access Tuner on the floor right next to the elevator. You can't use it right now, and your objective changes to Find a Data Cell to Repair the Security Access Tuner. By this time, the woman will return along with a few other enemies, so you need to move carefully to avoid being seen. Facing the elevator, head up the stairs on the left, and crouch next to the balcony. Continue forward until you see a door on the right side - don't bother going for it, as it is locked. Instead locate the Rewire System Control right next to the door. Use it to activate the speaker system to distract the enemies. Continue towards your objective, up another small flight of stairs, into a smaller room. Warning: It is highly likely that there is an enemy patrolling this room. Make sure to watch his routine and sneak past him once you have a chance. Leave the room on the other side, down another small flight of stairs, and immediately head to the right. Make a run for the door and down the stairwell behind it; you will hear the enemies discussing following you down the stairs but ultimately deciding against it, so you are safe from that threat. At the bottom of the stairs, your objective changes to Search Tech Support for a new Data Cell. Go through the door into the next room, and up the stairs to your right. Update your map at the terminal if you desire, and go through the door to an office. Pick up the Revolver and key card from the desk, then save your game on the save station in the room. If you want, you can fire your revolver to gain the following achievement: If you do so, reload your current save afterwards to avoid being noticed by the Alien and save your ammo. Also note that you do not need to fire the Revolver just now, as you will be having lots of other opportunities in the game ahead. Regardless of you firing the Revolver or not, walk along the corridor on the left of the save point and unlock the door at the end with your key card. In the next room, pick up the blueprint on the desk (Smoke Bomb V.1). Head down the corridor with the System Monitoring sign above it towards a room with a corpse on a chair. Pick up the blueprint from the wall (Flashbang V.1). Return to the main room and turn left, entering a room with the Sevastopol Works Archive sign above it. Enter the room to trigger a short cutscene; it will end with an alarm being sound. Turn to your right and press the button on the server bank with the hand crank on it. Once the server bank moves, repeat the step on the next two server banks on the right. Finally you will be able to reach the sought-after Data Cell on a shelf in the southwest corner. Pick it up to change your objective to Hack the Elevator to Seegson Communications. Hack the main door and leave the room. Head back to the room where you collected the Revolver, and towards the stairway that you took to enter the area in the first place. You will notice that a shutter is blocking the way, and your objective will update to Disable Security Lockdown. Climb through the vent on your right to the very end, picking up all craft items along the way. After exiting the vent, walk down the stairs and hack the door leading to the Tech Workshop. Don't interact with the console just yet, but instead move counterclockwise through rooms until you reach a door with a brace; remove it with you Maintenance Jack. Go back to the desk with the console and interact with it to trigger another cutscene. Again, your objective will be Hack the Elevator to Seegson Communications. Crouch/sneak to leave the area as quickly as possible, and head back towards the stairs leading to the room(s) where you encountered the human enemies earlier. You need to hack a door on top of the stairwell, but once you are in the Lobby area again, you can witness the Alien finally being useful, i.e. killing all human enemies. Calmly make your way downstairs to the main lobby area, heading for the elevator. Make sure that the Alien has left the area before you continue approaching the elevator. At the elevator, use the Security Access Tuner to hack it, enter it, and press the button to go to Seegson Communications, thus ending the mission. After the mission, you will earn:
Mission 4
*** Spoiler - click to reveal *** Note: You can run as much as you want in this mission until you receive the objective Gain Access to the Elevator, Avoid Detection. You start the mission with the objective Make your Way to Comms Control. Leave the elevator, use the terminal on your left to update your map, and approach the Synthetic behind the glass at the Reception area. After talking to him, go down the stairs and use a rewire terminal on the left. Deactivate the camera feed and air purification, then activate the door access. Enter the now-accessible room on your left just to collect several craft items. Leave the room again and continue down the corridor, until you encounter another Working Joe Synthetic. Now is time to go for another achievement, but you need to keep several things in mind: If you go for the My Turn Now achievement, you have to kill this Synthetic just by using your Maintenance Jack. Warning: If it manages to attack you (i.e. grab and hit you), you will void the achievement Just Out Of Reach, which requires you to navigate parts of the level without being attacked by an android. Sneak behind said Synthetic and make sure that it doesn't look in your direction. Ensure that you do not have your Revolver equipped, and hit the Synthetic twice with the Maintenance Jack, using Once the synthetic is dead, you will earn: My Turn Now Kill an android using only the maintenance jack 5 guides Not a Scratch Escape from android combat without taking damage 4 guides Follow the corridor to a room at the very end, and pick up the Motion Tracker from the desk. You can now use the Tracker by pressing Access the computer terminal and choose 'Door Access' to unlock a door leading to a stairwell. Climb up the stairs, save your game at the save point, and go through the door. Remove the brace on the next door and enter the room. In another room to your right you will find the next blueprint (Noisemaker V.1) along with some craft items. Continue walking to the end of a corridor, where you have to pull a lever to open a door which leads you back to the previous area. Follow the hallway until you reach some stairs on your left; climb them and approach the next Synthetic behind glass. After it denies you access, your objective will change to Find Another Way Inside. Go down the stairs again and head left, hack the door with the Maintenance sign above it, and enter the vent in the room behind. Inside the vent you will witness a Synthetic kill a human, and your objective changes toGain Access to the Elevator, Avoid Detection. From now on, Synthetics will be hostile, so be careful. Exit the vent, avoiding the detection grid of the nearby camera - if you get caught by the grid, it will trigger an alarm, attracting opponents. Enter the room next to the dead body, and stick to your left to reach a terminal on the far end of the room to shut down the camera. Return to the hallway and carefully move towards the elevator, avoiding the two hostile Synthetics in the area. Once there, call the elevator, wait for it to arrive, and press the button inside to take you to Comms Control. As soon as you exit the elevator, your objective changes to Contact Verlaine and the Torrens. Update your map on the terminal and save your game at the save point. Head through the door next to the save station and up the stairs. Turn to the left and enter the External Communications room. Once you interact with the External Comms Link, you will get the objective Find an Alternate Communications Terminal. Head into the vent and climb down the ladder. Exit the vent and keep going right until you reach a hatch leading to another vent. Enter it and head forward to the next exit. Open it, but do not leave the vent yet. You will see a Synthetic working on a computer terminal. It will spend about ten seconds on a terminal before it changes to another, just to change again after another ten seconds or so. Wait for it to turn your back towards you; if you see its back the first time you open the exit, wait until it changes positions twice, so you have the full ten seconds for your next move. Now exit the vent and sneak to the right through a doorway. Enter the next door just ahead and continue forward; turn right at the end into another hallway. Continue forward for a while, past a map terminal, and ultimately into a doorway to your right leading to Internal Communications, always avoiding any Synthetics in the area. You can always try and sneak through adjacent rooms to surpass Synthetic sentries, but take care in a room called Human Employee Recreation: It contains a semi-broken Synthetic lying on the floor behind a counter, which will grab you once you approach it, thus voiding your Just Out Of Reach achievement. At some point along the way, your objective will update to Reactivate Samuel's Communication. Once you enter Internal Communications, approach the central desk. Interact with it and complete three mini games to trigger a cutscene, after which your objective changes to Return Through Seegson Comms to Escape. Sadly, it also triggers an alarm, altering both the Synthetics and the Alien. Quickly turn to your right and enter a small room. Grab the blueprint from the table (EMP Mine V.1) and save the game at the save station. Enter the vent in the room, follow it through the very end, and change into the next vent close to a door. Before you exit that vent, use your motion detector to check if the area is clear, and proceed if it is. Since the vent is inaccessible for Synthetics, try to craft at least one EMP Mine while you are in there, and equip it right away. As you continue through the level, make sure to throw it at a Synthetic, e.g. if it is blocking your way. This will stun the Synthetic for a couple of seconds, and you will earn: Stunned Knock down a human or stun an android with a non-lethal attack 4 guides Follow the hallway or the connecting rooms to get back to the elevator you took earlier. Proceed with caution to evade any Synthetics in the area, and be on the lookout for the semi-broken Synthetic on the floor if passing through the Human Employee Recreation room. Enter the elevator and press the button to be brought back to the Comms Security Surveillance area. Warning: From now on, the Alien could kill you rather unexpectedly - it sometimes hides in ceiling vents, and grabs you if you pass by below, thus resulting in your instant death. You will know that the Alien is hiding in a particular ceiling vent if you see it saliva dripping down from it. If you can't avoid walking past the vent, stay in a safe distance until the steady flow of dripping Alien spit stops. After leaving the elevator, continue straight towards the registration area. Sneak past the unhelpful Synthetic from the beginning and head right to get back to the stairwell that you took earlier. Head down said stairwell and turn left, following the corridor until it turns to the left itself. Head to the room on your left if you are going for collectibles (you can find the game's first Nostromo Log in there), otherwise continue straight. Follow the corridor's second left turn back to the reception area, and into the elevator. Press the button to get back to the Lorenz Systech Lobby. Your objective now changes to Take Transit to SciMed Tower. If you managed to not be grabbed by any Synthetic, neither walking, nor lying on the floor, you will receive: Just out of Reach Contact your team and escape Comms without being attacked by an android 2 guides Exit the elevator and go straight through the lobby, through a large door that takes what feels like an eternity to open. In the next room, head through another door on the right, and follow the stairs down towards the Transit area. Enter the transit and press the button to get to the Sevastopol SciMed Tower, thus ending the level. After the mission, you will earn:
. Now run back to the starting point of the mission, the elevator. The Synthetic will chase you at first, but lose interest soon, and return to his initial post. Go back to repeat the process until it is dead. Make sure to only hit the Synthetic twice each time, as it will almost surely be able to grab you if you go for three hits. Depending on the difficulty you play in, it will take seven to twelve hits for it to die.
