It's just that you're playing on nightmare mode and the alien is tethered to you - no matter where you are or how you play the alien is always going to be within 100 feet of you. Make your way to Comms Control As you exit the elevator you will come across an android that is still friendly. The ambient motion tracker beeps (the beeps you hear when you don't have the motion tracker raised) cannot be heard by the alien. Fourth mission in Alien: Isolation is called Seegson Communications and it introduces you to hostile androids and motion tracker tool that will be crucial through the rest of the game. The alien can only hear your motion tracker if it's very close to you, and when I say very close I mean like 3 feet. I never needed to use the flamethrower on any Working Joes though, I always had enough pistol, shotgun and boltgun ammo to get the job done all the way to the end of the game. Nah I'm familiar with nightmare, two of my four playthroughs were on nightmare. Originally posted by BWDeadcat:I got past the Seegson Communications glitch by reverting to a different mission save and starting the mission over. The alien spots me under desks, inside hideout boxes (especially the short ones - regardless of holding my breath, leaning back+L/R, etc.), and behind obstacles, even when I'm completely hidden. If I go down a stairwell, the alien is always - ALWAYS - at the bottom coming up the stairwell. The alien follows me into vents, or is waiting when the vent iris opens. The motion tracker alerts the alien of my location while NOT giving me a direction or the alien location - if it works at all as anything but a locator beacon for the alien AND it beeps to alert the alien even when I'm not using it. I had fifteen for a while, but it took fourteen of them - headshots all - to kill one jumpsuit Joe in the beginning of the Apollo Purge. My meter says three but my pistol says only two. I have three, and have never had more than four at one time. Shotgun: SOMETIMES three headshots kill a jumpsuit Joe, sometimes four. I've had a total of six molotovs so far, three of which I got and used when I killed the Joes in the Seegson Synthetics siege. If you have nowhere to run while it's dying, it will catch you first and kill you while it burns. Three molotovs will kill one jumpsuit Joe but not two - eventually. ![]() I've had the materials to build one pipe bomb so far. Pipe bombs work well, if coupled with a molotov. ![]() ![]() I've been issued a total of three (3) boltgun rounds the entire game: #1 I used to dispatch the Joe when I picked up the boltgun #2 I used on one of the Joes during the Apollo purge #3 I still have - not had the occasion to use it. I got past the Seegson Communications glitch by reverting to a different mission save and starting the mission over.Įvidently, you're unfamiliar with Nightmare Mode, or your game is far and away more humane than mine.įlamethrower: kills already wounded Joes, even jumpsuit Joes - but not quickly.which is why I'm out of flamethrower fuel.
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