Walkthrough Alien: Isolation. The best ways to hide from a stranger

24.09.2019

The harder the more interesting

Although the tactics of interacting with the Alien is generally the same - not to let him discover himself, you still need to take into account different levels of complexity. There are currently three difficulty levels in the game:

- Easy

Everything is pretty simple here. The alien is relatively blind, he has no peripheral vision as such, in principle, therefore, he may well pass you if you are standing to the left or right of the door. The viewing range, that is, the distance at which he sees you without additional factors (smoke, steam, etc.), is small at this level. He often sits in ventilation. Often goes beyond radar detection, rather deaf, etc.

- Average

This level justifies its name in everything. The alien has an average detection range, has an average activity near you. The rest of the parameters also have an average value.

- Heavy

It is recommended to start a new passage at this level. According to the assurances of the developers themselves - this level of complexity makes the gameplay exactly the way they intended it. And I tend to agree with them. Alien is extremely active. He does not go far from your position. That is, he is always aware that you are within a radius of 100 meters in this part of the map (This is exactly why many players call him a cheater). Nevertheless, the developer had to go for this trick to make the level of difficulty justify its name. All other characteristics, such as hearing, sight, smell, also have an extreme degree of sensitivity.

Hide and don't make noise

The alien has no peripheral vision as such (at any difficulty level), therefore, it may well pass you by if you are standing to the left or right of the door, therefore, if there is nowhere to hide Ripley, it is better not to run, but stand in a dark corner or behind the box, there is a high probability that this dummy will just pass by. The most important thing is not to run when Ripley runs, she stomps loudly, the Alien immediately (if he is no further than 100m from you (radar detection limit)) determines your approximate location and jumps there with all his might. It is impossible to run away from him, his movement speed is at least one and a half times higher than your running speed, and if he was sitting in the ventilation at that moment, then the speed is completely huge (there are even precedents when he teleported from one point within a radius of one hundred meters to another, being in ventilation (another cheat from the developers, although this happens extremely rarely)). It is important to remember - if you still ran and already hear his stomping and all the accompanying sounds of his approach, then you can get out of this situation. Wherever you are, there is almost always a place nearby where you can hide - a hospital bed, a locker, a nightstand, a couple of drawers, just a dark corner - I highly recommend just hiding. If you are sitting in a closet or bedside table and put Ripley there almost under the Alien's nose, then he, of course, will try to pull you out of there (either immediately, if he saw you jump in there, or first sniff the closet door, namely the ventilation holes). In this case, you can do 2 things - press [RMB] when the corresponding inscription appears on the screen, thereby holding your breath, then press the [S] key - slightly move away from the door, and if the result does not satisfy him, and you are done in time, he will go home. Also remember that at a distance of 10-15 meters, the Alien begins to hear the squeak of your radar, so remove it if the xenomorph is nearby (the same goes for cabinets, bedside tables and beds, ventilation and other places where you can hide). To avoid detection, always crouch, do not touch objects (chairs, cans, broken glass). If you are sitting under the bed, and the Alien is wandering nearby, try not to let him touch you with his tail, he can also feel you with it.

Further, if you climbed into the ventilation (any: both the one in the walls and the one under the floor), then you are not safe there if you do not remove the radar in time or crawl there when the Alien is very close - he will pull you out of there .

Do not be afraid that you open automatic doors, etc. with your approach. - the xenomorph does not perceive these sounds. He also does not hear Ripley, hiding, slamming the doors of the lockers.

Remember that when Ripley is working with computers, power distribution systems, wielding a cutter, etc., the game is not paused, so do not relax.

Use different devices

There are many different devices in the game (fireworks, sound generator, smoke bombs and others). Use them to distract the Alien or other opponents. For example, a sound generator - if the Alien is very close, but still has not found you, and you are in an unreliable shelter, throw the sound generator in the opposite direction - it will distract him for at least 8-10 seconds, but still this does not mean that now you can jump next to him. If you move carelessly, the Alien will immediately switch to you.

