Isolation Protocol – Log 2: The Jack, the Gun, and the Monster
Difficulty: Medium
Optional Features: Permadeath enabled with the Three Strikes Rule
Alien Deaths: 0/3
Sevastopol isn’t a space station anymore — it’s a coffin with too many rooms. The walls groan, the lights flicker, and the floor is littered with suitcases nobody will ever claim. Every corner creaks like it’s considering whether to collapse, and the stench is somewhere between fried wires and unwashed corpses.
Somewhere in this mess, I’ve decided, lies survival. Or at least the tools to fake it.
The Maintenance Jack (Switch Edition)
My first discovery is a vent leading to baggage claim. A shadow darts past, proof I’m not as alone as I thought. Naturally, I follow — because curiosity didn’t just kill the cat, it strapped the cat into a jumpsuit and dumped it on Sevastopol.
That shadow leads me to a morgue. Body bags stacked like leftovers nobody wants. And there, in a nearby room, I finally spot my prize: a corpse clutching the Maintenance Jack. He’s left behind an ID tag and a final audio log, a last will whispered into static. I take both, because apparently, I’ve become a grave robber with a side hustle in identity theft.
The Jack is clunky but glorious. On Switch, it works like this:
- A: Grab the brace
- Hold ZL + ZR: Apply elbow grease
- Left Stick: Yank open the door like you mean it
With this tool, half the station is suddenly my oyster. Unfortunately, the other half is still locked behind plasma torches, ion torches, and my crippling lack of luck.
Enter Axel, Stage Left (Gun in Hand)
Just as I’m getting used to prying open doors like a budget locksmith, I find myself in a cutscene with a gun pressed to my head.
Meet Axel. His opening line is basically “don’t move.” My counter-offer is “please don’t shoot.” Somehow, we agree on a deal: he’ll help me through Sevastopol if he gets a seat on the Torrens. His sales pitch is… intense.
He mentions “a killer” stalking the station, but claims he hasn’t seen it. Which is funny, because I have — in the shadows, in the atmosphere, in the dripping dread that clings to every vent.
Not five minutes later, Axel points his gun at two other survivors. His definition of “nice guy” clearly needs work. The elevator door shuts, they vanish, and I find myself trapped in the world’s most awkward team-up.
Flashlights, Blueprints, and Sneaking 101
Axel hands me a flashlight — finally, something to pierce the gloom. On Switch: Y toggles it. Of course, batteries are rarer than honesty in a card game, so I use it sparingly.
Soon after, he introduces me to Sevastopol’s main sport: sneaking past armed strangers. Axel assures me they’ll kill us if spotted, which I would’ve figured out from the way they pace around with twitchy trigger fingers.
I crouch-walk the whole way, hugging shadows while my heartbeat plays the percussion section of a horror soundtrack. I flick the generator off as a distraction and duck into a vent, holding my breath as one of them passes inches from the grate. My first close call, and probably not my last.
On the plus side: I find a Medkit blueprint. Ingredients: 1 x SCJ Injector, 1 x Compound B, 1 x Bonding Agent, and 10 Scrap. I craft one immediately, because nothing says “confidence” like carrying your own first-aid kit in a death maze.
Death of a Guide
We work together to force open a door. Axel gets jumped. I swing the Maintenance Jack like a baseball bat, knocking the guy back. Axel overreacts with a bullet, which echoes down the corridors like a dinner bell for every hostile in range.
We run, ducking into corridors as voices shout behind us. Axel yells, “This is survival!” I yell, “This is stupid!” Neither of us is wrong.
Then: drip.
A shadow looms overhead. Axel freezes. A tail punctures his chest, lifts him clean off the ground, and throws him like a doll into the darkness. No quips. No bravado. Just silence.
The killer is real. And it spares me — for now.
Transit Terror
Shell-shocked, I stumble into the transit station. The lights flicker, the vents groan, and every sound feels like it belongs to the thing that just gutted Axel.
I hit the call button. The screen tells me the train is coming. I wait.
And wait.
Every second stretches into eternity. My eyes dart between the vents and the shadows, convinced something will lunge at me before the doors hiss open.
When the transit finally arrives, I sprint inside, slam the button, and ride it out toward the Spire. Axel is gone. The Alien is here. And I have never hated public transport more in my life.
Log 2 Key Takeaways
- Maintenance Jack: Your new best friend (A, ZL + ZR, Left Stick).
- Flashlight: Y toggles it — conserve those batteries.
- Medkit Blueprint: Injector, Compound B, Bonding Agent, and Scrap.
- Not all survivors are friendly. Some are Axel. Some are worse.
- The Alien has entered the stage. Stealth is no longer optional.
Log 1 |
Log 2 (You Are Here) |
Log 3
More from Survivor’s Dread
- Survivor’s Dread Hub — all horror survival diaries in one place.
- Isolation Protocol: An Alien Isolation Survival Diary — the full series hub.
- The Three Strikes Rule — permadeath rules explained.
