Alien: Isolation Campaign Maps

Location: Sevastopol Station


Sevastopol Station is not open. It is layered, locked, rerouted,
and occasionally falling apart.

I did not understand the station the first time I moved through it.
I reacted. I improvised. I followed whatever objective was placed
in front of me and hoped the route stayed open long enough to survive it.

This page break the station down sector by sector.
Not by mission number, but by physical space. Corridors.
Transit hubs. Security choke points. Places where routes fork,
seal, or collapse.

Alien: Isolation is linear in progression, but spatially complex.
Doors unlock. Transit reactivates. Entire paths reroute depending
on what you’ve triggered.

Use these maps to understand structure.
Survival still depends on how you move through it.

Campaign Sector Breakdown

Each map includes:

  • Full sector map image
  • Major area divisions
  • Connection points to other sectors

Difficulty settings change enemy aggression and resource availability,
but the structural layout of the station remains consistent.


Sector Index

The Torrens


Sevastopol Spaceflight Terminal

Arrivals and Departures, Security, Upper Level

Freight Shipping


Lorenz Systech Spire

Lobby and Technical, Upper and Lower Levels

Upper Transit


Seegson Communications


Sevastopol Scimed Tower


San Cristobal Medical Facility

Primary Care Floor, Maintenance and Morgue

Crisis Stabilization Unit


Seegson Synthetics

Synthetic Storage, Facility Observation, and Maintenance Vents

Synthetic Fluid Plant

Seegson Synthetics Administration

Android Orientation


Gemini Exoplanet Solutions


Project KG348

Upper Decks

Hazard Laboratories


Solomon’s Habitation Tower

Galleria Lower Concourse

Galleria Upper Concourse

Upper Transit

Habitation Deck


Apollo Core

Apollo Welcome Area

Apollo Servers and Observation


Engineering

Maintenance Deck

Central Reactor

Central Reactor Maintenance


The Anesidora


Station Maintenance


Understanding Sevastopol’s Layout

The station is built around transit hubs and security locks.
Many corridors appear open early on but are inaccessible until
later objectives are completed.

Vent networks often create secondary movement paths.
Save stations and rewire panels tend to cluster in predictable patterns.
Wide corridors feel safe. They rarely are.

Map Accuracy & Progression Notes

These maps reflect the physical layout of each sector.
Item placement and enemy patrol patterns can vary slightly
depending on difficulty and progression state.

Use this guide to understand structure.
Survival still depends on how you move through it.


Map Credits

All campaign maps featured here were created by Atilla Delmont.
Full credit for the map layouts and sector breakdowns belongs to them.

This page organises and contextualises the maps for navigation reference,
but the visual work is entirely theirs.

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