, it will be your best friend in detecting and avoiding enemies going forward (unless you play on Nightmare difficulty, where the Tracker will give you unreliable readings). Keep using it throughout the game. After detecting 30 enemies with it, you will earn another achievement (listed here, since it is impossible to predict the exact point in the game where you will get it):
Mission 5
*** Spoiler - click to reveal *** Note: You can run as much as you want in this mission until you receive the objective Find Dr. Morley's Keycard. When starting the mission, you are given the objective Go to Samuels and Taylor. Leave the transit car and walk over to Samuels, which will trigger a short conversation. After that, your objective will be Find Help for Taylor, and the sub-objective Get to San Cristobal Medical Facility. Turn right, go through the door, and head up the stairs to the west. Approach the door ahead of you, just to find out that it is locked. Turn to your right and go through a doorway, again triggering a short conversation. After the conversation, go up the small flight of stairs on the right, step into the elevator ahead, and press the button to reach San Cristobal Medical - Staff Entrance. Once you arrive, your objective changes to Get into the San Cristobal Medical Facility. Exit the elevator and keep left until you reach a vent. Enter and climb the ladder inside, then follow the vent to the very end, where you drop down into the Crisis Stabilization Unit area. Update your map on the terminal on your left, than continue straight up the stairs and through the door next to a save station. In the next room you will meet Dr. Kuhlman, sitting behind a window in an currently inaccessible room. After a short conversation, your objective will update to Find Morley's Office. Turn to your right and press the emergency override button on the left side of the door to open it. Follow the corridor as it takes a left turn, and turn left at the next corner. Follow the hallway down some stairs, until you reach a door that you need to hack. Use the computer terminal in the room behind that door. Look for the folder Shared - Hospital Quarantine to acquire a passcode (1702), but trigger an alarm at the same time. Your objective will update to Find Dr. Morley's Keycard. Leave the room and head back towards the stairs. Step onto the stairs, but immediately back down and crouch underneath the stretcher on the left side, as the Alien will drop down the ceiling just on top of the stairs and start its hunt for you. After the Alien is out of sight, go up the stairs and turn left; carefully follow the corridor to a closed door that requires the passcode you recently discovered to proceed. Once the door opens, pass through it and head straight to the end of the room. Go through the door ahead and straight to the end of the room until you reach a whiteboard. Approach it to have the objective updated to Investigate Rooms on Dr. Morley's Rounds. Turn around and exit through the door you entered, turn right and go down some stairs. Enter the room following the first door to your right, the Psychotropic Clinic. Grab the blueprint from the table (Pipe Bomb V.1). Save the game on the save station in the room, then exit the room again and head right. Follow the corridor to the very end until you reach a door with windows on the right side. Go through it, head right, and update your map on the terminal. Continue straight to room A-29, which is behind the first door on your left side. You will encounter the mangled corpse of Dr. Morley on the floor, amidst a pool of blood. Search the corpse to get that keycard you are after. While you are in the room, use the rewire panel on the wall to both turn off the air purification and activate the alarm system, thus distracting the Alien and making you harder to spot once back in the hallway. Your objective will update to Return to Dr. Kuhlman. Leave the room and turn right. To return to Dr. Kuhlman you can either backtrack the entire way you came from (through the windowed door), or head straight to the end of the corridor to a door opposite of room A-26, which needs to be opened with your new keycard. The latter choice is the much shorter and probably less dangerous option, but you need to make sure that the Alien is out of sight before you approach the door. Assuming you opted for this choice, continue straight through the door, make a left through another room and the Welcome Area, back to the window behind which Dr. Kuhlman was sitting. Approach the window to trigger a conversation, after which Dr. Kuhlman will leave the room through a door on the left. Return to the Welcome Area and watch through the windows how poor Dr. Kuhlman is grabbed by the Alien. Your objective will update to become Take the Elevator to the Lower Hospital. Turn around and make a run for the elevator straight ahead. You can't press the button just now, but have to use the keycard on the terminal in the upper right corner just next to the elevator button. Do so, then press the button to get to the Primary Care Floor, and ending the level. After the mission, you will earn: If you managed to not die once, you will also earn:
Mission 6
*** Spoiler - click to reveal *** You start the mission in an elevator, with the objectiveExplore the San Cristobal Medical Facility and the sub-objectiveFind a Trauma Kit. Leave the elevator and enter a corridor that has three doors, approach the one in the middle. You will find the Stun Baton stuck in the door, pick it up. If you are impatient, save your game at the save station in the corridor and use the Stun Baton to hit a wall of your choice. Doing so will consume ammo, make noise, and can potentially attract the Alien, but it will net you the following achievement: You will certainly get the chance to hit a Synthetic with the Stun Baton later on, so you might as well wait. Regardless of your choice, continue into the room called Environmental Control. Access the computer terminal in the middle of the room and choose the option 'Activate Cooling System' in the Utility menu. Turn to your left and engage the two coolants, and then a third on the opposite side. Leave the room and enter the room to the south. Pick up the coolant that is standing next to a body bag, then return to Environmental Control. Insert and engage the collected coolant in the empty slot, which will give you access to the room in the north. Head there. Once in this room, you will see the Alien search through the area, so hide if necessary. Once it seems safe, access the rewire terminal next to the door to both deactivate air purification and activate vent access. Your objective changes to Investigate Lingard's Office for Information. Leave the room and enter the vent opposite of Environmental Control. Follow it until you climb a ladder inside and drop into a new area at the end. Follow the corridor to your left, past a corpse, until you reach a door next to three traffic cones in the hallway. Enter the room, update your map at the terminal, and access the computer. Choose 'Report: Lingard' in the utility menu to trigger a cutscene. Soon thereafter, your objective will change to Search Operating Theater for Trauma Kit. Leave the room. If you would head to your right, you would soon be stopped by an gas pipe explosion, blocking your way and also alerting the Alien. Instead, go to the left, and track back to the place where you dropped from the vent. Keep going right until you reach a sign that leads you to the Security Desk on your left. Enter that room and access the computer terminal. If you somehow managed to trigger the gas explosion, you can choose 'Emergency Valve Shutoff' in the utility menu to stop the fire. In any case, read through the archive logs to acquire a passcode (2505). Use the passcode on the security locker to your right and pick up the keycard inside. Make sure to make good use of the save station in the Security Desk, as the Alien will be roaming the area frequently - it will also often lurk in the ceiling vent in the room that you need to pass next, so take extra care. Before leaving the room, pick up the blueprint left of the terminal (Molotov V.1). Craft a Molotov immediately, if you have the required craft items. Assuming you have crafted at least one of every other items for which you had collected blueprints before, this will earn you the following achievement: Equip the newly crafted Molotov and leave the Security Desk. Enter the room to your right, and open the door ahead with the newly acquired keycard. You will reach a corridor with a corpse in a wheelchair. Be aware that the corridor is not only patrolled by the Alien, but also by various looters. Feel free to use a Noisemaker to let the Alien deal with the human threat. If you get spotted by the Alien, don't panic. Instead, wait for it to charge you, and throw the Molotov at it. If you miss, you'll certainly get killed. If you hit, the Alien will back off and run away (but return earlier than later, so leave the area while you can), earning you: Go left and through the first doorway on your right. Follow this room to the very end and go through a door on the left side. Pass the next small room into the Operating Theater. You will find the sought after trauma kit on the wheeled table next to the corpse on the operating table, pick it up. This will trigger a conversation and update your objective to Access San Cristobal Medical Reception. Leave the room the way you came until you get back to the body in the wheelchair. Keep that to your left and continue going down the corridor. Enter the doorway next to a dead body and reach the door at the end of the corridor, just to find out that it is locked. Your objective changes to Initiate San Cristobal Medical Evacuation Procedures. Turn around and go back to the previous corridor, continuing to the right. Pass the E.R., and enter the next room to the right, the Power Plant. If the Alien is nearby, you can also enter the vent through the floor hatch directly after the E.R., as it will also lead to the Power Plant. Inside the Power Plant, save your game at the save station. You will need to restart two generators to the north and south of the Power Plant, and hack the main terminal afterwards. Sadly activating the second generator will also activate a hostile Synthetic that is kept in some sort of storage locker to the left of the terminal. The easiest way to deal with the Synthetic is to plant a pipe bomb in front of that locker, which will kill the Synthetic just after it gets activated. The explosion however might also attract the Alien, so you need to act fast afterwards. The second option would be to stun the Synthetic with the Stun Baton and then beat it to death with your Maintenance Jack. Or you might skip killing altogether and try to hack the terminal while the Synthetic isn't looking. The choice is yours. After hacking the main terminal, your objective changes to Escape Through San Cristobal Medical Reception. Leave the Power Plant and backtrack to the previously locked door leading to the Medical Reception. Of course the passage through the E.R. is locked now, so you have to take the long road through the corridor and side rooms. Be very mindful of ceiling vents on your way, and the looters in the area if you haven't dealt with them beforehand. Once you make it to the door, enter the Medical Reception to trigger a cutscene. After the cutscene, your surroundings will be on fire, and you need to Escape!, which is precisely what your new objective is. You will be continuously losing health due to the smoke and the heat, so you need to act fast. Run straight ahead and climb up the ladder just in front of you, pressing/smashing After the mission, you will earn:
whenever you are asked to. You will reach a vent; climb it to the very end, until you drop down in a room just in front of an elevator. Go inside and press the button to go to Seegson Synthetics. This will update your objective to Get to Seegson Synthetics and also complete the mission.