Donate to others

If there are other people (NPCs) on the map, then you can use them as a way to distract the Alien for a couple of seconds by throwing, for example, the same sound generator at them. You can also knock on the wall and hide, all the inhabitants of the map will run to the place where the sound spreads in order to die safely from the paws and claws of a terrible alien monster.

Avoid ventilation with saliva

If the Alien is in ventilation, then he randomly moves around the map at high speed. Sometimes he stops near the ventilation outlets and sits there in ambush. You can identify such hatches by the saliva flowing from them. Avoid such hatches.

Don't rely on androids

Now about the androids and their relationship to the alien. Actually, the reaction of robots to the Alien causes only a smile. The most they can do at the sight of him is to ask - "Who are you? An unknown life form." They react to each other extremely loyally. Apparently, the Alien does not perceive them as potential victims, and they cannot identify him in the database of known life forms, therefore they cannot apply a certain behavior model to him (as it will be explained at the very beginning of the game, androids in Sevastopol are extremely stupid and do not even have hint at a creative approach to the situation or some kind of improvisation).

It is one of those survival-horror that turned out to be much scarier than today's new products, became very popular and received a lot of good reviews and ratings. The developers of this game did not sit out their pants and decided to put some Easter eggs in their creation after the game was already finished. And I'll tell you about them now.

Origami Unicorn from Blade Runner

Origami Unicorn, which we could see in the film, is often found on space stations. Most often, near Androids. They can be found inside glass cabinets and on benches in exactly those places that are full of Androids. Incidentally, both Blade Runner and Alien were directed by Ridley Scott.

Is that you, R.O.B.?

During the first mission, when you first start the game, go to the dressing room. There's a little robot on the table that looks a lot like a classic Nintendo accessory. It is worth focusing on the rockets that stand at the robot instead of hands. Incidentally, this could also be a reference to a Pixar robot called Wally.

Not "Wait a minute!" Is it with James next door?

Of course not, but still. As soon as you start the game, exit your room and look to the right to see a small device, very similar to the old devices with games like Catch the Eggs. In America they are called Game&Watch.

And right next to this device, you can see a magazine with a man who looks terribly familiar. Many believe that this is James Cameron - the director of Aliens, a sequel to the original film. Well, you be the judge!

drinking brothers

Do you remember such toys in the form of birds that swayed and drank water? They've appeared throughout the Alien movies and now they're back! You can meet them throughout the game more than once.

familiar rocket

You can also find a red and white rocket from the Tintin comics in the game. As you can see, the similarity is rather big.

Alien: Isolation is a pretty interesting game that is Survival Horror from a first-person perspective. The storyline tells the players about the events that unfolded 15 years after the events of the Alien film. The main character is the girl Amanda. This is Ellen Ripley's daughter. The girl works in the Wayland-Yutani organization.

One day, she learns that a black box containing the Nostromo has been found. It is located at the Sevastopol station. The girl, together with colleagues, visits the station. It turns out that an Alien is infiltrating the station. He killed almost all people. Now the heroine needs to do everything in order to stay alive.

Task One


You will wake up already on the ship. There is a monitor in front of you. Take a task from it. After that, you need to check the cabinets that are under the computers. Move further out of the room. Then you need to turn left into the first compartment. You will see a computer. It contains an archive log, as well as a save point for the game. It's worth using it. Return to the corridor, open the map, go to Taylor.

The girl will talk about the experiences that she is experiencing. After that, he will ask you to find Samuels. He dumped into the next compartment. During the conversation, you will hear an announcement that all employees are required to go to the main bridge. Follow your friend. After a short briefing, take the folder from the table.

Remember that the game is saved only in the initial stage of missions. There is no autosave here. You will be able to record your progress only on the settings shown in the photo:


Task Two

Passage of game Alien: Isolation continues. Well, the connection begins. Unfortunately, things don't go as planned. When you wake up on the Sevastopol, then you should get up and follow forward to find help. You can navigate on the map. When you reach the fiery barrier, you need to climb into the ventilation compartment, which is on the left side. Then go forward, pick up and light the fire. Then you need to climb the stairs, which is located at the end of the corridor.

