Collectibles & Secrets
Sevastopol Station is a treasure trove of hidden lore, essential upgrades, and vital resources. Exploring every nook and cranny isn't just for completionists; it significantly enhances your chances of survival against the station's myriad threats. This comprehensive guide details the locations and strategies for uncovering every collectible and secret the station holds, including Nostromo Logs, ID Tags, Archive Logs, and crafting Schematics/Blueprints.
Nostromo Logs
These audio logs offer chilling insights into the events aboard the USCSS Nostromo, providing crucial backstory and deepening the lore of the Alien universe. There are 10 Nostromo Logs scattered throughout the station. Listening to them all unlocks the "Archivist" achievement. Each log is a small, glowing audio device, often found near computer terminals or desks.
- Log 1: "An Initial Report"
- Mission: Mission 2: Encounter
- Location: After reaching the Transit Station and taking the tram, you'll arrive at the Sevastopol Spaceflight Terminal. Head towards the security checkpoint. The log is on a desk in the security office to the left, accessible after restoring power. This is a relatively safe area early in the mission.
- Strategy: This log is hard to miss as it's in a key area you must pass through. Ensure you interact with it before proceeding.
- Log 2: "Science Officer's Report"
- Mission: Mission 6: Seegson Communications
- Location: In the Comms Control room, after you've used the access tuner to open the door. It's on a console near the main communication equipment, specifically on the left-hand console as you enter the main control area.
- Strategy: This area is often patrolled by Working Joes. Use distractions (like a noisemaker) or stealth to reach the console safely. Be mindful of the Joes' patrol patterns.
- Log 3: "Cargo Hold"
- Mission: Mission 4: The Quarantine
- Location: Within the San Cristobal Medical Facility. After navigating through the morgue and reaching the main reception area, head into the small office to the right of the main desk. The log is on a blood-splattered desk.
- Strategy: The Alien is highly active in this mission and this area. Approach with extreme caution, utilize cover, and be prepared to hide in lockers or under tables if the Alien appears.
- Log 4: "Hypersleep"
- Mission: Mission 5: The Trap
- Location: In the Gemini Exoplanet Solutions area. After encountering the first facehugger and entering the larger room with several workstations, look on the central console of the main workstation cluster.
- Strategy: This log is relatively easy to spot in an otherwise tense environment. The primary threat here is the initial facehugger encounter, so be ready to react.
- Log 5: "Distress Signal"
- Mission: Mission 7: Seegson Synthetics
- Location: In the Seegson Synthetics facility, specifically in the Synthetic Storage area. After passing through the main lobby and the first set of corridors, you'll enter a large room with several synthetic bodies. The log is on a shelf in a small storage room off the main corridor, usually to the left.
- Strategy: This area is heavily guarded by Working Joes. Consider disabling them with an EMP mine or using distractions to clear a path. Stealth is paramount here.
- Log 6: "Self-Destruct"
- Mission: Mission 9: Beacon
- Location: In the Lorenz SysTech Spire, within the main server room where you need to upload the data. It's on a console near the central server that you interact with to progress the mission.
- Strategy: This log is hard to miss as you'll be interacting with the server directly. Ensure you pick it up before initiating the data upload.
- Log 7: "Final Report"
- Mission: Mission 11: Hazard Containment
- Location: In the Hazard Containment area, within a small office accessible after dealing with the hazmat suit-wearing enemies. After you disable the gas, proceed through the now-clear corridor. The office is on your right, and the log is on a desk inside.
- Strategy: Be wary of the enemies in this area; they are well-armed and can be dangerous in close quarters. Use cover and your shotgun if necessary.
- Log 8: "Last Survivor"
- Mission: Mission 14: The Descent
- Location: In the Engineering area, specifically in the main control room where you activate the cooling systems. It's on a console to the right of the main control panel you use to initiate the cooling sequence.
- Strategy: This log is in a critical path area, so you're likely to stumble upon it. However, the Alien is very active here, so grab it quickly and proceed with caution.
- Log 9: "The Derelict"
- Mission: Mission 16: Transmission
- Location: In the Sevastopol Spaceflight Terminal, after returning to the area. It's in the main waiting area, on a bench near a defunct vending machine, close to the entrance to the departures lounge.
- Strategy: This log requires backtracking to an earlier area, so keep an eye out during your return trip. The area may have new threats, so remain vigilant.
- Log 10: "The Beast"
- Mission: Mission 18: Isolation
- Location: In the Anesidora, within the main control room where you initiate the self-destruct sequence. It's on a console to the right of the main activation panel.