Mission 7
*** Spoiler - click to reveal *** You start the mission in a corridor with some burning tons ahead of you. Your objective will be Return to Taylor with Medical Supplies. As soon as you walk towards the fire and notice that the door ahead is inaccessible, your objective will become Find an Alternate Elevator. Climb into the vent next to the burning tons and follow it through to the very end, until you fall down into a corridor below. Save your game at the save station ahead and look at the hole in the wall to your left. You will notice that you need to find a replacement part to get the elevator working again, updating your objective to Find a Compression Cylinder to Repair the Elevator. As there are various hostile looters in the area along with the Alien on its hunt for you, you need to be careful going forward. Turn around and enter the vent to your right and follow it through to the end. One of the looters will be patrolling the area just in front of the vent exit, so make sure that everything is clear before you exit. Once out, keep going straight until you reach a floor vent hatch. Open that one and climb in while nobody's looking. The vent system you just entered has a few dead ends, but only one other exit. The Alien, however, might find you if you spend too much time lurking around, so head for the exit right away. At the very first cross-way, turn right. Turn right at the next opportunity into a somewhat larger area, where you keep to the left. Keep going straight and take the tunnel the furthest on the right. Follow it until the end and climb up. You will end up just in front of a ladder, climb that one up as well. Once up, follow the corridor to the right; make sure you stay away from the windows, as the looters on the floor below might spot you. Follow the corridor, ignoring the first door to your right. Enter the next door to grab a blueprint from the table (Smoke Bomb V.2) and save your game at the save station. Exit the room again and continue down the stairs. Follow the next corridor through a door leading to the 'Component Storage' until the very end, past a ladder, and through another door. Your objective will become Find a Way to Open the Door to the Warehouse. Shortly after you enter the Synthetics Storage, your objective will once again update to Use the Requisitions Android to Access the Components Warehouse. Turn to your left and cross the room until you reach another small room at the north end. Pick up the Data Cell on the desk inside to upgrade your Security Access Tuner, then save the game at the save station. Leave the room and return to the door, while your objective updates again: Find a Way to Power Up the Requisitions Android. Go through the door and climb the ladder that you passed previously. Pass through another door and use your Security Access Tuner at the console terminal, which updates your objective to Activate the Requisitions Android at its Booth. Save your game at the save station in the same room if you like, then climb down the ladder to return to the Synthetics Storage. Approach the glass case that contains the requisitions android and use the button right next to the case, thus freeing the (friendly) Synthetic from its glass prison. This will trigger a short conversation, after which the Synthetic leads you to the door to the Component Storage and opens it for you. Your objective changes to Retrieve the Compression Cylinder. Once inside the Component Storage, the Synthetic will walk directly towards the storage unit containing the cylinder. However, as a faulty wire has electrified parts of the floor, it will get electrocuted shortly, setting it on fire, ultimately killing it. Warning: You will die just as the Synthetic does if you step on the electrified floor . Instead of doing so, head to the stack on the very right of the room and interact with the controls. Use 'Move Down' four times until the stack is completely lowered, granting you safe passage through the electrocution dead zone. Once on the other side, keep to your right, and follow your map marker to the stack containing the cylinder. First off you want the press to button right behind said stack, thus cutting power to the faulty wire and allowing you to cross the room without being electrocuted. Afterwards, press 'Move Down' once to access the row with the cylinder. Pick it up; your objective changes to Replace Component in the Elevator. Now trail all the way back to the elevator, avoiding all opponents, using vents if necessary. Once at the elevator, interact with the hole in the wall to replace the compression cylinder. Save your game if you like, then enter the elevator and press the button to go to the Synthetic Fluid Plant. Exit the elevator to have your objective updated to Find Exit to Synthetic Fluid Plant, and save your game again at the nearby save station if you so desire. Go through the door to enter the Synthetic Fluid Processing. Keep in the shadows as there are three armed looters in a room above you, ready to shoot you once spotted. Access the rewire terminal on the right wall in the middle of the room to deactivate the camera and unlock the door ahead. Enter the corridor behind and follow it until you reach a vent on your right. Climb inside. The room you will enter has the looters in it, so equip a Flashbang. If you are lucky and have not been spotted previously, there is a high chance that the looters will have their backs turned towards you, so that you can calmly exit the vent and sneak past them through a door on the right. In case they don't have their backs turned to you, throw the Flashbang and exit the vent as soon as it went off, then make a run for it. Once through the door, get into the elevator ahead of you, and press the button to go to Scimed Tower Transit, thus ending the mission. After the mission, you will earn:
Mission 8
*** Spoiler - click to reveal *** Note: You can run as much as you want in this mission until you receive the objective Reactivate the Transit at the Main Console. You start the mission in the elevator and with the objectiveReturn to Samuels and Taylor and the sub-objective Get to the SciMed Transit Station. Leave the elevator and head through the doorway to your right. Interact with the lever to open the door, then go down the stairs in the next room and turn left. Hack the door ahead of you and keep to your left to return to the Transit Station. A cutscene will trigger once you arrive. Your objective (Reactivate the Transit System) and sub-objective (Get to Transit Control) will update soon after. Save the game at the save station nearby and continue up the stairs next to it, and towards your destination marker. Go through the door at the far left end of the next room, and through a dark corridor until you reach a junction, where you turn left. You will eventually reach an elevator that is blocked with a brace. Remove said brace, enter the elevator, and press the button to reach Transit Control. Once arrived, exit the elevator and grab the blueprint on the table on your left (Flashbang V.2). Your objective changes to Reactivate the Transit at the Main Console. Before you head down the two sets of stairs and to the main console, just go down the first set of stairs and locate the lever in the corner to your right. You can't use it now, but have to be quick to use it later, so remember it's location. Now go to the console and interact with it. As soon as you regain control, run back to that lever and pull it. Now quickly hide in one of the lockers nearby, as a looter will enter the room and start searching for the person that tampered with the main console: You. As soon as the looter is searching a different part of the room, exit the locker and crouch alongside the wall to your right until you reach a console terminal at the other end of the room. Interact with it to open a door next to the elevator in which you initially entered. In a bad turn of events for the looter, with opening the door you also set free a Synthetic, who swiftly kills the looter despite his pitiable attempts of self defense. To ease your next steps, it is advisable to kill the Synthetic, e.g. by stunning it with an EMP Mine and beating it to death with the Maintenance Jack, or using a Pipe Bomb. This allows you to continue running and make noise, otherwise you need to act stealthy until you leave the area. Regardless of your choice, make your way to main console again and interact with it to active the Transit. Your objective becomes Get Back to the Transit Station. Walk through the door into the room that housed the aggressive Synthetic, and through another door in the next room. Pick up the Gas Torch on the workbench ahead of you, then save the game at the save station nearby. Return to the Transit Control room, go up the stairs, and use the Gas Torch on the panel blocking a vent on your left hand side. Cutting the panel takes time, so keep this in mind if you did not kill the Synthetic previously - try to distract it first before you start cutting. Once you've successfully cut a hole in the panel, enter the vent and follow it through to the very end, just after climbing down a ladder. Exit the vent and access the rewire panel in the room. Deactivate the air purification in the first room, then switch rooms to deactivate the camera feed and activate the door access. Exit the rewire panel and interact with the lever in the door on your right to exit the room. Note that you can skip the rewire panel completely and directly go for the door - however, e.g. deactivating the air purification helps you going forward. Regardless, after leaving the room, head right towards the Transit Station. Save your game at the save station, then press the button next to Towerlink 02 to call the transit to Solomons Habitation Tower. Turn around and hide in one of the lockers. Several looters will show up and stick around for a while until the transit car arrives. Stay in the locker until all of them leave, then calmly enter the transit car and press the button to be taken to Solomons Habitation Tower. Once you arrive, your objective changes to Regroup with Samuels, Taylor and the Marshals. Leave the transit car and save your game at the nearest save station; shortly your objective will change again, and become Get to Colonial Marshal Bureau. Go up the stairs right of the save station and head right, passing through a door onto which someone has expressed their love for the Colonial Marshals with spray paint. Continue straight, go past some friendly humans and through the left doorway to talk to Marshal Waits. After the conversation, your objective changes to Talk to Marlow. Marlow is incarcerated in a holding cell in the north eastern corner of the room. Go there and press the button to start a conversation with the prisoner. After the conversation finished, you have completed the mission. Contrary to the previous missions, you will not receive an achievement for finishing mission 8.
Mission 9
*** Spoiler - click to reveal *** Note: There are no enemies in this mission, so you don't need to be stealthy. You start the mission playing as Marlow on board of the Anesidora. While you are given the objective Find the Source of the Signal together with the sub-objective Scan for the Signal Using the Tracking Device, patiently listen to your crew mates' conversation, and head outside once the access ramp is lowered. Use the Tracking Device exactly like you have been using the Motion Tracker, and as soon as you get a hold of the signal your objective will change to Follow the Signal. Do as you are told, using the Tracking Device to identify the path. Follow the path until you reach a blockage that you can't pass on your own. Your objective changes to Find a Route Around the Blockage. Locate a rock ledge nearby that looks like you could climb it - if you actually could climb. Approach that ledge and wait for one of your crew to walk there and give you a boost. Once on the ledge, continue following the signal until you reach the other side of the blockage and are told to place a bomb to get rid of it. Place the bomb as indicated and move backwards to get enough distance between yourself and the coming explosion, then detonate the bomb. Turn around and locate another rock ledge. Do the same as with the previous one, and wait for your crew to help you climb up. Follow the path until you trigger a short cutscene. Keep following the path while your objective changes to Enter the Derelict. Once you reach it and get inside, it will change again to become Explore the Derelict. Keep walking through the enormous hall with the dead Alien pilot in the middle, and head for the only visible opening just on top of a ledge. After a rather lengthy conversation you will be tasked to Locate the Distress Beacon. Approach the ledge below the opening and wait for the next crew member to give you a boost. Follow the corridor and interact with the beacon at the end to deactivate it. This will trigger another conversation and an objective change to Return to the Winch. After successfully deactivating the beacon, you will earn: Return to the main hall and join your team mate at the winch next to the dead Alien pilot. Interact with the winch to get lowered into a cavern below. Once at the bottom, continue straight on the pier-like platform until you trigger a cutscene and end the mission. Contrary to previous missions, you will not receive an achievement for finishing mission 9.
