SPOILER ALERT
If, after reading these blogs, you decide to try Alien: Isolation and want to get all the logs and tags, these are the tips I found to not only have a worthwhile experience but also to help save time. The game is built around initiating (triggering) certain events before the Xenomorphs actively hunt you (drop into a room and look for you). That’s not to say that it will not be around. Even if it is not actively hunting you, it could be randomly waiting for you in a ceiling vent because you’ve made too much noise, like running or blowing things up.
You will not be able to get all of the logs or blueprints until after you have fully upgraded the Access Tuner and the Ion Torch. You get the final upgrade to the Ion Torch in Engineering in Mission 14 and the Access Tuner before you board the Anesidora in Mission 15.
TIPS
Tips to fight Androids. There are two types of Working Joes, one that wears a regular jumpsuit and another that wears a rubber hazmat suit immune to the EMP bomb. Regular working Joes can recover quickly from being hit with the Maintenance Jack. They can be killed with the handgun, but I found the most effective way of defeating them is by throwing an EMP bomb at their feet and then hitting them with the Maintenance Jack until dead. The EMP has a range, so you can momentarily disable several of them at once. The components for the EMP bomb can be found more readily than bullets. For the Hazmat Working Joes, the EMP bomb doesn’t work on them because of their rubber suit. Before you get the Bolt Gun, I found a combination of things worked against them. Find an area you can hide or run away from, set down a Pipe Bomb, go to a locker, hit it with the Maintenance Jack, and then hide. The sounds will draw the Hazmat Working Joes, and the proximity of the Pipe Bomb will take out one or two at a time. This works well when you have to go to the Apollo core. When you get the Bolt Gun, headshots are usually a one-shot-kill if you max out the build-up of the gun.
Tips about the Xenomorph. Using your Motion Tracker. The best time to move is when the distance is greater than 0.8. Xenos move fast! It can cover a room in less than a second, so always be aware of how far away it is. Sometimes the Xeno hides in the ceiling vents, and you can hear strange breathing and see a little ‘smoke’ and clear liquid drooling down. Don’t stand under it because it is the Alien, and it will get you.
Tips with constructing items. You can ‘make’ a maximum of three of each item, except for MedKits, for which you can make 6. Always construct items. When you build an item, you must choose the component in question and hit build. When you have made three, you can still load the items to make a fourth; but you can’t build it until you use one of the three. Start right from the beginning of Mission 1. Collect and build everything you can. It will come in handy as you progress in the game.
MISSIONS
Mission 1, there are no enemies, just a story so enjoy it.
Mission 2, shit goes down, and you are stuck in Sevastopol. This level is more about intuitively and indirectly teaching the user how to play the game through story and objectives. You learn as you go. This level is about staying hidden, crouching, running, hitting things, etc. You will encounter the Alien here as it kills Axel (it appears for a brief cutscene, then leaves to build the tension). Still, it will not hunt you unless you are wasting time or running around. Walk or crouch directly to the tram, call it and board when it arrives. The intense music makes you think something is coming in the shadows. If you’ve been calm, there’s nothing to worry about.
Mission 3, this is more of a challenge. This level builds on what you learned in Mission 2. Keep hidden and use the Flares (or don’t) as much as possible to distract the area’s humans. The humans watch the Flares unless you make too much noise. This mission also introduces the Xenomorph, but it won’t actively hunt you until you get back into the room where you found the scanner at the end of the mission.
Mission 4, you get a little break from the Alien. This mission is full of Androids. They do not harm you until you contact Samuels, so take time to explore. This Mission is where you find the Motion Tracker, and there are plenty of opportunities to learn how to use it. Before you go up the elevator to the Comms Control, investigate the room with two Androids. You won’t be able to get back into this room later when Ricardo is here. The Xenomorph is still around but not actively hunting you. If you make too much noise, it will drop in to see what’s up. When you take the elevator and return to where you found the scanner, try running to the tram. I’ve gotten lucky that the Xenomorph isn’t waiting for me. But use the Motion Tracker to see if you need to hide or if you can run.
Mission 5-6, the Alien now actively hunts you. Do what you can to get proficient at hiding under gurneys, tables, and behind boxes, besides hiding in lockers and cabinets. It will help for later missions.
Mission 7, the Alien dials its hunt back. It’s still hunting, but it lets you accomplish the plot points for the level. You have to have an Android unlock an area. It still lurks, so be aware.
Mission 8, it’s the same deal. The Alien gives you a break, but remember, it’s always around. Make too much noise, like blowing something up, and it could draw the creature to you.
Mission 9, this is a break entirely. It’s the backstory of how the Alien came to Sevastopol and explains why there was no beacon from the Engineer’s ship in the movie Aliens.
Mission 10, this is fun. You get a Flame Thrower and can hunt the Alien if you want. Because it’s an NPC and unkillable in the game, the Flame Thrower gives you the confidence to fight back against the creature. This is the last mission before Mission 14, where you encounter a Xenomorph.
Mission 11-13, the enemy is the Androids and can be defeated. So, this is when you can relax and take your time to explore the areas of Sevastopol. You can go back and check out the entire station in a few more missions without worrying about Xenomorphs hunting you.
Mission 14, there’s a bloody hive! All this time, maybe it wasn’t just one Alien hunting you. It probably was, but seeing the hive can make you wonder. You need your Flame Thrower out all the time here. There are Face Huggers and Xenos, many Xenos. When I played on Hard difficulty, getting to the Beta reactor, I encountered 2 or 3 at once. It’s challenging and scary, even from the sound effects.
Mission 15, a Xeno is after you as you try to get to the Anesidora. Onboard the Anesidora, there is a Face Hugger. In this mission, you get the final upgrade for the Scanner before you board the ship. It’s part of the plot; you can’t continue without it.
Mission 16, this is the mission where you can go back throughout the entire station and collect all the tags, archive logs and Nostromo Logs. You have the upgraded torch to cut through doors and the upgraded Scanner. Do not go up the elevator to Comms Control when you meet Ricardo. Also, Ricardo’s room is locked, and there’s no way in. Go back throughout the station and explore. The Alien does not actively hunt you. Once you have found all the collectibles, go back to Ricardo and continue up the elevator into the Comms Control.
Mission 17-19, is standard stuff. It’s a good story and challenging. You get captured by a Xenomorph, but it’s part of the story, not the end game. Face Huggers are in the area when you wake up after being cocooned. You need to get out. Here trams are still running, and it is like being in the subway. However, they will only come when you trigger an event, meaning it’s not on a timer. Enjoy the end of the story and the game.
Michael Leask

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