In the large hall, you need to go inside the booth in the middle, turn on the energy. Use the computers there, turn on the power supply through the "utilities" section. Then go back a little, open the door (the code from the door is 0430). Inside you will find a drawing, first-aid kits, and other items.

After turning on the power, you need to go to the waiting room. On the way, do not touch the wire, which is energized. At the entrance, you immediately need to climb the stairs on the right side. Walk along the floor, go down the other side. The room you need will be closed. A little further you will see the play area. You can turn on the power in it. Alien: Isolation walkthrough continues.


Go behind the bar, climb into the ventilation shaft. With her help, you can get to the opposite side. Get out of it, move the powerful car, move on. In front of the huge locked door that requires the Ion Cutter, turn right. Turn on the power in the room. After that, go back, go straight up the stairs to passport control.

Go through the next few doors. A little later, you will stumble upon the body of a man. In his hands you will find the necessary ion cutter. You can get to it if you make your way through the ventilation hatch a little to the right. Here, you have a special tool. With it, you can open a number of doors.

Go back to the gate, try to open it. You will be stopped by one inhabitant of the station. Move on with him. In the elevator, press the button to go to the cargo hold. When you go down, you need to climb into the mine for Alexei. Take a lantern in his room.

When passing the game Alien: Isolation, the lantern is a very important thing. By the way, there are not enough batteries for a flashlight on the ship. It should only be used in extreme cases. If there is at least some visibility, it is worth trying to do without a flashlight.


Axel will ask you to find another ventilation shaft. To do this, turn on the flashlight and turn left. You can find the passage on the opposite side of the room. You will come across a bunch of marauders. They will block your path. In order to distract them, you need to turn right and turn off the generator. After that, quickly climb into the compartment from below, exit from the opposite side. The path is open.

The subsequent door will also be locked. You can, however, open it. To do this, simultaneously press the switches with Axel. By the way, Axel is waiting for a guest. For this reason, it is necessary to run to the rescue of a partner, to stun the enemy. Then there will be a video. Run to another room, call an evacuation. You need to sit and sit without moving. This will help not to attract the attention of the Alien. After that, quickly run through the opened doors, go to another location.

Passage of the game Alien: Isolation - if you make some noise, you can meet the Alien at this stage. Remember that the Xenomorph cannot be killed. In addition, it is very difficult to escape from him. For this reason, during the game, you must move very carefully and do not turn on the flashlight once again. Its light greatly attracts attention.


Task Three

Go to the elevator that leads to the communication center. You won't be alone there. While the girl will run for help, get to the elevator, pick up the jet engine, which is out of order. The missing piece of data can be found in the room that is open. Walk carefully so as not to attract attention. Go down the stairs. You will see a flashed silhouette in the left room. Go there, pick up a pass and a revolver.


You need to follow the trail of the creature, using the pass. Make your way to the technical center, find the flight recorder. Unfortunately it doesn't work. Your presence will be noticed here. Need to get out soon. There are columns all around. One of the columns will have a green lamp on. You will have to move these columns one by one until you reach the desired device.

Turn around, then use the new device on the locked door. Hacking is played like a mini-game. With the further passage of the game Alien: Isolation, go further, turn off the alarm. After the alarm is activated, be careful. The alien is still close to you. You should be guided by the sounds.

Return to the place where the broken device was picked up. You get the opportunity to open the elevator, start the next task.

By the way, music with sounds are an important part of the game. With their help, you will be able to find out that enemies and monsters are approaching. Therefore, it is worth listening to all the rustles and sounds.

Task Four

You need to tell the android what you intend to do. He won't be able to help you. Go to the end of the corridor, in the computer in the "utilities" section you need to access the doors. Follow the opened door, go upstairs. The path will be blocked by a robot. You should turn around and use the URD to open the door.