Mission 10
*** Spoiler - click to reveal *** You start the mission in the Colonial Marshal Bureau outside of Marlow's cell, playing as Ripley again. After a short conversation you will receive the objective Collect the Flamethrower. Go into the room just next to Marlow's cell and pick up the bad boy; keep it equipped. Leave to room and have a conversation with Marshal Waits, after which you'll be given the objective Trap the Creature and the sub-objective Go to Lorenz Systech Spire. Save your game at the save station and make your way back to the Transit Station. Locate Towerlink 02, call the transit to Lorenz Systech Spire, and board it once it arrives. Once you arrive at Lorenz Systech Spire, leave the transit and save your progress at the save station nearby. You will trigger a conversation; after it is finished, your objective will update to Get to the Server Hub. Climb up the stairs to the right of the save station and update your map at the terminal at the top of the stairs. Continue forward through a large door leading to Security and Lorenz Systech Lobby, then keep to your left. Go through another door and up some stairs to reach the Lobby. You will come across several humans, but those are friendly, so just continue past them and climb the stairs to the right at the end of the room, next to the elevator where you collected the Security Access Tuner several missions ago. Once up the stairs, turn right and go straight to the very end, where you turn left again and go through a door leading to Tech Support. You will reach a familiar staircase; climb down three sets to get to the Tech Support level. Make your way to Facility Control and save your game at the save station inside. Now access the computer terminal, browse to the 'Utility' folder and choose 'Open Door'. Afterwards, leave the Facility Control room, go down the stairs and turn right towards Server Hub Reception. into another stairwell. You will pass several Synthetics on your way, but those are not hostile unless you attack them first. Once in the stairwell, you will receive three new sub-objectives: Seal Off the Stairwell, Lock Down Maintenance Access Corridor, and Lock Down Supplies Storage Corridor. It is highly likely that you will encounter the Alien on your way to seal off the various areas. If you can't hide in time, face the Alien for once, but make sure that you have the Flamethrower equipped. If you aim the Flamethrower at the Alien, it will pause for a very short time. Use that to fire short flame bursts at the Alien's head; after two or three bursts it will retreat into a nearby vent. However, similar to the Molotov, it will return shortly afterwards to hunt you down, so make sure you are gone by then. After using the Flamethrower and successfully chasing the Alien away, you will earn: Back Off Cause the Alien to retreat by using the flamethrower 2 guides In the stairwell, climb the stairs up all the way to the highest level and pass through the door. Keep to your left, update your map at the terminal along the way, and initiate the lockdown at the electrical junction at the end of the corridor. Return to the stairwell, climb down one level, and enter the door to the right leading to Maintenance Access. Follow the corridor straight ahead to reach another electrical junction; initiate the lockdown there as well. Turn around and return to the stairwell, but instead of climbing up or down, approach the door on the opposite side (leading to the Server Hub Reception), and interact with the electrical junction next to it to override the door mechanism. Once the door opens, enter the Server Hub Reception and approach the desk in front of you. You will pass a window which will trigger a short conversation, and your objective will change to become Activate Ricardo's Override Command. Interact with the computer terminal on the desk, then select 'Bypass Program' in the 'Shared' folder, before choosing 'Activate Lockdown' in the 'Utility' folder. Leave the desk and head to your left towards the Server Farm. Your objective will update to Lock Down the Server Farm. Continue straight and enter the first room on your left. Pick up the blueprint on the desk (Noisemaker V.2), then save your game at the save station right in the corridor nearby. Head right and go through the door, then climb up a set of stairs. At the top, climb down the next set of stairs to your right and make your way through the room, navigating between fallen over servers until you can make a left towards a short corridor leading towards Sevastopol Servers. Keep to your left again, climbing up another short set of stairs, until you reach the door leading towards Server Control. Use your Security Access Tuner to open the door. In the next room, climb down the stairs on your left and use the Security Access Tuner once more to hack the terminal on the left side of the desk, thus locking down the server farm. If you didn't hack any additional doors besides the ones mentioned in this guide, this will have been your tenth hacking, earning you: The server farm lock down will make lots of noise and attract the Alien, so you need to leave the area immediately. In a twisted turn of events, the lockdown has also locked yourself in the Server Farm, so you cannot escape just yet - you need to hide and avoid the Alien for a while. Your objective will change to Escape the Server Hub. You are clear to leave as soon as you hear a conversation saying "I've got it" - make your way back through the server area to the place where you saved your game last, and save once more. Return to the Server Hub Reception and go through the larger door to reach the stairwell. Climb the stair to the top level to reach Supply Storage. On your way you will trigger a conversation which will update your objective to Take Elevator to Gemini Exoplanet Solutions. On top of the stairwell go through the door leading to the Supply Storage, then turn left and go to the next door on the right to reach the upper level of the Lorenz Systech Lobby. The area will be swarming with hostile looters, so plan your movement carefully. Depending on where those looters are located, either make your way to the left (towards your map marker), or circle the floor in a counterclockwise direction. Either way, once you reach the map marker, enter the elevator on the left and press the button to be taken to Gemini Exoplanet Solutions. After reaching Gemini Exoplanet Solution and triggering a short conversation, your objective will change to Restore Access to Distribution. Save your game at the save station in the room, then go through the door next to it. After passing a friendly human, go up the small set of stairs through your right and through the door ahead. Follow the next corridor all the way through to the end before going through a door on the left side leading to Ore Synthetics. Move straight through the room and keep to your left until you reach a short corridor with a door, safeguarded by a camera. Avoid the camera beam and access the rewire panel on the wall to cut the power to the camera. Turn to the dead body on your left and pick up the Plasma upgrade for your Cutting Torch next to it. Use your new toy to cut through the manual override panel on the door to your left, then pull the lever behind the panel to open the door. You will enter a pitch black room; approach the computer terminal at the wall opposite to the door and access it. Browse to the 'Utility' folder and choose 'Service Request' to attract a Synthetic working in the room you want to enter next. Wait until the area is clear, then go through the corridor to your right. Access the computer terminal in the next room, browse the 'Utility' folder and choose 'Distribution Systems', which will give you the objective Find the Breakers to Bring Gemini Facility Online and the sub-objectives Trigger the Analysis Lab Breaker Switch and Trigger the Decontamination Room Breaker Switch. Pull the lever on the door to your right and enter the room with the deactivated camera. Go through the door to your left into a short corridor, and turn right at the junction. Climb into the vent at the end of the corridor, leading to some sort of small service corridor. Be careful when climbing through it, as the Alien might hide in ceiling vents along the way. Leave the corridor through the second exit door to your right, taking you back to the Ore Synthesis room. Keep to the left and leave the room through the door. The hallway behind has a security camera that has come to live; avoid the beam and access the rewire panel to deactivate it. Go through the door and head right, until you reach one of the breaker switches on the left wall. Interact with it to pull the switch. Now make your way back into the small service vent/corridor that you have been climbing through before. Exit it on the other side, then follow the corridor straight ahead until you reach a door leading to the Depot. The next room has a save station, save your game before climbing up the ladder to your left. Follow the corridor in front of you until you reach a room with yet another camera and a rewire panel to deactivate it. If you didn't access any additional rewire panels besides the ones mentioned in this guide, this will have been your tenth rewiring, earning you: Continue straight until you reach the second breaker switch in the next room. Interact with the switch to change your objective to Initialize the Distribution Conduit. Remove the brace on the door to your left, taking you back to the ladder you climbed up previously. Climb down again and save your game at the save station once more. Approach the computer terminal in the middle of the room and choose 'Service Request' from the utility menu to initialize a Synthetic that will help you with your next task. Locate a panel to your left that requires power; as soon as the Synthetic has reached the computer terminal and restored the power distribution, interact with the panel to stabilize the energy flow. Do the same at the panel on the opposite side, thus triggering a conversation and changing your objective to Take the Freight Lift to Project KG348. A door has just opened behind you; go through it and through the next corridor until you reach a stairwell. Go down the stairs into a room labeled Quality Control. Keep to your right and locate a button on the wall next to a doorway leading to a service corridor. Push the button to 'Call Freight' and move some cargo around in the service corridor, thus opening up the path behind the next doorway on your left. Enter the corridor and exit it immediately through the next doorway on the left, then cross the next room and go through a door leading to the Lobby. Access the elevator to the left and press the button to be taken to Project KG348. Once you arrive, leave the elevator to trigger a conversation and update your objective to Access the Project KG348 Research Labs. Go through the door on your right and save the game at the save station, before you continue straight through another door. Keep going left towards a door leading to Project KG348, then use your Plasma Torch to open it. Update your map at the map terminal if you like, then climb down the ladder in the middle of the room; your objective will change to Restore Power to the Lab. Once down, go through a door and a corridor leading to a large room. You will encounter the torso of a Synthetic in front of you right next to a floor vent hatch. Enter the vent, go straight, turn left, go through to the very end, turn left once more and climb out. Once outside continue straight to climb into the next floor hatch, and follow it in the same straight-left-straight-left-exit way. Enter the first doorway to your left, then follow the short corridor into the Synthesis Lab. Access the switch at the right wall to reset the breaker, then save your game at the save station left of the corridor from which you just entered the room. Your objective will become Activate the Primary Alarm System. Leave the room through the corridor and enter the next room through the first doorway on your right. Approach the terminal and hack it, thus activating the alarm system and giving you the objective Escape the Lab. Go through the door in front of you and make your way back towards the corridor that you entered the area from initially. A cutscene will trigger once you approach the door, changing your objective to Get to the Airlock. Quickly enter the floor vent hatch next to the Synthetic torso, follow the vent to the end, then exit and enter the next vent like you did before. Leave the second vent through one of the hatches close to the map marker, and once you approach the door your objective will become Pressurize the Airlock. Press the button next to the door to start the Pressurization. Be on the lookout for the Synthetic on the floor, as it will grab you once you get too close. After pressing the button your objective changes to Wait for the Airlock to Pressurize. Quickly jump into the floor vent again, as the Alien will be attracted by the sound of the airlock pressurizing. Climb through the vent to a place close to the airlock door where you can peek through a grate and watch what happens in the room above; make sure to keep your Flamethrower ready in case the Alien decides to follow you into the vent. Once the airlock is done pressurizing, you will be given the objective Get to the Airlock. Even though the way from the vent exit to the airlock is short, the Alien can still grab you, so make sure it isn't close before you exit the vent. Once outside, make a run for the door to trigger a cutscene and end the level. After the mission, you will earn: Bait Complete the tenth mission 1 guide
Mission 11
