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Alien: Isolation · Route

Alien: Isolation

One engineer, one dying station, and something in the vents that hears every step. Walk, read every terminal, keep the codes. Sevastopol, tracked.

The Case File
Case No.AIS
SubjectAmanda Ripley, engineer
LocationSevastopol Station
Status19 missions · ~18–19 hrs story
Case Summary

The system that decides this game is noise. The creature hunts by sound and sight and cannot be killed, so walking, hiding and patience are your real weapons, and the only checkpoint you control is the manual save at a Registration Point. The second system is the terminals: keypad codes, stash rooms and locked lockers are all answered in the logs, so this guide marks every log that carries a code with a 🔑 and gathers the codes in one Codebook. First Hours is the primer; The Route is all 19 missions with every log, ID tag, Nostromo log and blueprint in pickup order; Logs & Codes is the full archive and the Codebook; Tools & Gear is the toolkit, the crafting priorities and where you land. Keep a Noisemaker crafted at all times. Every tick saves on this device as you go.

0/19
Missions
0/151
Archive Logs
0/14
Passcodes
0%
Overall
Route progress0 / 0 story steps
Objectives, tools, weapons and keycards. Logs, ID tags, Nostromo logs and blueprints are optional: they tick here and in Logs & Codes or Tools & Gear as one box, and never block a mission. Your ticks save automatically on this device.
objObjective keyTool, weapon or keycard optCollectible or optional 📄 log · 🔑 log with a code · 🪪 ID tag · 📼 Nostromo log · 📐 blueprint · 🔧 tool · 🔫 weapon · 💳 keycard a code: tap to reveal, or it shows once you tick its log

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