Alien: Isolation

Alien: Isolation

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List of all Rewire Uses/Distractions
A lot of reviews I've seen complained that the Rewiring aspect of the game was either useless or confusing. I'm not positive of the former, but the latter is certainly true, so in order to illuminate this unexplained portion of the game, I thought we should compile a list. I've not played through the whole game, so I can only comment on the initial rewire options, but feel free to add your own if you have played the game more... just make sure it's all spoiler free.

1) Unstable System: Uncertain: May be used to power location based systems (e.g. the Tram in the transit station), may be used to transfer power to various Rewire stations, or may just be free power that can be freed up by deactivation.
2) Lights: Disabling lights increases viability of stealth at the expense of awareness
3) Speakers: Create intermittent sound distractions that may temporarily draw the attention of enemies
4) Door: Unlocks/Locks doors
5) Air Purification: Creates light fog to increase stealth and clear out harmful airborne pollutants should any arise.

Feel free to comment or contribute your own additions or tips.
Last edited by Perfect Consumer; Oct 9, 2014 @ 9:19am
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Showing 1-12 of 12 comments
Sloaks Oct 9, 2014 @ 8:41am 
ah that makes sense, i was a bit confused by some of the options
Daniel Oct 9, 2014 @ 9:07am 
I thought "Unstable System" deactivates other entities on linked rewire boxes. I might be wrong, though.
Last edited by Daniel; Oct 9, 2014 @ 9:07am
Larry Oct 9, 2014 @ 9:08am 
I thought Unstable System = default power to whatever it was powering? For instance in the transit station you need to basically keep UnustableSystem powered in order to call trams.
Perfect Consumer Oct 9, 2014 @ 9:15am 
Originally posted by Dr.Larry:
I thought Unstable System = default power to whatever it was powering? For instance in the transit station you need to basically keep UnustableSystem powered in order to call trams.
That's interesting... that's why I wanted to make this thread. It's a bit confusing. I asked what Unstable System did in another thread yesterday, and I reposted the reply I got, but I will fix the OP with your thoughts.
Godling Oct 9, 2014 @ 9:23am 
+1 thread
Budoshi Oct 9, 2014 @ 9:27am 
i agree its poorly explained in the game. i would be quite interested in knowing what the damn Unstable System does.
Axe Oct 9, 2014 @ 9:29am 
I'm even more confused reading this thread.
CalUKGR Oct 9, 2014 @ 9:32am 
Originally posted by Axe:
I'm even more confused reading this thread.

Lol.
Strummer Oct 9, 2014 @ 10:27am 
It's potentially a great feature but it feels unfinished or semi-abandoned. The areas covered are often very small or they are simply not where the critical events of the game (i.e. those the player wants to influence) occur. I think the devs found that this feature, if fully integrated, could alter game balance in a way that might frustrate rather than challenge the average player. In Medlab, for instance, you can supposedly switch on/off door and vent access but not anywhere it counts. So far I am disappointed in this half-assed feature of an otherwise very polished game.
Axe Oct 9, 2014 @ 10:31am 
I can never remember where I am anyway so turning things on and off are irrelevant to me. Changing things in other areas or levels ais just laughable.

I just hope I never have to rely on this in later cases otherwise I'll have to stop playing...
Last edited by Axe; Oct 9, 2014 @ 10:31am
Viper Oct 9, 2014 @ 10:46am 
Unstable System: Distract Robot to fix the unstable area.
Bat Jul 18, 2021 @ 2:46am 
Originally posted by Light Bringer:
Unstable System: Distract Robot to fix the unstable area.
Thank you!
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Date Posted: Oct 9, 2014 @ 8:37am
Posts: 12