Alien: Isolation

Alien: Isolation

View Stats:
Alien showing up early?
I never got around to finishing the game when I first purchased it because I'd watched Markiplier's playthrough and it was too fresh in my memory so the game was much less interesting. Anyway, I'm returning now to actually play through it and I've run into something that has me confused, namely that the xenomorph seems to be showing up early. In the first two attempts at getting through the game, it never appeared for real (i.e. as part of the game rather than a cutscene) prior to the medbay. This time around though, I heard it drop out of a vent as I was getting on the train after Axel was killed, and then I was just killed by it at the entrance to tech support while on the mission to fix the access tuner which is still before the cutscene where it drops out of the ceiling for the first time.

So I guess the question is what's going on here? Was I just lucky the first two playthroughs? Does the fact that I'm playing on hard change when the xenomorph shows up? Is my playthrough bugged?

Help is appreciated.
< >
Showing 1-15 of 21 comments
McFlurry Butts Apr 3, 2018 @ 11:59pm 
First time I ever ran into it was in that room with the elevator were you get the tuner.
Last edited by McFlurry Butts; Apr 4, 2018 @ 12:00am
writer13 Apr 4, 2018 @ 2:14am 
It is not a bug, it is the earliest encounter you can have with the alien. I simple just ran around with flashlight searching for things. Of course back then I was a noob. :)
Shakes Apr 4, 2018 @ 7:50pm 
The first possible encounter is right after Axel is killed. If you wait too long to start the tram then it will drop down and make a beeline for you. This is intentional, though being on higher difficulties may reduce the time for it to happen.

I've encountered it in tech support but I've never actually had to hide because it just jumps right into the vent when you first see it. I think it may be a bug because the initial reveal is obviously supposed to be the dramatic dropdown event while clearing the lockdown. I think it's just there as an initial spawn point since I believe once you get to that point that you can get it to come back out by making enough noise, even before lifting the lockdown.

That being said, your playthrough is fine. I had that happen on my nightmare run and it didn't seem to affect anything, though obviously seeing it that early is a tad jarring if you're not ready for it. It's possible that it only occurs after the first playthrough.
NinthElement Apr 6, 2018 @ 2:12pm 
The tech support active spawning isn't supposed to happen, as the devs intended it to be a visual encounter only, but it definitely can do if you run towards the reception room in a certain way. You just happened to be lucky (or unlucky, depending on your perspective) enough to trigger it accidentally. Max Headshot made a video that demonstrates it perfectly

https://www.youtube.com/watch?v=vWkBrkJdQpk
Originally posted by 9thElement:
The tech support active spawning isn't supposed to happen, as the devs intended it to be a visual encounter only, but it definitely can do if you run towards the reception room in a certain way. You just happened to be lucky (or unlucky, depending on your perspective) enough to trigger it accidentally. Max Headshot made a video that demonstrates it perfectly

https://www.youtube.com/watch?v=vWkBrkJdQpk

Well, I definitely didn't go running down there like that, nor did I make a bunch of noise on the way down there or while down there (I didn't even fight the people in the atrium, instead sneaking past them), For me it happened right after I picked up the gun, I turned around and it dropped out of the ceiling right in front of me and then bam-dead. I've also not seen any of those glitched xenomorph issues as the thing has behaved normally since that moment.
Hollow Apr 7, 2018 @ 4:07am 
Beware, spoilers in explanation.

@OP:
Didn't read everything so far but had multilpe playthroughs.
The Alien appears first after Axel is killed while waiting for the tram to arrive, but only if you wait a bit. After that the Alien shouldn't appear anymore, even if running and making noise. It should only appear again after turning off the alert during the data cell mission, with Ripley under the desk and the Alien's tail over that. Once using the elevator to the part with the first contact with the androids the Alien should be gone again and only appear lurking from the vents (so if you walk under those you may die) once the com system has started another alert. After that it'll appear regularly during the game - until the part during which it's launched into space again. It's behaviour may just change, as part of how a mission is scripted.

It sometimes happens that the game glitches out a bit. Single floating objects (calculators, weapons, wrenches) may be spotted then, or missions may start to malfunction (progress not aquired even due to completing a task, strange acting NPCs). Reloading a savegame often works but it's better to restart the game then before loading again.

I've also had that same issue once, except the Alien dropped from the far right vent and came running towards the tram once the doors opened. Tried to hide at a corner to no avail and was killed. Actually I wish they'd have done that in the regular game instead of that being a glitch, just with some time to get away.