Then bypass the enemies, take the elevator up and go to the communication center. Turn left immediately upon exiting. Go up the stairs, use the control panel to contact your ship. With the further passage of the game Alien: Isolation, your presence will be a reaction from androids. From the bottom it is better to leave quietly.

After that, open the map, go to the spare communication terminal. When contact with your own, quickly get out back. Go down the elevator, get to the communication center. Drones may be encountered along the way. You can either kill them or bypass them. Keep the path to the tech tower. Take the transit to the Medical Science Hall.


Task Five

Meet your people, go with them for medical help. Go to the hospital. The main door is locked, for this reason, follow to the right. The voice from the other side of the monitor will offer to take the elevator. You won't find medicines in the hospital. However, the "kind" doctor will send you in search. Go to Dr. Morley's office, read the messages from her, find the code. (1702).

Go outside, follow the pass. However, an alien appears. Hide quickly and wait for the creature to pass by. When you get to the board with the list of patients on it, turn around, follow the corridor to the right until you reach room A-29. You will be able to find the pass from the dead guard. For the further passage of the game Alien: Isolation, return to Dr. Kuhlman. You need to get back to Dr. Kuhlman. The Alien will spin around you, so you need to be very careful. It is worth hiding at the smallest dangers.


By the way, in this game you often have to sit in ventilations and cabinets. The game is heavily fueled by Stealth. Still, you can't kill the Alien. If he found you, then it is almost impossible to hide. For this reason, you must constantly be careful and not catch his eye.

Task Six

Dr. Kuhlman can't help you. We'll have to turn around and quickly go down the elevator. Use a pass. Follow on, go to the door in the middle. Behind the computer you will see, in the "utilities" section, that there are not enough cylinders to open access to ventilation. It is necessary to activate 3 cylinders that are in the room. For the rest, go to the next room.

After starting all four mechanisms, you need to go into the first room. Change the power supply in the shield so that there is access to ventilation. Leave the room, climb into the mine. Go to the director's office, sit down at the computer. In the last section, you need to include a video. Then go to the operating room. When passing the game Alien: Isolation, you will find a pass there at the security point. As for the access code, you will recognize it on the computer. (2505).


Take the first aid kit, go to the reception to find a way out. The door will be locked. Start the hospital evacuation process. To do this, use two remote controls. After that, the URD will help - this is when the device is hacked, which is in the middle. This is where Android comes in. You can disable it without noise. A shocker will help.

Include evacuation, go around the entire hospital. Get to the reception, watch a small cut-scene. A fire starts. In the central part of the hall you will see a staircase. You need to get on it as quickly as possible. After crawling through the ventilation, go down, activate the elevator.

The stealth action came out a couple of days ago, and has already managed to break a lot of stereotypes that collapsed like crystal castles one after another. What we all saw is completely different from what came out before under the brand name "Aliens". Everything that was before was not the coolest shooters. Now, the guys from Creative Assembly under the leadership of SEGA have shown the world an excellent stealth-survival-horror that perfectly conveys that very famous atmosphere. However, along with its unusualness, the game brought a lot of questions regarding the passage and survival. If earlier the creators simply published small but vivid videos showing the features of survival in the game, now the videos are over, and survival issues have been shifted to the fragile shoulders of gamers. We hope that this material will help you adapt and survive in this difficult game.

So, Alien Isolation guide. First, a little about mechanics and physics. Our heroine does not know how to jump, but she runs very slowly. This must be taken into account. At the same time, she is good at sneaking. It is enough to sit down and in this position you can get close to the enemy, or vice versa, you can quietly slip away. At the same time, the main character is a rather strong girl and her blows at not the highest difficulty levels can knock a person down in a couple of seconds, he won’t even have time to blink an eye.

