Isolation Protocol: An Alien Isolation Survival Diary – Log 1: Welcome to Sevastopol

Isolation Protocol – Log 1: Welcome to Sevastopol

Difficulty: Medium

Optional Features: Permadeath enabled with the Three Strikes Rule

Alien Deaths: 0/3

“Wake up, get dressed, and then—oh look—Sevastopol is already on fire. Just another day in space.”

I surface from hypersleep mid-dream: Samuels, calm as ever, telling me they might have found my mother. The memory dissolves with the condensation on the pod, and I’m back on the Torrens—groggy, curious, and already bracing for whatever comes next. A quick change (Left Stick to move, L Stick Press to sprint if you’re running late), a polite check-in with Samuels and Taylor, and it’s off to the bridge.

The view outside is a mix of stars, shadows, and the silhouette of Sevastopol Station — our intended destination. We attempt contact, but whoever’s in charge sounds less “welcoming committee” and more “we’re about to collapse into the void.” The Torrens’ captain gives us a 24-hour window before she has to leave. Naturally, the sensible next step is to spacewalk over to the station.

Spacewalk to Disaster

It starts calmly enough… and then part of Sevastopol explodes. Just, you know, explodes. The blast sends Taylor, Samuels, and me flying in separate directions. I lose sight of them immediately. Whether they’re alive or not is a question for later — right now, my only option is to board the station and hope I can make contact with the Torrens.

I make it inside, but not without blacking out first. When I wake, the game politely suggests I “find help.” Thanks for the tip, game.

Arrivals, Departures, and Dust

I strip out of my spacesuit (A to interact when prompted) and begin exploring. The arrivals and departure area is silent — not “space peaceful” silent, but “something is wrong” silent. A detour through a vent (A to climb in, Left Stick to crawl) brings me to a terminal (A to use) with a file explaining the station is being decommissioned. That explains the peeling paint and flickering lights, but not the explosion.

I scavenge what I can — scrap metal, random bits and bobs, anything that looks vaguely useful (A to pick up). The game hands me a flare and tells me how to use it (B to open the radial menu, Right Stick to select flare, ZR to raise it, R to throw). I decide to keep it for emergencies… and then immediately waste it in the next room because the tutorial insists. Lovely.

The Stash and the Strangers

A generator hums back to life under my hands (Tap A three times to crank it like a stubborn lawnmower), and another terminal gives me a code for a stash: 0340. Apparently no one’s bothered to loot it because “nobody goes there anymore.” I file that away for later.

Turning the power on triggers movement — two figures sprint across the room and vanish through a door they promptly lock behind them. Friendly bunch. I give chase, but I’m stopped cold by security glass.

Spotting the Torrens

I reach the passenger lounge, and there she is: the Torrens, still in one piece. All I need now is a way to contact her. Another terminal fills in a few more blanks about the station’s decline, and I even find a new flare to replace the one I wasted earlier. I save my progress (A at an emergency save station, then confirm with A again) — no sense tempting fate.

Next log: with luck, I’ll have more than just a handful of supplies and unanswered questions.

Log 1 Switch Pro Tips

  • Left Stick: Move
  • L Stick Press: Sprint
  • R Stick Press: Crouch
  • ZL: Peek
  • ZR: Raise Motion Tracker
  • A: Interact / Pickup / Save
  • B: Open Radial Menu
  • R: Fire / Throw equipped item
  • D-Pad Up: Open Journal
  • 0340: First stash code — note it down
  • Always save at emergency stations when you can

Continue the Journey

Log 1 (You Are Here) | Log 2

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