*** Spoiler - click to reveal *** You start the mission in the Primary Airlock wearing a space suit, and your very first task is to change it at one of the space suit lockers in front of you. Once you are back in your normal clothes, your objective will be set to Take the Elevator to the Solomons Galleria. Leave the room through the door to your right, and use the Plasma Torch on the next door at the end of the corridor. Continue forward, take the first left before heading down some stairs to your right until you reach a corpse. Pick up the Shotgun and the keycard lying next to it, then continue through some grating to a door to your right, which will need the keycard to open. At any time going forward, if you fire a shot from the shotgun, you will earn: In the next room, head right past a couple of body bags through a door with the letters '42' written on it. Keep to your left and enter the elevator leading to Solomons Galeria. Press the button to be taken just there. Once you arrive, your objective will change to Return to the Marshal Bureau. Exit the elevator and save your game at the save station on the opposite wall, then continue through the only available doorway. Head straight until the end of the corridor, but sneak around the final corner: The passage in front of you will be blocked by a security shutter, but the looters on the other side can still discover you and start shooting. As soon as you approach the shutter, your objective will update: Restore Power to the Galleria Security Shutters. Now locate the vacuum cleaner robot to the right side of the shutter, and interact with it to activate it. Follow the robot as it makes its way to the Recharge Docks, and crouch through the small door it opened along the way. In the next room, climb into the vent to your left and follow it all the way to the end into the next room. Once there, grab the blueprint on the table (EMP V.2), then pull the lever on the next door to continue. You will enter Supply Corridor B; head straight for the only accessible door at the opposite wall and open it by pulling another lever. The next room has a floor hatch, open it and climb into the vent. Note: If you want to save your game along the way, enter the room on your left before entering the vent, as it has a save station. Follow the vent to the end and climb up. The door in front of you won't open before you restore power, so turn around and activate the generator to your right. Your objective will change to Return to the Marshal Bureau. Note: Depending on the routes you took in the various missions before, you will most likely have accessed 20 different vents by now, which will earn you the following achievement. Don't worry if it didn't pop yet, as you will pass several more vents in the course of the game. The next area will have both friendly and hostile humans along with several hostile Synthetics, so be careful when going through the door. A good strategy is throwing a Noisemaker into the open behind the door first, to attract the Synthetics and let them kill off the humans. Once this is done, pull out your Revolver and give one of the Synthetics a nice headshot. This will most likely not kill them, but have them moving towards you. Retreat into the floor vent (the Synthetics can't access it) and continue delivering well-placed headshots from your hiding place, until the Synthetics eventually die. Once the air is clean, continue straight and go through the doorway behind the first shutter on the left side of the next corridor, leading you down some stairs. Once at the lower floor, turn right and go through the door ahead. In the next corridor, update your map at the terminal to your right if you like, then continue straight into the next room. It will most likely contain another Synthetic, which provides a nice opportunity to practice your shotgun skills. Continue straight towards your map marker and the Colonial Marshal Bureau. Soon after approaching the (locked) door and triggering a conversation, your objective will update to Find an Alternate Route. Go back to the corridor through the door you just entered the room, then turn right and climb a set of stairs to get back to the Galeria Upper Concourse. Go through the door in front of you and immediately turn left to go through another, but beware: The next room bears some friendly humans along with one hostile human, so try to move as quietly as possible. Keep to your left and enter the next room, the Bunk House Hotel, through another shutter. Use the save station in the room to save your game, then go through a door to the left of the save station. Pull the lever on the door in the next room to continue in another corridor. Go straight while keeping slightly to your right to find a doorway to a stairwell; climb down. In the next corridor, head left and continue all the way to the end until you reach a vent. Beware of the Synthetic on the floor next to a doorway; it will grab you once you get too close. Enter the vent and climb it all the way to the end to reach the Colonial Marshal Bureau. Save the game at the save station. Go through the door right of the save station and approach Ricardo to trigger a conversation. As soon as Ricardo opens the main door for you, your objective will change to Find Samuels in Seegson Synthetics. Head straight through the door and through the first door on your right (the door that was previously locked and required you to find an alternate route). Continue straight and through the doorway with the shutter on your left. Pass through the next door on your very left, climb some stairs, and head left again. At the next corridor intersection keep to your right to see the familiar Towerlink signs. Head downstairs and save your game at the save station if you like, before pressing the button at Towerlink 03 to call the transit. Fight or outrun the Synthetic in the area, then enter the transit car once it arrives and press the button to be taken to SCIMED Tower. This will update your objective to Get to Sevastopol SCI/MED Tower and end the mission. After the mission, you will earn:
Mission 12
*** Spoiler - click to reveal *** Note: You can run as much as you want in this mission, but have to be mindful of aggressive Synthetics. You start the mission in the Transit car, and are given the objective Find Samuels in Seegson Synthetics. Leave the car and climb the stairs to your left; soon the objective will update to Take the Elevator to Seegson Synthetics. Go through a door on your right before climbing another small set of stairs. Go through the door ahead and into the elevator; interact with the button to be taken to Seegson Synthetics. Once you arrive a short conversation will trigger, and your objective will update to Climb the Elevator Shaft to the Upper Labs. Activate the computer terminal on the desk in front of you and read the first message in the 'Personal' folder - this will give you the key code to a nearby door (8382). Said door is to your right - use the Plasma Torch on it first, and enter the code once the panel is accessible. In the next room, enter the vent on your right hand side and climb through it until the end. Walk across the ladder in front of you, then turn left and climb another ladder. Once at the top, turn left again to walk across another ladder and trigger a short cinematic. The door in front of you is inaccessible, so jump through the hole in the roof and enter the vent close by. Follow it to the end into a corridor with several Synthetics on the floor; make sure to avoid them carefully, as some of them will grab you once you get too close. Turn left at the end of the corridor and save your game at the save station. The area ahead is full of Synthetics, but they are disabled - for now. Go through the doorway and head right, then through another doorway to your left. Approach the door ahead to receive a new objective, Find a Way Through the Electrified Door. Turn to your right and turn off the rightmost of two electrical junctions; the one directly next to the door can't be accessed. Leave the room the same way you entered and enter another room just ahead of the doorway; a second electrical junction for you to deactivate is to your left. Leave the room and enter the next room directly to your right. Deactivating the last electrical junction just in front of you will activate a Synthetic. If you have a spare EMP or Pipe Bomb, place it directly next to a pile of Synthetics close to the doorway before deactivating the junction. Regardless of using a device or not, immediately enter the locker to your left after interacting with the junction. The before-mentioned Synthetic will rise from the pile and start searching for you, hopefully to be blasted to pieces by the device you planted. Make your way back to the previously locked door and interact with the remaining electrical junction to open the door. Follow the corridor until a door shuts in front of you; enter the vent to your right. Make your way through to enter a small room. Your objective will become Find Samuels. Use the button on the only door in the room to enter another, larger room with several deactivated Synthetics standing on some kind of pedestals. Pretty soon those will become active and start hunting you. Note: Do not place any bombs in this room to kill the Synthetics (similar to what you might have done with the deactivated Synthetic a bit earlier) as this might prevent the story from progressing. The large room will have a desk with a corpse, and a pillar a bit to the left of this desk. The backside of this pillar holds a button; press it to open the large door at the other end of the room and, sadly, activate the Synthetics. Just after pressing the button make a run for the door, which will close once you pass. The Synthetics will soon break through, so proceed quickly from here on. In the next room turn right and go through a small doorway, then up some steps, into another room with a save station. Save your game, then proceed to collect everything valuable in the rooms, especially Shotgun and Revolver ammo, Pipe Bombs, Medkits, Molotovs, and EMP Mines. Next to a dead body by the stairs lies a blueprint (Molotov V.2), pick that up as well. Once you are stocked up, return to the door that the Synthetics are still trying to break, and strategically place some pipe bombs in the area, such as in the doorways. Proceed through one of the doorways and turn around, entering the small door that leads to a room in between the doorways. Access the rewire point at the wall and activate 'Gas Divert'. This will create a small gas explosion and have the Synthetics finally break through the door, so get ready for a fight. Equip your Shotgun or some EMP Mines and kill all of the Synthetics, which ideally have already been decimated by making friends with the Pipe Bombs on the floor. Once all of them are dead, search the corpses until you find the one that is carrying a keycard - pick it up. The keycard allows you to open a door to the right of the one where the Synthetics emerged; feel free to stack up on any items that you weren't able to collect previously and save you game before continuing through the door. Go up the stairs, then turn left twice to enter a room with another electrical junction. Turn it off to have your objective update to Follow Samuels. Leave the room again and enter the elevator close by. Press the button to be taken to Android Orientation. Your objective will become Find Samuels in Seegson Synthetics. Once you arrive, go through the door in front of you into a very large hallway. Keep to the right, and climb the ledge once you are given the option. Continue forward on the ledge, pausing every once in a while to avoid steam coming out of vents in the wall. Once you reach the last traverse, choose to jump down once giving the option, then walk to the other side and climb up again. Continue on that ledge until you are prompted to jump; do so to reach the ladder at the end of the hallway. Climb it to the top, the go through the doorway, up several steps, until you reach a corridor. Continue straight until you reach a save station. Save the game, than pull the lever on the door to your right to open it. You will reach the first of three rooms with a similar layout; each one will have a security camera and Synthetics, which 'sleep' on the diagnostic beds in each room. If you play it slow and avoid noise, none of them will actually wake up. In the first room, keep to your left and enter the adjacent room while avoiding the security camera. Enter the floor vent hatch on the left, then follow it all the way to the end. Climb out and access the rewire point next to the diagnostic beds to deactivate the camera feed in that room. Use your Security Access Tuner on the door to open it and proceed. Continue straight until you see Samuels behind a window. Go through the door on your left and follow the corridor in a clockwise direction until you reach a save station. Save your game, then continue through the door to reach the Upgrade Suite. While a conversation starts, make note of the different electrical junctions in the room, and memorize the colors of the cables leading to every one of them: A red cable leads to the junction right next to the door that you entered. A blue cable leads to a junction just opposite the door you entered. A green cable leads to a junction on the wall, opposite of the window through which you can see Samuels lying in the machine. The other to junctions have grey cables leading to them. Memorize this, because at some point you will not be able to differentiate the colors. Note: The next part requires you to interact with a specific electrical junction as you are told in the conversation. If you interact with a different junction, you will die. If you take too much time between interacting with different junctions, you will die as well, so be quick. Soon after Samuels has entered the machine, your objective will become Halt Grid Purge. As soon as being told by Samuels, interact with the electrical junction that has the red cable attached to deactivate it. Do the same with the one with the blue cable, followed by the one with the green cable directly afterwards. Next, deactivate the junction that has a dead Synthetic lying next to it. The last electrical junction to deactivate is the one directly in front of the window through which you can see the machine. At the end of the next conversation, you will be given the objective Take Private Transit to Apollo Core. Make your way back to the large hallway, avoiding the sleeping Synthetics and security cameras like before. Once you reach the corridor, you will see that the cable car in front of you is working, and you don't need to climb any ledges again. Travel to the other side of the hallway, through the door and into the elevator. Press to button to be taken back to Apollo Secure Transit. Once you arrive, leave the elevator and turn left. Press the button next to Towerlink 01 to call the transit. Wait for it to arrive, then enter it and press the button to be taken to Apollo Core, thus ending the mission. After the mission, you will earn:
Mission 13