Now let's remove a few questions about the environment. The environment in the game is not highly interactive. You can even say more: it is completely non-interactive. As you progress through the story, you will meet a lot of ownerless, but extremely useful items that you cannot take. Amanda Ripley, like a real lady, abhors objects from someone else's shoulder, and uses only what the developers have prepared for her personally. Especially annoying is the situation with weapons. In the first couple of hours of the game, you will start to meet armed and aggressive people, who, of course, are better to kill. Then a glaring thing will happen: despite the wildest lack of weapons, as well as full pockets of cartridges dug in the bottom of the barrel, revolvers, beautifully shiny, lying near the defeated enemies, will in no way fall into your hands. Once such a revolver was completely left hanging in the air, after its owner fell to the floor lifeless. This revolver also could not be taken.

In general, the environment is quite static, but everything that needs to be highlighted as you approach the object. Therefore, it will not be easy to miss something. Although, this does not apply to camouflaged hatches in the floor. Until you get used to the fact that you need to constantly look under your feet, you will scour the compartments, not knowing where to run next. Often the hatches in the floor are to blame. We open and crawl.

However, not everything is so bad with interactivity. Some seemingly static objects will have to be interacted with, which will greatly complicate the game. Sometimes you will be asked to move the electronic terminal to the side or roll back a container on wheels a couple of meters, which will open the way further. Until you get close to the container, you will not realize that it is active. Such moments also take time and nerves.

Now for the weapons. There are few weapons in the game, but they are there. The main character will have to swing heavy iron and shoot from a firearm and burn with a flamethrower. However, with all this, you will not be able to eliminate the main enemy in the form of the notorious Alien. At best, he will just run away screaming, maybe hitting you in the end, and at best, he will endure and attack and you will have to reload from the last save.

Speaking of saves. There are no checkpoints in the main campaign, but you can't save anywhere either. There is a system of terminals, which are responsible for the safety of progress. Save constantly. The more often you do this, the better. If you need to go, for example, through a compartment filled with armed people, and there is no way to kill them all at once, then proceed in this way: beat one, run to the nearest terminal, and save. Returned, nailed the second one, run to the terminal again, etc. Even on the most minimal difficulty settings, such tactics will not be superfluous.

Now for the subjects. Alien Isolation has a ton of electronics. In this regard, the game is absolutely not inferior to such cyber-hacker action as Deus Ex. The main tasks that the heroine will have to solve throughout the game will be breaking doors with the help of various engineering finds, switching power flows, building traps for idlers, etc. The main thing you will need is first-aid kits, flares and ammunition. By the way, the need for fireworks will disappear as soon as you get hold of a flamethrower. You press the right key and now you have a flamethrower in your hands, with an ever-burning wick, illuminating everything around for several meters. At the same time, as far as the author of the material managed to notice, the fire from the flamethrower does not give out the heroine in the same way as her use of the fire gives out. As soon as you lit the fire, be prepared that in a few minutes, or maybe seconds, a xenomorph will come to you. Cooler in terms of the effect of attraction, perhaps, only a shot from a firearm or an explosion of home-made pyrotechnic equipment.

Do not disdain computer terminals, conscientiously go into all the folders and flip through the pages, scrolling through them using the PageUP and PageDown keys. There is a chance that you will come across important information such as a password to open a door or important advice regarding further passage.

Speaking of doors. As you progress through, you will face the fact that the further you go, the more doors with all the important good you will leave behind you. Do not console yourself with the illusion that you will develop and come back. The gameplay will sometimes drag you in such a way that there will be no way back, so if there is a door behind you that you could not open, then you missed something: you didn’t turn on the electricity, didn’t find the code, didn’t pick up a tool to open it, or didn’t found a secret hole. The game is full of such puzzles, while only the most important, key objects for passing are marked on the map, and other items such as flamethrower fuel will lie quietly and you will pass by, although after that you will greatly regret that you were not better prepared. Therefore, there is no need to hurry. The game is viscous, slow and conducive to thinking.

