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Horror Series · 🩸 Survival Companion

Alien: Isolation· Sevastopol Station

Survive the station. Read every terminal. Remember every door. The station, tracked.

The Case File
Case No.AISC
SubjectThe Nostromo's flight recorder, fifteen years lost
LocationSevastopol, a Seegson trading station
StatusRecovered, pending collection · 19 missions · ~18-35 hrs
Case Summary

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.

0/19
Missions
0/151
Archive Logs
0/10
Nostromo Logs
0%
Overall

🧠 Connections
Lost?

Tap I'm stuck for a nudge. The companion nudges; the Help Desk gives directions, behind a spoiler gate.

🩺 Survival notes
Station questions

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 one thing

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.

Easy mode

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.

Tourist traps
  • 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.
Achievements to plan for
  • 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.
Scope

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
Clears your ticks, hints, used codes and threat memory on this device, and locks the Help Desk again. Your notes stay unless you choose.

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Route, codes and collectibles cross-checked against the Neoseeker walkthrough by dcruze, PowerPyx and the Alien: Isolation wiki. Not affiliated with Creative Assembly or SEGA.
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