Edit: There's also the unpredictable Alien mod on moddb, that makes the Alien roam the station more opposed to always be on the player's tail.

Regarding the further playthrough:
Civilians aren't properly done in this game. They can't get into vents, can't use ladders, everyone without a gun always counts as helpless, peaceful civilian, even if part of a group of thugs and screaming "There she is ! Kill her !" and killing such a peaceful creature forces you to reload a previous savegame because you've been a bad person (unless you throw a noisemaker at the person and let the Alien do it's thing, then everything is fine). Armed civilians can be killed but the guns they drop can't be picked up and used. Initially they give you a warning, telling you to leave. That'd work if the time for that was not extremely short and they'd not move to the spot where the player was spotted right after saying that because once they spot you again they'll shoot. The issue to that is that civilians and androids spot the player far faster and with less "not sure" time than the Alien and actually slowly search the area so they're far better at finding the player than the Alien which just leaves and continues to move around. The Alien won't ever react to civilians making noise by screaming and running, unless they've been spotted or are using guns. All of this should've been patched but hasn't. Btw. the Alien can't use ladders either - you're completely safe on one a few steps up. But the Alien will try to run to the spot at the end of the ladder, depending on which direction you're moving to if it spots you. For that the Alien uses some arbitrary knowledge of your position so it knows where you are while it can neither see nor hear you opposed to being patched to be able to use ladders or just being sent to the end point of the last known position without the use of arbitrary knowledge - a thing it also does inside maintenance shafts. It never enters those unless the player is inside - except for some spots with no other paths and some missions that are scripted to make it use them. An example for that is the Alien nest mission, where the Alien won't access the maintenance shafts even if you shine a light at it from there or shoot it from there with a gun.

Oh and two more things:
The flamethrower will need far more distance and time inside maintenance shafts to scare off the Alien than outside and an Alien trying to run away will still instantly kill you if you come close enough and turn your back towards it.

Fun stuff:
You can't use the tram while you lured the Alien inside with a flare. While the Alien is inside the option to use this is disabled. There are also some rooms the Alien will never enter, unless it spots you, because those rooms could be used to get the Alien trapped. If you travel enough you may encounter further survivors, all hostile, like going to Waits early: An angry crowd is in front of his office.

Useful stuff:
If the Alien doesn't spot you during the part in which it's killing Dr. Kuhlman it won't try to come after you and kill you right after that but instead regularly roam the area.
Industrial androids can't hear you inside maintenance shafts, regular androids and civilians can.
The Alien doesn't actually react to noise made but only to noise it was programmed to react to. You could use your wrench to unlock and open a door right next to the Alien and it wouldn't get it if it doesn't spot you. So using that warehouse with the Android is safe.
All noise is treated equal. It doesn't matter which weapon you use - they don't have a certain range. Instead it's all global noise. Explosions just make the Alien extra aggressive on top of that.
If the Alien kills some civilian it'll roam the area more aggressive for some time.
A smoke bomb can safe your life, even if the Alien is just a few steps close to you. Use one for exposed spots.
Stepping on the Alien's tail will trigger it.
Try not to walk below vents, even if there's no Alien drooling, because they're treated like on/off switches without a delay so once the Alien descides to use one you're dead without any warning.
Sometimes the sound effects for the Alien moving around in the vents or leaving / entering aren't played properly but the Alien's walking sounds are reliable. Either those sometimes missing sounds have a range with an on / off condition if inside / outside range to be heard opposed to actual noise level regulation or it has to do something with corners and doors blocking sounds.
Last edited by Hollow; Apr 7, 2018 @ 5:03am
Goldbarth Apr 14, 2018 @ 6:33am 
Originally posted by 9thElement:
The tech support active spawning isn't supposed to happen, as the devs intended it to be a visual encounter only, but it definitely can do if you run towards the reception room in a certain way.