Speaking of the map. Press Tab, then press E. This action will open a tab with descriptions of icons that represent various objects on the map. Use the map constantly and remember that many passages, for example, ventilation shaft tunnels, are not displayed on the map in any way, so if there is nowhere to go, the map shows a dead end, then it always makes sense to examine all the nearest communications.

As for crafting. During the game, you can create a bunch of different consumable items. But by themselves, the ingredients for these same items are useless without a blueprint. It just so happened that Amanda Ripley, an athlete, engineer, clever and simply beautiful, in her twenties does not remember anything from what her teachers taught her, and even such a simple thing as a first-aid kit will be created exclusively according to the found drawing. By the way, you will not be able to bypass some key drawings, because you will have to find them in the story, but you can skip some minor, but extremely useful drawings if you search the compartments and punch your way through the doors not conscientiously enough.

Well, now about the main thing - about the opponents. So far, we have three types of opponents: people, androids and the Alien himself. With people, everything is simple: either bypass or kill. Android is more difficult. They die extremely reluctantly, even if they hit the head. Sometimes the android will lie on the floor and grab you by the legs, sometimes it will come out of the hole in the wall and grab you as well. Well, here is the Alien.

By the way, about someone else. Any weapon against him is useless. You can only drive him away for a while, and as soon as you drive him away, do not hide, but immediately run where you need to, because you will have half a minute when the Alien will lick his wounds, and you, without embarrassment, can run, uttering indecently loud for this game stomp. In general, the game does not have the stock of ammunition to behave defiantly. The best tactic to win in critical situations is to avoid these very situations. Be quiet and encounters with the Alien will become much less frequent.

Sometimes, however, it is better not to hide, but to run headlong. There are several scenes in the game where the developers will artificially set the Alien on you. Therefore, having died a couple of times in the same place, try to just run away the next time. If you decide to hide, hiding in a closet, do not lean against the window and remove everything from your hands, especially the motion sensor, which will explode when you sense a xenomorph nearby. The alien will hear you and fish you out of your hiding place. By the way, this same sensor will sometimes deceive you, showing the approach of a monster that will never show up. The reason is that the sensor does not distinguish between floors. Also always look at the floor. If you see white slime on the floor, raise your head. Most likely, there will be an open hatch at the top. So the Alien is sitting there, beware of these places.

As soon as you get to a place where the probability of meeting an Alien is extremely high, do not rush to save. It is possible that you will save a couple of seconds before he attacks you. It will be very embarrassing. This is partly why the game has the ability to load not from the last, but from an earlier save.

If you are wielding a flamethrower, then learn how to accurately dose the “roasting” of the Alien. Don't fry a little, and he will immediately attack, and if you overdo it, then simply spend vital fuel. If you have a revolver in your hands, then be prepared for the fact that this is not a shooter, but you are not controlling Duke Nyukem. Amanda reloads the revolver for a very long time.

That, in general, is everything you need to know for someone who started playing Alien Isolation. Do not make noise, check the map more often and constantly turn your head, and also do not wish for brightness at the starting settings of the game, since you will often have to play in pitch darkness. Good luck with your passage.

, 12. Complete solution ,
13. Consultation, 14. Descent,
15. Message, 16. Transmission,
17. The release of "Torrance", 18. The end of the hunt,
19. Insulation.

  • Progress . Questions - answers .
  • 16th task. Broadcast

    Return for secrets
    Alien: Isolation. Secrets. Nostromo

    (The steps below are only required for 100% completion of the game - to collect all the secrets and complete all the achievements. If you just want to complete the story, you can skip this subsection).

    In the last mission, we collected the last upgrade, and now we have all the necessary devices for breaking doors. It's time to go around all the compartments of the space station again and collect the remaining secrets that were previously inaccessible.

    To leave the story mission, after disembarking from the medical shuttle to the Lorenz tech tower, turn right at the first turn, take the elevator to the lower floor.


    Now all the secrets are collected, we can return to the passage of the plot. We go back to the transit, go to the Lorenz Technotower, go into the lobby, take the elevator to the communication center.