*** Spoiler - click to reveal *** Note: You can run as much as you want in this mission, but have to be mindful of aggressive Synthetics. You start the mission in the Towerlink transit. As soon as you step out, you will be given the objectiveFind a Way to the Lower Floor. Go straight, through a door, up a small set of stairs, and to the Security Checkpoint. Interact with the conveyor belt next to the metal detectors to deposit all your weapons, otherwise the door in front of you will not open. As the only defense you have left from now on is your maintenance jack, you need to take extra care going forward. Once you placed all your weapons, go through the detectors and wait for the door to open; proceed into the next room. Approach the next door straight ahead to find out that you require a passcode to continue. Your objective will change to Check the Apollo Sales Tour Schematics. Turn right and face the table next to the door to trigger a short cinematic. Notice the passcode written on the table as well (4930). Your next objective will be Power Down the Conduit. Approach the door and enter the passcode to pass. Save your game at the save station straight ahead, then turn right. Go through the next door and turn left. Follow the corridor until you reach a doorway on the right side, followed by a blue door. In the next room, the Right Hemisphere Overview, use your Security Access Tuner on the monitor on the leftmost pillar. After doing so, your objective will change to Shut Off the Turbine Ventilation. Return to the corridor with the save station and continue straight through an orange door. Turn right and left at the end of the corridor to reach the Left Hemisphere Overview. Use your Security Access Tuner on the rightmost pillar this time to change your objective to Access Conduit Through the Turbine Shaft. Leave the room and go back to the orange door, but do not go through; instead, turn to your right into the dark shaft. Once inside, turn to your right and climb the ladder. Your objective will change once more to become Access Apollo. Follow the shaft, crouching and dropping down when needed, until you reach a room with a save station, the Human Staff Entrance. Save your game, turn around and go through the door to the left of the large door leading to Apollo Core. Immediately enter the next room through the door on the right and collect the Gas Mask that is lying on top of a terminal. Leave the room again and turn right. At some point along the way your objective will have changed to Find Apollo's Human Consultation Control Room. Continue along the short corridor into another room, where you will use your new gas mask for the first time. Continue straight and access the rewire point on the wall to deactivate the gas divert. The room ahead will have large server racks and two Industrial Synthetics working in the area. Note: Industrial Synthetics (identifiable by them wearing orange jumpsuits) are immune to EMP Mines and the Stun Baton. Sneak past the Synthetics until you reach a small alcove with a computer terminal. Access the terminal and choose 'Initialize Emergency Coolant Flow' in the utility menu. Exit the terminal and find a button on the pillar to your right. Make sure that both Synthetics are on the floor in the server bank area, then quickly push the button to deep-freeze (and kill) your orange friends. Turn left and go through the door into a corridor which might be patrolled by another Synthetic. Kill or avoid it and continue to a door at the right side of the very end of the corridor. Go through the door in the next room to reach Human Consultation Control. Use your Security Access Tuner on the terminal on the wall opposite of the door, then save your game on the save station next to another door.You will be given two objectives at once, Search the Left Server Bank Console and Search the Right Server Bank Console. Go through the door, through another room and another corridor similar to the ones you passed before to get to the Left Hemisphere Servers. This room has an alcove with a computer terminal as well. Access it to choose 'Reengage Hemisphere Power-Link' from the utility menu and immediately fry the Synthetics that are working on the servers in this room. Approach the vent in the north eastern corner of the Left Hemisphere Servers room to realise that it is locked. Interact with several monitors on the side of the server racks until you get the objective Use Access Tuner on Dome Terminal to Gain Access. The vent will be unlocked, so climb it all the way to the end to get to a dome-shaped room. You will find a console in the middle of this room that requires you to use your Security Access Tuner. However, you won't manage to successfully hack the system, so you will be given the objective Find a Way to Reduce Apollo's Security Capabilities. Return to the vent that you entered the room. Press the button right next to it, then climb inside. Notice the monitor in the middle of the vent and approach it, then interact with it to start a minigame. Note: If the monitor is not active, continue in the shaft and turn around to find another monitor at the opposite side. Return to the dome and enter the vent that is directly opposite of the one you emerged from, but don't forget to press to button next to it before you climb in. Solve another minigame to get the objective Use Access Tuner on Dome Terminal to Gain Access, then return to the dome. Use the Security Access Tuner on the dome terminal as you are told, then wait for a bit. Your new objective will beConsult with Apollo. Once the dome has risen and opened a door, enter it to start a cutscene. Afterwards you will be given the objective Investigate Central Reactor. Leave the core to have the door closed and a grating opened, revealing a ladder leading down. Again you are given a new objective, Exit Apollo Beneath Core. Climb down the ladder, then down another ladder to reach a small elevator. Step onto it and press the button to be taken to Engineering and end the mission. After the mission, you will earn:
Mission 14
*** Spoiler - click to reveal *** Note: You can run as much as you want in this mission, until you get the objective Overload Beta Core. In any case, you have to be mindful of aggressive Synthetics as well as a Facehugger before you get said objective. You start the mission while still in the elevator. Once you reach the bottom of Apollo Core, go through the only door and the second door just behind it. After finishing a conversation, you will be given the objective Investigate the Central Reactor. Turn left and interact with the electrical junction to power up the tram systems; turn around and interact with the generator a bit ahead to move the tram that was previously blocking your way forward. After the tram has finished moving, continue through the newly created opening and save your game at the save station to the right. Go through the door to your right into a short corridor, and through another door at its end. You will enter another corridor with several security cameras, which you can either sneak past or deactivate by using the rewire panel in the first room to the right. There will also be a Synthetic that you can either kill or avoid as well. Regardless of your choice, continue going left and picking up the Ion Torch on the desk in the middle of the first room to the left. Continue along the corridor until you reach a vent that is blocked by a metal plate. Use your new Ion Torch to cut it open, then climb inside. Follow the vent all the way through the end, then exit into a room with another save station; save your game. Leave the room and enter the Workshop, where you will encounter at least one, maybe two Synthetics. Wait for the right opportunity, then kill one or both of them. While walking through the Workshop, your objective will change to Find a Way Out of the Engineering Workshop. In order to do so, you need to activate three different electrical junctions, one located on a small ramp leading to a door, and the other two in different corners of the Workshop floor. Finally, interact with the generator in the room to power up a winch, which lifts up a vehicle parked in the middle of the room, revealing a hole in the floor for you to drop in. Drop down into a corridor which turns into a vent; follow it until you reach a ladder. Climb the ladder, then exit the vent into another corridor. Approach the door in front of you and use the ion torch to cut the panel. Use the lever to open the door, but do not go through it; this is merely to save you some time later on. Turn around and follow the corridor until you reach another save station. Save your game, then go through the door next to the save station. You enter another corridor, and your objective will (again) become Investigate the Central Reactor. You will witness two Synthetics exiting the corridor into a room ahead of you, dropping a shutter behind them. Approach the shutter to have your objective changed to Unlock the Shutter. Turn around and go through the only door on the left, then through another door on the left into another room. Continue straight until you can enter another room on your left. This room will most likely contain an Industrial Synthetic, which you should dispose of with a Pipe Bomb or a combination of hit-and-run with your Maintenance Jack. After the Synthetic is gone, pick up the Bolt Gun from the table, and collect all Bolt Gun ammo you can find. Access the computer terminal and read the first entry in the 'Personal' folder to learn the code to unlock the shutter (6832). Browse to the 'Utility' folder and use the code to get access to the Security Shutters entry; select it, then exit the terminal. Your objective will change to Get to the Reactor. Since you are now a proud owner of the Bolt Gun, as soon as you fire it for the first time, you will earn: Return to the doorway which was previously blocked by the shutter. Continue straight, then left, to reach a corridor leading to an elevator. Press the button to call the elevator, then go inside and press another button to be taken to Central Reactor. Once you arrive, continue straight through a doorway into a corridor that leads to a ladder. Pick up the conveniently placed Shotgun and Revolver at the base of the ladder, then climb up. Once at the top, save your game at the save station before continuing through the doorway on your left and another door to reach the reactor area. Before you enter the elevator to your left, look down to ensure that the Industrial Synthetic to your left moves away from the point at which you would exit the elevator. Your objective will change to Descend to Base of Reactor. Equip the Bolt Gun, then press the button inside the elevator to take the ride down. Make your way to the objective marker, by either passing the reactor core on the left or the right side. There will be four Industrial Synthetics in the area, which you should kill with fully charged Bolt Gun head shots. Once they are taken care of, collect all the Bolt Gun ammo that you can find in the area, then continue through a door to reach corridor. Use the elevator at its end to be taken to Central Reactor Maintenance. Much to Ripley's horror, you will reach the Alien hive. Whatever you do, don't forget to pick up the Flamethrower on the desk to your left, reload it if necessary, and equip it immediately. After a conversation with Ricardo, your objective will become Destroy the Nest. Continue straight to reach a save station. Save the game before continuing through a red door on your left. You will be given the objective Overload Alpha Core. Keep going slowly around two corners towards your objective marker. Just as you pass the last corner, you will hear a shriek from a Facehugger. Back off a bit and roast the filthy Alien spawn with your Flamethrower. Note: If you have Shotgun ammo in excess, kill the Facehugger with the Shotgun instead, to save Flamethrower fuel. Destroy the two closed Alien eggs in the area with either the Shotgun or the Flamethrower, then enable the conduit interface by interacting with the console in the room. Whenever you spot closed Alien eggs from now on, torch them with your Flamethrower to avoid more Facehuggers bothering you. Approach the pillar in the middle of the room and pull the lever to disengage the locking mechanism. Before you continue, return to the save station and save your game once more. Go back to the pillar and pull another lever to activate the alpha conduit. Immediately enter the next locker you can find. Your objective will change to Overload Beta Core, and the Alien will walk past your hiding place to investigate the noise. Wait until it is gone before you leave the locker and go back to the room with the save station. Save your game once more if you have the chance, then continue straight and left into a corridor with a Secondary Coolant Storage sign above it. Keep to your right and locate a small vent or tunnel, crouch inside and continue straight. Leave the tunnel and turn right, then around two corners. You will be attacked by another Facehugger along the way. Wait for the shriek and deal with it the same way you did before. It is highly likely that the Alien will drop down a ceiling vent to investigate the noise, so be ready to use your Flamethrower to have it retreat. Once it is gone, hide in another locker and wait for it to return and leave once more. Continue on the left until you reach Beta Core Conduit. An Alien will drop down in front of you; either scare it away or wait for it to leave before you use the save station at the right hand side of the