- Strategy: This is the final log and is found near the very end of the game. Ensure you pick it up before activating the self-destruct, as there's no turning back afterward.
ID Tags
Collecting all 50 ID Tags unlocks the "Seegson Employee" achievement. These tags belonged to former Sevastopol employees and often provide small snippets of their final moments or thoughts. They are typically found on bodies, desks, or hidden in less obvious locations. While we cannot list all 50 here, we will highlight key early-game examples and provide general advice for finding them.
General ID Tag Strategy:
- Thorough Exploration: Always check every corner, every desk, every locker, and under every table. ID Tags are often placed in obscure spots.
- Deceased Personnel: Many tags are found on the bodies of deceased Sevastopol personnel. loot every body you encounter.
- Light Source: Use your flashlight to illuminate dark corners and under objects where tags might be hidden.
- Audio Cue: When you are near an ID Tag, you might hear a faint, high-pitched electronic hum. Listen carefully!
Example ID Tag Locations:
- ID Tag 1: Frank Kerswill
- Mission: Mission 2: Encounter
- Location: Found on Axel's body after his unfortunate encounter with the Alien in the Sevastopol Spaceflight Terminal. Unmissable.
- Strategy: Simply loot his body as part of the mission progression.
- ID Tag 2: Henry Marlow
- Mission: Mission 3: Future Shock
- Location: In the Colonial Marshal Bureau, after you gain access to the main office area. Look on a desk in one of the smaller offices to the right, near the window.
- Strategy: Thoroughly check all desks and shelves in accessible rooms within the Bureau. This area is relatively safe from the Alien initially.
- ID Tag 3: Thomas Miller
- Mission: Mission 4: The Quarantine
- Location: In the San Cristobal Medical Facility, specifically in the main reception area. After entering, check behind the main reception desk, on the floor near a fallen chair. You might need to crouch to see it.
- Strategy: Always check behind large objects and under tables, especially in areas with human casualties.
- ID Tag 4: Carl Schofield
- Mission: Mission 5: The Trap
- Location: In the Gemini Exoplanet Solutions area. After the facehugger encounter, in the large room with multiple workstations, check the desk in the far-left corner.
- Strategy: Be cautious of the lingering threats in this area. Prioritize safety, then search thoroughly.
- ID Tag 5: John Williams
- Mission: Mission 6: Seegson Communications
- Location: In the Comms Control room, within the small side office accessible from the main control area. It's on a desk next to a computer terminal.
- Strategy: This area has Working Joes. Use stealth or distractions to access the side office safely.
Archive Logs
Archive Logs are text-based entries found on computer terminals. They provide deeper insights into Sevastopol's operations, the events leading up to the outbreak, and character backstories. There are 151 Archive Logs in total, and reading them all unlocks the "A Record of Events" achievement. To access Archive Logs, you must interact with a computer terminal. Some terminals require a password, which can often be found on nearby notes, whiteboards, or by observing environmental clues.
General Archive Log Strategy:
- Interact with Every Terminal: Even if a terminal seems insignificant, interact with it. Many contain multiple logs.
- Password Hunting: If a terminal is locked, look around the immediate area for sticky notes, discarded files, or whiteboards. Passwords are often simple words or dates.
- Return Later: If you find a password but can't remember where the locked terminal was, make a mental note or check your map. You can often return to previous areas.
- Contextual Clues: Some passwords are hinted at by the environment or conversations. Pay attention to dialogue and visual cues.
Example Archive Log Locations:
- Mission 2: Encounter
- Location: Sevastopol Spaceflight Terminal, in the security office where you find the first Nostromo Log. The terminal contains several early Archive Logs detailing station protocols and initial reports.
- Strategy: Always check every computer terminal you encounter. Even if it seems like a basic workstation, it might hold valuable information.
- Mission 3: Future Shock
- Location: Colonial Marshal Bureau, in the main office area. Several terminals are present, some requiring passwords. The terminal in the Marshal's office (where you meet Waits) contains important logs about the station's security.
- Strategy: Look for sticky notes or discarded files near terminals for password hints. For example, a password for a terminal in this area might be "COLONIAL".
- Mission 4: The Quarantine
- Location: San Cristobal Medical Facility, in the main reception area. The terminal on the main desk contains logs about the medical staff and patient records.
- Strategy: If a terminal is locked, make a mental note to return if you find a relevant password later. The password for the main reception terminal is often "SEVASTOPOL".
- Mission 6: Seegson Communications
- Location: Comms Control room. The main terminal here has multiple logs related to the station's communication issues and the ongoing crisis.
- Strategy: Be aware of Working Joes patrolling this area. Access the terminal quickly and quietly.
