You are Amanda Ripley, an engineer who has spent her life wanting to know what happened to her mother's ship. The flight recorder has turned up on a station that is being decommissioned, and something aboard is hunting. Nothing here is gated by reflexes. What gates you is the save phone, the door you can't open yet and the code you read an hour ago. Tick what you find on the Route: this companion remembers the codes, tells you which locked doors your newest tool reopens, keeps the logs and what tried to kill you where. It only knows what you have found.
Tap I'm stuck for a nudge. The companion nudges; the Help Desk gives directions, behind a spoiler gate.
🩺 Survival notes
What the logs you have read bear on. The companion counts the evidence; it never answers. Your theory is your own words.
📝 Notes
Capture now, sort later. Notes stay on this device. Locked doors are tracked for you on the Sevastopol tab, so you never need to note those.
📖 Before you start read once
The save phone is the difficulty. Everything else is noise.
There is no autosave inside a mission, only manual saves at emergency phones (Registration Points). A death sends you back to your last save, so the cost of every mistake is the distance since you last saved. Save whenever you pass a phone and its screen is green. A red screen means danger is near: you cannot save, and you should not stand there.
Novice and Easy exist for a reason: the hunter is less relentless and you keep more of your nerve. Play the story there first if you want it; the companion tracks everything the same on any difficulty.
- Running. Running is noise, and noise is what hunts you. Walk or crouch unless something is already chasing you.
- Fighting what you cannot kill. Most of the station is solved by hiding, waiting and going around, not by aiming.
- Hoarding every craftable. Scrap is shared across every recipe. Spend it on the cheap tools you will actually use; the expensive explosives are the classic waste (see Crafting, below, once you have the blueprints).
- Leaving a mission without sweeping it. Each mission is a last call for its rooms until much later. Mission select keeps whatever you collect, so nothing is gone for good, but a clean sweep now saves a second run.
- One Shot: finish the campaign without dying. A run of its own, best on a second playthrough.
- Mercy or Prudence?: no human kills by you across the campaign.
- Survivor: finish on the hardest difficulty. Sources disagree whether Hard counts since Nightmare was added; honest unknown.
- Mission challenges: a stealth challenge in Mission 4, a no-death challenge in Mission 5, a no-death stretch in Mission 14, and a melee-only kill that is easiest early in Mission 4.
- Collectible achievements cover Archive Logs, Nostromo Logs and ID Tags. Mission select keeps what you collect.
This companion covers the campaign. Crew Expendable, Last Survivor and the Survivor Mode packs are separate modes outside it. Difficulty: Novice and Nightmare were added by a free patch after launch; Nightmare removes the map and much of the HUD.
📐 Crafting verdicts
Start a new run? Every tick, hint level, used-code mark, theory and threat memory will be cleared on this device.
You are synced: this also clears the AIS tab on the sheet.
Tick objectives as you complete them and finds as you pick them up. You see your current objective and the area around it; nothing further ahead. Later missions open as you finish the one before.
🔢 Codes
What mattered about each one, in a line. The logs themselves stay in the game.
🧵 People and threads
Names you have seen in the records. Follow one to filter the Archive, Sevastopol, the Help Desk and Find.
📅 Station timeline
The logs you have found, in the order they were written. Piece together what happened before you arrived; the companion states nothing beyond your records.
Every place you have reached. A locked door you have passed is remembered here; when you find what opens it, the place says so. Nothing more here yet means: do not waste the trip.
The Help Desk tells you where to go. That means spoilers.
This is the one part of the companion built to direct you. Cards stay broad, and Remember → Nudge → Hint → Solution gives away a little more each step. To open the desk, type HELPME.