    Technotower "Lorenz"
    Alien: Isolation. Walkthrough


    The ship "Anesidora" explodes, the station "Sevastopol" is displaced from orbit and slowly begins to fall on the planet. The last chance to save yourself is to transfer to the Torrens.


    Objective: Find Ricardo

    Sevastopol security officers walk along the main corridor, they are in good armor and armed with shotguns, so it is better to avoid meeting them. At the beginning of the corridor on the left, we cut out the orange hatch, climb into the ventilation, and safely make our way forward along it.

    We reach the northwestern room in the corner. There is a closed door to open it, in the next room we start the computer, turn on the utility. An android will come out of the closed door and go to the guards. The guards will start shooting, attract someone else, as a result, everyone will die. The area has been cleared of enemies.

    (If in previous missions we missed the Nostromo 001 magazine, now there is another opportunity to take it in the central room "Relay Point").

    We climb up the spiral staircase, go to the communication center. Ricardo offers to manually set up the station to receive the Torrens ship, for this you need to get into the observatory.



    Purpose: Find the observatory "Sevastopol"

    We enter the main communication hall, we go in a northerly direction. We rise to the second floor.


    Objective: Find the Torrens in the tracking system

    In the observatory on two computers, we need to aim at the ship.

    1. We solve the puzzle in the first computer: hold down any of the direction keys (W, A, S, D), when an inscription appears in this direction, quickly press "Enter", after which the entry will be fixed. We do the same for all other areas.

    2. On the second computer: on the screen, move the hexagon so that it is in the center. When the circles in the hexagon grow to the size of the stationary circles, press "Enter".

    We get ship coordinates 151: 35 A, 75 V.


    Purpose: Enter the coordinates of "Torrens"

    We return to the lower floor, enter the next room "Preparation for evacuation".

    We put on a spacesuit and go out into outer space.

    On the surface of the station
    Alien: Isolation. Walkthrough



    On a long long bridge we reach the Dish Maintenance elevator, we go up. We approach, open the panel, we see a device for entering coordinates, but it does not work, you need to unlock it.


    Goal: Remove the lock from the parabolas. antennas

    We go along the bridge into the dark room. Inside we press the button, pull the three levers, pull the double lever. We return outside to the antenna panel. In the device in the bottom line we set 35 degrees, in the top - 75 degrees.


    Objective: Dock the Torrens

    We return to the station. We quietly pass through the communication hall, there are guards and a stranger. We reach Ricardo's cabin, and we see that he has been entangled by an alien larva. Now we are alone on the ship.

    17th task. Devastation

    Living decks

    Purpose: To provide energy for the transit of the residential area

    We pass to the west - into the new compartment "Residential decks". The alien continues to hunt and constantly appears in this zone. We save near the felling. We pass into the far southern room, inspect the computer, we find messages 138, 139, 140 and code: 1851 . With the help of the code, we open the neighboring southern room, turn on the energy there.

    We pass into the control cabin, inside we find audio recording 141, turn on the device. Now we go to the opened western door.


    Purpose: Get to the spaceport from the veins. zones

    In transit, we arrive at the residential area of ​​the Technotower Lorenz.

    Techtower Lorenz
    Walkthrough Alien: Isolation


    Objective: Find another way to the spaceport

    We go into the elevator, rise to the upper level. There is a ventilation hatch in the corridor, there are several useful items. We pass into the large central hall, we see a stranger here. If you wait a bit, then the alien himself will go into the ventilation on the ceiling.

    We approach the computer, read messages 143, 144 with the code 1984 . We use the code to open the glass cell in the wall, inside we take pass and flamethrower fuel. We use the pass on the device in the southern part of the hall. We return to the computer, the lift should work to the right of it, we crawl under the load into the next room.