room. Note that there might be more than one Alien in the area now, so don't feel too safe once one has just left. Approach the console to your left to update your objective to Redirect Power to the Central Core. Continue into the corridor leading south. Keep to your left and locate yet another tunnel. Follow it to the end to reach a generator. Interact with it to restore power and have the objective change again to Overload Beta Core, then crouch back into the tunnel. Make you way to the room with the save station. Try to save the game before interacting with anything, and once more after you are finished. Once you have done so, follow the same three steps like at the alpha conduit to activate the beta conduit, i.e. interacting with the console (this time in a small room to the right) and the two levers at the pillar. Once you have successfully activated the beta conduit, make your way back to the elevator in which you entered the hive. It is highly likely that you will be attacked by another Facehugger just after passing the save station, and it is guaranteed that yet another Facehugger will come at you once you crouch through the tunnel. Once you reach the elevator, press the button to return to Central Reactor Maintenance. At this point, if you managed to finish the level without dying, you will earn: Note: From now on, you can run as much as you want in this mission, again being mindful of aggressive Synthetics. As soon as you leave the elevator, get your Bolt Gun ready. Once you reach the reactor core area, your objective will change to both Overload Alpha Core and Overload Beta Core . Even though you killed four Industrial Synthetics previously, the area will be swarming with four more soon enough. Kill all of them with charged Bolt Gun headshots. If you run out of ammo, run away from the Synthetics around the area to pick up all ammo you can find. Once all of them are dealt with, follow your map marker to reach a console. Pull the lever to start the overload. Follow your map marker to another terminal and play a short minigame to deactivate the core limiter. Follow the marker again to another terminal and another minigame which will deactivate the protective relay. Keep following your map marker to do the same steps for the beta core, i.e. pulling a lever and playing two minigames at different consoles. Once you have done so, your objective will become Redirect Power to the Central Core. Four more Industrial Synthetics will show up, but it will be easy to outrun them, so do not waste ammo. Locate yet another console close to the corridor leading to elevator to Central Reactor Maintenance, and pull the lever. Your objective will change again to become Initiate Purge from Reactor Control. Run past the Synthetics to the opposite side of the core and go through a door leading to the Emergency Exit. The door at the end of the corridor is locked, so enter the vent on the left. Follow it to the end, climbing a ladder in between, until you drop down into the Control Room. Interact with the two consoles on the left and the right side to play a minigame each and initialize the emergency purge sequence. By this time, you should have completed 10 different minigames, thus earning you: Press the button in the the middle of the console to purge the nest. After a cutscene and a conversation, leave the room through the door leading to the Transit Station. Your objective will become Return to Ricardo. Keep going straight, through a door and up some stairs to get the the Transit Station. Save your game at the save station. After another conversation with Ricardo, your objective will change to Go to the San Cristobal Medical Facility. Press the button next to Towerlink 02 to call the transit. Enter it once it arrives to be taken to SCIMED Tower, updating your objective to Get to Sevastopol SCI/MED Tower and ending the mission. After the mission, you will earn:
Mission 15
*** Spoiler - click to reveal *** You start the mission in the transit car, having a conversation with Ricardo over the intercom. As soon as the conversation ends, you will be given the objective Find a Short-Range Ambulance. Exit the transit car to your left, climb up the stairs, and use your Ion Torch at the panel on the door ahead. Use the lever to open the door and continue straight into the elevator. Press the button to be taken to the Primary Care Floor. Once you arrive, exit the elevator to your left. Your objective changes to Find an Ambulance Craft in the San Cristobal Medical Emergency. Go through the door to your left into a corridor, and turn left at the next junction. You will find yourself in the medical area that you fled during mission 6. This time, however, you will find an Industrial Synthetic roaming the corridors; either use your Bolt Gun to get rid of it or sneak past silently. Make your way through the corridors in a clockwise fashion until you reach the junction leading to the Power Plant; the way through the E.R. is still blocked. Turn left towards the Ambulance Bay. It may be helpful to save your game at the save stations at the Security Desk or the Power Plant, but is requires a small detour each. Make your way through a red door with the letters S3 on it before picking up a blueprint from the stretcher next to the door (Flashbang V.3). Turn left and approach the door to have your objective update to Find a Level 3 Upgrade for the Access Tuner. You will find the upgrade in the opposite corner of the room on a crate, pick it up and return to the door. Your objective will change again to be Hack the Door and Board the Shuttle. Use your upgrade Access Tuner at the door, then continue straight and right until you are prompted to launch the ambulance shuttle. Do so to start a cinematic and be taken to the Anesidora. Note: You can run all you want while on the Anesidora, but you have to beware of a single Facehugger at some point. Once you arrive, leave the shuttle and save your game at the save station in the next room. Continue straight through a corridor into a room with two doors; the one leading east is locked, so continue north. At some point along the way you will get the objective Explore the Anesidora and the sub-objective Bring the Anesidora's Systems Back Online. Follow the corridors the only way you can, until you reach some crates with the number 76 written across; go left just before those into a room. Access the computer terminal at the desk and read the entry called 'Technician's Report' within the 'Personal' folder to learn a key code (4510). Exit the terminal and use this code at the panel next to the door on your left. Continue through the door to reach a short corridor and another room. Restart both generators in that room to have a panel appear between both generators; use your Security Access Tuner to play a minigame at it. Once the power is restored, leave the room through the door to the north and return to the previously locked door leading east. You will trigger another conversation, at which's end you will be given the objective Find Marlow. Make sure you either have some Flamethrower fuel or Shotgun ammo on you before you continue; if you don't, search through the various rooms until you find some. Also, feel free to save your game at the save station in the Shuttle Bay. Once ready, go through the door into a corridor, and slowly enter the room behind. You will hear a shriek and see a Facehugger running towards you, knocking over some cardboard boxes along the way. Kill it. Once done, use your Security Access Tuner at the door ahead, then continue the only way possible until you reach the Lower Decks and another door that requires to use of the Security Access Tuner. Continue onwards until you reach another save station. Save your game, then continue through the door and left until you reach the Reactor Core. Once you reach the room, your objective will change to Use Terminal. Do as told to start a cutscene. As soon as it ends, you will receive the objective Shut Off Fusion Systems to Prevent Overload. Note: If you take too much time in completing the next set of tasks, the reactor will blow up and destroy the ship, the station, and, most importantly, you - so be quick. Interact with the lever on the left wall to charge the auxiliary generator and start a conversation. As soon as it is finished, hack the maintenance terminal on the wall to the right of the auxiliary generator with your Security Access Tuner. Finally, interact with the electrical junction just to the right to deactivate the fusion relay. This will start another cutscene. At it's end, your new objective becomes Escape! While the ship is disintegrating around you, run all the way back to the Shuttle Bay. Do not bother with the save station along the way, but rather return to the shuttle and interact with it as soon as you see the prompt Launch Ambulance Shuttle to end the mission. After the mission, you will earn:
Mission 16
*** Spoiler - click to reveal *** You start the mission in the Ambulance Shuttle, back on board the Sevastopol. As you leave your seat, a conversation starts, after which you will receive the objective Find a Way to Contact the Torrens. Follow the small corridor and use your Security Access Tuner to hack the door to your right. Continue straight and use your Ion Torch to get through the next door. Go down the small set of stairs and access the rewire panel at the left wall to disable the security camera and the air purification. You will encounter several hostile security guards, so be careful moving forward. Continue along the corridor, keeping to your left. Cut through the first panel that blocks a vent and climb inside. Move through all the way to the end, and exit into a room. Continue north until you reach another blocked vent, use your Ion Torch once more and make it to the other side. Exit the vent, turn into the corridor to your left and immediately right, until you get back to the corridor that is patrolled by at least one security guard. Continue to Comms Control Access (the place where you picked up the Motion Tracker several missions ago), sneaking past the guards. Instead of going into the Comms Control Access room, turn right in front of it and climb up the stairwell. Save your game at the same station at the top, then continue through the large door. Go right along the corridor until you reach the Registration area, and left up the stairs to start a conversation with Ricardo. After the conversation, you will be given the objective Find the Sevastopol Observatory. Wait until the door in front of you opens, then go all the way to the end of the corridor to take the elevator to Comms Control. Once arrived, save your game at the save station to your left, and continue straight into Comms Control itself. This time there won't be any Synthetics around, but a couple of hostile humans. Once at Comms Control, go straight for a short bit, then down some stairs to your left, and up another set of stairs ahead. Keep going straight until you reach a door that requires the use of the Ion Torch to pass. Go through another door and climb the ladder in the next room; your objective will change to Use the Tracking System to Find the Torrens. Once you face the window, turn around and play a minigame at the monitor on the left at the other side of the room to activate the Observation Platform. Now do the same thing at the monitor to the left of the window to commence a deep space scan. Repeat the deep space scan at the monitor to the right of the window to start another conversation. Your objective will become Manually Input Torrens Coordinates. Climb down the ladder again and through two doors to return to the corridor leading to Comms Control. Approach the door to your left and wait until Ricardo unlocks it, then go into the next room and press the button in the elevator. Once at the bottom, save your game at the save station and change into one of the space suits. Turn around, pass the doorway and enter the airlock to your right. Once the door opens, embark onto your spacewalk and continue along the only way possible. Take the elevator and interact with the terminal to the left as you leave the lift. You'll notice that this doesn't work, so your objective will change to Remove Parabolic Antenna Lock. Keep to your right and continue along the walkway until you reach Dish Maintenance. Keep going straight and interact with a lever once you see the prompt to reboot the array clamp controls. Turn right and wait until you can access a set of levers; pull all three of them from right to left to power up the clamp release. Finally, use another lever to your left to unlock the emergency clamp. Make your way back to the previously inactive terminal and interact with it to input the Torrens' coordinates, 35 at the bottom and 75 at the top. This will start a cinematic and a conversation, as well as update your objective to Find a Way for the Torrens to Dock. Return to the airlock, then change out of the space suit and save your game before taking the lift to the top. You will spot the Alien through the window and bare witness of how it deals with the humans in the room. Avoid the Alien and make your way back to the elevator towards Security Surveillance, and save your game at the save station along the way. Take a brief look at Ricardo while you're on your way and continue to the stairwell. Climb it down back to the area with the patrolling security guards. You need to find a way back to the Local Departure Bay where you started the mission, but this time you can use the Alien to deal with the security guards. Once you pass the rewire point that you accessed earlier, turn right and go through the door leading to the Local Departure Bay before continuing right into the elevator. Press the button to be taken to Systech Upper Transit and end the mission. After the mission, you will earn:
Mission 17