Some A:I speedrunners told me it can get triggered when you enter the "reception area" after leaving the stairwell (YT-Vid/1:16) and you walk near the left wall. So they told me i have to hug the wall/bench on the right to avoid it. A speedrun could end there.
Incarna Apr 14, 2018 @ 7:01pm 
What makes you think it is a bug?
NinthElement Apr 15, 2018 @ 6:10am 
Originally posted by Incarna:
What makes you think it is a bug?
Watch the video I linked above. The active alien gets removed if it goes near the vent it was supposed to vanish through in the scripted "visual" encounter
Last edited by NinthElement; Apr 15, 2018 @ 6:10am
BaldricksTrousers Jan 22, 2019 @ 2:24am 
I was doing a recording of M3 this morning for a Youtube series on my playthrough (Hard difficulty, 100%, All Collectibles). Not a Speedrun per se, but I am playing it at some pace so it's not boring. Anyway, M3 took three takes, because on the first two takes I was getting killed by the Alien when running from the stairwell to the Tech Support office where you collect the revolver just as you describe. This is, of course, before the main Alien reveal cut scene. Never had this happen to me before.

Just as was mentioned above, I was hugging the left wall when running through the doorway between the stairwell and Tech Support in order to give viewers the best view when glimpsing the xenomorph in the office when entering the area. But alas, after turning right and running up the steps, The alien comes charging out of the office in full kill mode.
Max Headshot Jan 23, 2019 @ 12:45am 
Originally posted by Hollow:
Beware, spoilers in explanation.

Useful stuff:
If the Alien doesn't spot you during the part in which it's killing Dr. Kuhlman it won't try to come after you and kill you right after that but instead regularly roam the area.
Industrial androids can't hear you inside maintenance shafts, regular androids and civilians can.
The Alien doesn't actually react to noise made but only to noise it was programmed to react to. You could use your wrench to unlock and open a door right next to the Alien and it wouldn't get it if it doesn't spot you. So using that warehouse with the Android is safe.

Great collection of detailed mechanical issues but here is one thing that is not known very well:
In the warehouse of M7 the Alien is completely deactivated, it isn't listed as NPC anymore. That begins when accessing the terminal above the android and lasts until grabbing the compression cylinder, which will trigger the activation of the Xeno again. Obviously that was made to prevent any interference during that sequence.
BaldricksTrousers Jan 23, 2019 @ 9:29am 
Originally posted by Max Headshot:
Great collection of detailed mechanical issues but here is one thing that is not known very well:
In the warehouse of M7 the Alien is completely deactivated, it isn't listed as NPC anymore. That begins when accessing the terminal above the android and lasts until grabbing the compression cylinder, which will trigger the activation of the Xeno again. Obviously that was made to prevent any interference during that sequence.

I have noticed that Steve did not come hunting for me in there after the scripted event where he drops to kill the humans (assuming you're following the designed stealthy path though the vents, up the ladder and round the gallery). But I have just learned that if any of the humans catch sight of you while you're following that route, Steve will not drop and kill the them. So you will have to find a way to deal with the humans (distract them, stealth past or something) after you're done getting the cylinder.
Last edited by BaldricksTrousers; Jan 23, 2019 @ 9:32am
Meltman Jan 24, 2019 @ 10:17pm 
It's not even just waiting around too long before getting on the tram. I went right to it and clicked the button to wait for it and hit the wall with a wrench. I was killed before it even got there. Not that you need to do that.
Last edited by Meltman; Jan 24, 2019 @ 10:17pm
BaldricksTrousers Jan 24, 2019 @ 10:55pm 
Originally posted by Meltman:
It's not even just waiting around too long before getting on the tram. I went right to it and clicked the button to wait for it and hit the wall with a wrench. I was killed before it even got there. Not that you need to do that.

At the end of M2, after the Alien kills Axel, you're safe. You can run and bash around as much as you want UNTIL you press the transit car call button. After you press the button, be very, very quiet indeed or the Alien will drop and kill you.

Wait right by the transit car doors, so after the transit car arrives and the doors open, you can quietly get in straight away and leave.

I do like to get in the car, get to the middle where the prompt appears, turn around and then watch and wait for Steve to drop before actioning the departure. He drops after only a few seconds.
cdoyle Jul 1, 2019 @ 6:03pm 
Adding to everything above, the alien does start hunting you when it drops out of the ceiling in San Cristobal MF. Before that it's a small possibility. Also it will stop doing it so actively after the explosion. Then it will came after you again when you try to lock it down in the server farm. However the worst level (for me) is mission 17 with the long corridor after the Canteen, where you have to came and go. That is real terror.
Last edited by cdoyle; Jul 1, 2019 @ 6:04pm
< >
Showing 1-15 of 21 comments
Per page: 1530 50

Date Posted: Apr 3, 2018 @ 3:10pm
Posts: 21