    We get into the corridor with 4 rooms on the sides. We examine the two northern rooms: in the "Recreation Room" there is a save, in the "Appartment" - message 142. Take the card key (1) use the key on the panel (2) to open the south rooms. In the southern rooms we reach a separate room, press the lever (3), but at this moment the light disappears in the room. In complete darkness, we return to the northern room, start the generator (4), go south again (5).

    We climb into the hatch, get into the next corridor, go down.



    Objective: Find a way to dock the Torrens

    In the spaceport we move to the northern crossroads.

    We go to the elevator in the northeast dead end.

    18th task. Tomorrow - Together

    Spaceport "Sevastopol"
    Alien: Isolation. All tokens


    Purpose: Enable Clamp

    Hack the devices on the east side (1). On the west side, you need to do the same, but computers do not work there. We go down into the hatch, in the center of the ventilation we find where the cables are laid, go there, press the lever (2). Hack the devices on the west side (3). On the computer below, turn on the desired utility (4).


    Goal: Push the outer complex

    We go to the northern room, we rise to the top floor. There on the computer we read the message 148 , we use the utility (5). We go down, go to the airlock, put on a spacesuit, but at this time a stranger attacks from above and drags us into the ventilation.

    Upper deck
    Alien: Isolation. Plot

    We pass along a dark corridor, we burn running alien larvae and those eggs that have not yet hatched. On the way we meet two large individuals of strangers, but for some reason they do not attack us, but immediately run away. (Perhaps the larva of the alien has already been deposited inside us).

    We get to the platform, next to the railway, along which transit cabins fly. We run out onto the road, immediately jump into the recess and sit down so that we are not knocked down by a flying cabin. On the second path, the cabin will fly over when we try to climb the stairs. On the third path, we quickly run into the corridor, through the ventilation hatch we return to the spaceport terminal.

    On the surface of Sevastopol
    Game Alien: Isolation


    Goal: Release Torrens

    We go down to the lower deck again. This time we get to the spacesuit, go out into space. We pass along a long bridge, we get to a dead end.


    Purpose: Prepare release mechanisms

    We see two panels with green lights. On the other side of the panels, press the levers, take and insert the cards.


    Purpose: Shoot off the brake release bolts

    We approach the panel in the center of the site. Here we alternately activate four cylinders, this will unhook the Torrens ship. We are surrounded by several strangers. We complete the procedure and jump off the station into outer space. Station "Sevastopol" is approaching the planet and burns up in the atmosphere.

    19th task. Insulation

    The ship "Torrens"
    Alien: Isolation. Epilogue


    Objective: Meet Verlaine on the bridge

    In space, we fly up to the Torrens on our own, we go inside, but we don’t take off the spacesuit. We walk along the corridors, looking for Verlaine. In one of the corridors, a stranger attacks us again! We back away from him, pressing the buttons indicated on the screen. We retreat to the airlock, during the throw of the alien we fly out into outer space.


    The heroine survives, but the understanding comes to us that strangers have already penetrated everywhere. Is it worth flying somewhere with such fellow travelers? Or to maintain the quarantine regime and stay in isolation? Everything remains in limbo.

    Congratulations! The whole game is over!

    Progress

    Questions - answers

    Question: how to kill strangers?(in Alien: Isolation)

    Answer: It is impossible to kill adult aliens with existing weapons, you can only temporarily scare them away using fire devices: Molotov cocktails, a flamethrower.


    Question: how to use first aid kit?(in Alien: Isolation)

    Answer: You need to select this item in the inventory so that it is in your hands, then press the "R" key to use it.


    Question: How do I remove an item from my hand?(in Alien: Isolation)

    Answer: You need to hold down the "R" key. An activated fire cannot be removed, it is considered a used item, and it can only be discarded.


    Question: how to kill androids?(in Alien: Isolation)

    Answer: The most effective weapons against robots: 1) Emmina, she temporarily immobilizes the android, at this moment we approach and kill him with a melee weapon. 2) Bolter, shoot it at the android's head, and he will die immediately. 3) All other weapons: revolver, shotgun, APU bomb. It is best to aim for the head, this is their weak point.



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