*** Spoiler - click to reveal *** You start the mission in the elevator, along with the objective Find a Way for the Torrens to Dock. Note: This is the area where you will be grinding deaths later on (i.e. after finishing the story), because it is very easy to die here, especially when playing on Hard difficulty. A security guard is patrolling the area, and soon the Alien will do, too. Leave the elevator and turn left, quietly moving towards the transit station. Approach the door to the far left, make sure the security guards is not around, then cut the panel with your Ion Torch and use the lever to open the door. By this time, your objective will have updated to Restore Power to the Solomons Habitation Tower Transit. Continue straight and access the computer terminal in the next room. Read the note titled 'Code for repair job' in the 'Personal' folder to learn a key code (1851). Exit the terminal and return to the room with the security guard. Again, make sure the security guard is somewhere else, then leave the corridor and approach the door to your right. Enter the access code and continue straight into Transit Monitoring. Avoid going through the metal detectors in the corridor, as they will beep and attract the security guard and/or the Alien. Interact with the console in the room ahead to restore power to the systems, then save your game at the save station in the same room. Return to the main area again, and as soon as the path is clear, make your way to the save station ahead to save your game. Get your Flamethrower ready and pull the lever to open the door. As soon as you start moving forward, a Facehugger will run at you from the right, again knocking down some cardboard boxes. Deep fry it, then prepare to chase away (or hide from) the Alien which might have been attracted by the noise. Interact with the console in the middle of the room to initialize the transit system; your objective will update to Access Spaceflight Terminal Through Habitation Area. Make your way to the transit terminal and call the transit car, then hide. As soon as the car arrives, get inside and press the button to be taken to Habitation Tower Upper Transit. Once you arrive, leave the transit car and keep right until you reach an elevator. Get inside and press the button to get to the Spaceflight Terminal. Since the elevator breaks down in the middle of the trip, your objective changes to Find Alternate Route to Spaceflight Terminal. Climb out the elevator and save the game at the save station behind you. Go through the door to your right and get ready to fight or outrun an Industrial Synthetic in the area. Continue along the corridor until you reach the Canteen. Access the computer terminal at the other side of the room and read the entry called 'Last Stand' in the 'Personal' folder to learn yet another key code (1984). Turn around and enter the key code at the wall locker in the far right corner. Pick up the key card inside along with some Flamethrower fuel before you head for a keypad at the other side of the room, just a bit before the computer terminal. Instead of entering another key code, use your key card at the keypad; this will operate a forklift right of the computer terminal and open a passage for you. Crouch through and go through the door. Turn left and use your Ion Torch to cut through a panel to the right of the next door; pull the lever to open it. Continue straight along the corridor behind, passing around several corners and a pitch-black part of the corridor until you reach the Rec Room. There is a save station to the right, use it. Climb through the vent right next to the save station to get to the next room (the Projector Room) and stay out of the Alien's sight. Get your Flamethrower ready once more and enter the room to the right, shortly after leaving the vent. You have to pick up a key card lying next to a dead body, but have to kill another one of the annoying Facehuggers first. Take the key card and use it in the machine across the room, just to realise that the Alien has noticed you tampering with the system and is coming for you from the corridor! Hide or fight the Alien until it is save to return to the Rec Room and save the game again. Return to the corridor and follow it all the way almost to the end, and go through a door that has opened recently, leading south. You will reach another room with a save station. Save if you like, then continue into the room in the east. The Alien really, really doesn't like you being here, so it will jump through a window to harass you. Hide or scare it away, then pull the lever next to the door. This causes the power to go out, giving you a new objective: Restart the Generator. Make your way back to the room next to the Projector Room and activate the generator. With the power back up (and your old objective Find Alternate Route to Spaceflight Terminal), return to the room where you've just pulled the lever, and enter the next room through the now-open door. Climb into the vent on the left and make your way to the end. After leaving the vent, turn left and then right to get into the elevator. Press the button to be taken to the Spaceflight Terminal. Once you arrive, your objective will again become Find a Way for the Torrens to Dock. Leave the elevator and save the game at the save station to your right. Pass the door, crouch underneath the right of the debris blocking the corridor, turn left and go down the stairs. Continue straight until you reach a door that again requires you to use the Ion Torch and pull a lever to pass. Keep going straight to enter the elevator, then press the button to be taken to the Tow Platform and end the mission. After the mission, you will earn:
Mission 18
*** Spoiler - click to reveal *** You start the mission once more in an elevator. You objective is Escape Sevastopol. Leave the elevator to the right, past the save station, down some steps and up some others. Turn right twice, then crouch below some debris to reach a console; use your Security Access Tuner to activate it. At some point along the way your objective will have updated to Initiate the Docking Procedure. Climb into the vent through the floor hatch to your left, then turn right twice until you drop down a bit. Follow the cables until you reach a lever; pull it to reboot the system. Leave the vent again through any of the various exits and use your Security Access Tuner at the console at the opposite wall of the one that you accessed first. After a short conversation, your objective will update to Engage the Docking Clamp. Turn around, then go down the steps to your right to reach a computer terminal in the middle of the lower floor. Be aware of the inactive Synthetic on the floor, as it will grab you if you get too close. Access the terminal and choose 'Initialize Docking Clamp' in the 'Utility' folder. Exit the terminal and climb the small set of stairs again. Turn left and continue straight through the door into a staircase. Climb the stairs all the way up, go through the door, and continue straight through another door. Access the computer terminal to choose 'Extend Maintenance Rig' from the 'Utility' folder to update your objective to Get to the Airlock. Turn around and return to the staircase, saving your game at the save station on the way. Once you get back through the last door, you will see the Alien dropping from a ceiling vent and making its way down the stairs. Follow it in a safe distance. Upon your return to the main room you will notice that there is not only one, but two Aliens stalking you. Sneak past both of them towards the elevator in which you have started the mission. However, instead of going into the elevator, turn right into the airlock and interact with the space suit locker to change and start a cinematic. Note: If you are playing a no death playthrough, do not freak out and load an old save once the scripted event starts. Once your regain control, torch the closed Alien egg in front of you with your Flamethrower, and do the same with another closed egg a bit to the left; your new objective will be Get Back to the Airlock. Crouch through a hole in the wall and turn right. Pick up the Flamethrower fuel on the way and slowly proceed forward; two Facehuggers will attack you, so kill them with fire. Continue through the door in front of you and turn left. Crouch to continue through the debris in front of you; but before you go inside turn around to burn another Facehugger that will attack you from behind. Continue through the debris, torching another Facehugger along the way. At some point two Aliens will drop down from above in front of you. Back down a bit and wait until they leave, then continue straight, through a broken transit car, and through the door on the right of the room behind. After another cinematic, climb down the ladder in the room ahead. Continue through the door ahead to start another short cinematic. Warning: You can easily die in the next section if you do not time your moves right, as being hit by a transit car results in certain death; keep this in mind when doing your no death playthrough. It also helps if you have at least some health left, so use a medikit if needed. After the transit car has passed, sprint straight and slightly to the right until you reach an area in between the transit car tracks. Continue left until you can enter the second transit car lane. Sprint into the small hole ahead and crouch as soon as you enter. After the next transit car has passed, continue over the small plank on the left back into the first transit car lane, and sprint into the next hole ahead. Climb the ladder to start yet another cinematic. Climb the ladder again, then head right through a doorway into the Maintenance Office. Pick up the ammo on the desk and get either your Shotgun or your Flamethrower ready. Climb into the vent. Slowly proceed forwards, and as soon as you hear the shriek of a Facehugger, move back. Torch the abomination as soon as it appears, then move to the right until you hear another shriek. Proceed as you did before and kill the second Facehugger. Continue along the vent system until you find an exit leading to the top of an elevator. Leave the vent and climb the ladder in front of you until another cinematic starts. As soon as you regain control, torch the closed Alien egg in front of you and climb up, through the doorway. Climb the stairs and turn left, then run for the airlock. Change into the space suit on the locker to the right, which will update your objective to Release the Torrens. Move into the airlock and go for another spacewalk as soon as the door in front of you opens. Take the lift to your left, then continue the only way you can. Ride the cable car, then climb over the fence and continue up the stairs until you reach the end of the walkway. As soon as you get there, a conversation with the Torrens will trigger, and your objective will change to Prime the Release Mechanisms. Warning: This section is somewhat timed: If you take too long, the Aliens will kill you, so don't waste time. Go down the ramp on the left side and pull the lever at the console to release a key card. Use that key card in the console. Repeat the same two steps on the console on the opposite side; your objective will change to Blow the Emergency Release Bolts. Climb up the ramp again and approach the Emergency Docking Clamp Release in between the two consoles. Interact with it once, then activate all four of the release bolts after each other. After you've done so, a cutscene starts, thus ending the mission. After the mission, you will earn:
Mission 19
*** Spoiler - click to reveal *** You start the mission aboard the Torrens, still wearing your spacesuit. While you are given the objective Meet Verlaine on the Bridge, continue straight along the corridor. After you reach a dead end, turn left and press the button at the door to start a cinematic. When prompted, press Doing so will earn you: If you finished the game on the Hard difficulty setting, you will also earn: Survivor Complete the game on the hardest difficulty setting 3 guides If you managed to not kill or stun a single human during your playthrough, you will net: And finally, if you managed to not die even once, you will receive: One Shot Complete the game without dying 8 guides
left,
right, and finally
to decompress the airlock, start another cutscene, and end the mission.
If you have followed this guide, you should only be missing two achievements by now, 100 Times Too Many and Self Defense. I suggest that you use your second playthrough to kill ten (hostile) humans for Self Defense, as it can make proceeding through different areas easier. In any case, the grind for 100 Times Too Many will earn you Self Defense along the way.
Load up mission 17 - Desolation and set the difficulty to Nightmare. Equip your shotgun while in the elevator, then sprint towards the security guard patrolling the area. Pump him with lead. This is almost guaranteed to attract the Alien; if it doesn't, keep shooting with all you have until the Alien shows up. As soon as it does, succumb to your fate and let it kill you. Rinse and repeat. You can keep track of your progress by periodically checking the Xbox One Achievements App - e.g. 20% progress for Self Defense means you have killed two humans and have eight to go; e.g. 41% progress for 100 Time Too Many means you have been killed by the Alien 41 times and have 59 to go. Note that only kills by the Alien count, not other deaths caused by humans, Synthetics, explosions, or transit cars.
After killing the security guard ten times (or less, depending on your previous playing style), you will earn:
After getting killed by the Alien 100 times altogether, you will earn:
This concludes it - congratulations to a well-deserved 1000 Gamerscore!
Find anything you think is wrong with this walkthrough? Help us fix it by posting in its Walkthrough Thread.
This walkthrough is the property of TrueAchievements.com. This walkthrough and any content included may not be reproduced without written permission. TrueAchievements.com and its users have no affiliation with any of this game's creators or copyright holders and any trademarks used herein belong to their respective owners.
Find a Data Cell to Repair the Security Access Tuner
Source: https://www.trueachievements.com/game/Alien-Isolation/walkthrough/3
0 Response to "Find a Data Cell to Repair the Security Access Tuner"
Publicar un comentario