- Mission 7: Seegson Synthetics
- Location: Seegson Synthetics, in the main lobby and subsequent offices. Terminals here detail synthetic production and maintenance.
- Strategy: Many terminals in this area are guarded by Working Joes. Use EMPs or distractions to clear the path to access them safely.
Schematics & Blueprints
These crucial items allow you to craft new tools and upgrades at crafting stations. Finding them is essential for expanding your arsenal and improving your chances of survival. Schematics are often found in secure areas, requiring careful navigation or puzzle-solving. Each schematic unlocks a new crafting option or an upgrade to an existing one, making your crafted items more potent.
General Schematic/Blueprint Strategy:
- Explore Thoroughly: Blueprints are often in side rooms, locked offices, or less obvious paths.
- Use Tools: Some blueprints are behind doors requiring the Plasma Torch, Ion Torch, or Access Tuner. Always revisit areas once you acquire new tools.
- Loot Everything: Blueprints are sometimes found in lockers or containers, not just out in the open.
- Prioritize: Focus on finding blueprints for items you use frequently, like Medkits or Molotovs, to maximize their effectiveness.
Key Schematics and their Locations:
| Item | Mission | Location | Strategy | Benefit |
|---|---|---|---|---|
| Medkit V.1 Blueprint | Mission 3: Future Shock | Colonial Marshal Bureau, in the medical bay (the room with the operating table). On a counter to the right as you enter. | Relatively easy to find, often in plain sight within medical areas. Essential for early-game survival. | Unlocks crafting of basic Medkits, restoring a small amount of health. |
| Flashbang V.1 Blueprint | Mission 4: The Quarantine | San Cristobal Medical Facility, in the main reception area. After entering, look in the small storage room to the left of the main desk, inside a locker. | Requires careful searching of all containers and lockers in the area. Be wary of the Alien. | Unlocks crafting of Flashbangs, temporarily stunning human enemies and Working Joes. |
| EMP Mine V.1 Blueprint | Mission 5: The Trap | Gemini Exoplanet Solutions, in the room where you activate the power generator. It's on a workbench near the generator controls. | Often found in high-traffic areas, but may be guarded by enemies (Working Joes). | Unlocks crafting of EMP Mines, disabling electronics and stunning Working Joes for a short period. |
| Noise Maker V.2 Upgrade | Mission 6: Seegson Communications | Comms Control room, in a locked room requiring the Ion Torch. The room is to the left of the main control area. | Requires a specific tool (Ion Torch) to access the area. Prioritize finding the Ion Torch first. | Upgrades Noise Makers, increasing their range and duration, making them more effective distractions. |
| Pipe Bomb V.1 Blueprint | Mission 7: Seegson Synthetics | Seegson Synthetics, in a workshop area. After passing through the main lobby, look for a side room with tools and workbenches. It's on a workbench. | Look for industrial-looking environments and workbenches. This area is heavily patrolled by Working Joes. | Unlocks crafting of Pipe Bombs, a powerful explosive useful against groups of humans or Working Joes. |
| Molotov V.2 Upgrade | Mission 9: Beacon | Lorenz SysTech Spire, in a maintenance tunnel accessible via a vent. After activating the beacon, look for a vent access point near the main control room. Follow the vent to a small maintenance area. | Requires exploring less obvious paths and vents. This upgrade is crucial for dealing with the Alien more effectively. | Upgrades Molotovs, increasing their damage and area of effect, making them more potent against the Alien. |
| Smoke Bomb V.1 Blueprint | Mission 10: The Message | Lorenz SysTech Spire, in the server farm area. After dealing with the hostile humans, look in a small, locked server room (requires Access Tuner) off the main corridor. It's on a server rack. | Requires careful navigation through hostile human-controlled areas and use of the Access Tuner. | Unlocks crafting of Smoke Bombs, creating a cloud of smoke to obscure vision and aid in stealth or escape. |
| Flamethrower Fuel V.2 Upgrade | Mission 12: SciMed Tower | SciMed Tower, in the main laboratory area. After restoring power, look in a small, locked storage room (requires Ion Torch) near the main research consoles. | Requires the Ion Torch and careful exploration of the laboratory. The Alien is active here. | Upgrades Flamethrower Fuel, increasing the amount of fuel you can carry, allowing for longer bursts of flame. |
| Shotgun Ammo V.2 Upgrade | Mission 15: The Alien Nest | Alien Nest, in a small, accessible side chamber near the main egg chamber. It's on a rock formation. | Found in a highly dangerous area. Prioritize survival and grab it quickly. | Upgrades Shotgun Ammo, allowing you to carry more shotgun shells. |